using a Super Nintendo Controller w/ bs2sx
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Posts: 46,084
hey,
I'm trying to hook a super nintendo controller up to a bs2sx. The
controller has a D-latch and a clock input, so one has to latch the
controller (to save the current button positions) and then send clock
pulses to cycles through individual button status (sent one by one
over a single data line). The problem is, the bs2sx doesn't have the
pollin command, and I can't see any other way to tell if I/O lines
are high or low (button is pressed or not). Right now I'm using serin
and looking for 0s or 255s, but that isn't working too well. Thanks
for any help you guys can give!
I'm trying to hook a super nintendo controller up to a bs2sx. The
controller has a D-latch and a clock input, so one has to latch the
controller (to save the current button positions) and then send clock
pulses to cycles through individual button status (sent one by one
over a single data line). The problem is, the bs2sx doesn't have the
pollin command, and I can't see any other way to tell if I/O lines
are high or low (button is pressed or not). Right now I'm using serin
and looking for 0s or 255s, but that isn't working too well. Thanks
for any help you guys can give!
Comments
SERIN/OUT is only for rs232 communication, whereas the
method used by the nintendo and playstation controller
is bit shifting via a shiftregister and best accessed
using SHIFTIN/OUT (see StampWorks Experiment #23 &
#24: Expanding Inputs and Expanding Outputs at
http://www.parallax.com/html_pages/downloads/sw/sw.asp)
a long while ago i hacked a super nintendo pad and
posted it to the list. this is a relisting of my old
message:
It just so happens that i am using a SNES controller
in a robotics project myself. a good place to
research all types of controllers, pinouts, voltage
levels etc., is http://www.gamesx.com. anyway i just
pulled the codes out of the SNES controller the other
day and they go like this[noparse]:([/noparse]correct to the best of my
knowledge, checked over 2 times)
binary hex
nopress:1111111111111111 ffff
up: 1111011111111111 f7ff
down: 1111101111111111 fbff
left: 1111110111111111 fdff
right: 1111111011111111 feff
select: 1101111111111111 dfff
start: 1110111111111111 efff
y: 1011111111111111 bfff
x: 1111111110111111 fbff
b: 1111111111111110 7fff
a: 1111111101111111 ff7f
Top rt: 1111111111101111 ffef
top lft:1111111111011111 ffdf
this gives 2^12 combinations or 4096
As you can see, a zero represents the button being
pressed, and a one is a "no press". To use this, just
set the correct bit from the chart above, and have
your controller jump on the correct combination.
The SNES controller pinouts[noparse]:([/noparse]from gamestation X)
____________________________
/ 7 6 5 | 4 3 2 1 |
( o o o | o o o o |
\___________|_______________|
pin description wire color
1 +5v white
2 data clock yellow
3 data latch orange
4 data line red
5 N/A
6 N/A
7 ground brown
To use this, just hit the data latch w/ a 12us pulse
to latch the parallel bits, and then reel them in on
the data line using SHIFTIN on the BSII, and its as
easy as that. The mode that I used to real in the
bits for the chart above was: mode 0, or MSBPRE.
You can also check out Al Williams's book,
Microcontroller Projects w/ Basic Stamps, page 179,
Expanding I/O. I hope all of that will help!!!!
for SNES controller info:
http://www.gamesx.com/controldata/nessnes.htm
here is also a bunch of info on all types of stuff:
http://www.arcadecontrols.com/arcade_alternatives.shtml#GameStationX
that should get ya going.
ross cooper
--- Sam <hard-on@t...> wrote:
> hey,
>
> I'm trying to hook a super nintendo controller up
> to a bs2sx. The
> controller has a D-latch and a clock input, so one
> has to latch the
> controller (to save the current button positions)
> and then send clock
> pulses to cycles through individual button status
> (sent one by one
> over a single data line). The problem is, the bs2sx
> doesn't have the
> pollin command, and I can't see any other way to
> tell if I/O lines
> are high or low (button is pressed or not). Right
> now I'm using serin
> and looking for 0s or 255s, but that isn't working
> too well. Thanks
> for any help you guys can give!
>
>
> To UNSUBSCRIBE, just send mail to:
> basicstamps-unsubscribe@yahoogroups.com
> from the same email address that you subscribed.
