Search found 29 matches
- Tue Jan 07, 2014 7:20 pm
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
I remember playing Monstertruck Madness with the Joystick and it was amazing. However, when I try to use the joystick with for example Dirt 3, it becomes unplayable as the ffb effects are only applied to the x-axis. This results in no 'friction' on the y-axis, only on the x-axis (which feels really ...
- Tue Jan 07, 2014 3:28 am
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
program to dump the USB descriptor. It seems a little bit short to me however, is this enough or do I need to do something else? Unfortunately, that's only a small part of the USB descriptor. That program does not output the input/output reports with individual data structures. A minimal FFB ...
- Mon Dec 30, 2013 8:21 pm
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
Ok. It is so then. Is suspect MS had fixed one user complaint in using 0xFn-MIDI-commands in the Wheel. There were complains from FFP users, that their MIDI musical instruments (e.g. a drum machine) went berserk when they played a game with FFP connected. Which is understandable as FFP used "musical ...
- Sun Dec 29, 2013 8:01 pm
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
101.6ms delay, then 2 midi bytes are sent (31250Hz, 1 start bit, 1 stop bit, least significant bit first): 0 11001111 1 (f3) 0 10111000 1 (1d) [...] f1 0e 43 01 00 7d f1 7e 04 01 3e 4e f1 1c 45 01 3e 2f f1 0b 46 01 7d 00 f3 1d f1 10 40 00 7f 00 f3 6a Following midi bytes are sent when closing FEdit ...
- Sun Dec 29, 2013 8:40 am
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
The wheel uses 3-bit data and ~100kHz clock, same as Force Feedback Pro. That's nice. I would expect it to be quite trivial then to adapt reading the Wheel's position and buttons. Then comes the FFB effects data. I would expect that to be at least slightly different than FFP since there's only one ...
- Sat Dec 14, 2013 1:17 pm
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
You guys have been having a ball with this one and I'm really happy to see the work again being taken further. All the people reporting that they have made it working or even made a nice board for this makes me feel all fuzzy and warm inside. Thanks all users and contributors. Just awesome! Then ...
- Tue Jul 24, 2012 6:25 pm
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
Back from dormancy - again... The adapt-ffb-joy-project pages in Google Code contains a greatly improved version of the adapter code for AVR since version "proto2". Check the revision "r54" for the latest hex-file and source. It fixes the random button reports kbh01 mentioned about. It also fixes ...
- Tue Apr 17, 2012 3:14 pm
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
Uh - the Real Life (tm) caught me a bit and is still keeping me in its grips for a while. Thus, the project has not really moved forward that much. I've used the adapter with FFB now for several hours tho when flying IL2 and even if its effects are not quite right yet (the MIDI-protocol has some ...
- Sun Mar 11, 2012 2:35 pm
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
The complied hex-file for Teensy 2, source code and some updates to the wiki are now available at the project pages as version with label "proto 2".
- Fri Mar 09, 2012 6:39 pm
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
The thingy mostly works now. The FF2 descriptor made the real difference in finding out what the WIndows PID driver really accepts. I've done full scale testing with FEdit, FConst and some preliminary testing with IL2 game too. With FEdit, I can play effects mostly fine. In IL2, there are some weird ...
- Thu Feb 23, 2012 4:47 pm
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
Finally, I managed to get some actual code published (please, notify me if the credits in the code are not as you would like them to be). The project site now contains source code and hex file for the prototype version 1 in the downloads-section. It combines 3DPVert, LUFA (for USB comms) and code to ...
- Tue Feb 21, 2012 4:50 pm
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
Here's the report descriptors with descriptive texts in place of the "undefined"s. Biggest differences seem to be in the memory management reports and effect indexing mechanism. FF2 also seems to support more force feedback features than FFP (e.g. non-zero phase in periodic effects and startup delay ...
- Tue Feb 21, 2012 3:59 pm
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
Thanks! Crivens! It really looks like it is using the PID driver in there instead of a custom one. At least all the PID-related report descriptors are there and looking very familiar. Compared to the USB.org's sample PID HID it is slightly larger (offers a couple of more effect types and some PID ...
- Sun Feb 19, 2012 5:01 pm
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
That's comforting to know, that the plan B of using FFP2's USB protocol is at least possible in Win7 64bit. Hopefully tho, we can get the PID driver would work for it. That way it would also allow extensions (like those extra sliders for e.g. elevator/rudder trims in IL2). FFP2's custom driver (if ...
- Sun Feb 12, 2012 4:30 am
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
That would be more than interesting. Last night, I got the USB.org's sample PID HID working (enumerates and I get sensible FFB data to the stick) with LUFA, but even with that HID, the OEMForceFeedback-registry key's values for Effects lack the binding to the X-Y-axis and I need to manually modify ...
