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DS3Remapper 0.3

Plugins for PSPs running on 6.XX
AmyGrrl
Posts: 13
Joined: Sun Jan 25, 2015 4:44 pm

Re: DS3Remapper 0.3

Post by AmyGrrl »

Thanks again! It works great. I was able to take a screenshot with select. I haven't tried changing the controls on any other games yet. But I will this week when I have some free time.
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Attachments
DS3RemapperRESn.png
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ali_ihsan21
Posts: 683
Joined: Wed Jan 26, 2011 11:04 am

Re: DS3Remapper 0.3

Post by ali_ihsan21 »

Anyone know the address of DS3 square button which is # SQUARE = 0x00000080 on the device ?
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reprep
Posts: 1074
Joined: Tue Dec 17, 2013 4:38 pm

Re: DS3Remapper 0.3

Post by reprep »

ali_ihsan21 wrote:Anyone know the address of DS3 square button which is # SQUARE = 0x00000080 on the device ?
square button is 0x008000

viewtopic.php?p=359545#p359545 click the spoiler tag, all of the values you need are there.
ali_ihsan21
Posts: 683
Joined: Wed Jan 26, 2011 11:04 am

Re: DS3Remapper 0.3

Post by ali_ihsan21 »

reprep wrote:
ali_ihsan21 wrote:Anyone know the address of DS3 square button which is # SQUARE = 0x00000080 on the device ?
square button is 0x008000

viewtopic.php?p=359545#p359545 click the spoiler tag, all of the values you need are there.
What I want to do is to change the brightness from DS3 but although it works with the buttons on the device DS3 buttons dont work.

edit: Its about the brightness.prx I think because it behave as if I didnt add any values. Its not coded for these addresses.
PSP-1000 6.20 16 GB Pro C-2
PSP-go 6.20 32 GB LME 2.3 White
PSP-go 6.60 24 GB Pro C-2 / LME 2.3 Black
PS Vita Slim 8 GB 3.60 Henkaku
PS TV 3.60 Henkaku 1 TB Samsung Story
Thank you RepRep, Total_Noob, Suloku, Omega2058, TheFlow
Total-Noob
Guru
Posts: 536
Joined: Sat Feb 02, 2013 5:08 pm

Re: DS3Remapper 0.3

Post by Total-Noob »

I have got a present for you guys:

[spoiler]/*
motor[0]: Small motor (0-1)
motor[1]: Big motor (0-255)
*/
int scePadSvc_driver_7CAB5A3D(int port_no, u8 motor[2]);

The period of one vibration is 3 seconds. To have a smaller period, just set both motor to 0 to stop.

Example:

u8 motor[2];
motor[0] = 1; //Small motor
motor[1] = 0; //Big motor
scePadSvc_driver_7CAB5A3D(0, motor);

sceKernelDelayThread(1 * 1000 * 1000);

motor[0] = 0; //Small motor
motor[1] = 0; //Big motor
scePadSvc_driver_7CAB5A3D(0, motor);

This will vibrate for 1 second.

Or do it like this:

void vibrate(int port_no, int small_motor, int big_motor)
{
u8 motor[2];
motor[0] = small_motor;
motor[1] = big_motor;
scePadSvc_driver_7CAB5A3D(port_no, motor);
}

vibrate(0, 1, 0);
sceKernelDelayThread(1 * 1000 * 1000);
vibrate(0, 0, 0);[/spoiler]

Vibration.
RandQalan
Posts: 468
Joined: Sun Aug 18, 2013 10:43 am

Re: DS3Remapper 0.3

Post by RandQalan »

Thanks TN :D
Image
reprep
Posts: 1074
Joined: Tue Dec 17, 2013 4:38 pm

Re: DS3Remapper 0.3

Post by reprep »

from what i see, what we are doing is extending the SceCtrlData buffer to SceCtrlDataExt and as extra calls need a larger buffer we are using an intermediate buffer and do a memcpy after that.

If i am not wrong sceCtrlExtendInternalCtrlBuffers can do what we want. Extend the SceCtrlData buffer to accommodate the extra-calls. So can this save us from the memcpy and maybe even solve some compatibility problems? Does anyone know how to use sceCtrlExtendInternalCtrlBuffers? uOFW has some info about it https://github.com/uofw/uofw/blob/maste ... trl/ctrl.c (line 857) and http://uofw.github.io/uofw/group__Contr ... 8b7d305622

all i know is we have to use mode 1 for reading DS3.

thanks in advance.
Hurpales
Posts: 3
Joined: Mon Mar 02, 2015 11:40 pm

Re: DS3Remapper 0.3

Post by Hurpales »

What did I do wrong? I have enabled right stick as dpad in .game and .vsh but it doesn't work. I'm using PS3 Sixaxis controller, is that a problem? Left analog works without a problem. Do I have to "true" something else than:
#Maps digital pad to Right analog stick
DIGITAL2RA = true

Just realized that any kind of remapping doesn't work.
ali_ihsan21
Posts: 683
Joined: Wed Jan 26, 2011 11:04 am

Re: DS3Remapper 0.3

Post by ali_ihsan21 »

