Giter Club home page Giter Club logo

opensteamcontroller's People

Contributors

greggersaurus avatar rigidsh avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

opensteamcontroller's Issues

Support for Wireless usb for custom fimware

Hello.The Steam Controller with the open fimware could be seen as a Switch Pro Controller which could be connected usb.
My question is if the code than Steam use for connect wireless with the usb wireless device/Steam Link could be used with the Switch Pro controller for allow use it wireless.
I know than the usb should be modded with other Pid,vid,.. but with the great sys-con atmosphere module it should no be difficult:

https://github.com/cathery/sys-con

Thanks

Room for good space savings with MusicXML

Tied notes end up as multiple separate notes (which actually ends up sounding different), rests aren't combined into one (just a waste of space), trailing rests aren't removed (same). Leading rests can also often be trimmed, but not always. Lots of room for easy condensing it down, which is extra important since we only got 1024 bytes to work with.

I tried hand-condensing my own collection of jingles. If you're hard pressed for space it's enough space to squeeze another jingle in. Savings are pretty decent. Over 12 songs I saved 120 bytes if I did my math right. Down to 972 from 1092, enough to get the existing songs under 1024 and enough to even add another on top of that.

Gonna try poking around with this over the next few days but I've never messed with C++ specifically so we'll see how far I get with that.

Document HID Controller Interface protocol

This is an issue to gather information about the HID Controller Interface protocol, as described here.

Look at #25 for my current progress.

Old information The HID Controller Interface is interfaced either via Firmware USB EP3 , Bootloader USB EP1, or via some currently unknown wireless mechanism. It works by transferring buffers of 0x40 bytes. The first byte is a packet id, while the second byte is the length of the additional data. Here is a packetid table containing both bootloader and firmware packets as of 57bf5c10.

Host->Controller:

Packet ID Name Controller Bootloader Controller Firmware Dongle Description
0x80 ⛔️
0x81 ExitLizardMode ⛔️ Exits the "lizard mode" - Tells the steam controller to acting like a dumb keyboard/mouse combo. Might need to be sent periodically?
0x82 ⛔️
0x83 ControllerInfoRequest Asks the controller to send its ControllerInfo.
0x85 ⛔️
0x87 SetSettings ⛔️ Sets the controller settings
0x89 ⛔️
0x8d ⛔️
0x8e ⛔️
0x8f TriggerHapticPulse ⛔️
0x90 ReinvokeISP Reinvokes the LPC ISP Firmware (ISP being what happens when you boot while holding the right trigger). Seems to also work on the dongle?
0x91 EraseLPCFirmware ⛔️ Erases the LPC firmware.
0x92 FlashLPCFirmware ⛔️ Flashes a chunk of LPC firmware.
0x93 VerifyLPCFirmware ⛔️ Finishes flashing the LPC firmware, and validates it against a checksum.
0x95 ResetSOC Restarts both LPC and NRF CPUs.
0x96 SetPrngEntropy ⛔️ ⛔️ Sends a block of 0x10 random bytes to the device.
0x97 EraseNRFFirmware (Supposedly, no RE) Erases the NRF Firmware
0x98 FlashNRFFirmware (Supposedly, no RE) Flashes a chunk of NRF Firmware
0x99 VerifyNRFFirmware (Supposedly, no RE) Finishes flashing the NRF firmware, and validates it against a checksum.
0x9a ⛔️ Sends data to the nRF chip, wrapped in a packet ']'.
0x9f TurnOffController ⛔️
0xa7 CalibrateTrackpads ⛔️
0xa9 ⛔️
0xa0 SetHardwareVersion ⛔️ THIS COMMAND IS EXTREMELY DANGEROUS
0xaa ⛔️
0xab ⛔️
0xac ⛔️
0xad SetDonglePairingMode ⛔️ ⛔️ 2 byte args
0xae ControllerInfoRequest ⛔️
0xb1 SetControllerKeyboardMouseInputState ⛔️ ⛔️
0xb2 PairingFailed ⛔️ ⛔️
0xb3 PairingSuccess ⛔️ ⛔️
0xb4 GetControllerInfo ⛔️ ⛔️
0xb5 CalibrateIMU ⛔️
0xb6 PlayAudio ⛔️ Plays the selected jingle
0xb7 StartFlashJingle ⛔️ Does something weird with the jingle_data_ptr 👀
0xb8 FlashJingle ⛔️ Writes data to the jingle flash buffer
0xb9 EndFlashJingle ⛔️ Finishes flashing a jingle, writing it to eeprom after making sure it looks somewhat valid.
0xba GetChipID ⛔️
0xbb ReadUID ⛔️ Returns the result of ISP ReadUID.
0xbf CalibrateJoystick ⛔️ Sets eeprom field 0x34 with some computed data
0xc1 SetAudioMapping ⛔️ Sets the jingle to play for various events
0xc5 SetUserLedColor ⛔️ ⛔️
0xc6 SendIRCode ⛔️ ⛔️
0xc7 StopIR ⛔️ ⛔️

ControllerInfoRequest/ControllerInfoResponse

When sent from Host to Controller, takes no data and asks the controller to send its ControllerInfo.

