*obsolete* Converting Titan1 scripts to Titan2 using T1.gph

GPC2 script programming for Titan Two. Code examples, questions, requests.

Re: Converting Titan One scripts to Titan Two using T1.gph

Postby J2Kbr » Mon Jun 12, 2017 12:21 pm

@blitz216, please let us know which script you are trying to convert, so we can help you. thanks.
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Re: Converting Titan One scripts to Titan Two using T1.gph

Postby blitz216 » Wed Jun 14, 2017 8:42 am

J2Kbr wrote:@blitz216, please let us know which script you are trying to convert, so we can help you. thanks.


Yo J2Kbr,

I was trying to convert this script below;

https://www.consoletuner.com/gpclib/?s=1350

Thanks!
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Re: Converting Titan One scripts to Titan Two using T1.gph

Postby J2Kbr » Thu Jun 15, 2017 4:24 pm

here is the script converted, this was not hard to do! :)
Code: Select all
#include <ps4.gph>
#include <xb1.gph>
 
// Jitter Mod Pack
// All Jitters belong to Unjust_Zengetsu 
// I have not seen one to combine all jitters so added this one.
 
// Toggles:
// L2 + D-Pad Up - Cancel all jitters.  Titan One LED Red
// L2 + D-Pad Left - Reaver DCM-8 Jitter.  Titan One LED Green.
// L2 + D-Pad Down - Rack-9 S-Ravage Jitter.  Titan One LED Blue.
// L2 + D-Pad Right - Banshee Jitter.  Titan One LED Purple.
// L2 + Circle / B - Auto Sprint
 
int SelectedJitter = 0;
int AutoSprint = FALSE;
 
main {
    if(get_val(PS4_L2)) {
        if(event_active(PS4_UP)) {
            SelectedJitter = 0;
            SetColor(0);
        } else if(event_active(PS4_LEFT)) {
            SelectedJitter = 1;
            SetColor(1);
        } else if(event_active(PS4_DOWN)) {
            SelectedJitter = 2;
            SetColor(2);
        } else if(event_active(PS4_RIGHT)) {
            SelectedJitter = 3;
            SetColor(3);
        }
 
        if(event_active(PS4_CIRCLE)) AutoSprint = !AutoSprint;
 
        set_val(PS4_UP, 0);
        set_val(PS4_LEFT, 0);
        set_val(PS4_DOWN, 0);
        set_val(PS4_RIGHT, 0);
        set_val(PS4_CIRCLE, 0);
    }
 
    if (get_val(PS4_R2))  {
        SetJitter(SelectedJitter);
    }
 
    if(AutoSprint) combo_run(Auto_Sprint);
}
 
combo Jitter_Rack9_SRavage {
    set_val(PS4_LEFT, 100);
    wait(40);
    set_val(PS4_SQUARE, 50);
    set_val(PS4_R1, 50);
    set_val(PS4_L1, 50);
    wait(20);
    set_val(PS4_L1, 50);
    set_val(PS4_R1, 50);
    set_val(PS4_SQUARE, 50);
    set_val(PS4_R1, 50);
    set_val(PS4_L1, 50);
    wait(100);
}
 
combo Jitter_Reaver_DCM8 {
    set_val(XB1_LB, 100);
    wait(20);
    set_val(XB1_RB, 100);
    set_val(XB1_LB, 100);
    wait(20);
    set_val(XB1_LB, 0);
    set_val(XB1_RB, 0);
    set_val(XB1_X,  100);
    wait(68);
    set_val(XB1_X,  0);
    set_val(XB1_X,  100);
    wait(10);
    set_val(XB1_X,  0);
    wait(10);
    set_val(XB1_X,  100);
}
 
