USBJoystick 0.12

USB Joystick driver for RISC OS 5
JonAbbott
Posts: 2109
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: USB Joystick driver

Post by JonAbbott » Sat Sep 15, 2018 7:21 pm

Voltmace Mouse Eliminator details (courtesy of RobC on StarDot):
Mouse movement is proportional so the farther the stick is from the centre, the faster the pointer moves. There are a couple of pots on the bottom that control the sensitivity in the x and y directions. The stick position controls the speed of movement so having the stick dead centre means the pointer doesn't move rather than the pointer being in the centre of the screen.
I'll probably add Voltmace emulation to ADFFS, its only applicable to a few legacy games and will need explicitly turning on only whilst those games are running.

richw
Posts: 111
Joined: Sat Sep 14, 2013 9:05 pm

Re: USB Joystick driver

Post by richw » Tue Sep 18, 2018 12:48 pm

Thanks for the USBDescriptor info - looks the same as my knock-off.

I've been reading and fiddling about, and I've now got the axes to be detected according to their function. So instead of listing axes as 0, 1, 2 etc. it will show X, Y, Z, Rx, Ry and so on. I have not been able to find out how to do the same for their directions.

I am thinking that I could improve the mapping so that it automatically maps up the X and Y axes to the legacy Joystick APIs. We can also define new variations on Joystick_Read that allow additional axes to be reported.

However, on my 360 controller at least, I have a X and Y axes (the sticks) and I have an X and Y hat-switch. So for some/most games, you would want to map the HAT X and Y axis up to the legacy Joystick API (rather than analogue X and Y). I am still mulling this over in my head - not sure:
  • what I can do automatically
  • what the default should be
  • if each stick and/or axis should be specified manually, so it's very granular
And than I can start thinking about how to address items 1, 2 and 3 on your list above. I think they are all do-able, but I want to get the basics right. I'm not convinced that different games will really need different axes mappings: all existing titles must just use X and Y, and it's up to the user which physical control they want for that, isn't it? I agree that the keyboard mapping needs doing for the keyboard-only games: as I understand it, you've done something in ADFFS for now, and I plan on adding 'action to key' mapping in USBJoystick at some point.

I have also put in some code to switch off the XBOX360 controller LEDs, but I don't know if it works, because my clone pad doesn't switch any LEDs on by default! I'll release a newer build at some point soon and you can give it a go on your real controller.

JonAbbott
Posts: 2109
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: USB Joystick driver

Post by JonAbbott » Tue Sep 18, 2018 6:58 pm

richw wrote:
Tue Sep 18, 2018 12:48 pm
I've been reading and fiddling about, and I've now got the axes to be detected according to their function. So instead of listing axes as 0, 1, 2 etc. it will show X, Y, Z, Rx, Ry and so on. I have not been able to find out how to do the same for their directions.
I'm pretty sure the PID standard defines the direction in one of the ID's.
richw wrote:
Tue Sep 18, 2018 12:48 pm
I am thinking that I could improve the mapping so that it automatically maps up the X and Y axes to the legacy Joystick APIs. We can also define new variations on Joystick_Read that allow additional axes to be reported.
We should probably resurrect the Joystick thread on ROOL and propose any changes.
richw wrote:
Tue Sep 18, 2018 12:48 pm
However, on my 360 controller at least, I have a X and Y axes (the sticks) and I have an X and Y hat-switch. So for some/most games, you would want to map the HAT X and Y axis up to the legacy Joystick API (rather than analogue X and Y).
For the purposes of legacy games, having the HAT alter the analogue X, Y axis returned by Joystick_Read would probably suffice, so you can use either the thumb stick or the HAT. The current Joystick API has no understanding of a HAT, so it would need extending if it were to be presented as a seperate input.
richw wrote:
Tue Sep 18, 2018 12:48 pm
I'm not convinced that different games will really need different axes mappings: all existing titles must just use X and Y, and it's up to the user which physical control they want for that, isn't it? I agree that the keyboard mapping needs doing for the keyboard-only games: as I understand it, you've done something in ADFFS for now, and I plan on adding 'action to key' mapping in USBJoystick at some point.
My thinking here was to have all games accepting a standard set of inputs, so you don't have to configure each game individually. So for example ADFFS knows that game X uses Z X P L RETURN which are mapped to Left, Right, Up, Down, Fire. In the Joystick configuration you're then mapping X Axis, Y Axis and Fire and ADFFS handles translating those to what the game expects. In other words, Up on the Joystick is always Up in a game irrespective of the game using keyboard, Acorn, RTFM, Voltmace.