> Text in the Subject and Body of the message will be
> ignored.
>
>
> Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
>
>
__________________________________
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controller to drive around an AUV that I'm building but my advisor is
having second thoughts because we won't be able to finely vary the
motor speed (no joystick). Have you or anyone else worked with one of
the newer game console joysticks? Are the joyticks on them based on
potentiometers or do they just have four buttons underneath them?
Thanks
--- In basicstamps@yahoogroups.com, Klutch <klutch66@y...> wrote:
> greetings,
> SERIN/OUT is only for rs232 communication, whereas the
> method used by the nintendo and playstation controller
> is bit shifting via a shiftregister and best accessed
> using SHIFTIN/OUT (see StampWorks Experiment #23 &
> #24: Expanding Inputs and Expanding Outputs at
> http://www.parallax.com/html_pages/downloads/sw/sw.asp)
>
> a long while ago i hacked a super nintendo pad and
> posted it to the list. this is a relisting of my old
> message:
>
> It just so happens that i am using a SNES controller
> in a robotics project myself. a good place to
> research all types of controllers, pinouts, voltage
> levels etc., is http://www.gamesx.com. anyway i just
> pulled the codes out of the SNES controller the other
> day and they go like this[noparse]:([/noparse]correct to the best of my
> knowledge, checked over 2 times)
> binary hex
> nopress:1111111111111111 ffff
> up: 1111011111111111 f7ff
> down: 1111101111111111 fbff
> left: 1111110111111111 fdff
> right: 1111111011111111 feff
> select: 1101111111111111 dfff
> start: 1110111111111111 efff
> y: 1011111111111111 bfff
> x: 1111111110111111 fbff
> b: 1111111111111110 7fff
> a: 1111111101111111 ff7f
> Top rt: 1111111111101111 ffef
> top lft:1111111111011111 ffdf
>
> this gives 2^12 combinations or 4096
> As you can see, a zero represents the button being
> pressed, and a one is a "no press". To use this, just
> set the correct bit from the chart above, and have
> your controller jump on the correct combination.
>
> The SNES controller pinouts[noparse]:([/noparse]from gamestation X)
> ____________________________
> / 7 6 5 | 4 3 2 1 |
> ( o o o | o o o o |
> \___________|_______________|
> pin description wire color
> 1 +5v white
> 2 data clock yellow
> 3 data latch orange
> 4 data line red
> 5 N/A
> 6 N/A
> 7 ground brown
>
> To use this, just hit the data latch w/ a 12us pulse
> to latch the parallel bits, and then reel them in on
> the data line using SHIFTIN on the BSII, and its as
> easy as that. The mode that I used to real in the
> bits for the chart above was: mode 0, or MSBPRE.
> You can also check out Al Williams's book,
> Microcontroller Projects w/ Basic Stamps, page 179,
> Expanding I/O. I hope all of that will help!!!!
>
> for SNES controller info:
> http://www.gamesx.com/controldata/nessnes.htm
>
> here is also a bunch of info on all types of stuff:
> http://www.arcadecontrols.com/arcade_alternatives.shtml#GameStationX
>
> that should get ya going.
> ross cooper
>
> --- Sam <hard-on@t...> wrote:
> > hey,
> >
> > I'm trying to hook a super nintendo controller up
> > to a bs2sx. The
> > controller has a D-latch and a clock input, so one
> > has to latch the
> > controller (to save the current button positions)
> > and then send clock
> > pulses to cycles through individual button status
> > (sent one by one
> > over a single data line). The problem is, the bs2sx
> > doesn't have the
> > pollin command, and I can't see any other way to
> > tell if I/O lines
> > are high or low (button is pressed or not). Right
> > now I'm using serin
> > and looking for 0s or 255s, but that isn't working
> > too well. Thanks
> > for any help you guys can give!
> >
> >
> > To UNSUBSCRIBE, just send mail to:
> > basicstamps-unsubscribe@yahoogroups.com
> > from the same email address that you subscribed.
> > Text in the Subject and Body of the message will be
> > ignored.
> >
> >
> > Your use of Yahoo! Groups is subject to
> > http://docs.yahoo.com/info/terms/
> >
> >
>
>
> __________________________________
> Do you Yahoo!?
> SBC Yahoo! DSL - Now only $29.95 per month!