When sent from Controller to Host: The additional data is an array of HardwareInfo, where HardwareInfo is a structure of one byte (Type) and 4 byte (Data). Here are the different types byte observed:

Type ID Name Bootloader Description
1 USB PID The same as the USB PID. Likely more useful for wireless transmission.
2 Unknown ⛔️ Firmware always returns 3
4 Firmware Version Version/timestamp of the firmware running on the LPC side (e.g. 57bf5c10).
5 NRF Firmware Version ⛔️ Version/timestamp of the firmware running on the NRF side
9 Hardware Version Version of the controller hardware (as stored in EEPROM)
10 Unknown ⛔️ Firmware returns the data stored at DAT_10000078

SetSettings

When sent from Host to Controller: Sets the controller settings. The additional data is an array of ControllerSetting, where ControllerSetting is a structure of one byte (type) and 2 bytes (value). Here are some observed type bytes:

Type ID Name Description
0x3 ?
0x8 ? Lizard mode related? Data is 7 when sent to dongle.
0x2d ? Sent periodically

SetDonglePairingMode

Arguments:

  • Don't pair: 0x00 0x00
  • Start pairing: 0x2 0x3c

Edits to Right Touch Pad

Hello, I'm new to GitHub so please forgive me if this isn't the right way to communicate this. I'm trying to figure out how to get into the firmware code because I would like to make an edit to the trackpad sensitivity on the right. I'm not quite sure how to describe what I mean, but basically the trackpad is far to sensitive and reacts without me touching the trackpad.

Attempting to convert a jingle on ubuntu results in the program hanging with high CPU usage

OS: Ubuntu 19.04
CPU: AMD Athlon X4 860k
QT Creator: 4.9.1
QT: 5.12.3

The program launches from QT creator without any issues, but attempting to convert a jingle results in one of my CPU cores staying at 100% from the program and the program hanging. The process never finishes.

MusicXML I'm trying to use: https://musescore.com/user/124018/scores/133609
I've tried other ones and the same result occurs.

Terminal-2019-06-12-07:21:39

EDIT: Fixed, I was using compressed musicxml files, not uncompressed.

Touchpad drag function

Is there any support for relative controls? Like take the value of trackpadGetLastXY() on first touch = trackpadFirstXY, then replace the output to the result of percentage of [Square Root of {trackpadFirstXY - trackpadGetLastXY() } ]until the finger is released?
So that the output = the distance dragged.

If this isn't in the code already, what current fields output the XY coordinates? Can I make them a function like the one I referenced?

Switch console unable to calibrate sticks

Of my three Steam controllers, only one has a left stick that works properly with the Switch firmware. One stick is miscalibrated to point slightly downwards when in resting position, and the other momentarily jitters upwards when held downwards. I have not noticed these issues while playing Steam games. The calibration menu in the Switch settings could solve my problems, but it opens a dialogue:

Stick calibration is not currently supported for this device.
Calibration may be possible after a system update.

Fauxcontroller: chip.h not found.

While attempting to compile, the following issues occur;
Fatal error: chip.h: No such file or directory
make: ***[src/subdir.mk:38:src/board.o] Error 1

Support for Bluetooth

Not sure if there are plans for this already, but support for bluetooth would be awesome to see, especially for other with the switch lite. I know there is support for the BLE mode on the sc-controller project, that was rolled out after Valve rolled out the BLE mode.

Bluetooth on fauxcontroller

Is it possible?
EDIT: actually, would it be plausible to merge parts of the OSC firmware into this to adjust settings while plugged into a pc?

Hd rumble converter

Hello,the SteamController has the same technology for rumble as Nintendo Joycon and Nintendo Switch Pro Controller : linear resonant actuators.
It could be seen of several ways,but maybe the most interesting is a kind of "speaker" which could emulate textures,sensations..
One the best uses could be seen on the minigames from 1 2 Switch,in concrete the Kazuate game (ball counting)

It would amazing could port the files between the diferent formats. (They are more devices which use the tech and others which would be released as the dualshock 5 for playstation 5 next year).

The Steam Controller has them on their rom according this web

The Nintendo format is called "bnvib" and it has been reverse enginering.
it is created with a program than Nintendo included on their SDK using a wav file .Also,son same cases, they use an extra file on a format called "nvibcp" which give some description of how the sound must be converted.
I only has been seen this file once time while reverse enginering the minigame kazuake ,in concrete it seems was used to create the file "Kazuate_VIB_Rolling2_SlowReverse.bnvib".

Ctcaer also create the format "jcvib" which is the bnvib expanded ,as the controller is able to understand it directly.