combo Jitter_Banshee {
    set_val(PS4_L1, 100);
    wait(11);
    set_val(PS4_R1, 100);
    set_val(PS4_L1, 100);
    wait(11);
    set_val(PS4_L1, 0);
    set_val(PS4_R1, 0);
    set_val(PS4_SQUARE, 100);
    wait(100);
    set_val(PS4_SQUARE, 0);
    wait(100);
    set_val(PS4_SQUARE, 100);
    set_val(PS4_SQUARE, 100);
    wait(10);
    set_val(PS4_SQUARE, 0);
    wait(10);
    set_val(PS4_SQUARE, 100);   
}
 
combo Auto_Sprint {
    set_val(PS4_L3, 100);
    wait(100);
    set_val(PS4_L3, 0);
    wait(100);
    set_val(PS4_L3, 0);
}
 
void SetJitter(int JitterSelected) {
    if(JitterSelected == 1) combo_run(Jitter_Reaver_DCM8);
    else if(JitterSelected == 2) combo_run(Jitter_Rack9_SRavage);
    else if(JitterSelected == 3) combo_run(Jitter_Banshee);
}
 
void SetColor(int JitterSelected) {
    if(JitterSelected == 0) LED(0, 1, 0, 0);
    else if(JitterSelected == 1) LED(0, 0, 1, 0);
    else if(JitterSelected == 2) LED(1, 0, 0, 0);
    else if(JitterSelected == 3) LED(0, 0, 0, 1);
}
 
void LED(int a, int b, int c, int d) {
    led_set(LED_1, (fix32)a, 0);
    led_set(LED_2, (fix32)b, 0);
    led_set(LED_3, (fix32)c, 0);
    led_set(LED_4, (fix32)d, 0);
}
 
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Re: Converting Titan One scripts to Titan Two using T1.gph

Postby blitz216 » Mon Jun 19, 2017 6:01 am

J2Kbr wrote:here is the script converted, this was not hard to do! :)
Code: Select all
#include <ps4.gph>
#include <xb1.gph>
 
// Jitter Mod Pack
// All Jitters belong to Unjust_Zengetsu 
// I have not seen one to combine all jitters so added this one.
 
// Toggles:
// L2 + D-Pad Up - Cancel all jitters.  Titan One LED Red
// L2 + D-Pad Left - Reaver DCM-8 Jitter.  Titan One LED Green.
// L2 + D-Pad Down - Rack-9 S-Ravage Jitter.  Titan One LED Blue.
// L2 + D-Pad Right - Banshee Jitter.  Titan One LED Purple.
// L2 + Circle / B - Auto Sprint
 
int SelectedJitter = 0;
int AutoSprint = FALSE;
 
main {
    if(get_val(PS4_L2)) {
        if(event_active(PS4_UP)) {
            SelectedJitter = 0;
            SetColor(0);
        } else if(event_active(PS4_LEFT)) {
            SelectedJitter = 1;
            SetColor(1);
        } else if(event_active(PS4_DOWN)) {
            SelectedJitter = 2;
            SetColor(2);
        } else if(event_active(PS4_RIGHT)) {
            SelectedJitter = 3;
            SetColor(3);
        }
 
        if(event_active(PS4_CIRCLE)) AutoSprint = !AutoSprint;
 
        set_val(PS4_UP, 0);
        set_val(PS4_LEFT, 0);
        set_val(PS4_DOWN, 0);
        set_val(PS4_RIGHT, 0);
        set_val(PS4_CIRCLE, 0);
    }
 
    if (get_val(PS4_R2))  {
        SetJitter(SelectedJitter);
    }
 
    if(AutoSprint) combo_run(Auto_Sprint);
}
 
combo Jitter_Rack9_SRavage {
    set_val(PS4_LEFT, 100);
    wait(40);
    set_val(PS4_SQUARE, 50);
    set_val(PS4_R1, 50);
    set_val(PS4_L1, 50);
    wait(20);
    set_val(PS4_L1, 50);
    set_val(PS4_R1, 50);
    set_val(PS4_SQUARE, 50);
    set_val(PS4_R1, 50);
    set_val(PS4_L1, 50);
    wait(100);
}
 
