ps4-lego-onebrain
One ESP32. PS4 controller over Bluetooth Classic, two LEGO Powered Up hubs over BLE, both on the same Bluetooth stack.
Driving a Johnny 5 (Short Circuit) MOC — seven motors across two Technic hubs.
This is the harder of the two routes. If you want the boring one that works
first go, see ps4-lego-bridge — two boards and a UART between them.
Build and deploy: docs/BUILD.md. This will not compile out of the box — the board package ships the BTstack headers but does not put them on the include path, and that has to be fixed first.
Controls and port map: docs/CONTROLS.md.
How it avoids the stack collision
The reason the obvious sketch fails is that Bluepad32 (BTstack) and Legoino (NimBLE) are two Bluetooth host stacks fighting over one radio. The fix here is to have only one stack: BTstack does the gamepad and the hubs.
Bluepad32 v4 already compiles BTstack with LE central and a GATT client, since it supports BLE gamepads like the Xbox v5 firmware pads. That machinery is sitting there unused for our purposes, so this sketch borrows it and speaks the LEGO Wireless Protocol directly. No Legoino, no NimBLE.
What you give up: everything Legoino did for you. Sensor callbacks, tacho positioning, hub name reads. What you get back is one board and about 450 lines. Port detection we got back cheaply — see below.
The two rules
1. Threading. BTstack is not thread-safe, and loop() does not run on the
BTstack task. From the Bluepad32 docs, the only BTstack call that is safe from
anywhere is btstack_run_loop_execute_on_main_thread().
So the LEGO side lives entirely inside a repeating BTstack timer, which is
scheduled once at boot via that one safe call. loop() never touches BTstack —
it reads the sticks and writes plain ints into gDesired, and the timer picks
them up. Any BTstack call added to loop() will crash at random places, which
is the worst kind of bug to chase.
2. Boot order. Gamepad discovery starts disabled. Both hubs connect first,
then BP32.enableNewBluetoothConnections(true) opens up for the pad. Bluepad32's
inquiry and LE scan otherwise run at the same time as our LE create-connection
and the hub connects unreliably or not at all.
Layout
ps4_lego_onebrain/ps4_lego_onebrain.ino the sketch
docs/BUILD.md install, include-path fix, first run
docs/CONTROLS.md port map, control layout, power caps
docs/platform.local.txt the include-path override, for restoring
after a Bluepad32 package update
The protocol
Everything the motors need is one 8-byte write, no response, to characteristic
00001624-1212-EFDE-1623-785FEABCD123 inside service ...1623...:
08 00 81 <port> 11 51 00 <power>
│ │ │ │ │ │ │ └── int8, -100..100 (127 = brake)
│ │ │ │ │ │ └───── mode 0x00 = POWER
│ │ │ │ │ └──────── subcommand 0x51 = WriteDirectModeData
│ │ │ │ └─────────── 0x11 = execute immediately + command feedback
│ │ │ └────────────────── port: A=0x00 B=0x01 C=0x02 D=0x03, LED=0x32
│ │ └───────────────────── message type 0x81 = Port Output Command
│ └──────────────────────── hub ID, always 0x00
└─────────────────────────── message length
That same shape sets the hub LED — port 0x32, payload is a colour index
(0x06 is green, which the sketch uses to show a hub came up).
Mode 0 is direct power, so it works on train motors and Technic motors alike.
There is no tacho-vs-basic distinction to get wrong here. The trade-off is that
you get no closed-loop speed control — power is power, and the motor slows under
load. StartSpeed (subcommand 0x07) does regulate, if you want it later.
Going the other way, the sketch subscribes to notifications on the same characteristic and decodes two inbound messages:
0x04Hub Attached I/O — the hub announces every populated port the instant notifications go live, so the serial log tells you what is actually plugged in rather than what you think is. Device type IDs come from pybricks/technical-info.0x05Generic Error — rejected commands used to vanish silently.
Full spec: https://lego.github.io/lego-ble-wireless-protocol-docs/
Known rough edges
- No end-stop protection. Every axis except the tracks runs into a
mechanical stop and there is no position feedback, so holding a direction at
a stop stalls the motor. The power caps in
docs/CONTROLS.mdare the only thing standing between you and stripped gears. Control+ motors have absolute encoders, so this is fixable properly with Port Input Format Setup (0x41). - Write-without-response can fail silently when ACL buffers are full. The tick retries 25ms later, so a dropped command is invisible in practice, but do not treat a single write as a guarantee.
- No failsafe timer on the gamepad side beyond
isConnected(). If the pad goes out of range the stack can take 20 seconds to notice. The Bluepad32 FAQ has ahasData()plus timeout pattern worth adding. - Rate limits are tuned by feel, not measurement — see
docs/CONTROLS.md.
If something misbehaves, turn on verbose BTstack logging first. Nearly every failure here shows up as a specific HCI event you can read.
Created by: Jess Rogerson (yelling commands at Claude.AI)