Author Topic: Ps3 rapid fire studying and understanding project open source  (Read 127938 times)

Offline hyper999

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #300 on: October 11, 2010, 08:29:15 AM »
well thats fine then we just need someone who can recompile the code to play with cod 5 speeds a bit more it should work the exact same as on 360 as i copied and pasted the patch beating code directly from the bmu source

as for the leds it sounds like they are different on different versions which is a pain cos it means im gna have to cram in a 50% hi low duty cycle and all that  :censored:

Post Merge: October 11, 2010, 08:31:35 AM
update on serial i think ive cracked the pc app so tht should be done soon but i may not release a full rs232 version yet as i plan to sell them on ebay to earn back what i spent on an oscope first
« Last Edit: October 11, 2010, 08:31:35 AM by hyper999 »

Offline rafaliyo86

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #301 on: October 11, 2010, 09:03:47 AM »
I have ordered some pic sockets on ebay. When i get it, it wold be easier for me to test the codes but in the code there is now would have to check the own code because in the speeds, with 9.5 you arent blocked but yes with 10

Offline hyper999

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #302 on: October 11, 2010, 10:49:14 AM »
can we see a video of 9.5 sps please

Offline rafaliyo86

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #303 on: October 11, 2010, 12:02:33 PM »
can we see a video of 9.5 sps please

Ok, i have an update. When I was recording a video with 9.5 sps I have been blocked by the patch again. I think with this speed you are blocked sometimes and others no. I have made a video in wich I started shooting at 8 sps and I am not blocked then change to 9.5 I finish the first charger and in the second one I am blocked:

Testing diferents sps


Offline geraldrubalcava

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #304 on: October 11, 2010, 09:04:20 PM »
hum so you say that you get the shooting patched on some and sometimes not? well, did you try different guns? it might matter. well i would suggest more testing to see if there are consistences. :)

Offline rafaliyo86

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #305 on: October 12, 2010, 04:54:50 AM »
No, I only have tested with the grewher. I have tested it 4 times. 1 and 3 i didnt be blocked but in 2 and 4 yes

Offline hyper999

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #306 on: October 12, 2010, 07:50:06 AM »
did you hold the trigger whilst reloading?

Offline rafaliyo86

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #307 on: October 12, 2010, 08:13:40 AM »
Ohh I dont remember. I will test it in both ways (holding and no)

Post Merge: October 12, 2010, 02:36:23 PM
Ok guy I hane tested the code again and today has worked for me. I am trying it pulling down the trigger while was reloading and just pullin down when finish reload and works in both ways.


I dont understand why sometimes works fine and others no
« Last Edit: October 12, 2010, 02:36:23 PM by rafaliyo86 »

Offline hyper999

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #308 on: October 12, 2010, 02:55:45 PM »
when you say works do you mean the whole code or the cod 5 duty cycle also have you tried the code i posted in the release thread to fix the led problem?

Offline rafaliyo86

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #309 on: October 12, 2010, 03:03:27 PM »
I mean the duty cycle mode 1 and 2 works fine in cod4 and codmw2

I dont have tested the new code yet

Offline hyper999

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #310 on: October 12, 2010, 03:38:27 PM »
thE only reason it wouldent is if the patch is different in some way as the code is exactly the same as the 360 version although id imagine it is quite likely to be different as during normal operation the triggers on ps3 have a much smaller voltage swing? If so surely the waveform is going to be more squarewave than one from a 360 trigger and a different duty cycle may be needed? I think i may pm chives later to see if he can enlighten me

and please do test the led fix code

Offline Modded Matt

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #311 on: October 13, 2010, 04:11:50 AM »
its going to also be slightly affected by the preasure sinsitive buttons.