combo Jitter_Reaver_DCM8 {
    set_val(XB1_LB, 100);
    wait(20);
    set_val(XB1_RB, 100);
    set_val(XB1_LB, 100);
    wait(20);
    set_val(XB1_LB, 0);
    set_val(XB1_RB, 0);
    set_val(XB1_X,  100);
    wait(68);
    set_val(XB1_X,  0);
    set_val(XB1_X,  100);
    wait(10);
    set_val(XB1_X,  0);
    wait(10);
    set_val(XB1_X,  100);
}
 
combo Jitter_Banshee {
    set_val(PS4_L1, 100);
    wait(11);
    set_val(PS4_R1, 100);
    set_val(PS4_L1, 100);
    wait(11);
    set_val(PS4_L1, 0);
    set_val(PS4_R1, 0);
    set_val(PS4_SQUARE, 100);
    wait(100);
    set_val(PS4_SQUARE, 0);
    wait(100);
    set_val(PS4_SQUARE, 100);
    set_val(PS4_SQUARE, 100);
    wait(10);
    set_val(PS4_SQUARE, 0);
    wait(10);
    set_val(PS4_SQUARE, 100);   
}
 
combo Auto_Sprint {
    set_val(PS4_L3, 100);
    wait(100);
    set_val(PS4_L3, 0);
    wait(100);
    set_val(PS4_L3, 0);
}
 
void SetJitter(int JitterSelected) {
    if(JitterSelected == 1) combo_run(Jitter_Reaver_DCM8);
    else if(JitterSelected == 2) combo_run(Jitter_Rack9_SRavage);
    else if(JitterSelected == 3) combo_run(Jitter_Banshee);
}
 
void SetColor(int JitterSelected) {
    if(JitterSelected == 0) LED(0, 1, 0, 0);
    else if(JitterSelected == 1) LED(0, 0, 1, 0);
    else if(JitterSelected == 2) LED(1, 0, 0, 0);
    else if(JitterSelected == 3) LED(0, 0, 0, 1);
}
 
void LED(int a, int b, int c, int d) {
    led_set(LED_1, (fix32)a, 0);
    led_set(LED_2, (fix32)b, 0);
    led_set(LED_3, (fix32)c, 0);
    led_set(LED_4, (fix32)d, 0);
}
 



Thanks a bunch :)
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Re: Converting Titan One scripts to Titan Two using T1.gph

Postby Robelrtd » Thu Jun 22, 2017 1:26 pm

I tried following but got stuck on the data part, can someone please help here my script
Code: Select all
 
 
 
define RELOAD_WAIT               = 2000;
define SHOOT_WAIT                = 300;
define ADS_WAIT                  = 300;
 
 
define L1                        = PS4_L1;
define R1                        = PS4_R1;
define L2                        = PS4_L2;
define R2                        = PS4_R2;
define R3                        = PS4_R3;
define L3                        = PS4_L3;
 
define TOUCH                     = PS4_TOUCH;
define OPT                       = PS4_OPTIONS;
 
define LX                        = PS4_LX;
define LY                        = PS4_LY;
define RX                        = PS4_RX;
define RY                        = PS4_RY;
define CIR                       = PS4_CIRCLE;
define CROSS                     = PS4_CROSS;
define SQU                       = PS4_SQUARE;
define TRI                       = PS4_TRIANGLE;
 
define UP                        = PS4_UP;
define DOWN                      = PS4_DOWN;
define LEFT                      = PS4_LEFT;
define RIGHT                     = PS4_RIGHT;
 
data(1,
  2,0,0,0, //1 Blue
  0,2,0,0, //2 Red
  0,0,2,0, //3 Green
  0,0,0,2, //4 Pink
  2,0,2,0, //5 Cyan
  0,2,2,0, //6 Amber/Yellow
  2,2,2,2  //7 White
);
 
