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[RELEASE][3rd party sources included :D] LocoRoco Motion Plugin v0.99 = Next-Gen

This is a discussion on [RELEASE][3rd party sources included :D] LocoRoco Motion Plugin v0.99 = Next-Gen within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Here's a major update from previous version. This version almost all problems that existed in the previous 0.8 SWC "SomeWhatCrippled" ...

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Old 12-26-2007, 09:24 AM   #1

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Arrow [RELEASE][3rd party sources included :D] LocoRoco Motion Plugin v0.99 = Next-Gen

Here's a major update from previous version.

This version almost all problems that existed in the previous 0.8 SWC "SomeWhatCrippled" version.

You can also try the LocoRoco demo's; you donot have to own the game to try this.


Requirements:
-------------


1) Neo Motion Kit
2) CFW atleast v3.71 - due to NID compatibility.

Changelog:
----------

1) Added audio Fix; Audio works perfectly along with motion for perfect LocoRoco game experience.
Thanks to ps2dev members.
2) Added a check, wherein the plugin self-terminates with a message, if Motion Kit is unplugged or not plugged in
before the game begins or due to failure in initialization; hence if anything fails, you can still
play the game unlike previous version which caused "unusably sluggish behaviour".
3) Added a Jump function but something isn't right. Tilt forward and then backward.
[This will most probably be removed in next version if I can't figure out the problem]
4) Substantially improved chances of succesfull initialization. Failure rate - 1 in 10 times.
5) Reduced CPU usage - removed unused stuff / Z axis reading / other calculations

Videos Illustrations:
------------------


Latest Video with audio & initialization failure / disconnection notification

Tutorial / How to use the plugin

Fast Paced action video

Additional Notes:
-----------------

1) After muting and disabling by using Note button, audio doesn't re-enable, Press Vol Up or Down.
2) You'll see a slight delay when you change the volume -- it's normal.

Any suggestions for improvement welcome. Enjoy.

Note: Put "REAL USER" in your post let me know you have actually tried this.


Download v0.99
Donate
Attached Files
File Type: zip LocoRocoMotionPlugin_v0.99.zip‎ (8.5 KB, 81 views)

Last edited by Mr305; 02-28-2008 at 05:22 PM..
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Old 12-26-2007, 10:43 AM   #2
 
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You know, you make it really hard not to spend all of my X-mas cash on buying that peripheral and game.
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Old 12-26-2007, 10:46 AM   #3

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Quote:
Originally Posted by Korlithiel
You know, you make it really hard not to spend all of my X-mas cash on buying that peripheral and game.
You can also try the demo.
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Old 12-26-2007, 01:02 PM   #4
 
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This plugins is so cool Can i know where you buy your Black Motion kit ?
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Old 12-26-2007, 01:08 PM   #5

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Quote:
Originally Posted by j3r3mie
This plugins is so cool Can i know where you buy your Black Motion kit ?
It's Neoflash Sponsored - Summer Compo '07 winner
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Old 12-26-2007, 01:36 PM   #6
 
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I wish they would make a slim version
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Old 12-26-2007, 03:57 PM   #7


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Pity you didn't include the code - especially since you stitched most of it up from various apps. I like the way you *reused* the SceCtrlData structure in conjunction with count to initialize your function Good job!


Here is a quick and dirty reverse of it. Not compilable as is, and contains a few volountary errors to make it QJ-proof.
Code:
#include <pspdebug.h>
#include "psplink/util.h"
#include "psplink/apihook.h"
#include "graphics.h"

int module_stop(){
  return 0;
}

int module_start(int argc, void* argv){
  pspDebugSioInit();
  pspDebugSioSetBaud(510416);

  th_id = sceKernelCreateThread("main_thread", main, 0x20, 0x10000, 0, 0);

  if (th_id >= 0){
    sceKernelStartThread(th_id, argc, argv);
  }
  return 0;
}

SceCtrlData old_pad;  //0x000020EC
SceCtrlData new_pad;  //0x0000210C
SceCtrlData fake_pad; //0x0000211C
int fake_buttons;
int old_btn;          //0x00002100
int initialized;      //0x000020BC
int last_peek_ret;    //0x000020C0
int *fake_btn_ptr;    //0x000020B8
int jmp_counter;      //0x000020B4
int jmp_state;        //0x000020B0
 
int sceCtrlReadBufferPositive_fake(SceCtrlData *pad_data, int count){
  int cnt; 

  if ((initialized != 1) && (count == 0x1FEA3F)){
    initialized = 1;
    fake_btn_ptr = pad_data.Buttons;
    g_counter = 0x3C;
    jmp_state = 0;
  }