This will be internally handled by ADFFS, so not something the user needs access to configure. The only configuration the user is doing is in the Joystick Configuration app, which is a global setting.
richw wrote:
Tue Sep 18, 2018 12:48 pm
I have also put in some code to switch off the XBOX360 controller LEDs, but I don't know if it works, because my clone pad doesn't switch any LEDs on by default! I'll release a newer build at some point soon and you can give it a go on your real controller.
You probably want to set the LED to Joystick 1, otherwise you won't know if it's on or off :? eMail it to me if you would like to do some testing before releasing it publicly.

richw
Posts: 111
Joined: Sat Sep 14, 2013 9:05 pm

Re: USB Joystick driver

Post by richw » Sat Sep 29, 2018 9:26 pm

OK, so I’ve attached version 0.08 to the first post.

I have improved the display of various *commands and tried to indicate the axes types. Now that USBJoystick understands them, I have made a semi-intelligent auto-map: it will do as you proposed, Jon. My knock-off XBOX360 controller will map the DPAD to the 8-bit APIs, and the analogue X/Y to the 16-bit APIs. In theory, it should stop the LED blinking - I’d appreciate any feedback on that.

I couldn’t figure out the direction detection: the PID standard didn’t help me - I must be missing something.

I’d appreciate anyone commenting on the usefulness of the automatic mapping. In theory, you can just double-click the module, and it should ‘just work’ (as they say!). Does that actually work for anyone?!

JonAbbott
Posts: 2109
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: USB Joystick driver

Post by JonAbbott » Sun Sep 30, 2018 10:05 am

I've done some quick testing with 0.08. I'm seeing a lot of Floating point exception and Abort on instruction fetch errors when using Joystick_Read from BASIC, so there's possibly some stack/register corruption occurring.

I've given it a try with my XB360 controller, it appears to map everything correctly going by USBJoystick_List, but Joystick_Read 0 isn't seeing any Joystick activity. None of the axis, DPad or buttons appeared to do anything. It also appears to list the same joystick mapped 8 times to id's 0 thru 7 so its possible one other ID's was reporting - which I probably should have checked at the time.

LED blinking hasn't changed, all four ID LED's are flashing. I wonder if there's a difference between your clone and official XB360 controllers?

Here's the automapping output:

Code: Select all

Joystick id 0
  Local USB device name            : USB5
  Interface                        : 0
  Endpoint                         : 1
  Device manufacturer              : 
  Device product name              : Xbox 360 Wireless Receiver for Windows
  Device serial number             : FD8EAC00
  Number of axes                   : 8
  Number of buttons                : 11
  HAT switch                       : No
  DPAD                             : Yes
  Mapped to Joystick number        : 00
  Mapped to Joystick  8-bit x-axis : 06 (DPADX)
  Mapped to Joystick  8-bit y-axis : 07 (DPADY)
  Mapped to Joystick 16-bit x-axis : 02 (X)
  Mapped to Joystick 16-bit y-axis : 03 (Y)
  Mapped to Joystick button 00     : 00
  Mapped to Joystick button 01     : 01
  Mapped to Joystick button 02     : 02
  Mapped to Joystick button 03     : 03
  Mapped to Joystick button 04     : 04
  Mapped to Joystick button 05     : 05
  Mapped to Joystick button 06     : 06
  Mapped to Joystick button 07     : 07
Joystick id 1
  Local USB device name            : USB5
  Interface                        : 1
  Endpoint                         : 2
  Device manufacturer              : 
  Device product name              : Xbox 360 Wireless Receiver for Windows
  Device serial number             : FD8EAC00
  Number of axes                   : 8
  Number of buttons                : 11
  HAT switch                       : No
  DPAD                             : Yes
  Mapped to Joystick number        : 01
  Mapped to Joystick  8-bit x-axis : 06 (DPADX)
  Mapped to Joystick  8-bit y-axis : 07 (DPADY)
  Mapped to Joystick 16-bit x-axis : 02 (X)
  Mapped to Joystick 16-bit y-axis : 03 (Y)
  Mapped to Joystick button 00     : 00
  Mapped to Joystick button 01     : 01
  Mapped to Joystick button 02     : 02
  Mapped to Joystick button 03     : 03
  Mapped to Joystick button 04     : 04
  Mapped to Joystick button 05     : 05
  Mapped to Joystick button 06     : 06
  Mapped to Joystick button 07     : 07
Joystick id 2
  Local USB device name            : USB5
  Interface                        : 2
  Endpoint                         : 3
  Device manufacturer              : 
  Device product name              : Xbox 360 Wireless Receiver for Windows
  Device serial number             : FD8EAC00
  Number of axes                   : 8
  Number of buttons                : 11
  HAT switch                       : No
  DPAD                             : Yes
  Mapped to Joystick number        : 02
  Mapped to Joystick  8-bit x-axis : 06 (DPADX)
  Mapped to Joystick  8-bit y-axis : 07 (DPADY)
  Mapped to Joystick 16-bit x-axis : 02 (X)
  Mapped to Joystick 16-bit y-axis : 03 (Y)
  Mapped to Joystick button 00     : 00
  Mapped to Joystick button 01     : 01
  Mapped to Joystick button 02     : 02
  Mapped to Joystick button 03     : 03
  Mapped to Joystick button 04     : 04
  Mapped to Joystick button 05     : 05
  Mapped to Joystick button 06     : 06
  Mapped to Joystick button 07     : 07
Joystick id 3
  Local USB device name            : USB5
  Interface                        : 3
  Endpoint                         : 4
  Device manufacturer              :
  Device product name              : Xbox 360 Wireless Receiver for Windows
  Device serial number             : FD8EAC00
  Number of axes                   : 8
  Number of buttons                : 11
  HAT switch                       : No
  DPAD                             : Yes
  Mapped to Joystick number        : 03
  Mapped to Joystick  8-bit x-axis : 06 (DPADX)
  Mapped to Joystick  8-bit y-axis : 07 (DPADY)
  Mapped to Joystick 16-bit x-axis : 02 (X)
  Mapped to Joystick 16-bit y-axis : 03 (Y)
  Mapped to Joystick button 00     : 00
  Mapped to Joystick button 01     : 01
  Mapped to Joystick button 02     : 02
  Mapped to Joystick button 03     : 03
  Mapped to Joystick button 04     : 04
  Mapped to Joystick button 05     : 05
  Mapped to Joystick button 06     : 06
  Mapped to Joystick button 07     : 07
Joystick id 4