int AutoL3ON                     = TRUE
int RapidL1ON                    = FALSE;
int RapidR1ON                    = FALSE;
int RapidL2ON                    = FALSE;
int RapidR2ON                    = FALSE;
int RapidL3ON                    = FALSE;
int RapidR3ON                    = FALSE;
int RapidTriON                   = FALSE;
int RapidSquON                   = FALSE;
int RapidCirON                   = FALSE;
int RapidCrossON                 = FALSE
int RapidRightON                 = FALSE;
int RapidLeftON                  = FALSE;
int RapidUpON                    = FALSE;
int RapidDownON                  = FALSE;
int HoldXON                      = FALSE;
int ToggleON                     = FALSE;
 
 
int HoldTime                     = 10
int RestTime                     = 10;
int ColorNumber;
 
main {
 
 
 
 
        if(event_press(L3) && get_val(TOUCH)) {  // Turn ON and OFF Auto Run
        AutoL3ON = !AutoL3ON;
        if(AutoL3ON) {combo_run(Rumbel);}}
 
        if(get_val(LY) < -99 && AutoL3ON && !combo_running(AllowReloading)) { combo_run(AutoSprint); }
        else if((get_val(LY) > -99 && AutoL3ON)) {combo_stop(AutoSprint); }               // Reload will also stop
        if(event_press(SQU)) {combo_stop(AutoSprint); combo_run(AllowReloading);}        // Stop auto sprint to allow reloading (not needed for BO3)
        if(get_val(R2)) {combo_stop(AutoSprint); combo_run(AllowShooting);}
        if(get_val(L2)) {combo_stop(AutoSprint); combo_run(AllowAiming);}
 
 
 
 
        if(event_press(RIGHT) && get_val(OPT)) {  // Turn ON and OFF Rapid Right
        RapidRightON = !RapidRightON;
        if(RapidRightON) {combo_run(Rumbel);}}
        if(get_val(RIGHT) && RapidRightON) {combo_run(RapidRight);}
        else if(combo_running(RapidRight)) {combo_stop(RapidRight);}       
 
 
 
        if(event_press(TRI) && get_val(OPT)) {  // Turn ON and OFF Rapid triangel
        RapidTriON = !RapidTriON;
        if(RapidTriON) {combo_run(Rumbel);}}
        if(get_val(TRI) && RapidTriON) {combo_run(RapidTriangle);}
        else if(combo_running(RapidTriangle)) {combo_stop(RapidTriangle);}
 
        if(event_press(SQU) && get_val(OPT)) {  // Turn ON and OFF Rapid Square
        RapidSquON = !RapidSquON;
        if(RapidSquON) {combo_run(Rumbel);}}
        if(get_val(SQU) && RapidSquON) {combo_run(RapidSquare);}
        else if(combo_running(RapidSquare)) {combo_stop(RapidSquare);}
 
        if(event_press(CIR) && get_val(OPT)) {  // Turn ON and OFF Rapid Circle
        RapidCirON = !RapidCirON;
        if(RapidCirON) {combo_run(Rumbel);}}
        if(get_val(CIR) && RapidCirON) {combo_run(RapidCircle);}
        else if(combo_running(RapidCircle)) {combo_stop(RapidCircle);}
 
        if(event_press(CROSS) && get_val(OPT)) {  // Turn ON and OFF Rapid Cross
        RapidCrossON = !RapidCrossON;
        if(RapidCrossON) {combo_run(Rumbel);}}
        if(get_val(CROSS) && RapidCrossON && get_ptime(CROSS) >= 300) {combo_run(RapidCross);}
        else if(combo_running(RapidCross)) {combo_stop(RapidCross);}
 
        if(event_press(L1) && get_val(OPT)) {  // Turn ON and OFF Rapid L1
        RapidL1ON = !RapidL1ON;
        if(RapidL1ON) {combo_run(Rumbel);}}
        if(get_val(L1) && RapidL1ON) {combo_run(RapidL1);}
        else if(combo_running(RapidL1)) {combo_stop(RapidL1);}
 
        if(event_press(R1) && get_val(OPT)) {  // Turn ON and OFF Rapid R1
        RapidR1ON = !RapidR1ON;
        if(RapidR1ON) {combo_run(Rumbel);}}
        if(get_val(R1) && RapidR1ON) {combo_run(RapidR1);}
        else if(combo_running(RapidR1)) {combo_stop(RapidR1);}
 