> http://sbc.yahoo.com
it easier to use the D-pad (the directional buttons) than the anolog stick.
You could use a pulse width type measurement of the presses of the D-pad to
approximate a position of an analog stick to control the speed of whatever
you're building. I know this may not be a perfect solution, because
controlling an R/C airplane with this method would not be satisfactory for
me!
Steve
Original Message
From: "Sam" <hard-on@t...>
To: <basicstamps@yahoogroups.com>
Sent: Tuesday, June 17, 2003 9:30 PM
Subject: [noparse][[/noparse]basicstamps] Re: using a Super Nintendo Controller w/ bs2sx
> yessss, cool. Thanks a lot! I was planning on using the SNES
> controller to drive around an AUV that I'm building but my advisor is
> having second thoughts because we won't be able to finely vary the
> motor speed (no joystick). Have you or anyone else worked with one of
> the newer game console joysticks? Are the joyticks on them based on
> potentiometers or do they just have four buttons underneath them?
> Thanks
>
> --- In basicstamps@yahoogroups.com, Klutch <klutch66@y...> wrote:
> > greetings,
> > SERIN/OUT is only for rs232 communication, whereas the
> > method used by the nintendo and playstation controller
> > is bit shifting via a shiftregister and best accessed
> > using SHIFTIN/OUT (see StampWorks Experiment #23 &
> > #24: Expanding Inputs and Expanding Outputs at
> > http://www.parallax.com/html_pages/downloads/sw/sw.asp)
> >
> > a long while ago i hacked a super nintendo pad and
> > posted it to the list. this is a relisting of my old
> > message:
> >
> > It just so happens that i am using a SNES controller
> > in a robotics project myself. a good place to
> > research all types of controllers, pinouts, voltage
> > levels etc., is http://www.gamesx.com. anyway i just
> > pulled the codes out of the SNES controller the other
> > day and they go like this[noparse]:([/noparse]correct to the best of my
> > knowledge, checked over 2 times)
> > binary hex
> > nopress:1111111111111111 ffff
> > up: 1111011111111111 f7ff
> > down: 1111101111111111 fbff
> > left: 1111110111111111 fdff
> > right: 1111111011111111 feff
> > select: 1101111111111111 dfff
> > start: 1110111111111111 efff
> > y: 1011111111111111 bfff
> > x: 1111111110111111 fbff
> > b: 1111111111111110 7fff
> > a: 1111111101111111 ff7f
> > Top rt: 1111111111101111 ffef
> > top lft:1111111111011111 ffdf
> >
> > this gives 2^12 combinations or 4096
> > As you can see, a zero represents the button being
> > pressed, and a one is a "no press". To use this, just
> > set the correct bit from the chart above, and have
> > your controller jump on the correct combination.
> >
> > The SNES controller pinouts[noparse]:([/noparse]from gamestation X)
> > ____________________________
> > / 7 6 5 | 4 3 2 1 |
> > ( o o o | o o o o |
> > \___________|_______________|
> > pin description wire color
> > 1 +5v white
> > 2 data clock yellow
> > 3 data latch orange
> > 4 data line red
> > 5 N/A
> > 6 N/A
> > 7 ground brown
> >
> > To use this, just hit the data latch w/ a 12us pulse
> > to latch the parallel bits, and then reel them in on
> > the data line using SHIFTIN on the BSII, and its as
> > easy as that. The mode that I used to real in the
> > bits for the chart above was: mode 0, or MSBPRE.
> > You can also check out Al Williams's book,
> > Microcontroller Projects w/ Basic Stamps, page 179,
> > Expanding I/O. I hope all of that will help!!!!
> >
> > for SNES controller info:
> > http://www.gamesx.com/controldata/nessnes.htm
> >
> > here is also a bunch of info on all types of stuff:
> > http://www.arcadecontrols.com/arcade_alternatives.shtml#GameStationX
> >
> > that should get ya going.