Offline hyper999

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #312 on: October 13, 2010, 06:43:53 AM »
kk i have put the release thread back to the origional release code so here is the
latest version for you guys to test

Offline geraldrubalcava

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #313 on: October 13, 2010, 06:57:29 AM »
hey matt, i hope i wasnt one of the "new guy" you were talking about. ive tested and it worked. hum. i have cod5 too. so is there any specific modes you would wish for me to test? also do you wish for me to make a full pdf in how to install the chip? it might help you the new comers from your other thread.

Offline yasin

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #314 on: October 13, 2010, 07:03:59 AM »
Dude, I've installed the RF on a pin socket. The pic programmed with the previous released bmu code is working well beside the led problem. The new pic programmed with this code is not working. The board is a MSU_VX_4.0 this might be the problem. And I am not new with installing RF. I have tested all the codes mentioned in acidmods official free code list.

Offline Modded Matt

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #315 on: October 13, 2010, 07:35:10 AM »
@gerald, no its ok.

@ hyper, the origional code is going into the code list. when you get waw working you will have a new release thread and a new code for the list. akembo would be another new one (unless you choose to combine thoese two together.

however, once a release thread is published, it should not be changed. (unless someone drew the diagram wrong) I have linked about 10 other sites to that code, and put my name behind the fact that it works.  If you cahnge the code, my word that it works cannot be honored as I have not tested it. Just like any other code in the official code list. I have tested them all.

I hope everyopne understands.

Offline hyper999

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #316 on: October 13, 2010, 07:39:06 AM »
also RDC confirmed for me all ps3 pads have common anode leds

Post Merge: October 13, 2010, 09:08:42 AM
ok heres what needs doing now i need people to test the previous code and see what the max setting you can have using this code on cod 5 with the duty cycle enabled and then what setting on cod 5 without the duty cycle
« Last Edit: October 13, 2010, 09:08:42 AM by hyper999 »

Offline geraldrubalcava

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #317 on: October 13, 2010, 09:10:13 AM »
hyper i could of told you that already! xD lol well thats good. i understand what matt is trying to say. well this is the third revision to the original code correct? well when ive tested i believe it was the second revision. akimbo might be next. but what are the duty cycles for cod5? it may not be the same like 360. this is another challenge we will have to overcome :)

Post Merge: October 13, 2010, 09:12:17 AM
hey hyper, ive recently moved to a mac and still setting up windows. so i dont have mplabs to compile the code. but you think you can post both hex codes you would want me to test and i can give u a fast answer?
« Last Edit: October 13, 2010, 09:13:11 AM by geraldrubalcava »

Offline hyper999

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #318 on: October 13, 2010, 09:59:12 AM »
wtf is with everyone getting rid of windows for mac atm!?!?!? but for you to find out the max speed with and without the duty cylce i would have to post more hex files than i am willing and able to so i will need someone who can compile the code to do it also the code posted above is what was on the release thread before i changed it to the origional

Offline yasin

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #319 on: October 13, 2010, 03:27:52 PM »
Dude, I've installed the RF on a pin socket. The pic programmed with the previous released bmu code is working well beside the led problem. The new pic programmed with this code is not working. The board is a MSU_VX_4.0 this might be the problem. And I am not new with installing RF. I have tested all the codes mentioned in acidmods official free code list.

Anybody else tested the new code on VX_4.0?

Offline hyper999

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #320 on: October 13, 2010, 03:31:53 PM »
Yasin if its not working youve installed it wrong

Offline TheGeneral

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #321 on: October 13, 2010, 03:35:36 PM »
Anybody else tested the new code on VX_4.0?

Hi there, i recently bought a new controller and it seems to have the same coding on the PCB (VX_4.0). i experienced pretty much the same problem as yasin did.

The first system worked besides the LED mistake. Afterwards it stopped working. I doubt that the problem is a installation mistake.. i triple checked the wiring and there are no accidental short circuits.

Could anyone test the rapidfire on a VX_4.0 controller and see if it works?

Offline geraldrubalcava

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #322 on: October 13, 2010, 05:36:28 PM »
hum ive not tested the newer code, so i cant conform this. i will get back with you once i tested it.