 
        if(event_press(L2) && get_val(OPT)) {  // Turn ON and OFF Rapid L2
        RapidL2ON = !RapidL2ON;
        if(RapidL2ON) {combo_run(Rumbel);}}
        if(get_val(L2) && RapidL2ON) {combo_run(RapidL2);}
        else if(combo_running(RapidL2)) {combo_stop(RapidL2);}
 
 
        if(event_press(R3) && get_val(L3)) {  // Turn ON and OFF Rapid R2
        RapidR2ON = !RapidR2ON;
        if(RapidR2ON) {combo_run(Rumbel);}
        if(RapidR2ON) {ColorLED(3);combo_run(Rumbel);}
        if(!RapidR2ON) {ColorLED(1);}}
        if(get_val(R2) && RapidR2ON) {combo_run(RapidR2);}
        else if(combo_running(RapidR2)) {combo_stop(RapidR2);}
 
 
 
        if(event_press(L3) && get_val(OPT)) {  // Turn ON and OFF Rapid L3
        RapidL3ON = !RapidR3ON;
        if(RapidL3ON) {combo_run(Rumbel);}}
        if(get_val(L3) && RapidR3ON) {combo_run(RapidL3);}
        else if(combo_running(RapidL3)) {combo_stop(RapidL3);}
 
        if(event_press(R3) && get_val(OPT)) {  // Turn ON and OFF Rapid R3
        RapidR3ON = !RapidR3ON;
        if(RapidR3ON) {combo_run(Rumbel);}}
        if(get_val(R3) && RapidR3ON) {combo_run(RapidR3);}
        else if(combo_running(RapidR3)) {combo_stop(RapidR3);}
 
        if(event_press(DOWN) && get_val(TOUCH)) {  // Turn ON and OFF HoldX
        HoldXON = !HoldXON;
        if(HoldXON) {combo_run(Rumbel);}}
        if(event_press(CROSS) && HoldXON) {ToggleON = !ToggleON;}
        if(ToggleON && HoldXON){combo_run(HoldX);}
        if(!ToggleON){combo_stop(HoldX);}
 
 
 
 
 
 
 
}
 
 
 
combo HoldX {
    set_val(CROSS, 100);
    wait(2800);
    set_val(CROSS, 0);
    wait(180);
 
}
 
combo Rumbel {
    set_rumble(RUMBLE_A, 100);
    wait(250);
    set_rumble(RUMBLE_A, 0);
    wait(50);
    //set_rumble(RUMBLE_A, 100);
    //wait(250);
    //set_rumble(RUMBLE_A, 0);
    //wait(20);
}
 
 
combo AllowAiming {
    set_val(L3, 0);
    wait(ADS_WAIT); // can adjust to ensure enough time for shooting
}
combo AllowShooting {
    set_val(L3, 0);
    wait(SHOOT_WAIT); // can adjust to ensure enough time for shooting
}
 
combo AllowReloading {
    set_val(L3, 0);
    wait(RELOAD_WAIT); // can adjust to ensure enough time to reload
}
 
combo AutoSprint {
    set_val(L3, 100);
    wait(40);
    set_val(L3, 0)
    wait(30);
    set_val(L3, 0)
}
 
 
 
 
combo RapidRight
{
    set_val(PS4_RIGHT, 100);
    wait(60);
    set_val(PS4_RIGHT,0);
    wait(30);
    set_val(PS4_RIGHT,0);
}
 
