Author Topic: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]  (Read 137028 times)

Offline t0pP8uZz

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE]
« Reply #120 on: February 28, 2010, 06:19:19 PM »
Yeah it was due for a beta few weeks back, But its being rewritten now to make future updates easyier.

Offline psyko_chewbacca

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE]
« Reply #121 on: March 01, 2010, 07:42:16 AM »
So I guess that there won't be any t0pfire update anytime soon?

Not that it is vital but the LED flashing bug is a little confusing.

Also their are games that doesn't work well with a controller modded with t0pfire.
I know for sure that Battlefield Bad Company 2, Battlefield 1943 and NHL 10 have issues with it. Not that it bothers me much, I just use another controller when I play these games. But having these bugs sorted out could be nice for people who only have one controller.

Is there any chance you might release the source code sometime. I did a little PIC programming in assembly 2 years ago at school. Maybe I could be of assistance sorting out the LED flashing bug for you. That would certainly please the most picky users!

Offline t0pP8uZz

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE]
« Reply #122 on: March 01, 2010, 09:57:26 AM »
There will be a update soon, The LED flashing bug, as in it flashes 1 times to many?


Offline GhoSt

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE]
« Reply #123 on: March 01, 2010, 10:03:51 AM »
its annoying that it flashes at all on startup, you can't count them since the controller is syncing and flashing as well. I am still using the pre release code so I am not sure weather it is just a fault in that.
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Offline t0pP8uZz

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 6*]
« Reply #124 on: March 01, 2010, 10:19:11 AM »
Please re-download and reflash your PIC's.

Updated to 2.0 Revision 6!

Changelog
2.0 Rev6
Fixed LED Flashing Bug
Fixed LED Flashing On Startup Bug
Pulse Signal slightly refined

Nothing major.

Offline Frankie.R

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 6*]
« Reply #125 on: March 01, 2010, 10:20:44 AM »
Yeah i also find it pretty hard to read the number of flashes maybe it would be an idea to slow the flashes down, because for some reason i always manage to count the wrong number of flashes :S.
Thank's Frankie  :tup:

Post Merge: March 01, 2010, 10:21:51 AM
Sorry posted just after you wrote that i will install it when my programmer arives and will try it out. Thanks t0p :)
« Last Edit: March 01, 2010, 10:21:51 AM by Frankie.R »

Offline t0pP8uZz

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 6*]
« Reply #126 on: March 01, 2010, 10:46:05 AM »
Mode changing is long enough, Further slowing the flashes down will make it alot longer. Its only there for reference, alot of people dont even pay attention to the flashes

Offline psyko_chewbacca

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 6*]
« Reply #127 on: March 01, 2010, 12:27:50 PM »
Thanks alot T0pP8uZz for the quick release.  I hope my post did not led you to think I wanted to rush you! It wasn't meant that way.

Now when you talk about pulse signal refinement what do you mean by that? Is it to correct the bugs in other games (like in Battlefield) or simply to make the signal to triggers more accurate?

Thanks again for that new revision.

Post Merge: March 01, 2010, 04:03:47 PM
Hi, I just programmed one of my controller with the new revision 6. It works great with Gears of War 2 and I suppose it should be the same for all the usual games that benefit from this mod.

But Battlefield Bad company is in fact worst. Now you get to always aim. Except in cutscenes when you can't fire.

On the positive side the bug that caused the LED to flash 1 time too many is gone. Thanks!
« Last Edit: March 01, 2010, 04:03:47 PM by psyko_chewbacca »

Offline t0pP8uZz

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 6*]
« Reply #128 on: March 01, 2010, 04:31:55 PM »
I dont have BF: BC, I actually downloaded it via games on demand but deleted, Ill re-download tonight and tomorow see whats causing the problem.

No its fine, Seriously it was 5 minutes of fixing code. I wasnt gona release untill i sorted the modes and stuff out, but that maybe a week or two yet.

Can you give better descriptions of the bugs, Like in BF, i cant remember which buttons are which.. so when you say its aiming all the time would that be LEFT trigger always being pulled?


Offline psyko_chewbacca

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 6*]
« Reply #129 on: March 01, 2010, 05:29:26 PM »
Hi, well yes in BF: BC you aim with the left trigger and sprint by pressing the left analog stick. Running works in cutscene (when you can't fire your weapon, So you can't aim). But as soon as you get out of a cutscene the game thinks the left trigger is always pulled. That way you are always aiming and are unable to run. With revision 5, you could not run but you could control the aiming just fine; it wasn't always on.

Also I found out that the bug where the LED flash one too many time isn't corrected on the left trigger LED.
« Last Edit: March 01, 2010, 05:31:37 PM by psyko_chewbacca »

Offline Buick455

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #130 on: March 01, 2010, 05:53:14 PM »
My code uses the FIRERATE for both pull and release timing. In normal mode, its the actual hex value. In COD5 mode, I use half that rate for the release, and 1.5X the rate for the pull.

When RF is active, it latches the output in one state always (low for CG, high for MX). It then only toggles the pin from input to output for the pulses. When RF is off, the pin always stays as an input.

