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InfraRed Gamepad


Re: InfraRed Gamepad

Postby Dan East » Oct 15, 2001 @ 12:13pm

Right. You would have to have low-level access to the IR hardware, so you could determine that IR was pulsed on for n milliseconds, and off for n milliseconds. You could then translate those pulses into the various gamepad buttons.<br><br>Dan East
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Re: InfraRed Gamepad

Postby RwGast » Oct 15, 2001 @ 12:16pm

Can this type of low level montering be done in evc++ or evb? Or is this something i will have to do in asm?<br><br>Im just curious about evb becuase i wanted to right a verion in both evc and evb for learning puposes.
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Re: InfraRed Gamepad

Postby Dan East » Oct 15, 2001 @ 12:48pm

You can do that with C++, assuming you can access the hardware in that way in the first place. The implementation may be hardware-specific.<br><br>Dan East
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Re: InfraRed Gamepad

Postby RwGast » Oct 15, 2001 @ 4:14pm

Hmmm what do you mean that the implementation may be hardware specific? HEy thanks for helpingg me out too.
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Re: InfraRed Gamepad

Postby Dan East » Oct 15, 2001 @ 10:03pm

If you directly access the hardware (ie, read the memory locations mapped to the hardware I/O) then that will most likely be device-specific.<br><br>Dan East
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Re: InfraRed Gamepad

Postby RwGast » Oct 16, 2001 @ 11:53am

Does the eVC++ help file list functions to do this somewhere? I dont see why it may be impossible im thinkin all i gotta do is monitor the gamepad pulsing and then write routines to match up the diffrent pules to a specific button on the gamepad.
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Re: InfraRed Gamepad

Postby Dan East » Oct 16, 2001 @ 11:57am

Nope. That info can be very difficult to determine. I have no idea how to go about finding that, besides searching the OEM's site and the web.<br><br>Dan East
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