 
 
 
combo RapidTriangle
{
    set_val(PS4_TRIANGLE, 100);
    wait(60);
    set_val(PS4_TRIANGLE,0);
    wait(30);
    set_val(PS4_TRIANGLE,0);
}
 
combo RapidSquare
{
    set_val(PS4_SQUARE, 100);
    wait(60);
    set_val(PS4_SQUARE,0);
    wait(30);
    set_val(PS4_SQUARE,0);
}
 
combo RapidCircle
{
    set_val(PS4_CIRCLE, 100);
    wait(60);
    set_val(PS4_CIRCLE,0);
    wait(30);
    set_val(PS4_CIRCLE,0);
}
 
 
combo RapidCross
{
    set_val(PS4_CROSS, 100);
    wait(60);
    set_val(PS4_CROSS,0);
    wait(30);
    set_val(PS4_CROSS,0);
}
 
 
combo RapidL1
{
    set_val(PS4_L1, 100);
    wait(60);
    set_val(PS4_L1,0);
    wait(30);
    set_val(PS4_L1,0);
}
 
 
combo RapidR1
{
    set_val(PS4_R1, 100);
    wait(60);
    set_val(PS4_R1,0);
    wait(30);
    set_val(PS4_R1,0);
}
 
 
combo RapidL2
{
    set_val(PS4_L2, 100);
    wait(60);
    set_val(PS4_L2,0);
    wait(30);
    set_val(PS4_L2,0);
}
 
combo RapidR2
{
    set_val(PS4_R2, 100);
    wait(60);
    set_val(PS4_R2,0);
    wait(30);
    set_val(PS4_R2,0);
}
combo RapidL3
 
{
    set_val(PS4_L3, 100);
    wait(60);
    set_val(PS4_L3,0);
    wait(30);
    set_val(PS4_L3,0);
}
 
combo RapidR3
{
    set_val(PS4_R3, 100);
    wait(60);
    set_val(PS4_R3,0);
    wait(30);
    set_val(PS4_R3,0);
}
 
function ColorLED(Color) {
ColorNumber=(Color*4)-3;
set_led(LED_1,dbyte(ColorNumber));
set_led(LED_2,dbyte(ColorNumber+1));
set_led(LED_3,dbyte(ColorNumber+2));
set_led(LED_4,dbyte(ColorNumber+3));
}
 
 
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Re: Converting Titan One scripts to Titan Two using T1.gph

Postby J2Kbr » Thu Jun 22, 2017 2:29 pm

The data segment from titan One can be converted to an const uint8 array on Titan Two, taking as example the script you posted, the data segment would be something like this:
Code: Select all
const uint8 dataseg[] = { 1,
  2,0,0,0, //1 Blue
  0,2,0,0, //2 Red
  0,0,2,0, //3 Green
  0,0,0,2, //4 Pink
  2,0,2,0, //5 Cyan
  0,2,2,0, //6 Amber/Yellow
  2,2,2,2  //7 White
};
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Re: Converting Titan One scripts to Titan Two using T1.gph

Postby Robelrtd » Thu Jun 22, 2017 4:17 pm

Thanks for the quick reply bud. im still getting errors, any chance of you converting the whole script
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Re: Converting Titan One scripts to Titan Two using T1.gph

Postby Scachi » Sat Jun 24, 2017 7:14 am

Robelrtd wrote:Thanks for the quick reply bud. im still getting errors, any chance of you converting the whole script


Give this one a try, you'll need the t1.gph file in the same directory where you save this file to, as described in my initial post of this topic:
Code: Select all
 
#include <ps4.gph>
#include "t1.gph"
 
 
define RELOAD_WAIT               = 2000;
define SHOOT_WAIT                = 300;
define ADS_WAIT                  = 300;
 
 
define L1                        = PS4_L1;
define R1                        = PS4_R1;
define L2                        = PS4_L2;
define R2                        = PS4_R2;
define R3                        = PS4_R3;
define L3                        = PS4_L3;
 
define TOUCH                     = PS4_TOUCH;
define OPT                       = PS4_OPTIONS;
 
define LX                        = PS4_LX;
define LY                        = PS4_LY;
define RX                        = PS4_RX;
define RY                        = PS4_RY;
define CIR                       = PS4_CIRCLE;
define CROSS                     = PS4_CROSS;
define SQU                       = PS4_SQUARE;
define TRI                       = PS4_TRIANGLE;
 