Hurpales wrote:What did I do wrong? I have enabled right stick as dpad in .game and .vsh but it doesn't work. I'm using PS3 Sixaxis controller, is that a problem? Left analog works without a problem. Do I have to "true" something else than:
#Maps digital pad to Right analog stick
DIGITAL2RA = true

Just realized that any kind of remapping doesn't work.
Copy your .ini file and I'll check what's wrong
PSP-1000 6.20 16 GB Pro C-2
PSP-go 6.20 32 GB LME 2.3 White
PSP-go 6.60 24 GB Pro C-2 / LME 2.3 Black
PS Vita Slim 8 GB 3.60 Henkaku
PS TV 3.60 Henkaku 1 TB Samsung Story
Thank you RepRep, Total_Noob, Suloku, Omega2058, TheFlow
Hurpales
Posts: 3
Joined: Mon Mar 02, 2015 11:40 pm

Re: DS3Remapper 0.3

Post by Hurpales »

ali_ihsan21 wrote:
Hurpales wrote:What did I do wrong? I have enabled right stick as dpad in .game and .vsh but it doesn't work. I'm using PS3 Sixaxis controller, is that a problem? Left analog works without a problem. Do I have to "true" something else than:
#Maps digital pad to Right analog stick
DIGITAL2RA = true

Just realized that any kind of remapping doesn't work.
Copy your .ini file and I'll check what's wrong
I just edited that one command to true

#####################
#DS3Remapper options#
#####################

#Disables/enables DS3remapper.
#Note: The combo is REAL button input, remap independent.
DISABLECOMBO = SELECT + START + L1 + L2 + R1 + R2

###################
#Predefined remaps#
###################

#Maps Triangle, Circle, cross and Square to Right analog stick
TCCS2RA = false
#Maps digital pad to Right analog stick
DIGITAL2RA = true
#Swaps digital pad and left analog stick
SWAPPADAN = false

######################
#Analog stick options#
######################

#Disables analog stick
#Note: disable thumb will disable only the PSP analog thumb, the other two disable DS3 and PSP analog
DISABLETHUMB = false
DISABLELAN = false
DISABLERAN = false
#Mirrors one analog stick on the other (ex: MIRRORL will make the right analog behave like the left analog stick)
#Note: enabling both has the same effect as just enabling MIRRORR
MIRRORL = false
MIRRORR = false
#Swaps left and right analog sticks
SwAPAN = false
#Rotates analog stick 90∫ clockwise
ROTATE_L_CW = false
ROTATE_R_CW = false
#Rotates analog stick 90∫ counter-clockwise
ROTATE_L_CCW = false
ROTATE_R_CCW = false
#Inverts the analog stick axis (up is down, left is right)
INVERT_RX = false
INVERT_RY = false
INVERT_LX = false
INVERT_LY = false
#Swaps the X and Y axis from an analog stick (right is down, down is right, left is up, up is left)
SWAP_RAXIS = false
SWAP_LAXIS = false

#Left and right analogs sensitivity for button remapping (when the analog stick will trigger the button)
#Range is 0-128
#0: minimal input will trigger the button
#128: button will only be triggered when the stick is fully tilted
R_BSENSITIVITY = 64
L_BSENSITIVITY = 64

###############
#Button remaps#
###############
#Valid values (case sensitive): SELECT, START, UP, RIGHT, DOWN, LEFT,
# TRIANGLE, CIRCLE, CROSS, SQUARE,
# HOME, NOTE, SCREEN, VOLUP, VOLDOWN,
# L1, LTRIGGER, L_TRI, L2, L3,
# R1, RTRIGGER, R_TRI, R2, R3
#For button combos use "+". Example: NOTE = R3 + UP
#Note: psp RTRIGGER and LTRIGGER are the same as R1/L1 or R_TRI/L_TRI
#You can also leave it blank for no remaps
SELECT = SELECT
START = START
UP = UP
RIGHT = RIGHT
DOWN = DOWN
LEFT = LEFT
TRIANGLE = TRIANGLE
CIRCLE = CIRCLE
CROSS = CROSS
SQUARE = SQUARE
HOME = HOME
NOTE = NOTE
SCREEN = SCREEN
VOLUP = VOLUP
VOLDOWN = VOLDOWN
L1 = L1
L2 = L2
L3 = L3
R1 = R_TRI
R2 = R2
R3 = R3

#Right analog stick direction remapping
#You can map any key to the analog direction.
#This will put the up/down or right/left axis to neutral.
#Won't work if TCCS2RA is true
#Set ANARMAP true to not disable the axis
ANARMAP_X = false
ANARMAP_Y = false
RUP =
RRIGHT =
RDOWN =
RLEFT =

#Right analog stick direction remapping
#You can map any key to the analog direction.
#This will put the up/down or right/left axis to neutral.
#Won't work if SWAPPADAN is true
#Won't work if DIGITAL2RA is true
#Set ANALMAP to not disable the axis (i.e. the analog will still move the character in a game that uses left analog to move)
ANALMAP_X = false
ANALMAP_Y = false
LUP =
LRIGHT =
LDOWN =
LLEFT =
Locked

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