  last_peek_ret = sceCtrl_driver_454455AC(pad_data, count);
  if (initialized != 1) return last_peek_ret;
  if (*fake_btn_ptr == 0x1F4){
    pad_data.Buttons |= PSP_CTRL_LTRIGGER;
  }
  if (*fake_btn_ptr == 0x1F5){
    pad_data.Buttons |= PSP_CTRL_RTRIGGER;
  }
  if (*fake_btn_ptr == 0x1F7){
    if (jmp_state == 0){
      jmp_state = 2;
      jmp_counter = 1;
      pad_data.Buttons |= (PSP_CTRL_LTRIGGER|PSP_CTRL_RTRIGGER);
      *fake_btn_ptr = 0;
      return last_peek_ret;
    }
  }

  if (jmp_state == 1){
    jmp_state = 2;
    jmp_counter = 1;
    pad_data.Buttons |= (PSP_CTRL_LTRIGGER|PSP_CTRL_RTRIGGER);
    *fake_btn_ptr = 0;
    return last_peek_ret;
  } else if (jmp_state == 2){
    cnt = g_counter;
    if (cnt < 0xB){
      cnt++;
      if (cnt < 0xB){
        jmp_counter = cnt;
        pad_data.Buttons |= (PSP_CTRL_LTRIGGER|PSP_CTRL_RTRIGGER);
        *fake_btn_ptr = 0;
        return last_peek_ret;
      }
    }
    if (cnt == 0xB){
      jmp_counter = 0x3C;
      jmp_state = 0;
    }
  }
  *fake_btn_ptr = 0;
  return last_peek_ret;
}

int main(int argc, void* argv){
  char c1;              //r16
  char c2;              //r17
  int modid;
  int tries;            //r20
  int deadthread;       //r19
  int unk;              //r18

  sceKernelDelayThread(3500000);
  fake_buttons = 0;
  modid = refer_module_by_name("sceController_Service", 0);
  apiHookByNid(modid, "sceCtrl", 0x1F803938, sceCtrlReadBufferPositive_fake);
  fake_pad.Buttons = &fake_buttons;

  sceCtrl_driver_454455AC(&fake_pad, 0x1FEA3F);
  sceCtrlReadBufferPositive_fake(&fake_pad, 0x1FEA3F);

  sceCodecOutputEnable(0, 1);
  tries = 0;
  unk = 0;
  deadthread = 0;



  while(1){
    sceCtrl_driver_C4AAD55F(&new_pad, 1);

    old_pad.TimeStamp = new_pad.TimeStamp;
    old_pad.Ly = new_pad.Ly;
    old_btn = old_pad.Buttons;
    old_pad.Buttons = new_pad.Buttons;
    old_pad.Lx = new_pad.Lx;

    if ((old_btn & ~new_pad.Buttons) & (PSP_CTRL_VOLDOWN|PSP_CTRL_VOLUP)){
      sceKernelDelayThread(50000);
      sceCodecOutputEnable(0, 1);
    }

    pspDebugSioPutchar(0x31);
    c1 = pspDebugSioWaitGetchar();
    pspDebugSioPutchar(0x32);
    c2 = pspDebugSioWaitGetchar();


    if ((c1 == 0x500) || (c2 == 0x500)){
      printTextScreen(0, 0, "Motion Kit not detected. Terminating...", 0, 0xFFFFFF);
      tries++;
      if (tries == 100){
        sceKernelExitDeleteThread(0);
      }
      deadthread = 0;
    }

    if (c1 < 0x73){
      fake_pad.TimeStamp = 0x1F5;
    }

    if (c1 < 0xC8){
      if (c1 < 0x92){
        fake_pad.TimeStamp = 0x1F4;
      }
    }

    if (c2 >= 0x96) && (unk != 0){
      if ((unk == 1) && (c2 >= 0xA7)){
        fake_pad.TimeStamp = 0x1F7;
        unk = 0;
      }
    }

    if (deadthread != 1){
      sceKernelDelayThread(0x3e8);
    } else {
      sceKernelDelayThread(1);
    }
}
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Old 12-26-2007, 04:24 PM   #8

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Quote:
Originally Posted by adrahil
Pity you didn't include the code - especially since you stitched most of it up from various apps. I like the way you *reused* the SceCtrlData structure in conjunction with count to initialize your function Good job!