define UP                        = PS4_UP;
define DOWN                      = PS4_DOWN;
define LEFT                      = PS4_LEFT;
define RIGHT                     = PS4_RIGHT;
 
const uint8 data[] = { 1,
  2,0,0,0, //1 Blue
  0,2,0,0, //2 Red
  0,0,2,0, //3 Green
  0,0,0,2, //4 Pink
  2,0,2,0, //5 Cyan
  0,2,2,0, //6 Amber/Yellow
  2,2,2,2  //7 White
};
 
int AutoL3ON                     = TRUE; 
int RapidL1ON                    = FALSE;
int RapidR1ON                    = FALSE;
int RapidL2ON                    = FALSE;
int RapidR2ON                    = FALSE;
int RapidL3ON                    = FALSE;
int RapidR3ON                    = FALSE;
int RapidTriON                   = FALSE;
int RapidSquON                   = FALSE;
int RapidCirON                   = FALSE;
int RapidCrossON                 = FALSE; 
int RapidRightON                 = FALSE;
int RapidLeftON                  = FALSE;
int RapidUpON                    = FALSE;
int RapidDownON                  = FALSE;
int HoldXON                      = FALSE;
int ToggleON                     = FALSE;
 
 
int HoldTime                     = 10
int RestTime                     = 10;
uint8 ColorNumber;
 
main {
 
 
 
 
        if(event_press(L3) && get_val(TOUCH)) {  // Turn ON and OFF Auto Run
        AutoL3ON = !AutoL3ON;
        if(AutoL3ON) {combo_run(Rumbel);}}
 
        if(get_val(LY) < -99 && AutoL3ON && !combo_running(AllowReloading)) { combo_run(AutoSprint); }
        else if((get_val(LY) > -99 && AutoL3ON)) {combo_stop(AutoSprint); }               // Reload will also stop
        if(event_press(SQU)) {combo_stop(AutoSprint); combo_run(AllowReloading);}        // Stop auto sprint to allow reloading (not needed for BO3)
        if(get_val(R2)) {combo_stop(AutoSprint); combo_run(AllowShooting);}
        if(get_val(L2)) {combo_stop(AutoSprint); combo_run(AllowAiming);}
 
 
 
 
        if(event_press(RIGHT) && get_val(OPT)) {  // Turn ON and OFF Rapid Right
        RapidRightON = !RapidRightON;
        if(RapidRightON) {combo_run(Rumbel);}}
        if(get_val(RIGHT) && RapidRightON) {combo_run(RapidRight);}
        else if(combo_running(RapidRight)) {combo_stop(RapidRight);}       
 
 
 
        if(event_press(TRI) && get_val(OPT)) {  // Turn ON and OFF Rapid triangel
        RapidTriON = !RapidTriON;
        if(RapidTriON) {combo_run(Rumbel);}}
        if(get_val(TRI) && RapidTriON) {combo_run(RapidTriangle);}
        else if(combo_running(RapidTriangle)) {combo_stop(RapidTriangle);}
 
        if(event_press(SQU) && get_val(OPT)) {  // Turn ON and OFF Rapid Square
        RapidSquON = !RapidSquON;
        if(RapidSquON) {combo_run(Rumbel);}}
        if(get_val(SQU) && RapidSquON) {combo_run(RapidSquare);}
        else if(combo_running(RapidSquare)) {combo_stop(RapidSquare);}
 
        if(event_press(CIR) && get_val(OPT)) {  // Turn ON and OFF Rapid Circle
        RapidCirON = !RapidCirON;
        if(RapidCirON) {combo_run(Rumbel);}}
        if(get_val(CIR) && RapidCirON) {combo_run(RapidCircle);}
        else if(combo_running(RapidCircle)) {combo_stop(RapidCircle);}
 
        if(event_press(CROSS) && get_val(OPT)) {  // Turn ON and OFF Rapid Cross
        RapidCrossON = !RapidCrossON;
        if(RapidCrossON) {combo_run(Rumbel);}}
        if(get_val(CROSS) && RapidCrossON && get_ptime(CROSS) >= 300) {combo_run(RapidCross);}
        else if(combo_running(RapidCross)) {combo_stop(RapidCross);}
 