For burst mode, the pin remains an input until the PIC sees a change in the trigger. Then it activates the programmed number of shots and waits for the trigger to get released before monitoring again.


Is this the way t0pfire (v2 –r6) works t0p?

added@edit..
This was just incase ya missed it t0p..
No disrespect implied here, just read it and I felt it sounded rude... your doing a great job
  :hifive:
« Last Edit: March 01, 2010, 05:56:32 PM by Buick455 »

Offline t0pP8uZz

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #131 on: March 01, 2010, 05:58:17 PM »
Please make sure you have everything wired correctly. If you turn the LEFT trigger rapidfire off. does the problem still occur?

Also its been updated to 2.0 Revision 7 which fixes the left mode change indictator, thanks for spotting that.

Post Merge: March 01, 2010, 06:00:19 PM

Is this the way t0pfire (v2 –r6) works t0p?

added@edit..
This was just incase ya missed it t0p..
No disrespect implied here, just read it and I felt it sounded rude... your doing a great job
  :hifive:

Yeah mine works almost the same as Hazer's, Just diffrent speeds and stuff i guess. Its probarly because my release time is too fast.
« Last Edit: March 01, 2010, 06:00:19 PM by t0pP8uZz »

Offline psyko_chewbacca

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #132 on: March 01, 2010, 07:01:12 PM »
Please make sure you have everything wired correctly. If you turn the LEFT trigger rapidfire off. does the problem still occur?
Everything is wired perfectly, it's a controller I installed a socket in to update the chip.
It ran revision 5 perfectly under many games.


Concerning BF: BC,
I've tried it with alot of combinaison:
All rapid fire on both tiggers OFF,
Only right trigger ON
Only left trigger ON,
With only left trigger ON I tried cycling all 8 modes to see if it did not change anything.

All of these gave me the same result, aiming is locked on.

Also in my preview post I forgot to mention that I did not test if I was able to run or not in a cutscene with revision 5.

Post Merge: March 01, 2010, 07:26:48 PM
I loaded revision 7 in my contollers. I'm going at a friend's house to play some Gears of War 2. I'll report how revision 7 is doing!
« Last Edit: March 01, 2010, 07:26:48 PM by psyko_chewbacca »

Offline t0pP8uZz

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #133 on: March 02, 2010, 04:06:49 AM »
Ill be waiting for that report  :hifive:

Does this just occur on BF: BC, and the other BF Series?

Im pretty sure its the pulse time, BF: BC is almost downloaded so i can give it a test later.

Offline psyko_chewbacca

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #134 on: March 02, 2010, 07:12:50 AM »
Revision 7 seems to be working good with Gears of War 2. No glitch, nothing unusual.

I haven't tried any other Battlefield games yet. I do own Bad company 1 and Modern combat but I got to go to school so I'll try them later.

As for BF: 1943 I think in an earlier post in the topic someone mentionned that he couldn't run under revision 5, just like in Bad company 2. I think if you fix the problem for one game you'll fix it for all of them.
« Last Edit: March 02, 2010, 07:15:32 AM by psyko_chewbacca »

Offline t0pP8uZz

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #135 on: March 02, 2010, 10:45:32 AM »
Yeah i still think its something to do with the release timings being too fast.

As i said, I can mess around with it when i get time :-)

Offline psyko_chewbacca

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #136 on: March 03, 2010, 10:16:42 AM »
Yeah i still think its something to do with the release timings being too fast.

As i said, I can mess around with it when i get time :-)

That's good with me! If you ever need to test your updated code I have 2 CG controllers easily updatable.

Offline t0pP8uZz

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #137 on: March 03, 2010, 05:40:35 PM »
Ill keep that in mind!

peace
t0pP8uZz

Offline gadget78

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE]
« Reply #138 on: March 05, 2010, 02:33:14 PM »
Yeah, That could be a possible update in 00.3. I would have to remove left trigger RF. or a LED indication. Seperate HEX would be good for this, a modded t0pfire for COD.

Been getting into the whole controller mods recently (as my boy starts bugging me to buy one, i keep say i will make one it will be better and fun ! so here i am !!
i see yours as the most current, and its still moving/active !
have been putting some thought into getting an all in one Mod ... ok so here is what i think would be a way to get it all in one ..

Ok to start with, only have one LED, and then that gained ouput you can use on the Y button for the jitter ...
the one LED remaining could be used (if its possible)  as dim and bright ??

-left tact switch is for MODE changing, mainly being used as a one click mode changing, which will make mode changing quicker ...
-right tact as on/off simple as that..

modes would be
1-jitter on (would only work with right triger)
2-dual mode, with LED on its dim setting showing in dual mode) will enable BOTH triggers as Rapid fire, also its dual mode setting would be saved so is the same next time dual is selected
  2a-you then alter the dual, Rapid fire mode as you would change modes now (hold for 3seconds)
  2b- dual modes would be slow, (so 1 flash then back to dim, to say mode one on dim /dual setting), med, fast, cod5, burst, prog (set up in norm mode)
3-slow RF (back to bright led )
4-med
5-fast
6-cod5
7-burst
8-user prog as is now...

whats ya think ? this would then have the benifit of having quicker mode select, the added jitter mod, and keeping all the functions it has now :)
Is dim/and bright LED possible ? (on that type/number of pin)

making thanks for the already released and updated code !!!
Mick ...

