Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Darco Newsgroups: scee.yaroze.freetalk.english Subject: Controler Prepheral Management Date: Wed, 02 Sep 1998 20:45:46 -0400 Organization: SCEA News Server Lines: 26 Message-ID: <35EDE6BA.8D8EA6E9@bigfoot.com> NNTP-Posting-Host: 459.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) Just out of curiosity, how do you all go about controller peripheral management? I'm asking because I just want to see how other people have tackled the problem. So how do you handle this? Do you do it like most of the sony demos do, by just having a separate macro for each button and just ANDing that against the raw controller data? Or maybe you use a form of bitmapping? It seems like allot of demos don't even look at what type of controller is hooked up - but every commercial game I've seen does. Example: In most Net Yaroze games, it doesn't matter if I have my Dual Shock pad in analog or digital mode, the game doesn't care - all the buttons work and function correctly because the button bit positions haven't changed. (Of course, The analog sticks are ignored in any game that doesn't support them) Now on a commercial game, the second I press the "ANALOG" button on a game that doesn't support analog mode, the controller ceases to respond to any buttons I press. In some commercial games, when I press the analog button or remove the controller the game instantly goes into "pause" mode. So commercial games must handle the controller peripherals much differently than most of the yaroze games. Any ideas or theories on the best way to go about this? 'Darco