Path: chuka.playstation.co.uk!news From: "George Bain" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Controler Prepheral Management Date: 3 Sep 1998 09:25:11 GMT Organization: SCEE Lines: 40 Message-ID: <01bdd6b9$862afd20$f2e832a2@gbain.wav.scee.sony.co.uk> References: <35EDE6BA.8D8EA6E9@bigfoot.com> NNTP-Posting-Host: mailgate.scee.sony.co.uk X-Newsreader: Microsoft Internet News 4.70.1155 Hi there, Check out my "Peripherals Tester" example of my tutorial. Regards, George@SCEE Darco wrote in article <35EDE6BA.8D8EA6E9@bigfoot.com>... > 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 >