> > ross cooper
> >
> > --- Sam <hard-on@t...> wrote:
> > > hey,
> > >
> > > I'm trying to hook a super nintendo controller up
> > > to a bs2sx. The
> > > controller has a D-latch and a clock input, so one
> > > has to latch the
> > > controller (to save the current button positions)
> > > and then send clock
> > > pulses to cycles through individual button status
> > > (sent one by one
> > > over a single data line). The problem is, the bs2sx
> > > doesn't have the
> > > pollin command, and I can't see any other way to
> > > tell if I/O lines
> > > are high or low (button is pressed or not). Right
> > > now I'm using serin
> > > and looking for 0s or 255s, but that isn't working
> > > too well. Thanks
> > > for any help you guys can give!
> > >
> > >
> > > To UNSUBSCRIBE, just send mail to:
> > > basicstamps-unsubscribe@yahoogroups.com
> > > from the same email address that you subscribed.
> > > Text in the Subject and Body of the message will be
> > > ignored.
> > >
> > >
> > > Your use of Yahoo! Groups is subject to
> > > http://docs.yahoo.com/info/terms/
> > >
> > >
> >
> >
> > __________________________________
> > Do you Yahoo!?
> > SBC Yahoo! DSL - Now only $29.95 per month!
> > http://sbc.yahoo.com
>
>
> To UNSUBSCRIBE, just send mail to:
> basicstamps-unsubscribe@yahoogroups.com
> from the same email address that you subscribed. Text in the Subject and
Body of the message will be ignored.
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
(eight bits per axis) joysticks. There is an article in the June Nuts & Volts
on Stamp interfacing. That said, I am following this up in my August column
(same magazine) to do a slightly more advanced method of interfacing that
allows the program to determine what kind of PSX joystick is actually connnected
to
the Stamp -- that way your Stamp can take advantage of analog joysticks or
deal with the straight digital versions.
-- Jon Williams
-- Parallax
In a message dated 6/17/2003 2:51:41 PM Central Standard Time,
zman97211@y... writes:
> >yessss, cool. Thanks a lot! I was planning on using the SNES
> >controller to drive around an AUV that I'm building but my advisor is
> >having second thoughts because we won't be able to finely vary the
> >motor speed (no joystick). Have you or anyone else worked with one of
> >the newer game console joysticks? Are the joyticks on them based on
> >potentiometers or do they just have four buttons underneath them?
> >Thanks
>
[noparse][[/noparse]Non-text portions of this message have been removed]
I looked through your code (freely downloadable online) in the nuts
and volts article and I noticed that you aren't really using the
analog characteristic of the joysticks on the playstation2
controllers, you are just waiting for a hex FF or hex 00. As far as I
could tell, this would only 'hear' the joysticks when they were
completely depressed in a single direction (as apposed to being
positioned half way in any direction). This essentially makes the
joysticks digital. I would like to use the analog joysticks as
analog, so I was looking for an Analog to Digital Converter.
1) any ADC suggestions?
2) Do all ADCs do A->D and D->A? If not, then how would the stamp
send command to the controller over the one data line? Thanks for the
help!
--- In basicstamps@yahoogroups.com, jonwms@a... wrote:
> If you use the Sony PlayStation joystick you get 16 buttons plus
two analog
> (eight bits per axis) joysticks. There is an article in the June
Nuts & Volts
> on Stamp interfacing. That said, I am following this up in my
August column
> (same magazine) to do a slightly more advanced method of
interfacing that
> allows the program to determine what kind of PSX joystick is
actually connnected to
> the Stamp -- that way your Stamp can take advantage of analog
joysticks or
> deal with the straight digital versions.
>
> -- Jon Williams
> -- Parallax
>
>
> In a message dated 6/17/2003 2:51:41 PM Central Standard Time,
> zman97211@y... writes:
>
> > >yessss, cool. Thanks a lot! I was planning on using the SNES
> > >controller to drive around an AUV that I'm building but my
advisor is
> > >having second thoughts because we won't be able to finely vary
the
> > >motor speed (no joystick). Have you or anyone else worked with
one of
> > >the newer game console joysticks? Are the joyticks on them based
on
> > >potentiometers or do they just have four buttons underneath them?
> > >Thanks
> >
>
>
>
> [noparse][[/noparse]Non-text portions of this message have been removed]
will be published in August. The author chose not to use the analog joysticks
in his project, but I have used them in mine.
There is an issue, however, with the PSX controller and using SHIFTOUT and
SHIFTIN. As the original author notes, the clock signal must be inverted. I
also noted that the last byte of the stream (one axis from an analog joystick)
gets corrupted; bit 7 is always set. I was able to confirm this behavior by
making my manual shifting routine duplicate the Stamp's SHIFTIN function.
