..When they'll steal the open source code from this great homebrew as usual and will use it in their paid stolen software?..This will be A main feature of xecuter Sxos
Looks legit.
Last edited by mathew77,
..When they'll steal the open source code from this great homebrew as usual and will use it in their paid stolen software?..This will be A main feature of xecuter Sxos
How do you know? Theres nothing i can find in their ForumsThis will be A main feature of xecuter Sxos next week!
Let's avoid SX OS stealing discussion here. I don't think discussing it here will benefit this thread...When they'll steal the open source code from this great homebrew as usual and will use it in their paid stolen software?..
Looks legit.
Let's avoid SX OS stealing discussion here. I don't think discussing it here will benefit this thread.
Also OP, do you know what is the max battery level for Switch Pro? If it is the same as the joycon (4), it might cause some issues. (mine crashes atmosphere after I charged my ds4).
From dualshock4_controller.cpp, m_battery = src->input0x11.battery_level & 0xe; this will -1 the max 11 battery level from ds4. Wouldn't >4 cause an system error?
Good to know that fixed your problem. This might be useful to other users too.Reset it and now it works. Strange.
I'm not sure why this is the first thing you think of unless you've experienced some prior issue. Maybe what you're really asking is if it's compatible with sys-con? I've had a few users report it works fine with USB controllers connected through sys-con.No im saying if I go in retroarch and play few of cores will I get disconnected on any usb controllers?
Thanks for reporting. I remember reading that the max value changes by one depending on whether the controller is charging or not. I opted to ignore for simplicity's sake and forgot to get back and test that. Would you mind creating a github issue on the project page detailing the issue and how you brought it about?Let's avoid SX OS stealing discussion here. I don't think discussing it here will benefit this thread.
Also OP, do you know what is the max battery level for Switch Pro? If it is the same as the joycon (4), it might cause some issues. (mine crashes atmosphere after I charged my ds4).
From dualshock4_controller.cpp, m_battery = src->input0x11.battery_level & 0xe; this will -1 the max 11 battery level from ds4. Wouldn't >4 cause an system error?
Yeah I made mine and currently compiling my fix (a test) to see if it is the issue.Good to know that fixed your problem. This might be useful to other users too.
I'm not sure why this is the first thing you think of unless you've experienced some prior issue. Maybe what you're really asking is if it's compatible with sys-con? I've had a few users report it works fine with USB controllers connected through sys-con.
Thanks for reporting. I remember reading that the max value changes by one depending on whether the controller is charging or not. I opted to ignore for simplicity's sake and forgot to get back and test that. Would you mind creating a github issue on the project page detailing the issue and how you brought it about?
dont see atmos giving credit for using sx core or lite either eh.....When they'll steal the open source code from this great homebrew as usual and will use it in their paid stolen software?..
Looks legit.
You could manually edit it, but without the controller completing the physical pairing process and negotiating a link key with the console, this won't do much. As I understand it, you need to use raw HCI commands to talk to the controller over USB first and inform it of the host address. Or something like that...the bt database which list all device, is it possible to edit this list manuely and add ps3 mac into it? on every tool it seems like the ps3 need manuely add host mac and propably vice versa? I don't know
Cool. Nice to see someone sanity checking my sourceYeah I made mine and currently compiling my fix (a test) to see if it is the issue.
Yeah, there's an issue with motion controls that several people have reported. Either the unset motion values are being interpreted as something nonzero, or the bs IMU calibration values I set are screwing with things. This is something I overlooked during testing as I don't play many games with motion controls. I don't support motion controls for now so the workaround would be to switch off motion controls in the game settings until I've found time to address the issue.one weird I noticed playing mario odyssey. if I first time pick up ds4 mario throws his cappy, I think it's maybe related to motion controls? then everytime I change input method and switch back to ds4, he throws every time his cappy.
e.g. start mario odyssey in handheld mode and press button on ds4, he throws cappy, then everything is fine. then press random button on attached joycons and then press again ds4, he throws cappy again.
maybe it monitors the motion value of joycons and everytime I pickup ds4 it interrupts it and sets value to some constant value and this is seen as an movement by the game? I don't know, doesn't even bother me that much.
Too lazy to wait, so I swapped my compiled Atmosphere folder to the MissionControl folder. It seems to cause it to not be detected by Atmosphere. Now reverting the Atmosphere folder back and waiting the compile again :/.Yeah, there's an issue with motion controls that several people have reported. Either the unset motion values are being interpreted as something nonzero, or the bs IMU calibration values I set are screwing with things. This is something I overlooked during testing as I don't play many games with motion controls. I don't support motion controls for now so the workaround would be to switch off motion controls in the game settings until I've found time to address the issue.
That seems odd. I tried my 3rd Party Wii U Pro controller and it worked normally.However, I have one of the cheap third party WiiU Pro knockoff controllers; this won't sync. I've read the entire thread and I understand it's expected. However, if I understood it correct, even though syncing and connecting fails, it should still populate btdb, right?
You understand correctly. That's strange, do you notice any interruptions to the controller LEDS? On legit controllers, there is a brief pause in the flashing when the pairing takes place. This sounds as if the console isn't even trying to pair the controller. Only thing that comes to mind is the knockoff controller might be simulating the wiimote 1+2 button press style of temporary syncing. This requires a different pairing pincode and I don't support it. Unlikely, but I can't think of why else your controller wouldn't even end up in the database when many others workThis is just fantastic work. So looking forward to ditching my dongle and even connecting more controllers.
Just tried it out and works like a charm for my two DS4's.
However, I have one of the cheap third party WiiU Pro knockoff controllers; this won't sync. I've read the entire thread and I understand it's expected. However, if I understood it correct, even though syncing and connecting fails, it should still populate btdb, right?
I tried clearing my BT devices from the Switch Settings menu and then try to connect/sync the WiiU Pro controller to get the id/MAC, but db is still empty after trying to sync a few times...
How do I get the id for you to add in future release?
That seems odd. I tried my 3rd Party Wii U Pro controller and it worked normally.
I can test a few more different 3rd party Wii U controllers if that would be helpful.
That worked for me. I didn't touch any other buttons, and eventually they synced. So did my Wii Controller with a 3rd party Wii Classic/Pro extension on it.Just to be sure; I would do nothing but go to the Change Grip/Order screen ad hit the little red Sync button on the controller right? - I also tried spammin the shoulder buttons etc. while it's blinking
You understand correctly. That's strange, do you notice any interruptions to the controller LEDS? On legit controllers, there is a brief pause in the flashing when the pairing takes place. This sounds as if the console isn't even trying to pair the controller. Only thing that comes to mind is the knockoff controller might be simulating the wiimote 1+2 button press style of temporary syncing. This requires a different pairing pincode and I don't support it. Unlikely, but I can't think of why else your controller wouldn't even end up in the database when many others work