Offline t0pP8uZz

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #139 on: March 05, 2010, 02:42:05 PM »
I wont be making any changes as big as those you state.

t0pFire is currently in a state where it serves everyone quite happyily. Removing a led indicator and such could really piss people off.

Jitter will probarly be added but you can have the option to remove a led and the code will recognise which choice you made, or something along those lines, Mode changes will be slightly faster too.

Offline psyko_chewbacca

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #140 on: March 05, 2010, 08:03:24 PM »
I agree with T0p here. T0pfire is in a state which makes it compatible with alot of games. I know most of you play CoD but I don't and I would find it a shame that this mod would become game-specific. Rewiring to acomdate a jitter function would certainly break comoatibility for alot of games.

Also I tought adding a jitter function was rejected as it was reducing accuracy. I still think the idea I posted one or two weeks ago about adding a second a second chip that would synchrozine with t0pfire could be feasible and gteat for people who  dont want jitter.

Offline crazy-modder

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #141 on: March 05, 2010, 09:51:42 PM »
Honestly, the jitter mod is pointless.  Your weapon looks like its bouncing all over with horrible accuracy.  I think the teabag mod would be hilarious though...  Also top, i tested the mod on battlefield 1943 and battlefield bad company 2 and it worked with no flaws for me.  Im not sure why its not working for some people.  It doesnt shoot as fast as some games but it still works.  Pretty much this code is amazing and huge props to you top.  Not sure if rapid fire can get much better than this.

Offline psyko_chewbacca

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #142 on: March 05, 2010, 10:03:57 PM »
Hi, yeah I just played Bad company 2 with my second modded controller and it works perfectly. I could have sworn it wasn't working right the other day.

I have 2 CGs with t0pfire revision 7 installed.

I'd better check the wiring of my main controller. Could it be possible that my controller is acting weird even if it's all wired perfectly?
« Last Edit: March 05, 2010, 10:16:05 PM by psyko_chewbacca »

Offline t0pP8uZz

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #143 on: March 06, 2010, 12:53:14 AM »
crazy-modder: thanks im very glad to hear that, also thanks for the feedback.

Yes as i said in one of my first posts its probarly down to the circuit.

Are you using resistors? if so what values? all this makes a huge diffrence. I know my pulse timings are still too high but thats gona be fixed in 3.0.

Peace

Offline crazy-modder

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #144 on: March 06, 2010, 04:18:33 AM »
I played it with a matrix that has 2x330 ohm, 2x100ohm, and 1x10k ohm. And it worked perfect with that.  I also played it with a cg that has 1x10k ohm, and 2x100 ohm.  I did not do anything different from the original setup of the mod.  Ya as you said its gotta be down to either a bad circuit, loose wire, bad programming or something along that line.  Because i have done alot of controllers for my friends with your 8 mode and they have not had a problem either.  When people wire these up, they just need to triple check EVERYTHING, because there is alot of wires involved.

Offline DaDo

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #145 on: March 07, 2010, 02:25:08 AM »
Hi,

I had done this mod to my CG and CG2 controller.

1. When I power up the the controllers the player 3 and 4 Leds are dimmed with RF off. RF works without problems everything ok.

2. The controllers wont work properly with the play and charge kit cable insert. the sticks wont work they schould do.

3. When I install a OptoCoupler (4N26) in the CG2 the Sticks are twisting und strafing to the right side slowly.

I checked the soldering twice and triple.

Greetz
« Last Edit: March 07, 2010, 02:28:48 AM by DaDo »

Offline Squeck

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #146 on: March 07, 2010, 07:16:51 AM »
What about using a quick press of the tactile buttons to change mode, and LT + tactile to turn rapidfire off? I think it might be better

Offline Frankie.R

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #147 on: March 07, 2010, 07:23:40 AM »
Maybe it would be an idea to create a sequence to quickly return to mode 1 like double tap the right tacticle + hold left trigger.

Offline tomcat

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #148 on: March 07, 2010, 07:35:02 AM »
I think its getting way to complicated... Its fine the way it is.

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #149 on: March 07, 2010, 07:39:14 AM »
What about using a quick press of the tactile buttons to change mode, and LT + tactile to turn rapidfire off? I think it might be better
  how would that be better.........it more important to turn rf off quick then it is to change modes quick.......

such as gears 2 i only use mode 3...... so never need to change mode.... but need to turn it off quick as posible if i switch gun.........

and on MW2 i only really change mode before a match when im setting up my weapons.........

i dont understand why every1 wants to change mode quickly..... u only really need 1 mode per game/ weapon setup......so instead of changing modes set ur weapons up beter before games!!!!!!

just my opinion........

(i only ever really use 1 speed of RF and thats 7.7sps..... it work best on all games.... bar halo... but only idiots want rf on halo....... use a BR instead u fools)

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