Here's the subroutine I use to "talk" to the PSX controller. The advantage
of this code over SHIFTIN is that it can be tailored to deal with the inverted
clock requirement (as presented, it is compatible with the original author's
inverter interface) and it will take data in from the PSX as it is shifting
data out. This will let you determine the type of joystick connected to your
project and deal with it accordingly.
PSX_TxRx:
FOR idx = 0 TO 7
PsxCmd = psxOut.LOWBIT(idx) ' setup command bit
PsxClk = 1 ' clock the bit
psxIn.LOWBIT(idx) = PsxDat ' get data bit
PsxClk = 0 ' release clock
NEXT
RETURN
For your reference, PsxCmd is the Cmd line output to the PSX, PsxClk is the
clock output to the PSX, and PsxDat is the data input from the PSX. If you
decide to use this code and NOT use SHIFTOUT and SHIFTIN, you can eliminate the
transistor inverter; you'll also need to change the clock signals (change 1 to
0 and vice-versa in the code above).
The analog joysticks have a mode button that must be active in order for the
analog channels to be available (my Sony PSX ignores the analog sticks in
digital mode; a clone I bought treats the analog sticks like buttons when in
digital mode) . This is why I wrote the code above; the analog controller will
report itself as a simple digital controller unless the analog mode is selected.
I'm still searching for better Sony documentation in the hopes that there is
a command that will allow the controller to be switched to analog mode from
the Stamp. This would be very useful in your particular application.
-- Jon Williams
-- Parallax
In a message dated 6/18/2003 8:13:50 AM Central Standard Time,
hard-on@t... writes:
> Hi,
>
> I looked through your code (freely downloadable online) in the nuts
> and volts article and I noticed that you aren't really using the
> analog characteristic of the joysticks on the playstation2
> controllers, you are just waiting for a hex FF or hex 00. As far as I
> could tell, this would only 'hear' the joysticks when they were
> completely depressed in a single direction (as apposed to being
> positioned half way in any direction). This essentially makes the
> joysticks digital. I would like to use the analog joysticks as
> analog, so I was looking for an Analog to Digital Converter.
> 1) any ADC suggestions?
> 2) Do all ADCs do A->D and D->A? If not, then how would the stamp
> send command to the controller over the one data line? Thanks for the
> help!
>
[noparse][[/noparse]Non-text portions of this message have been removed]
analog mode? Or just that there is no way that you know of for the
stamp to tell the controller to change to analog mode.
I called sony tech support and they said that there is a button on
the dual shock 2 controller to switch to analog mode, does this not
actually change the controller to analog mode? Sorry, just a bit
confused.
--- In basicstamps@yahoogroups.com, jonwms@a... wrote:
> That wasn't my code, that was code from the author of the article --
my code
> will be published in August. The author chose not to use the
analog joysticks
> in his project, but I have used them in mine.
>
> There is an issue, however, with the PSX controller and using
SHIFTOUT and
> SHIFTIN. As the original author notes, the clock signal must be
inverted. I
> also noted that the last byte of the stream (one axis from an
analog joystick)
> gets corrupted; bit 7 is always set. I was able to confirm this
behavior by
> making my manual shifting routine duplicate the Stamp's SHIFTIN
function.
>
> Here's the subroutine I use to "talk" to the PSX controller. The
advantage
> of this code over SHIFTIN is that it can be tailored to deal with
the inverted
> clock requirement (as presented, it is compatible with the original
author's
> inverter interface) and it will take data in from the PSX as it is
shifting
> data out. This will let you determine the type of joystick
connected to your
> project and deal with it accordingly.
>
> PSX_TxRx:
> FOR idx = 0 TO 7
> PsxCmd = psxOut.LOWBIT(idx) ' setup command bit
> PsxClk = 1 ' clock the bit
> psxIn.LOWBIT(idx) = PsxDat ' get data bit
> PsxClk = 0 ' release clock
> NEXT
> RETURN
>
> For your reference, PsxCmd is the Cmd line output to the PSX,
PsxClk is the
> clock output to the PSX, and PsxDat is the data input from the
PSX. If you
> decide to use this code and NOT use SHIFTOUT and SHIFTIN, you can
eliminate the
> transistor inverter; you'll also need to change the clock signals
(change 1 to
> 0 and vice-versa in the code above).