According to Ctcaer :

"
The vibration data is encoded so every frequency and amplitude fit into a byte that joy-cons understand.these files are not sent to the joy-cons.They are parsed in the console,
Anyway, these files are not sent to the joy-cons .They are parsed in the console,decoded and sent to Joy-Cons re-encoded in a format they understand.
So this is real-time, not preloaded. .
Each packet sent to joycon can have maximum 8 bytes of vibration data. 4 for each one (left/right).

.bnvib is the official format and keeps the vibration into 4 uint8.

.jcvib is my coined format and it's raw. 4 uint8 that the controller can understand right away.

Ctcaer also checked the SteamControllerSinger and it's similar on what to do.
The only difference is what raw commands each controller understand and the frequency bandwidth of these.

Joy-con bandwidth is small:
Low freq band:
40.875 - 626.286Hz
High freq band:
81.751 - 1252.572Hz

So that's why you need to transport the notes to lower octaves until you are inside the range and then separate bass-mid and mid-high notes.

I can easily convert the frequencies but the amplitudes need a look up table,
because I haven't reverse engineered the algorithm behind it.

The encoding algorithm for frequency is -32*(log(2)-log(freq/5))/log(2)

The algorithm for amplitude is splitted in 3 range indexes (idx < 16, 16 <= idx < 32, idx < 128) and it's currently undecoded.

The amplitudes below are not safe for the integrity of the linear resonant actuators.

"
Here i post the links where i found the info (Also give thankd to CTCaer for give some explanations directly)

https://gbatemp.net/threads/tool-joy-con-toolkit.478560/

https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering

https://github.com/CTCaer/jc_toolkit

https://gbatemp.net/threads/tool-joy-con-toolkit.478560/

Switch pro steam

If i use OpenSteamControllerNinSwitch.bin steam should detect controller?

Flashing on ubuntu

If you will use "cat new_firmware.bin > /mount/CRP\ DISABLD/firmware.bin" on ubuntu(or similar linux) firmware will be corrupted and controller will not start.

To prevent it, use command:
dd conv=nocreat,notrunc oflag=direct bs=512 if=<path to your firmware> of=<path to sc flash>/firmware.bin

[Question] Possible to create XInput firmware?

I'm completely new to this, so forgive me if I sound stupid, but is it possible to create a faux Xbox Controller so the SC could work as a system-wide XInput controller? If it is, how could I do this? Has anyone created one yet?

Switch problem

While using Nintendo Switch firmware my left control stick is slightly uncalibrated. It does not cause issue in most games but fortnite is another story. I recorded video that's presenting the problem. I can't calibrate it using switch, calibrated it using steam but nothing changed.
Here's the video: https://youtu.be/5J1X69yZNNo

Ghidra RE of the bootloader

Hey all,

I've been working on my own custom firmware for the Steam Controller, heavily helped by the documentation found here, but also by my own reverse engineering. In doing so, I have done a complete RE of the "bootloader" portion of the firmware (the first 0x2000 bytes of the official firmware) in Ghidra, and an (almsot) complete reimplementation in https://github.com/h1k421/steam_controller_custom_firmware/blob/master/bootloader (There are a couple small functions missing/commented out, but it's complete enough to boot a working firmware, and allow Steam to interact with it, do firmware updates, etc...).

I was wondering if you were interested in the RE database, and if so, where it should be PR'd to? Ghidra databases can be exported as a zip file (ideally) or as an XML (not as good, loses some information, but still relatively functional).

Furthermore, if anyone else is interested, I'm working on a similar complete RE of the rest of the firmware (with the similar goal of doing a complete, faithful reimplementation). The RE is done on a ghidra server, if anyone's interested in helping out, feel free to reach out by email at [email protected] or on the megaton-hammer discord.

(I really hope this doesn't come across as rude or intruding ^^').

SCJingleConverter Windows 10 Jingle No Suitable Kits found

Hi! I'm having trouble using the SCJingleConverter I tried downloading the Mingw-64 But it didn't work/may have downloaded the wrong one. After installing QT all I got was No suitable kits found.

qtcreator_fZmnHgYw6P
yypkg_oAtVsd49sP

qtcreator_BOTomsk7hI

Sorry to bug you on an old project, I hope you're still willing to help!

Let me know what to take pictures of!

[Question] SC Custom dongle

Anyway to make a custom usb dongle that runs something similar to steams controller support hardware, so that it may be used and have all the utility it does on steam on separate devices (I.E. Xbox, Ps4, Switch, linux) I know there is a lot of custom software for linux support on non steam games, so maybe something like that to run between a system and the controller.

Bricked Steam Controller?

Hello!
I'm trying to restore the original firmware which I backed up before adding the Nintendo Switch firmware.
But my device does not show up anymore in Windows 10 when starting as instructed (Holding down Right trigger and plugging it in).

Help?

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.