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[New Topic] Dead Space Mobile - PSVita Port v1.0 By atamanenko
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<blockquote data-quote="peter8" data-source="post: 9990834" data-attributes="member: 570667"><p>Still big problems with shake jump PSTV PS3 Controller :</p><p></p><p>Maybe I have a idea to fix the gravity jump problem for PSTV PS3 Controller users. I am not a coder, so my knowledge is zero. But I was search for the controls sheme and there are 3 lines, Pad, Touch and Accel. Maybe SceMotionSensor can be placed under line 'void controls_init' for R2 or L2 over ButtonMapping ? Under line define SHAKE_THRESHOLD 300, can we change accel_last_x,y,z to R2 or L2 ? Would it work ? The coder must be recompile it again, I can not do it for my own.</p><p>Is y = sensor.accelerometer the jump or is it second weapon mode ?</p><p></p><p></p><p><a href="https://github.com/v-atamanenko/deadspace-vita/blob/master/loader/reimpl/controls.c" target="_blank">https://github.com/v-atamanenko/deadspace-vita/blob/master/loader/reimpl/controls.c</a></p><p></p><p></p><p>controls_poll</p><p>pollTouch</p><p>pollPad</p><p>pollAccel</p><p></p><p></p><p>void controls_init()</p><p>// Enable analog sticks and touchscreen</p><p>sceCtrlSetSamplingModeExt(SCE_CTRL_MODE_ANALOG_WIDE)</p><p>sceTouchSetSamplingState(SCE_TOUCH_PORT_FRONT, 1)</p><p></p><p>(? SceMotionSensor DONT know ?)</p><p></p><p></p><p>Line 204 # define SHAKE_THRESHOLD 300</p><p></p><p>void pollAccel() {</p><p></p><p>SceMotionSensorState sensor;</p><p>sceMotionGetSensorState(&sensor, 1);</p><p>accel_last_x = sensor.accelerometer.x*GRAVITY_CONSTANT;</p><p>accel_last_y = sensor.accelerometer.y*GRAVITY_CONSTANT;</p><p>accel_last_z = sensor.accelerometer.z*GRAVITY_CONSTANT;</p><p></p><p></p><p></p><p>static ButtonMapping mapping</p><p></p><p>SCE_CTRL_UP, AKEYCODE_DPAD_UP</p><p>SCE_CTRL_DOWN, AKEYCODE_DPAD_DOWN</p><p>SCE_CTRL_LEFT, AKEYCODE_DPAD_LEFT</p><p>SCE_CTRL_RIGHT, AKEYCODE_DPAD_RIGHT</p><p>SCE_CTRL_CROSS, AKEYCODE_DPAD_CENTER</p><p>SCE_CTRL_CIRCLE, AKEYCODE_BACK</p><p>SCE_CTRL_SQUARE, AKEYCODE_BUTTON_X</p><p>SCE_CTRL_TRIANGLE, AKEYCODE_BUTTON_Y</p><p>SCE_CTRL_L1, AKEYCODE_BUTTON_L1</p><p>SCE_CTRL_R1, AKEYCODE_BUTTON_R1</p><p>SCE_CTRL_START, AKEYCODE_BUTTON_START</p><p>SCE_CTRL_SELECT, AKEYCODE_BUTTON_SELECT</p><p></p><p>L2 - not used -> put accel_last_x,z on it ?</p><p>R2 - not used -> put accel_last_y on it ?</p><p></p><p>example : </p><p></p><p>SCE_CTRL_L2, AKEYCODE_BUTTON_accel_last_x,z</p><p>SCE_CTRL_R2, AKEYCODE_BUTTON_accel_last_y</p><p></p><p>unsure ?</p></blockquote><p></p>
[QUOTE="peter8, post: 9990834, member: 570667"] Still big problems with shake jump PSTV PS3 Controller : Maybe I have a idea to fix the gravity jump problem for PSTV PS3 Controller users. I am not a coder, so my knowledge is zero. But I was search for the controls sheme and there are 3 lines, Pad, Touch and Accel. Maybe SceMotionSensor can be placed under line 'void controls_init' for R2 or L2 over ButtonMapping ? Under line define SHAKE_THRESHOLD 300, can we change accel_last_x,y,z to R2 or L2 ? Would it work ? The coder must be recompile it again, I can not do it for my own. Is y = sensor.accelerometer the jump or is it second weapon mode ? [URL]https://github.com/v-atamanenko/deadspace-vita/blob/master/loader/reimpl/controls.c[/URL] controls_poll pollTouch pollPad pollAccel void controls_init() // Enable analog sticks and touchscreen sceCtrlSetSamplingModeExt(SCE_CTRL_MODE_ANALOG_WIDE) sceTouchSetSamplingState(SCE_TOUCH_PORT_FRONT, 1) (? SceMotionSensor DONT know ?) Line 204 # define SHAKE_THRESHOLD 300 void pollAccel() { SceMotionSensorState sensor; sceMotionGetSensorState(&sensor, 1); accel_last_x = sensor.accelerometer.x*GRAVITY_CONSTANT; accel_last_y = sensor.accelerometer.y*GRAVITY_CONSTANT; accel_last_z = sensor.accelerometer.z*GRAVITY_CONSTANT; static ButtonMapping mapping SCE_CTRL_UP, AKEYCODE_DPAD_UP SCE_CTRL_DOWN, AKEYCODE_DPAD_DOWN SCE_CTRL_LEFT, AKEYCODE_DPAD_LEFT SCE_CTRL_RIGHT, AKEYCODE_DPAD_RIGHT SCE_CTRL_CROSS, AKEYCODE_DPAD_CENTER SCE_CTRL_CIRCLE, AKEYCODE_BACK SCE_CTRL_SQUARE, AKEYCODE_BUTTON_X SCE_CTRL_TRIANGLE, AKEYCODE_BUTTON_Y SCE_CTRL_L1, AKEYCODE_BUTTON_L1 SCE_CTRL_R1, AKEYCODE_BUTTON_R1 SCE_CTRL_START, AKEYCODE_BUTTON_START SCE_CTRL_SELECT, AKEYCODE_BUTTON_SELECT L2 - not used -> put accel_last_x,z on it ? R2 - not used -> put accel_last_y on it ? example : SCE_CTRL_L2, AKEYCODE_BUTTON_accel_last_x,z SCE_CTRL_R2, AKEYCODE_BUTTON_accel_last_y unsure ? [/QUOTE]
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[New Topic] Dead Space Mobile - PSVita Port v1.0 By atamanenko
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