Here is a quick and dirty reverse of it. Not compilable as is, and contains a few volountary errors to make it QJ-proof.
Code:
#include <pspdebug.h>
#include "psplink/util.h"
#include "psplink/apihook.h"
#include "graphics.h"

int module_stop(){
  return 0;
}

int module_start(int argc, void* argv){
  pspDebugSioInit();
  pspDebugSioSetBaud(510416);

  th_id = sceKernelCreateThread("main_thread", main, 0x20, 0x10000, 0, 0);

  if (th_id >= 0){
    sceKernelStartThread(th_id, argc, argv);
  }
  return 0;
}

SceCtrlData old_pad;  //0x000020EC
SceCtrlData new_pad;  //0x0000210C
SceCtrlData fake_pad; //0x0000211C
int fake_buttons;
int old_btn;          //0x00002100
int initialized;      //0x000020BC
int last_peek_ret;    //0x000020C0
int *fake_btn_ptr;    //0x000020B8
int jmp_counter;      //0x000020B4
int jmp_state;        //0x000020B0
 
int sceCtrlReadBufferPositive_fake(SceCtrlData *pad_data, int count){
  int cnt; 

  if ((initialized != 1) && (count == 0x1FEA3F)){
    initialized = 1;
    fake_btn_ptr = pad_data.Buttons;
    g_counter = 0x3C;
    jmp_state = 0;
  }

  last_peek_ret = sceCtrl_driver_454455AC(pad_data, count);
  if (initialized != 1) return last_peek_ret;
  if (*fake_btn_ptr == 0x1F4){
    pad_data.Buttons |= PSP_CTRL_LTRIGGER;
  }
  if (*fake_btn_ptr == 0x1F5){
    pad_data.Buttons |= PSP_CTRL_RTRIGGER;
  }
  if (*fake_btn_ptr == 0x1F7){
    if (jmp_state == 0){
      jmp_state = 2;
      jmp_counter = 1;
      pad_data.Buttons |= (PSP_CTRL_LTRIGGER|PSP_CTRL_RTRIGGER);
      *fake_btn_ptr = 0;
      return last_peek_ret;
    }
  }

  if (jmp_state == 1){
    jmp_state = 2;
    jmp_counter = 1;
    pad_data.Buttons |= (PSP_CTRL_LTRIGGER|PSP_CTRL_RTRIGGER);
    *fake_btn_ptr = 0;
    return last_peek_ret;
  } else if (jmp_state == 2){
    cnt = g_counter;
    if (cnt < 0xB){
      cnt++;
      if (cnt < 0xB){
        jmp_counter = cnt;
        pad_data.Buttons |= (PSP_CTRL_LTRIGGER|PSP_CTRL_RTRIGGER);
        *fake_btn_ptr = 0;
        return last_peek_ret;
      }
    }
    if (cnt == 0xB){
      jmp_counter = 0x3C;
      jmp_state = 0;
    }
  }
  *fake_btn_ptr = 0;
  return last_peek_ret;
}

int main(int argc, void* argv){
  char c1;              //r16
  char c2;              //r17
  int modid;
  int tries;            //r20
  int deadthread;       //r19
  int unk;              //r18

  sceKernelDelayThread(3500000);
  fake_buttons = 0;
  modid = refer_module_by_name("sceController_Service", 0);
  apiHookByNid(modid, "sceCtrl", 0x1F803938, sceCtrlReadBufferPositive_fake);
  fake_pad.Buttons = &fake_buttons;

  sceCtrl_driver_454455AC(&fake_pad, 0x1FEA3F);
  sceCtrlReadBufferPositive_fake(&fake_pad, 0x1FEA3F);

  sceCodecOutputEnable(0, 1);
  tries = 0;
  unk = 0;
  deadthread = 0;



  while(1){
    sceCtrl_driver_C4AAD55F(&new_pad, 1);

    old_pad.TimeStamp = new_pad.TimeStamp;
    old_pad.Ly = new_pad.Ly;
    old_btn = old_pad.Buttons;
    old_pad.Buttons = new_pad.Buttons;
    old_pad.Lx = new_pad.Lx;

    if ((old_btn & ~new_pad.Buttons) & (PSP_CTRL_VOLDOWN|PSP_CTRL_VOLUP)){
      sceKernelDelayThread(50000);
      sceCodecOutputEnable(0, 1);
    }

    pspDebugSioPutchar(0x31);
    c1 = pspDebugSioWaitGetchar();
    pspDebugSioPutchar(0x32);
    c2 = pspDebugSioWaitGetchar();


    if ((c1 == 0x500) || (c2 == 0x500)){
      printTextScreen(0, 0, "Motion Kit not detected. Terminating...", 0, 0xFFFFFF);
      tries++;
      if (tries == 100){
        sceKernelExitDeleteThread(0);
      }
      deadthread = 0;
    }

    if (c1 < 0x73){
      fake_pad.TimeStamp = 0x1F5;
    }

    if (c1 < 0xC8){
      if (c1 < 0x92){
        fake_pad.TimeStamp = 0x1F4;
      }
    }

    if (c2 >= 0x96) && (unk != 0){
      if ((unk == 1) && (c2 >= 0xA7)){
        fake_pad.TimeStamp = 0x1F7;
        unk = 0;
      }
    }

    if (deadthread != 1){
      sceKernelDelayThread(0x3e8);
    } else {
      sceKernelDelayThread(1);
    }
}
Nice man.. I was 'bout to release source with next release.

