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[RELEASE] MotionDriver 1.0 + SDK

This is a discussion on [RELEASE] MotionDriver 1.0 + SDK within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; http://www.fx-world.org/wordpress/?p=51 After a long time, here’s an update for the motionkit driver too. It finally brings the driver and SDK ...

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Old 07-30-2008, 02:27 PM   #1

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Default [RELEASE] MotionDriver 1.0 + SDK

http://www.fx-world.org/wordpress/?p=51


After a long time, here’s an update for the motionkit driver too. It finally brings the driver and SDK out of beta status and merely contains a new motionUnload function that allows to unload the currently running motion driver so you can load a different version as well as addresses a problem when trying to load the driver in a 3.xx+ kernel application.


So what does it do?
If you are a dev: You get easy acces to the neoflash motion kit input data without any SIO coding on your side, provided as raw gravital acceleration vector as well as a rotation vector that represents the tilting of the PSP. Those values are also filtered and smoothed over time in a configurable way to enhance signal quality without any coding on your side. You also don’t have to care whether the user has the motion kit plugged in or not, you just poll the motion data as an additional input method - as long as no motion kit is plugged in, the driver will just return zero values for all vectors. If your application requires a motion kit to be plugged in, you can easily check for that too (the SDK sample application shows a method to do so). Apart from that the driver bypasses the nosound problem that the motionkit suffers from because it’s being connected to the headphone port. It’s even possible to switch the motion kit and headphones at any time without a problem.


If you are a user: You get a custom firmware plugin for adding a simple support for the motion kit to any UMD game or homebrew by enabling the button forwarding mechanism, which interprets motion gestures as configurable button presses. Ever wanted to navigate through XMB by tilting your PSP? Do it!


DOWNLOAD (download only if you are a dev that needs the driver in a 3.xx+ kernel application)
DOWNLOAD 1.0b
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Last edited by Raphael; 07-31-2008 at 10:35 AM..
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Old 07-30-2008, 02:31 PM   #2

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Nice Being able to plug in and out any time

Other stuff already done


EDIT: Audio NOT enabled in XMB; navigation is very hard

Last edited by Mr305; 07-30-2008 at 02:47 PM..
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Old 07-30-2008, 02:58 PM   #3

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Quote:
Originally Posted by Mr305 View Post
Nice Being able to plug in and out any time

Other stuff already done
Well, this driver has been around since january and already provided those features. I only added a motionUnload function and support for 3.xx/4.xx kernel apps in user mode.

Quote:
EDIT: Audio NOT enabled in XMB; navigation is very hard
argh.... I knew something would have to get broken again...
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Old 07-30-2008, 03:04 PM   #4

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Originally Posted by Raphael View Post
Well, this driver has been around since january and already provided those features. I only added a motionUnload function and support for 3.xx/4.xx kernel apps in user mode.


argh.... I knew something would have to get broken again...
Is that you in the avatar ?

---

I'm trying to figure how to be able to reinitialize the motion kit once uplugged? How's that done?
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Old 07-30-2008, 05:23 PM   #5
 
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Rats, but does this mean (I would be a user...) that I set this up for whatever game/s I want to use it with, then after launching the game I can plug-in the motion kit and start enjoying?

Regardless, I liked the plug-in from Mr305 but since it didn't cover jumping in Loco Roco I decided it was still too-hands on to really get into playing it that way. Hope I can change that with this, and it sounds awesome to me so far.

Last edited by Korlithiel; 07-30-2008 at 05:26 PM.. Reason: Clarification and added thoughts
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Old 07-30-2008, 05:45 PM   #6
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where can i get the motion hardware
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Old 07-30-2008, 06:40 PM   #7
 
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Information on the motion hardware:
http://www.neoflash.com/go/index.php...=189&Itemid=37

If you just want to purchase:
http://www.ic2005.com/shop/product.p...9&cat=0&page=1

Unsure, but any pointers on how to use this for Loco Roco (set-up for jumping which means Ltrigger&Rtrigger as well as movement) as well as having this set-up for multiple games?

I set the ID on it and think I have it configured correctly, but it doesn't let me know what keys I can set to it, or what I should type to configure multiple keys to trigger at once. I think I just want a help file, sorry if I missed one.

Last edited by Korlithiel; 07-30-2008 at 06:48 PM.. Reason: Added comments
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Old 07-31-2008, 06:01 AM   #8

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Quote:
Originally Posted by Mr305 View Post
Is that you in the avatar ?
No, my girlfriend.