- Sat Feb 11, 2012 4:41 am
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
Lots of work, very little progress. Before actually porting the 3DPVert to LUFA, I tried to get the simplest FFB Joystick made with it to see how the USB, LUFA and Windows build-in USB PID driver works. I'm posting this to indicate that I'm still working on this and to ask for help on the USB part ...
- Sun Feb 05, 2012 11:40 am
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
The next problem. Now it is in the 3DP-Vert's USB-code. It limits the HID descriptor to 256 bytes while minimal FFB descriptor part already seems to be over 500 bytes (I've seen descriptors of over 1200 bytes long too). In the code, the limit comes at least from most length variables being uint8_t ...
- Sat Feb 04, 2012 3:31 am
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
I got the pins changed now to B0..B3 and the code seems to work fine.I do have a couple of Teensy++s set aside for another project waiting in the queue, but there's plenty of room as a pin count as well as in free memory in the smaller Teensy still. But, as I feared on the reliability, after the ...
- Wed Feb 01, 2012 4:49 pm
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
I think I'll put the buttons to pins B0..B3 since D5 in Tweeny is in a bad location for breadboard constructs and the led is on D6. And sure, have that B0 and D0 connected for the INT0. Also, D1 and D2 would still be left free for INT1 and INT2 e.g. if someone wants to add pulse counters for digital ...
- Tue Jan 31, 2012 7:15 pm
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
Made it. I have now a version of 3DPVert that enables the FFB mode (and disables the auto-center spring). For testing purposes it also now, when pulling one joystick button plays a constant force effect and pressing another button it pauses the effect. It uses UART (pin D3) to send the MIDI data ...
- Tue Jan 31, 2012 5:19 am
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
Long time nothing done. Civil life and work getting a bit in the way of the hobby now. I added links to the related information section of the project under subtitle Tools for Force Feedback in Windows for getting the FEdit application. It is part of DirectX 9.0 SDK (not the latest tho anymore ...
- Mon Jan 23, 2012 6:07 pm
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
Ok, made the tester to print also buttons and X2-line values. Got some nice data out. It is still raw data, but since I have already well exceeded my time slot for doing this for now and pay for it tomorrow. I'll just leave the data for others to view if you could find anything on it. Please see the ...
- Mon Jan 23, 2012 7:45 am
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
Yep, I had the same day dream; using the 3DP's "set ditial mode" sequence after the FFP had been detected to see if it is "enable FFB" sequence on FFP (even removed the 3DP parts in the initialization sequence to make sure they won't interfere), but no - it was only a dream. I also tried to ...
- Sun Jan 22, 2012 10:52 am
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: Reverse Engineering the Force Feedback Pro
Looks like there is a series of interrupt sequences going on in the X1-line during the enumeration with a real game port while nothing happens with it when running with 3DPVert.
Details are in the project Wiki.
Details are in the project Wiki.
- Thu Jan 19, 2012 3:34 am
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: USB Converter for MS Sidewinder 3DPro, PP, and FFP
Right - I think its time to find a single project space for this thing instead of splitting the discussion and information into many discussion forums. And look what I found, looks like there is a place in Google Code just for that :) http://code.google.com/p/adapt-ffb-joy/ There is already a ...
- Wed Jan 18, 2012 4:55 pm
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: USB Converter for MS Sidewinder 3DPro, PP, and FFP
It is not all MIDI. I repeated the above-mentioned test and got the same result. The stick consistently goes into some "FFB mode" even when I have MIDI pin disconnected between the stick and game port when I startup FEdit. And only after that I can feed it the MIDI data so that the stick actually ...
- Mon Jan 16, 2012 5:28 am
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: USB Converter for MS Sidewinder 3DPro, PP, and FFP
After reading the MS patent description about bidirectional data transfer mechanism used between the game port and joystick, I am making a guess that the "Go to FFB Mode"-command I'm missing is one of the commands sent to the joystick using the "interrupts" in the Overdrive protocol. If I understood ...
- Sat Jan 14, 2012 5:14 pm
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Re: USB Converter for MS Sidewinder 3DPro, PP, and FFP
Some progress, but still a critical bit is missing to go forward. I cut the MIDI-wire on the joystick and took both end out of it, so that I can have the stick on actual game port and still have full control on the MIDI-line to the stick with a Teensy. I can now consistently control the effects on ...
- Mon Jan 09, 2012 4:19 pm
- Forum: Tech Forum
- Topic: Reverse Engineering the Force Feedback Pro
- Replies: 309
- Views: 1167976
Reverse Engineering the Force Feedback Pro
I have been working a while in an attempt to put Force Feedback into my FFP with this adapter in Windows 7. My primary goal is to get sufficient FFB support to play at least the effects in IL2 (for which I now have to dual boot to XP to get the FFB). I have the 3DPVert working very nicely on a ...