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Full Version: XInput Wrapper for DS3 and Play.com USB Dual DS2 Controller
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(04-10-2013, 09:19 PM)Scarlet.Crush Wrote: [ -> ]@Khraftman: no, the drivers do not support the SIXAXIS motion sensors. I have no plans to incorporate them.

I know you do this in your spare time but this would be a nice feature. I wouldn't mind donating to the project to have you add this feature. would you open up a project page for donations? or is there already one?

I did try adding it in myself but it seems like XInput doesn't support it? Not sure, not very fluent in C, mostly python and java.
(04-11-2013, 05:41 AM)Tictoon Wrote: [ -> ]I know you do this in your spare time but this would be a nice feature. I wouldn't mind donating to the project to have you add this feature. would you open up a project page for donations? or is there already one?

I did try adding it in myself but it seems like XInput doesn't support it? Not sure, not very fluent in C, mostly python and java.

It would be an excellent feature to an already amazing driver; imo the best DS3 drivers created! I would also be willing to donate if you were to add this feature.
The only use I can think of for the SIXAXIS, is to play the old Descent. That's gotta be interesting.
yeah, other than wii emulation, I see no point in SIXAXIS support. It seems more a novelty than anything, cool to play something casual with, but if given the option to use physical controls, I'd much rather just that.

The issue I believe some of you guys don't realize though is that Scarlet's driver is merely emulating an Xbox 360 controller. It does NOT have any sort of gyroscope or accelerometer built into it. To add something like SIXAXIS controls would require the DS3 drivers to emulate a different type of gamepad. This would make most games not as compatible. The nice thing about Xbox 360 controller support is the convenience of not having to customize controls for most games. By incorporating SIXAXIS support, your essentially forcing the DS3 controller to operate in a non Xbox 360 controller type mode, and will end up having to customize most, if not all the controls for each individual game.

I will admit, it would be cool to have SIXAXIS support for when needed, but I personally would not switch modes that often. I like the convenience of most current games ready to go once installed. Smile
Nah, it could just be added on the XInput wrapper as another extension. In the same way there's pressure support already. How to get the info from the controller itself however? No idea, that might be quite tricky.
Well, motioninjoy drivers allow motion controls, but Xbox mode is strictly xbox mode. adding it as an "extension" I would assume requires a special "driver" like the lily pad plugin for pressure sensitivity, so wouldn't this technically only work with emulators? I don't know much about this stuff, but I would assume you couldn't make a regular PC game see a regular Xbox controller, AND the motion controls at the same time?

Scootaloo

Sorry to point out the obvious, but why does PCSX2 need movement support when in fact no PS2 games utilize anything of the sort?

Maybe I'm forgetting some obscure game though I am almost positive.
So I'm having issues using the DS3 through the Bluetooth connection.
It would appear everything is fine, that the controller works and is responsive for a while but after some time ingame in any game the controller starts to lag and become unresponsive, using the controller through the USB cable works perfectly fine. The drivers I'm using are SCP-DS3-Driver-Package-0.8.0.100 and the bluetooth device is this one: http://www.amazon.com/gp/product/B00345SLGS/
Any help would be appreciated.
(04-11-2013, 07:30 PM)unvaluablespace Wrote: [ -> ]Well, motioninjoy drivers allow motion controls, but Xbox mode is strictly xbox mode. adding it as an "extension" I would assume requires a special "driver" like the lily pad plugin for pressure sensitivity, so wouldn't this technically only work with emulators? I don't know much about this stuff, but I would assume you couldn't make a regular PC game see a regular Xbox controller, AND the motion controls at the same time?

iirc, MotionJoy has about 6 different controller modes that you can assign. The only ones useful to me were the Dualshock 3 mode and the xbox mode. I believe the default controls for the dualshock 3 had the 2 tilt sensors assigned to something like RXz or something like that and they would mess with the output of the right stick, so I switched them to the extra sliders instead. The xbox controls I also changed because the triggers were assigned to the same axis, and some games wouldn't let you pull both triggers at the same time. If I did do that there must be some extra reserved sliders and dials for Xinput to use.

(04-11-2013, 07:38 PM)Scootaloo Wrote: [ -> ]Sorry to point out the obvious, but why does PCSX2 need movement support when in fact no PS2 games utilize anything of the sort?

Maybe I'm forgetting some obscure game though I am almost positive.


These drivers that Scarlet Crush has created work for anything on PC that supports the use of a joypad. If motion support was added you would be able to utilize it in any program, game, or emulator. :)
It's like you're not using a part of the controller. The way I thought to implement it would be to add it as another joystick (or 2 joysticks, one for accelerometer, one for gyroscope) but I wasn't sure how to go about doing so. Adding the SIXAXIS feature would make this a complete package, even better than it already is.

Perhaps a group of us could get together to try to code it in if Scarlet has no plans to do so?

In terms of usage, Dolphin is a big one, as well as just opening up the possibilities for other things like minimize on shake, turn controller upside down and press PS button to force quit, press both sticks and shake to shut down, stuff like that could be used for convenience.
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