Anyway, Great skill ya got

EDIT: Before you claim "Stitch", Ofcourse it uses Psplink's ApiHook sources & vshblit.c/h

Last edited by Mr305; 12-26-2007 at 04:35 PM..
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Old 12-26-2007, 05:31 PM   #9

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The code is far less complex than I had imagined :P
@adrahil: Would like to know if you're able to reverse my motion kit driver too when I release it first :P Nah, don't want to waste your time, I know you could
PS: Not much left before the first release, only one minor bug and writing a readme
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Old 12-26-2007, 05:39 PM   #10

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Quote:
Originally Posted by Raphael
The code is far less complex than I had imagined :P
@adrahil: Would like to know if you're able to reverse my motion kit driver too when I release it first :P Nah, don't want to waste your time, I know you could
PS: Not much left before the first release, only one minor bug and writing a readme
Far less complex? why wud it have 2 be complex?

Last edited by Mr305; 02-28-2008 at 02:18 PM..
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Old 12-27-2007, 02:07 AM   #11
 
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thats a big price for a little thing...
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Old 12-27-2007, 05:28 AM   #12

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Quote:
Originally Posted by Mr305
What wud you rate mine on a scale of 10?

Far less complex? why wud it have 2 be complex?
I didn't say it would have to be complex, just that I had imagined it more complex :P However, you kept it pretty much to the bare minimum required to get a plugin like this working, which can be good or bad, and I won't make any decision on it.
I also noticed your "AI" to detect the motion kit just depends on whether the SIO returns 0x500 (1280) for the motion kit commands. This is a rather weak implementation though, as it will only work if the remote control is plugged in, but what if just the headphone is plugged in? In that case, the SIO will return nothing (timeout) and your plugin will suppose that a motion kit is plugged in, going on with polling SIO data and hogging the CPU resources :P
Another weakspot is when plugging out the motion kit and plugging in the remote control/headphone and not rebooting afterwards (or going from VSH to game or vice versa), because your plugin will detect there is a remote plugged in, but the Hprm driver of the firmware will still be shutdown from the sioInit function.

Anyway, good you found that problem with sceCodecEnableOutput and the VOL/NOTE buttons too - I noticed that same thing just barely when my GF tried to silence my PSP a little bit and suddenly the sound went all off
I fixed it similarly to your method, but I'm still eager to find a way that is less brute force.
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Old 12-27-2007, 06:02 AM   #13

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Quote:
Originally Posted by Raphael
I didn't say it would have to be complex, just that I had imagined it more complex :P However, you kept it pretty much to the bare minimum required to get a plugin like this working, which can be good or bad, and I won't make any decision on it.
I also noticed your "AI" to detect the motion kit just depends on whether the SIO returns 0x500 (1280) for the motion kit commands. This is a rather weak implementation though, as it will only work if the remote control is plugged in, but what if just the headphone is plugged in? In that case, the SIO will return nothing (timeout) and your plugin will suppose that a motion kit is plugged in, going on with polling SIO data and hogging the CPU resources :P
Another weakspot is when plugging out the motion kit and plugging in the remote control/headphone and not rebooting afterwards (or going from VSH to game or vice versa), because your plugin will detect there is a remote plugged in, but the Hprm driver of the firmware will still be shutdown from the sioInit function.

Anyway, good you found that problem with sceCodecEnableOutput and the VOL/NOTE buttons too - I noticed that same thing just barely when my GF tried to silence my PSP a little bit and suddenly the sound went all off
I fixed it similarly to your method, but I'm still eager to find a way that is less brute force.
Aha... Tested already before release it still returns 1280. So implementation is perfect.

However, I am unable to Reinitialize SIO once it unplugged. Any ideas?