Quote:
Unsure, but any pointers on how to use this for Loco Roco (set-up for jumping which means Ltrigger&Rtrigger as well as movement) as well as having this set-up for multiple games?
Currently there's no option for setting multiple buttons at once. Maybe I should add that for a future version. Shouldn't be hard to add.
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Old 07-31-2008, 06:51 AM   #9
 
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The motion kit would be great for playing the game fl0w
Nice update
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Old 07-31-2008, 10:28 AM   #10
 
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Hmm, hadn't thought of that. Time to look into getting fl0w and then seeing if that works out well (could it even work, as it is a download and doesn't have a ULUS/UCUS type code).

So there isn't currently support of L&R mapped as one, rats. Can those keys at least be mapped as-is?

Also, as Mr305 said there is no sound in XMB with this. I my motion kit plugged in, played with it (no sound) removed and had sound, plugged it in and played around a bit more (no sound), removed it and launched Loco Roco, plugged it in and lost sound again.

Will be sure to do more testing with Arther Maclean's Murcery when I get another chance, hope to hear of an update soon. And thanks a bunch for this, I'm sure that even as-is I will manage to make my motion kit worth the cost (especially since it seems it survived going through the wash and dry).
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Old 07-31-2008, 10:34 AM   #11

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Quote:
Can those keys at least be mapped as-is?
Yes, all primary keys can be mapped:
DPad: LEFT, RIGHT, UP, DOWN
TRIANGLE, CROSS, CIRCLE, SQUARE
START, SELECT
RTRIGGER, LTRIGGER
as well as
ANALOGX, ANALOGY


Well, the supposed nosound-fix somehow doesn't work anymore in this version. So for users as well as devs that don't need the driver to work from 3.xx+ kernel applications it's currently best to stick to the 1.0b beta drivers.
As said, the only difference (was at least supposed to be) is the missing motionUnload() function for devs and the support for 3.xx+ apps.

DOWNLOAD 1.0b
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Old 07-31-2008, 11:39 AM   #12

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Originally Posted by Korlithiel View Post
Hmm, hadn't thought of that. Time to look into getting fl0w and then seeing if that works out well (could it even work, as it is a download and doesn't have a ULUS/UCUS type code).

So there isn't currently support of L&R mapped as one, rats. Can those keys at least be mapped as-is?

Also, as Mr305 said there is no sound in XMB with this. I my motion kit plugged in, played with it (no sound) removed and had sound, plugged it in and played around a bit more (no sound), removed it and launched Loco Roco, plugged it in and lost sound again.

Will be sure to do more testing with Arther Maclean's Murcery when I get another chance, hope to hear of an update soon. And thanks a bunch for this, I'm sure that even as-is I will manage to make my motion kit worth the cost (especially since it seems it survived going through the wash and dry).
Just wondering... but does my LocoRoco Plugin STILL work under 4.01M33 WITH sound?
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Old 07-31-2008, 05:42 PM   #13

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Excellent, thanks for the release. Finally eh lol
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Old 07-31-2008, 05:54 PM   #14
 
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Don't have 4.01 so I can't test it.

Still waiting on getting my spare battery back so I can have a pandora set aside (paranoia from very poor luck has me waiting for it's return, after converting it I have a fair bit more work to clean everything), but I will probably do a thorough test of things soon after that since I always do a basic test of what I use.

Raphael, thanks again. Will try to get around to testing that driver soon and report back with some results, though my PSP has had some weird phenomena in the past so don't rely entirely on my results if you can.
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Old 08-03-2008, 05:40 AM   #15
 
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Is there any plans to release a slim version of the motion hardware? Bit contradictory on the box says Supports ALL PSP hardware. Not support PSP Slim.
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Old 08-03-2008, 11:19 AM   #16
 
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you should make the next version of the motion kit just ever so slightly larger, and include either a passthrough headphone jack or a bluetooth audio transmitter.

Wouldnt cost hardly anything, either one.
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Old 08-03-2008, 12:22 PM   #17

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Just so you know, I didn't create the MotionKit, I just wrote a software driver to enhance it's usability. Forward any requests regarding the actual hardware to www.neoflash.com
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Old 08-03-2008, 12:25 PM   #18
 
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Great release Raphael, should be very useful to developer's!
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Old 08-07-2008, 01:40 AM   #19
 
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Quote:
Originally Posted by Raphael View Post
Just so you know, I didn't create the MotionKit, I just wrote a software driver to enhance it's usability. Forward any requests regarding the actual hardware to www.neoflash.com
Yea I know you didn't, but some staff member thinks you did and I got an infraction for flaming.
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