  Local USB device name            : USB5
  Interface                        : 4
  Endpoint                         : 5
  Device manufacturer              : 
  Device product name              : Xbox 360 Wireless Receiver for Windows
  Device serial number             : FD8EAC00
  Number of axes                   : 8
  Number of buttons                : 11
  HAT switch                       : No
  DPAD                             : Yes
  Mapped to Joystick number        : 04
  Mapped to Joystick  8-bit x-axis : 06 (DPADX)
  Mapped to Joystick  8-bit y-axis : 07 (DPADY)
  Mapped to Joystick 16-bit x-axis : 02 (X)
  Mapped to Joystick 16-bit y-axis : 03 (Y)
  Mapped to Joystick button 00     : 00
  Mapped to Joystick button 01     : 01
  Mapped to Joystick button 02     : 02
  Mapped to Joystick button 03     : 03
  Mapped to Joystick button 04     : 04
  Mapped to Joystick button 05     : 05
  Mapped to Joystick button 06     : 06
  Mapped to Joystick button 07     : 07
Joystick id 5
  Local USB device name            : USB5
  Interface                        : 5
  Endpoint                         : 6
  Device manufacturer              : 
  Device product name              : Xbox 360 Wireless Receiver for Windows
  Device serial number             : FD8EAC00
  Number of axes                   : 8
  Number of buttons                : 11
  HAT switch                       : No
  DPAD                             : Yes
  Mapped to Joystick number        : 05
  Mapped to Joystick  8-bit x-axis : 06 (DPADX)
  Mapped to Joystick  8-bit y-axis : 07 (DPADY)
  Mapped to Joystick 16-bit x-axis : 02 (X)
  Mapped to Joystick 16-bit y-axis : 03 (Y)
  Mapped to Joystick button 00     : 00
  Mapped to Joystick button 01     : 01
  Mapped to Joystick button 02     : 02
  Mapped to Joystick button 03     : 03
  Mapped to Joystick button 04     : 04
  Mapped to Joystick button 05     : 05
  Mapped to Joystick button 06     : 06
  Mapped to Joystick button 07     : 07
Joystick id 6
  Local USB device name            : USB5
  Interface                        : 6
  Endpoint                         : 7
  Device manufacturer              : 
  Device product name              : Xbox 360 Wireless Receiver for Windows
  Device serial number             : FD8EAC00
  Number of axes                   : 8
  Number of buttons                : 11
  HAT switch                       : No
  DPAD                             : Yes
  Mapped to Joystick number        : 06
  Mapped to Joystick  8-bit x-axis : 06 (DPADX)
  Mapped to Joystick  8-bit y-axis : 07 (DPADY)
  Mapped to Joystick 16-bit x-axis : 02 (X)
  Mapped to Joystick 16-bit y-axis : 03 (Y)
  Mapped to Joystick button 00     : 00
  Mapped to Joystick button 01     : 01
  Mapped to Joystick button 02     : 02
  Mapped to Joystick button 03     : 03
  Mapped to Joystick button 04     : 04
  Mapped to Joystick button 05     : 05
  Mapped to Joystick button 06     : 06
  Mapped to Joystick button 07     : 07
Joystick id 7
  Local USB device name            : USB5
  Interface                        : 7
  Endpoint                         : 8
  Device manufacturer              : 
  Device product name              : Xbox 360 Wireless Receiver for Windows
  Device serial number             : FD8EAC00
  Number of axes                   : 8
  Number of buttons                : 11
  HAT switch                       : No
  DPAD                             : Yes
  Mapped to Joystick number        : 07
  Mapped to Joystick  8-bit x-axis : 06 (DPADX)
  Mapped to Joystick  8-bit y-axis : 07 (DPADY)
  Mapped to Joystick 16-bit x-axis : 02 (X)
  Mapped to Joystick 16-bit y-axis : 03 (Y)
  Mapped to Joystick button 00     : 00
  Mapped to Joystick button 01     : 01
  Mapped to Joystick button 02     : 02
  Mapped to Joystick button 03     : 03
  Mapped to Joystick button 04     : 04
  Mapped to Joystick button 05     : 05
  Mapped to Joystick button 06     : 06
  Mapped to Joystick button 07     : 07
The Nintendo SNES JoyPad clone appears to map correctly:

Code: Select all

Joystick id 0
  Local USB device name            : USB6
  Interface                        : 0
  Endpoint                         : 1
  Device manufacturer              : 
  Device product name              : usb gamepad
  Device serial number             : 
  Number of axes                   : 2
  Number of buttons                : 10
  HAT switch                       : No
  DPAD                             : No
  Mapped to Joystick number        : 00
  Mapped to Joystick  8-bit x-axis : 00 (X)
  Mapped to Joystick  8-bit y-axis : 01 (Y)
  Mapped to Joystick 16-bit x-axis : 00 (X)
  Mapped to Joystick 16-bit y-axis : 01 (Y)
  Mapped to Joystick button 00     : 00
  Mapped to Joystick button 01     : 01
  Mapped to Joystick button 02     : 02
  Mapped to Joystick button 03     : 03
  Mapped to Joystick button 04     : 04
  Mapped to Joystick button 05     : 05
  Mapped to Joystick button 06     : 06
  Mapped to Joystick button 07     : 07
However its randomly reporting +-126/127 if left untouched, which may or may not be related to the random Abort/Floating point errors being reported (I had to ignore errors to get this meagre output without a fatal error):

Code: Select all

X=127     Y=0       Buttons: 00000000
X=0       Y=0       Buttons: 00000000
X=126     Y=-126    Buttons: 00000000
X=0       Y=0       Buttons: 00000000
X=0       Y=-126    Buttons: 00000000
X=0       Y=0       Buttons: 00000000
X=0       Y=-126    Buttons: 00000000
X=0       Y=0       Buttons: 00000000
X=0       Y=127     Buttons: 00000000
X=0       Y=0       Buttons: 00000000
X=0       Y=-126    Buttons: 00000000
X=0       Y=0       Buttons: 00000000
X=0       Y=127     Buttons: 00000000
X=0       Y=0       Buttons: 00000000
X=126     Y=-126    Buttons: 00000000
X=0       Y=0       Buttons: 00000000
X=0       Y=-126    Buttons: 00000000
X=0       Y=0       Buttons: 00000000
X=127     Y=-126    Buttons: 00000000

richw
Posts: 111
Joined: Sat Sep 14, 2013 9:05 pm

Re: USB Joystick driver

Post by richw » Sun Sep 30, 2018 6:40 pm

Hmm, interesting. I don't see any FP exceptions from BASIC. I use the test code in the src.utils directory in my archive. Can you share the output of USBJoystick_List and _Debug, so I can see what the min/max values for the axes are? (should be the same as mine, as it's my report descriptor!) Did you see the FP exceptions in 0.07?

It is strange how your controller appears as eight different endpoints. I wonder if that is because the single wireless dongle can support multiple (eight?) control pads?

My USB hid report descriptor is actually the XBOX360 one bakced into NetBSD/FreeBSD, so it should work with genuine controllers. I wonder if your wireless unit is a more modern thing, so actually needs a more sophisticated, or just different, configuration?

If you move an axis and/or button, can you see any changes in the 'raw data' shown in the USBJoystick_Debug command?

JonAbbott
Posts: 2109
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: USB Joystick driver

Post by JonAbbott » Sun Sep 30, 2018 9:22 pm

richw wrote:
Sun Sep 30, 2018 6:40 pm
I don't see any FP exceptions from BASIC.
I've tracked the issue down, the problem occurs when ADFFS is loaded as it calls Joystick_Read during the fake VSync to set the RTFM Econet registers and do key translation. My guess is Joystick_Read is failing due to reentracy, so I'll probably have to manage Joystick_Read in the SWI handler so it can't be called reentrantly. I'll code that up and see if solves the issue.

In the meantime, I'll test without ADFFS loaded.
richw wrote:
Sun Sep 30, 2018 6:40 pm
It is strange how your controller appears as eight different endpoints. I wonder if that is because the single wireless dongle can support multiple (eight?) control pads?
I don't need to connect an XB360 controller to see eight endpoints, so its coming from the official wireless dongle. When a Joystick is connected the raw data value changes from:

Code: Select all

20 00 00 00 44 00 38 00 45 00 41 00 43 00 30 00 30 00 66 00
to:

Code: Select all

00 F0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
The values do change when I use the Joystick, but they don't latch, so holding a button for example and issuing *USBJoystick_Debug the values don't appear to change. Mash a Joystick axis however and they do change, but it's not filtering through to Joystick_Read. It's seeing Upcalls on Joystick 0 which are all showing as good reads so on the face of it, USBJoystick appears to be receiving valid data from the Joystick :?

JonAbbott
Posts: 2109
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: USB Joystick driver

Post by JonAbbott » Sun Sep 30, 2018 9:28 pm

Debug output of XB360 controller when moving the left thumbstick:

Code: Select all

Joystick id 0
  Path                    : devices#interface=0;endpoint=1;nopad;noblock:USB6
  File handle             : 252
  Data stream open        : Yes
  Buffer handle           : 260
  Buffer internal id      : 308
  Buffer service routine  : 0xfc1d0770
  Buffer workspace        : 0x20003eb4
  USB vendor id           : 0x045e
  USB product id          : 0x0719
  USB device id           : 0x0100
  DeviceFS handle         : 0x20347bd4
  Data length             : 20
  Data offset             : 0
  Upcalls                 : 1747 (delta: 128)
  Good reads              : 1746 (delta: 128)
  Bad reads               : 1 (delta: 0)
  Raw data                : 00 01 00 f0 00 13 00 00 00 00 b9 eb 4b 0b 31 42 e7 03 00 00 
  Axes:
  Axis 00 (    Z) : Slope 8 = 0.9961, Slope 16 = 257.0000, SP = 97:159  (flip off)
  Axis 01 (   RZ) : Slope 8 = 0.9961, Slope 16 = 257.0000, SP = 97:159  (flip off)
  Axis 02 (    X) : Slope 8 = 0.0039, Slope 16 = 1.0000, SP = -8191:8191  (flip off)
  Axis 03 (    Y) : Slope 8 = 0.0039, Slope 16 = 1.0000, SP = -8191:8191  (flip on)
  Axis 04 (   RX) : Slope 8 = 0.0039, Slope 16 = 1.0000, SP = -8191:8191  (flip off)
  Axis 05 (   RY) : Slope 8 = 0.0039, Slope 16 = 1.0000, SP = -8191:8191  (flip off)
  Axis 06 (DPADX) : Slope 8 = 1.0000, Slope 16 = 1.0000, SP = 0:0  (flip off)
  Axis 07 (DPADY) : Slope 8 = 1.0000, Slope 16 = 1.0000, SP = 0:0  (flip off)
Debug example of XB360 controller when left idle:

Code: Select all

Joystick id 0
  Path                    : devices#interface=0;endpoint=1;nopad;noblock:USB6
  File handle             : 252
  Data stream open        : Yes
  Buffer handle           : 260
  Buffer internal id      : 308
  Buffer service routine  : 0xfc1d0770
  Buffer workspace        : 0x20003eb4
  USB vendor id           : 0x045e
  USB product id          : 0x0719
  USB device id           : 0x0100
  DeviceFS handle         : 0x20347bd4
  Data length             : 20
  Data offset             : 0
  Upcalls                 : 1619 (delta: 72)
  Good reads              : 1618 (delta: 72)
  Bad reads               : 1 (delta: 0)
  Raw data                : 00 00 00 f0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
  Axes:
  Axis 00 (    Z) : Slope 8 = 0.9961, Slope 16 = 257.0000, SP = 97:159  (flip off)
  Axis 01 (   RZ) : Slope 8 = 0.9961, Slope 16 = 257.0000, SP = 97:159  (flip off)
  Axis 02 (    X) : Slope 8 = 0.0039, Slope 16 = 1.0000, SP = -8191:8191  (flip off)
  Axis 03 (    Y) : Slope 8 = 0.0039, Slope 16 = 1.0000, SP = -8191:8191  (flip on)
  Axis 04 (   RX) : Slope 8 = 0.0039, Slope 16 = 1.0000, SP = -8191:8191  (flip off)
  Axis 05 (   RY) : Slope 8 = 0.0039, Slope 16 = 1.0000, SP = -8191:8191  (flip off)
  Axis 06 (DPADX) : Slope 8 = 1.0000, Slope 16 = 1.0000, SP = 0:0  (flip off)
  Axis 07 (DPADY) : Slope 8 = 1.0000, Slope 16 = 1.0000, SP = 0:0  (flip off)

richw
Posts: 111
Joined: Sat Sep 14, 2013 9:05 pm

Re: USB Joystick driver

Post by richw » Sun Sep 30, 2018 10:23 pm

Interesting. I generally have ADFFS loaded, but I am a couple of versions out of date, so it may pre-date your RTFM 'hacks'. I would suspect the FP exception to be a divide by zero, but I can't see one in my C. Hopefully it works without ADFFS.

I have discovered some issues with certain devices where multiple report ids are used, so I am fixing that.

I suspect my clone wireless controller is working as per the spec of an official wired one. Yours is official wireless, which looks to have more steps in the comms protocol. I was browsing some other sources online and it is complex. I need to study it. I might need to try and acquire one, as I might need to make a lot of mods!

JonAbbott
Posts: 2109
Joined: Thu Apr 11, 2013 12:13 pm
Location: Essex

Re: USB Joystick driver

Post by JonAbbott » Sun Sep 30, 2018 11:53 pm

richw wrote:
Sun Sep 30, 2018 10:23 pm
Interesting. I generally have ADFFS loaded, but I am a couple of versions out of date, so it may pre-date your RTFM 'hacks'.
It will only be an problem with 2.68 when calling Joystick_Read from 32bit code. I implemented a workaround for 26bit code early in testing, as some games suffered the same issue.

I've now added Joystick_Read to the SWI handler and prevented reentrancy, which has resolved the issue.
richw wrote:
Sun Sep 30, 2018 10:23 pm
I suspect my clone wireless controller is working as per the spec of an official wired one. Yours is official wireless, which looks to have more steps in the comms protocol. I was browsing some other sources online and it is complex. I need to study it. I might need to try and acquire one, as I might need to make a lot of mods!
I expect you're probably right, I don't have a wired controller here to confirm though.

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