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SoftMachine

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Everything posted by SoftMachine

  1. I'm not sure about that, is there a host that puts the 8bitdo into pairing mode as soon as you plug it in? I've always had to press the button.l, at some point I could maybe try sending random packets to it and see what it does.
  2. I'm not sure, you could try the Pico firmware and see. If there's an issue with that board, it would be routing for gpio 0 and 1 not being impedance matched, so if it doesn't work you could also try putting 27 or 22 ohm (or around that) resistors in series on the data +/- lines before the USB A host port and see if that helps
  3. I've posted a new version of the firmware, here's a list of some things that were added - PlayStation 3 support - PlayStation Classic support (the mini console) - CDC device mode for easier debugging of USB host stuff And controllers I've added support for - Switch Pro - Switch wired - N64 USB gamepads (may need to be updated to account for different brands) - PlayStation Classic Here's the link: https://github.com/wiredopposite/OGX-Mini/releases/tag/v0.2.0
  4. It's all good I didn't take it that way, I dug out an old n64 usb controller I had forgotten about, i'm not sure if they'd all behave similarly though. I have that, switch pro/wired, and psclassic controllers working so I'm gonna post an update this weekend. My ps3 controller gets here friday so with some luck I'll figure that out quickly and it can be included.
  5. Hey thanks and thank you for making it possible with your work. That does sound like a better idea, I have a 3rd party ps3 controller that uses xbox 360 pid/vids for whatever reason and a wireless adapter that seems to change ids and report structure based on what it's plugged into, so issues are already cropping up from using those. I'll have to go back and see what can be done for ps/switch controllers.
  6. Ah okay, I dont have any but I'd imagine they're just generic HID, that wouldn't be much work to support. I'm not sure how they would map to something like an Xbox controller though, that might be a bit wonky
  7. I do have switch pro controller support mostly working, real pro controllers seem to disconnect after a while, but I believe those cheap wireless adapters that work for the switch don't care about whatever exchange/command I'm missing to keep it connected. They seem to work fine, so I might just post an update with that if I can't get everything 100% working within the next couple of days. I also have a Microsoft Xbox One/Series wireless dongle coming in the mail so I'll see if that one works as well.
  8. With the Adafruit Feather board I linked, you plug the USB C end into the Xbox with an Xbox to USB adapter, then your controller into the USB type A port. If you wanted to use the normal Pi Pico board, you'd need to attach another USB port to it for your controller, here's a diagram of that Firmware for both boards is in the Releases section of the Github. There's no wireless functionality on either of these boards so a wireless adapter like an 8bitdo or the Xbox 360 PC adapter is needed for that
  9. If it presents itself and acts as an xbox controller it might just work, i've not tried yet but I'll pick one up to test. Once I add switch pro support, a bunch of those cheapo wireless adapters for switch should work too.
  10. Honestly I hadn't thought of that, it's a good idea. The Xbox device driver would need to be changed in order for the controller to show up with a memory card in it, but I'd imagine it's possible. I'll give some more thought to it and see what I can do, atm my focus is really adding support for as many devices as possible, along with gamepad emulation for PS3. The ogx360_t4 firmware can be compiled to emulate a Steel Battalion controller, as of now my firmware cannot, that and the memory card are the differences. I'm not sure how popular the Steel Battalion support was or if there's a big demand for that, if there is it wouldn't be a ton of work to get that going, most of the code was written already for the ogx360_t4. The main reason for this project is how simple the rp2040 is to use and design hardware for in this context, it takes care of usb device and host duties by itself for $0.80 + the $0.50 flash, as opposed to the way more expensive atmega32u4 + level shifter + max usb controller setup, or the $30+ teensy4.1. There's also plenty of room to expand the program, which the atmega chip doesn't offer.
  11. Thanks, I'm gonna go through that tomorrow and start adding IDs. That list has me wondering if those ps4/3 wireless dongles would work, I just ordered one
  12. I've written some firmware for the RP2040, thanks to a bunch of TinyUSB drivers created by Ryzee119 and the OpenStickCommunity, that supports pretty much anything the original OGX360 supports, apart from the 360 keyboard for Steel Battalion. On top of those I've added Sony Dualshock 4 and Dualsense support, and will be working on Switch Pro/Dualshock 3 once I get my hands on those. By default it's setup for the Adafruit Feather RP2040 USB Host board, but it can be compiled for the normal Pico as well, though that doesn't have a second USB port for your controller so you'll have to solder one to GPIO 0/1 (data +/-). The firmware can be compiled and used for - Original Xbox - Nintendo Switch - Xinput (not 360, due to the security chip) These are all the devices that are supported currently: - Original Xbox Duke and S controllers - Wired Xbox 360 controllers - Xbox 360 wireless PC adapter (clone and Microsoft, syncs 1 controller) - Xbox One/Series/Elite controllers - Dualshock 4 (PS4) - Dualsense (PS5) - 8bitdo v1 and v2 wireless adapters I've posted source code and compiled .uf2 files on Github: https://github.com/wiredopposite/OGX-Mini I'd also add that Playstation controllers are recognized by USB vendor and device ID, I'm not positive if there's a better way to do that, but those need to be manually added to the program to work. I need more of these IDs so if you're aware of some list somewhere, or your aftermarket Playstation 4/5 controller isn't working, just give me the VID/PID and I'll add them. I also need these for Playstation 3 controllers once I get around to adding support for those. This is the Adafruit board, no soldering is required for this, you just need a way to connect USB-C to your Xbox's controller port:
  13. I'm wondering if others are having the same issue and if they've managed to fix it, I updated to v2.0 via the downloader and now fanart is not showing up no matter the view/resources settings. Edit: Tried a fresh install and still have the problem
  14. Thanks for all this work, I'm gonna be putting one together later today. Did you ever figure out any of the ps4 and xbox controller issues or are those just inherent to the blueretro firmware?
  15. Have you closely inspected the AV port? Pins can break off, see if any are shorter than the others or missing altogether. Alternatively, you could use digital audio from the Xbox if your cable has an optical (Toslink) or coaxial SPDIF connector, the Xbox2HDMI will also output digital audio over HDMI
  16. As lopenator said, the transistor next to the clock cap, or the clock cap itself may be failing, either of those are usually what's wrong when 1.6s have power issues unrelated to the CPU caps. I'd replace both and see if the issue goes away, I think the transistor is a MMBT3906 sot23, clock cap is 1F 2.5V or higher this is the transistor we're talking about:
  17. I'll have a look at that repo but C# is way easier for me to read, that XboxDVD dll is definitely more organized than extract-xiso as well, thanks for the tips Repackinator is a great tool, I'm not trying to replace it, I use it personally and I've based quite a few of the things in the program off of it and xbox_shrinker, but I'm using this as a learning tool for myself since I've only started programming a few months ago. I've also built in something similar to xbox_shrinker as a way to recreate redump images with xiso or cso files the program creates, but haven't included a way to calculate and store seeds for non-rc4 discs yet (I'd be surprised if I could get that anywhere near as fast as xbox_shrinker does it, maybe including a dll for that would be better), so having a full sized redump library sitting around wouldn't be necessary for preserving those files. I guess how appealing that is depends on how much storage you have to play with. The program will be open source when it's "complete" or even before then, most of its core functionality is based on open source projects anyway and I don't see a reason not to publish code for something like this. I did notice there's a lot of work that's been done in the pull requests for the MM stellar-cso repo, but I don't think any have been reviewed, so I'm not surprised Repackinator hasn't been looked at . As far as I can tell, it creates a perfectly compliant cso, the only real difference I've noticed is when/how it handles padding, but the outcome seems to be the same. Idk the specifics of C#'s lz4 library and if it's any different than python's, I'd assume not really. I also wanted to solve an issue that I've had in the past, which is proper XBE naming for 'HDD ready' games. Although I don't use games stored like that any more, I wanted to make a tool that would just get rid of that issue forever, renaming an entire library based on folder names or actual retail names, or renaming them as they're extracted. Maybe an editor too that can change basic info like title id, region, and naming. Custom title images would be kind of cool but I haven't really explored that, I know there's much more there than just editing some cert bytes.
  18. I've been working on a python app that's sort of a replacement for extract-xiso, plus some other features like CSO compression/decompression, iso scrubbing, attach xbe generation, and batch processing. I have it done for the most part besides being able to write a new xiso from a game folder, which I'd consider a pretty important thing to be able to do. This seems like the most complex task extract-xiso handles and the code for that program is honestly pretty hard for me to follow (I'm not fluent in C and it doesn't appear to be super well organized) so I'm looking for some more resources on the xiso format, how it's laid out, constraints, specs, and such.
  19. It doesn't really matter which model PSU I get (besides 1.6), I have plenty of motherboards I can use
  20. I live in the USA and need a few PAL power supplies for any model besides 1.6, I'd take 1 but would buy up to 3 if you have them available. Let me know if you can help!
  21. I have an Xbox with an Xecuter 3, X3CP, and the daughterboards for the controller port and front panel PCB, booting from the chip requires pressing the eject button but I have a couple of problems with this: - Booting with the eject button causes Cerbios to boot into safemode and not display any boot animation - Opening the disc tray each start up puts unnecessary wear on it, that's something I'd like to avoid I hardly have any experience with the X3, is there a way to enable the chip no matter what button powers the console on, or a way to switch which button enables it? I'd prefer to keep the ability to boot to the backup image
  22. I make these 1 port versions if you're interested I also designed an internal USB hub to be used with a stock OGX360, so your controller ports will work with it (with the use of Xbox to USB adapters), but that way has some drawbacks, Xbox communicators and memory cards will no longer work, and the 8bitdo v2 adapter will not work since it has problems with USB 2.0 hubs in general (I'm currently working on a fix for that one):
  23. Update: I also tried with a Crucial SSD and the issue still happened, but then I swapped the Startech adapter to one of those generic green ones and the issue has gone away with all 3 drives. Something about locking an SSD and using a Marvel adapter seems to cause this issue, not sure why.

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Board startup date: April 23, 2017 12:45:48
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