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Independent SDK for the Sega Dreamcast
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Rumble Pack

Maple driver for vibration pack peripherals. More...

Files

file  purupuru.h
 Definitions for using the Puru Puru (Jump) Pack.
 

Data Structures

struct  purupuru_effect_t
 Effect generation structure. More...
 

Macros

#define PURUPURU_EFFECT2_UINTENSITY(x)   (x << 4)
 Upper-nibble of effect2 convenience macro.
 
#define PURUPURU_EFFECT2_LINTENSITY(x)   (x)
 Lower-nibble of effect2 convenience macro.
 
#define PURUPURU_EFFECT2_DECAY   (8 << 4)
 Give a decay effect to the rumble on some packs.
 
#define PURUPURU_EFFECT2_PULSE   (8)
 Give a pulse effect to the rumble.
 
#define PURUPURU_EFFECT1_INTENSITY(x)   (x << 4)
 Upper nibble of effect1 convenience macro.
 
#define PURUPURU_EFFECT1_PULSE   (8 << 4)
 Give a pulse effect to the rumble.
 
#define PURUPURU_EFFECT1_POWERSAVE   (15)
 Ignore this command.
 
#define PURUPURU_SPECIAL_MOTOR1   (1 << 4)
 Select motor #1.
 
#define PURUPURU_SPECIAL_MOTOR2   (1 << 7)
 Select motor #2.
 
#define PURUPURU_SPECIAL_PULSE   (1)
 Yet another pulse effect.
 

Functions

int purupuru_rumble (maple_device_t *dev, purupuru_effect_t *effect)
 Send an effect to a jump pack.
 
int purupuru_rumble_raw (maple_device_t *dev, uint32 effect)
 Send a raw effect to a jump pack.
 

Detailed Description

Maple driver for vibration pack peripherals.

Macro Definition Documentation

◆ PURUPURU_EFFECT1_INTENSITY

#define PURUPURU_EFFECT1_INTENSITY (   x)    (x << 4)

Upper nibble of effect1 convenience macro.

This macro is for setting the upper nibble of the effect1 field of the purupuru_effect_t. This value works with the lower nibble of the effect2 field to increase the intensity of the rumble effect. Valid values are 0-7.

See also
PURUPURU_EFFECT2_LINTENSITY

◆ PURUPURU_EFFECT1_POWERSAVE

#define PURUPURU_EFFECT1_POWERSAVE   (15)

Ignore this command.

Most jump packs will ignore commands with this set in effect1, apparently.

◆ PURUPURU_EFFECT1_PULSE

#define PURUPURU_EFFECT1_PULSE   (8 << 4)

Give a pulse effect to the rumble.

This probably should be used with PURUPURU_EFFECT2_PULSE as well.

See also
PURUPURU_EFFECT2_PULSE

◆ PURUPURU_EFFECT2_DECAY

#define PURUPURU_EFFECT2_DECAY   (8 << 4)

Give a decay effect to the rumble on some packs.

◆ PURUPURU_EFFECT2_LINTENSITY

#define PURUPURU_EFFECT2_LINTENSITY (   x)    (x)

Lower-nibble of effect2 convenience macro.

This macro is for setting the lower nibble of the effect2 field of the purupuru_effect_t. This value works with the upper nibble of the effect1 field to increase the intensity of the rumble effect. Valid values are 0-7.

See also
PURUPURU_EFFECT1_INTENSITY

◆ PURUPURU_EFFECT2_PULSE

#define PURUPURU_EFFECT2_PULSE   (8)

Give a pulse effect to the rumble.

This probably should be used with PURUPURU_EFFECT1_PULSE as well.

See also
PURUPURU_EFFECT1_PULSE

◆ PURUPURU_EFFECT2_UINTENSITY

#define PURUPURU_EFFECT2_UINTENSITY (   x)    (x << 4)

Upper-nibble of effect2 convenience macro.

This macro is for setting the upper nibble of the effect2 field of the purupuru_effect_t. This apparently lowers the rumble's intensity somewhat. Valid values are 0-7.

◆ PURUPURU_SPECIAL_MOTOR1

#define PURUPURU_SPECIAL_MOTOR1   (1 << 4)

Select motor #1.

Most jump packs only have one motor, but on things that do have more than one motor (like PS1->Dreamcast controller adapters that support rumble), this selects the first motor.

◆ PURUPURU_SPECIAL_MOTOR2

#define PURUPURU_SPECIAL_MOTOR2   (1 << 7)

Select motor #2.

Most jump packs only have one motor, but on things that do have more than one motor (like PS1->Dreamcast controller adapters that support rumble), this selects the second motor.

◆ PURUPURU_SPECIAL_PULSE

#define PURUPURU_SPECIAL_PULSE   (1)

Yet another pulse effect.

This supposedly creates a sharp pulse effect.

Function Documentation

◆ purupuru_rumble()

int purupuru_rumble ( maple_device_t dev,
purupuru_effect_t effect 
)

Send an effect to a jump pack.

This function sends an effect created with the purupuru_effect_t structure to a jump pack to be executed.

Parameters
devThe device to send the command to.
effectThe effect to send.
Return values
MAPLE_EOKOn success.
MAPLE_EAGAINIf the command couldn't be sent. Try again later.
MAPLE_ETIMEOUTIf the command timed out while blocking.

◆ purupuru_rumble_raw()

int purupuru_rumble_raw ( maple_device_t dev,
uint32  effect 
)

Send a raw effect to a jump pack.

This function sends an effect to a jump pack to be executed. This is for if you (for some reason) don't want to use purupuru_effect_t to build the effect up.

Parameters
devThe device to send the command to.
effectThe effect to send.
Return values
MAPLE_EOKOn success.
MAPLE_EAGAINIf the command couldn't be sent. Try again later.
MAPLE_ETIMEOUTIf the command timed out while blocking.