switch (pad->controllerType) {
case PSE_PAD_TYPE_MOUSE:
stdpar[0] = 0x12;
+ stdpar[1] = 0x5a;
stdpar[2] = pad->buttonStatus & 0xff;
stdpar[3] = pad->buttonStatus >> 8;
stdpar[4] = pad->moveX;
break;
case PSE_PAD_TYPE_NEGCON: // npc101/npc104(slph00001/slph00069)
stdpar[0] = 0x23;
+ stdpar[1] = 0x5a;
stdpar[2] = pad->buttonStatus & 0xff;
stdpar[3] = pad->buttonStatus >> 8;
stdpar[4] = pad->rightJoyX;
break;
case PSE_PAD_TYPE_ANALOGPAD: // scph1150
stdpar[0] = 0x73;
+ stdpar[1] = 0x5a;
stdpar[2] = pad->buttonStatus & 0xff;
stdpar[3] = pad->buttonStatus >> 8;
stdpar[4] = pad->rightJoyX;
break;
case PSE_PAD_TYPE_ANALOGJOY: // scph1110
stdpar[0] = 0x53;
+ stdpar[1] = 0x5a;
stdpar[2] = pad->buttonStatus & 0xff;
stdpar[3] = pad->buttonStatus >> 8;
stdpar[4] = pad->rightJoyX;
respSize = 8;
break;
case PSE_PAD_TYPE_STANDARD:
- default:
stdpar[0] = 0x41;
+ stdpar[1] = 0x5a;
stdpar[2] = pad->buttonStatus & 0xff;
stdpar[3] = pad->buttonStatus >> 8;
//avoid analog value in multitap mode if change pad type in game.
stdpar[7] = 0xff;
memcpy(buf, stdpar, 8);
respSize = 8;
+ break;
+ default:
+ stdpar[0] = 0xff;
+ stdpar[1] = 0xff;
+ stdpar[2] = 0xff;
+ stdpar[3] = 0xff;
+ stdpar[4] = 0xff;
+ stdpar[5] = 0xff;
+ stdpar[6] = 0xff;
+ stdpar[7] = 0xff;
+ memcpy(buf, stdpar, 8);
+ respSize = 8;
+ break;
}
}
}
//if no new request the pad return 0xff, for signaling connected
- if (reqPos >= respSize) return 0xff;
+ if (reqPos >= respSize
+ && writeok
+ ) return 0xff;
switch(reqPos){
case 2:
//mem the vibration value for Large motor;
pad[port].Vib[1] = value;
- if (in_type[port] == PSE_PAD_TYPE_STANDARD &&
- in_type[port] == PSE_PAD_TYPE_NEGCON)
+ if (in_type[port] != PSE_PAD_TYPE_ANALOGPAD)
break;
//vibration