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Pippin software control schemes?

tashtari

PIC Whisperer
So, thanks to @sfiera 's generosity, I now have a Pippin controller and was able to quite easily RE its protocol. (Details here if you're interested.)

I'm now contemplating a PIC firmware project that will allow the use of a more easily obtainable controller (probably SNES or Playstation) as a Pippin controller, but I'm curious if anyone out there has experience with Pippin software and is able to comment on the way the controller is used. I'm trying to decide whether the button mappings would be better suited by trying to match color or position - for example, the Pippin has buttons in the same four colors as the Super Famicom controller but in a different arrangement, and if Pippin software primarily relies on color matching but the firmware matches by position instead, that could get very confusing to a user. Also interesting would be to know how Pippin software uses the square/circle/diamond buttons along the bottom of the controller - I have an idea how they might be mapped to the Start/Select buttons on a SNES or Playstation controller, but it depends on them never needing to be pressed in combination.

Anyone? =)
 

sfiera

Well-known member
I imagine that green/red map to the common A/B accept/cancel behaviors, but I don't know for sure. That's a positional match to SNES/PS, right? You could check if any hybrid Pippin/Mac games (Tunin'Glue, Tamagotchi?) support the controller.
 

tashtari

PIC Whisperer
@Dandu Thanks for the links! I've only begun to scratch the surface of all that's there (even though I don't speak French) but if the Power Rangers Zeo game is any indication, at least some games operate on the principle of showing pictures of the buttons, which would emphasize color over position...
 
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