Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Darco Newsgroups: scee.yaroze.freetalk.english,scea.yaroze.freetalk Subject: Ascii Sphere 360 Date: Sun, 07 Feb 1999 18:56:18 -0500 Organization: SCEA News Server Lines: 26 Message-ID: <36BE2822.F8C6813C@datasys.net> Reply-To: darco@bigfoot.com NNTP-Posting-Host: 468.dialup.datasys.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; U) Xref: chuka.playstation.co.uk scee.yaroze.freetalk.english:3427 scea.yaroze.freetalk:1154 I just thought I'd post my findings from figiting with the 6-Axis controler Ascii Sphere 360. The controler ID is the same as the old dual analog joysticks - 5 I think. But it has a larger packet size... The analog channels are after the button data which is just like the standard pad... There are 6 analog channels, one for each axis. Here's the controler packet layout: Size | description --------+---------------------------------- 1 byte | Packet Status (Should be 0x00) 1 byte | Controler type & packet size 2 bytes | Button Data 1 byte | X Movement Axis 1 byte | Y Movement Axis 1 byte | Z Movement Axis 1 byte | X Rotation Axis 1 byte | Y Rotation Axis 1 byte | Z Rotation Axis I'll be posting the source code for the newest version of the BloodShed demo soon, which uses the revolutionary 6-Axis controler. Hope this sparks some ideas. 'Darco