Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Jerry_Jessop@Playstation.Sony.Com (Jerry Jessop) Newsgroups: scee.yaroze.freetalk.english,scea.yaroze.freetalk Subject: Re: Ascii Sphere 360 Date: Wed, 10 Feb 1999 17:53:58 GMT Organization: SCEA Hardware Engineering Lines: 46 Message-ID: <36c1c559.5738448@news.scea.sony.com> References: <36BE2822.F8C6813C@datasys.net> NNTP-Posting-Host: 208.247.15.29 X-Newsreader: Forte Free Agent 1.1/32.230 Xref: chuka.playstation.co.uk scee.yaroze.freetalk.english:3433 scea.yaroze.freetalk:1158 Darco, The Sphere specific ID is a x55. If you take the low nibble (5) and double it you get the number of data bytes required in the packet, This does not include 3 overhead bytes. The Sphere in x55 mode will not work with multi-taps as they (multitaps) can only transfer 6 data bytes max. The ASCII Sphere also supports a number of standard controller ID's x41digital Dpad, x23 NegCon, x53 analog joysticks (the big dual flightsticks) Jerry Hardware Engineer SCEA On Sun, 07 Feb 1999 18:56:18 -0500, Darco wrote: >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