How did you manage to get around the problem,
SceController Service has no imports for sceHprm. Any different methods that you used? [just curious] I mean you can't directly read sio inside ReadBufferpositive.
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Old 12-28-2007, 10:56 AM   #14

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REAL USER

It doesn't work for me - I tried both full game and demo and I get "Motion Kit not detected" every time it starts.Neoflash motion demo works fine though. I have 3.71-4 and psp 1004(eur).Please help!
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Old 12-28-2007, 11:09 AM   #15

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Quote:
Originally Posted by gambiting
REAL USER

It doesn't work for me - I tried both full game and demo and I get "Motion Kit not detected" every time it starts.Neoflash motion demo works fine though. I have 3.71-4 and psp 1004(eur).Please help!
Keep it plugged in from vsh. Then start the game.
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Old 12-28-2007, 11:19 AM   #16

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Quote:
Originally Posted by Mr305
Keep it plugged in from vsh. Then start the game.
It's plugged all the time.
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Old 12-28-2007, 11:55 AM   #17

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Quote:
Originally Posted by gambiting
It's plugged all the time.
It has got to do w/ module load timing.

Install cwcheat and Custom firmware. It may sound stupid, but this should fIx it.
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Old 12-28-2007, 06:24 PM   #18

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Found another problem with the motion kit driver :/ Try going to standby while motion kit is plugged, then resume from standby - the SIO connection will be closed (will delay the release a little more).
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Old 12-28-2007, 06:39 PM   #19

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Found another problem with the motion kit driver :/ Try going to standby while motion kit is plugged, then resume from standby - the SIO connection will be closed (will delay the release a little more).
Yeah, noticed it too. Reinitialization doesnt seem to work

How did you bypass sceContoller non import of siofuncs? any alternate methods?

Looks like I'll have to make a final iteration of this and analog mapper; my last button mapping release
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Old 12-28-2007, 08:00 PM   #20

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It doesn't work for me - I tried both full game and demo and I get "Motion Kit not detected" every time it starts.Neoflash motion demo works fine though. I have 3.71-4 and psp 1004(eur).Please help!
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Same. Except I have a US PHAT PSP.
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Old 12-29-2007, 05:24 AM   #21

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Same. Except I have a US PHAT PSP.
Did u try my fix?
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Old 12-29-2007, 09:21 AM   #22

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How did you bypass sceContoller non import of siofuncs? any alternate methods?
I'm not sure what you mean. What I do is have my own thread running and polling motion kit input, then from the hooked sceCtrl function read that input and use it to add button presses. Doing the SIO polls inside the sceCtrl hook is a bad idea anyway.
Regarding reinit, I never had much problems with that other than the sceHprm driver trying to bypass the UART power on state.
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Old 12-29-2007, 10:45 AM   #23

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I'm not sure what you mean. What I do is have my own thread running and polling motion kit input, then from the hooked sceCtrl function read that input and use it to add button presses. Doing the SIO polls inside the sceCtrl hook is a bad idea anyway.
Regarding reinit, I never had much problems with that other than the sceHprm driver trying to bypass the UART power on state.
Doesn't work too, that's why I had to do it in my way

Well... Nothing much to add and expecting your release soon.
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Old 01-03-2008, 01:16 PM   #24

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Same. Except I have a US PHAT PSP.
Did you try my fix a few posts above?

C'mon... I need feedback
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Old 01-10-2008, 05:04 AM   #25
 
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Did you try my fix a few posts above?
I installed and enabled cwcheat, but the motion kit still doesn't get detected.
-= Double Post =-
edit: installing both cwcheat AND custom firmware extender fixed it.

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Last edited by ahoeben; 01-10-2008 at 05:23 AM.. Reason: Automerged Doublepost
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Old 01-10-2008, 12:11 PM   #26

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I installed and enabled cwcheat, but the motion kit still doesn't get detected.
-= Double Post =-
edit: installing both cwcheat AND custom firmware extender fixed it.

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Thank you; expect a fix for that;

I donot want a Non-functional product just because it only needs a small fix; meaning -- I'll release a fix when I find time.
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Old 01-10-2008, 01:33 PM   #27
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Tired of being a "Master"
lol niceee haha
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Old 02-18-2008, 06:31 PM   #28
 
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I'm hoping a fix is released before my motion kit arrives, I'm betting that if everything works perfectly then my GF will be addicted to playing Loco Roco in mere seconds.
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Old 02-18-2008, 06:37 PM   #29

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I'm hoping a fix is released before my motion kit arrives, I'm betting that if everything works perfectly then my GF will be addicted to playing Loco Roco in mere seconds.
Totally forgot about the fix for more than a month.

Will look into it.
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Old 02-19-2008, 02:23 PM   #30

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Is anyone still on 3.80 M33?

--

Does this work on 3.80 M33?
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