>
> The analog joysticks have a mode button that must be active in
order for the
> analog channels to be available (my Sony PSX ignores the analog
sticks in
> digital mode; a clone I bought treats the analog sticks like
buttons when in
> digital mode) . This is why I wrote the code above; the analog
controller will
> report itself as a simple digital controller unless the analog mode
is selected.
> I'm still searching for better Sony documentation in the hopes that
there is
> a command that will allow the controller to be switched to analog
mode from
> the Stamp. This would be very useful in your particular
application.
>
> -- Jon Williams
> -- Parallax
>
>
>
> In a message dated 6/18/2003 8:13:50 AM Central Standard Time,
> hard-on@t... writes:
>
> > Hi,
> >
> > I looked through your code (freely downloadable online) in the
nuts
> > and volts article and I noticed that you aren't really using the
> > analog characteristic of the joysticks on the playstation2
> > controllers, you are just waiting for a hex FF or hex 00. As far
as I
> > could tell, this would only 'hear' the joysticks when they were
> > completely depressed in a single direction (as apposed to being
> > positioned half way in any direction). This essentially makes the
> > joysticks digital. I would like to use the analog joysticks as
> > analog, so I was looking for an Analog to Digital Converter.
> > 1) any ADC suggestions?
> > 2) Do all ADCs do A->D and D->A? If not, then how would the stamp
> > send command to the controller over the one data line? Thanks for
the
> > help!
> >
>
>
>
> [noparse][[/noparse]Non-text portions of this message have been removed]
analog (Red LED lights to indicate analog mode). The Stamp can see this change
if
it is polling the Dual Shock controller.
What I'm hoping to find -- but haven't thus far -- is a message in the Sony
protocol that will let the Stamp attempt to set the PSX controller to analog
mode (this message would be ignored by digital-only controllers). I'm betting
some games do this, but I don't own a PlayStation to know for sure.
Perhaps someone on the list is a PlayStation enthusiast and can shed some
light. Are there PS2 games that automatically change the controller mode from
digital (LED off) to analog (LED on)? Or do the games that require analog mode
simply give you a message telling you to press the analog button on the
controller?
-- Jon Williams
-- Parallax
In a message dated 6/18/2003 1:06:58 PM Central Standard Time,
hard-on@t... writes:
> So are you saying that there is no way to switch the controller to
> analog mode? Or just that there is no way that you know of for the
> stamp to tell the controller to change to analog mode.
> I called sony tech support and they said that there is a button on
> the dual shock 2 controller to switch to analog mode, does this not
> actually change the controller to analog mode? Sorry, just a bit
> confused.
[noparse][[/noparse]Non-text portions of this message have been removed]
change to analog mode, you don't have to manually switch it.
--- In basicstamps@yahoogroups.com, jonwms@a... wrote:
> Yes, the button changes the mode from digital (when first powered
up) to
> analog (Red LED lights to indicate analog mode). The Stamp can see
this change if
> it is polling the Dual Shock controller.
>
> What I'm hoping to find -- but haven't thus far -- is a message in
the Sony
> protocol that will let the Stamp attempt to set the PSX controller
to analog
> mode (this message would be ignored by digital-only controllers).
I'm betting
> some games do this, but I don't own a PlayStation to know for sure.
>
> Perhaps someone on the list is a PlayStation enthusiast and can
shed some
> light. Are there PS2 games that automatically change the
controller mode from
> digital (LED off) to analog (LED on)? Or do the games that require
analog mode
> simply give you a message telling you to press the analog button on
the
> controller?
>
> -- Jon Williams
> -- Parallax
>
>
> In a message dated 6/18/2003 1:06:58 PM Central Standard Time,
> hard-on@t... writes:
>
> > So are you saying that there is no way to switch the controller
to
> > analog mode? Or just that there is no way that you know of for
the
> > stamp to tell the controller to change to analog mode.
> > I called sony tech support and they said that there is a button
on
> > the dual shock 2 controller to switch to analog mode, does this
not
> > actually change the controller to analog mode? Sorry, just a bit
> > confused.