Offline Hazer

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #323 on: October 13, 2010, 06:47:38 PM »
WHere to start: First, when you RRF a value, you divide it by 2. In your code, you divide by two twice then add that to FREQ. So your adding 25% extra to FREQ, and not changing DWELL at all. Thats not realy a 25% duty cycle. You want to divide DWELL by 2, and FREQ by 2 just before adding it. That is a 25% duty cycle.

Also, at the start of the interupt, you should force to Bank 0 before checking the FLAGS register since you do not know which bank the PIC was in before the interupt occured.

And when you declare OPTIONS at the beginning, you are setting the name of the GPR address, not the value of what is in OPTIONS. In otherwords, when you do a BTFSC of the OPTIONS you are actually checking registers 0x00 and 0x01. Also, you declare COD5 equal to 1, but the value in OPTIONS that you had meant to represent the COD5 bit is actually bit 0.

I do not know how these things would effect the RF not working, but I do know you are not actually peforming any changed output signal (25%).
[Quote from Gamermodz via Viking forums]
Don't be jealous your not half as smart. I hate ****tards like you. An ignorant redneck. Your nothing but a posing ******. Get the **** out of here, really, your claim to fame is an open source rapid fire code? You make me laugh. You think you have control over the modding market?  You couldn't create what I can and do. You are too ignorant with your outrageous assumptions and accusations. [/Quote]

Offline hyper999

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #324 on: October 13, 2010, 11:28:50 PM »
Well now i feel like a lemon lol but thanks hazer i have nearly done the pc app so when its finished il clean up this code and maybe add l1 l2 and r2 cos the codes a mess
however the code in the release thread is working correct?
« Last Edit: October 13, 2010, 11:38:58 PM by hyper999 »

Offline yasin

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #325 on: October 14, 2010, 08:21:25 AM »
Yasin if its not working youve installed it wrong

The code is tested by 3 users on a VX4.0 board.
All these testers are reporting the code is not working on this vx4.0 board.
Nobody here confirmed the new code is working on a VX4.0.
And you are still saying that we are installing it wrong..
You only want to hear positive feedback.

I'm out dude.

Offline hyper999

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #326 on: October 14, 2010, 09:27:07 AM »
yasin how can you say that i only want to hear positive feedback have you seen the rest of the thread 90% of it is about how my previous codes have failed then i have read the feedback and tryed again for example just this morning hazer pointed out my mistakes did i say " hazer you cant read! im always right! ", no. and no offence but i have trouble trusting feedback from people with less than 10 posts with no known experience in modding that i have never worked with before

Post Merge: October 14, 2010, 01:54:38 AM
i replaced the old release thread cos it was messy i can now guarantee that the hex there is 100% working and as per matts request i will leave it alone :P

this weekend im gonna start a fresh so i can put in r2 l2 l1 support and fix the errors hazer pointed out
« Last Edit: October 14, 2010, 09:56:08 AM by hyper999 »

Offline Modded Matt

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #327 on: October 14, 2010, 10:04:51 AM »
yasin, I think you missed the resolution to your problem, in the release thread the schematic was posted wrong, as pointed out by rafaliyo86 the origional drawing had the tact switch on the wrong pin. and that created the results you were experiancing. the diagram has been fixed rewire your tact to pin three (not four) and all should be good.  the test points and leds all operate the same from the vx3 to the vx4 and I have personally teste the vx3 and found it to be in working order.

please rewire your tact switch and post your findings clearly.


Offline hyper999

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #328 on: October 14, 2010, 12:27:23 PM »
ok looked through the cod5 code it and ran out of fingers when counting the mistakes lol so heres take 2 hook up the same as the origional
all three modes have been set up for cod 5 around 10sps just let me know which works best

Offline Modded Matt

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Re: Ps3 rapid fire studying and understanding project open source
« Reply #329 on: October 14, 2010, 12:37:05 PM »
I wont be able to get cod 5 until sat sorry.

 

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