Vpad.rpl: Difference between revisions
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NWPlayer123 (talk | contribs) Added more data |
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| Line 19: | Line 19: | ||
!Length | !Length | ||
!Description | !Description | ||
|- | |||
|0x2 | |||
|2 | |||
|Buttons, ABXY, Left, Right, Up, Down in that order (bits) | |||
|- | |||
|0x3 | |||
|1 | |||
|Buttons, ZL, ZR, L, R, +, -, Power/Home, Sync in that order (bits) | |||
|- | |- | ||
|0xC | |0xC | ||
| Line 34: | Line 42: | ||
|0xA1 | |0xA1 | ||
|1 | |1 | ||
|Battery related. Charge level? | |Battery related. Charge level? out of 6 | ||
|- | |- | ||
|0xA3 | |0xA3 | ||
Revision as of 23:39, 4 April 2015
This controls communication with the Gamepad, using VPADBASE internally.
Functions
| Name | Prototype | Description |
|---|---|---|
| VPADRead | void *VPADRead(int chan, void *buffer, int length, int* err); | Stores raw controller data in buffer |
VPAD Data
Can be gotten using VPADRead(), length seems to control the max amount of "datasets" to keep. A single dataset containing raw controller data is 0xAC bytes.
Structure
| Offset | Length | Description |
|---|---|---|
| 0x2 | 2 | Buttons, ABXY, Left, Right, Up, Down in that order (bits) |
| 0x3 | 1 | Buttons, ZL, ZR, L, R, +, -, Power/Home, Sync in that order (bits) |
| 0xC | 8 | Left Joystick, vectors for X and Y |
| 0x14 | 8 | Right Joystick, vectors for X and Y |
| 0xA0 | 1 | Something related to volume slider |
| 0xA1 | 1 | Battery related. Charge level? out of 6 |
| 0xA3 | 1 | Something related to volume slider(one less than 0xA0) |
| 0xA4 | 8 | Padding? |