>
>
>
> [noparse][[/noparse]Non-text portions of this message have been removed]
As far as I know, the only difference that occurs when you hit the
analog button on the dual shock controller is that it allows you to use
the two joysticks in place of the arrow keys. In fact I'm almost
positive the games don't tell the controller which mode to use, the user
can sets the analog button to turn on the joysticks.
-Mike
Original Message
From: jonwms@a... [noparse]/noparse]mailto:[url=http://forums.parallaxinc.com/group/basicstamps/post?postID=_Vlwws6wmabHfBpWy_oQEE2ehFPWt4Ltju_jwX_csxqkEn-jz8h_DlBAL0x3E-5hP4_RfWjFiOpd]jonwms@a...[/url
Sent: Wednesday, June 18, 2003 1:18 PM
To: basicstamps@yahoogroups.com
Subject: Re: [noparse][[/noparse]basicstamps] Re: using a Super Nintendo Controller w/
bs2sx
Yes, the button changes the mode from digital (when first powered up) to
analog (Red LED lights to indicate analog mode). The Stamp can see this
change if
it is polling the Dual Shock controller.
What I'm hoping to find -- but haven't thus far -- is a message in the
Sony
protocol that will let the Stamp attempt to set the PSX controller to
analog
mode (this message would be ignored by digital-only controllers). I'm
betting
some games do this, but I don't own a PlayStation to know for sure.
Perhaps someone on the list is a PlayStation enthusiast and can shed
some
light. Are there PS2 games that automatically change the controller
mode from
digital (LED off) to analog (LED on)? Or do the games that require
analog mode
simply give you a message telling you to press the analog button on the
controller?
-- Jon Williams
-- Parallax
In a message dated 6/18/2003 1:06:58 PM Central Standard Time,
hard-on@t... writes:
> So are you saying that there is no way to switch the controller to
> analog mode? Or just that there is no way that you know of for the
> stamp to tell the controller to change to analog mode.
> I called sony tech support and they said that there is a button on
> the dual shock 2 controller to switch to analog mode, does this not
> actually change the controller to analog mode? Sorry, just a bit
> confused.
[noparse][[/noparse]Non-text portions of this message have been removed]
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compatible will automatically detect that you have an analog controller
and will turn it on. If you are using an analog controller but don't
want the analog features, you have to turn it off.
Clifton Sosbee
jonwms@a... wrote:
>Yes, the button changes the mode from digital (when first powered up) to
>analog (Red LED lights to indicate analog mode). The Stamp can see this change
if
>it is polling the Dual Shock controller.
>
>What I'm hoping to find -- but haven't thus far -- is a message in the Sony
>protocol that will let the Stamp attempt to set the PSX controller to analog
>mode (this message would be ignored by digital-only controllers). I'm betting
>some games do this, but I don't own a PlayStation to know for sure.
>
>Perhaps someone on the list is a PlayStation enthusiast and can shed some
>light. Are there PS2 games that automatically change the controller mode from
>digital (LED off) to analog (LED on)? Or do the games that require analog mode
>simply give you a message telling you to press the analog button on the
>controller?
>
>-- Jon Williams
>-- Parallax
>
>
>In a message dated 6/18/2003 1:06:58 PM Central Standard Time,
>hard-on@t... writes:
>
>
>
>>So are you saying that there is no way to switch the controller to
>>analog mode? Or just that there is no way that you know of for the
>>stamp to tell the controller to change to analog mode.
>>I called sony tech support and they said that there is a button on
>>the dual shock 2 controller to switch to analog mode, does this not
>>actually change the controller to analog mode? Sorry, just a bit
>>confused.
>>
>>
>
>
>
>[noparse][[/noparse]Non-text portions of this message have been removed]
>
>
>To UNSUBSCRIBE, just send mail to:
> basicstamps-unsubscribe@yahoogroups.com
>from the same email address that you subscribed. Text in the Subject and Body
of the message will be ignored.
>
>
>Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
>
>
specification. The code that I sent earlier works well and should handle
anything in the spec.
-- Jon Williams
In a message dated 6/18/2003 2:08:03 PM Central Standard Time,
hard-on@t... writes:
> according to the tech help guy I talked to, some games automatically
> change to analog mode, you don't have to manually switch it.
[noparse][[/noparse]Non-text portions of this message have been removed]