        if(event_press(L1) && get_val(OPT)) {  // Turn ON and OFF Rapid L1
        RapidL1ON = !RapidL1ON;
        if(RapidL1ON) {combo_run(Rumbel);}}
        if(get_val(L1) && RapidL1ON) {combo_run(RapidL1);}
        else if(combo_running(RapidL1)) {combo_stop(RapidL1);}
 
        if(event_press(R1) && get_val(OPT)) {  // Turn ON and OFF Rapid R1
        RapidR1ON = !RapidR1ON;
        if(RapidR1ON) {combo_run(Rumbel);}}
        if(get_val(R1) && RapidR1ON) {combo_run(RapidR1);}
        else if(combo_running(RapidR1)) {combo_stop(RapidR1);}
 
 
        if(event_press(L2) && get_val(OPT)) {  // Turn ON and OFF Rapid L2
        RapidL2ON = !RapidL2ON;
        if(RapidL2ON) {combo_run(Rumbel);}}
        if(get_val(L2) && RapidL2ON) {combo_run(RapidL2);}
        else if(combo_running(RapidL2)) {combo_stop(RapidL2);}
 
 
        if(event_press(R3) && get_val(L3)) {  // Turn ON and OFF Rapid R2
        RapidR2ON = !RapidR2ON;
        if(RapidR2ON) {combo_run(Rumbel);}
        if(RapidR2ON) {ColorLED(3);combo_run(Rumbel);}
        if(!RapidR2ON) {ColorLED(1);}}
        if(get_val(R2) && RapidR2ON) {combo_run(RapidR2);}
        else if(combo_running(RapidR2)) {combo_stop(RapidR2);}
 
 
 
        if(event_press(L3) && get_val(OPT)) {  // Turn ON and OFF Rapid L3
        RapidL3ON = !RapidR3ON;
        if(RapidL3ON) {combo_run(Rumbel);}}
        if(get_val(L3) && RapidR3ON) {combo_run(RapidL3);}
        else if(combo_running(RapidL3)) {combo_stop(RapidL3);}
 
        if(event_press(R3) && get_val(OPT)) {  // Turn ON and OFF Rapid R3
        RapidR3ON = !RapidR3ON;
        if(RapidR3ON) {combo_run(Rumbel);}}
        if(get_val(R3) && RapidR3ON) {combo_run(RapidR3);}
        else if(combo_running(RapidR3)) {combo_stop(RapidR3);}
 
        if(event_press(DOWN) && get_val(TOUCH)) {  // Turn ON and OFF HoldX
        HoldXON = !HoldXON;
        if(HoldXON) {combo_run(Rumbel);}}
        if(event_press(CROSS) && HoldXON) {ToggleON = !ToggleON;}
        if(ToggleON && HoldXON){combo_run(HoldX);}
        if(!ToggleON){combo_stop(HoldX);}
 
 
 
 
 
 
 
}
 
 
 
combo HoldX {
    set_val(CROSS, 100);
    wait(2800);
    set_val(CROSS, 0);
    wait(180);
 
}
 
combo Rumbel {
    set_rumble(RUMBLE_A, 100);
    wait(250);
    set_rumble(RUMBLE_A, 0);
    wait(50);
    //set_rumble(RUMBLE_A, 100);
    //wait(250);
    //set_rumble(RUMBLE_A, 0);
    //wait(20);
}
 
 
combo AllowAiming {
    set_val(L3, 0);
    wait(ADS_WAIT); // can adjust to ensure enough time for shooting
}
combo AllowShooting {
    set_val(L3, 0);
    wait(SHOOT_WAIT); // can adjust to ensure enough time for shooting
}
 
combo AllowReloading {
    set_val(L3, 0);
    wait(RELOAD_WAIT); // can adjust to ensure enough time to reload
}
 
combo AutoSprint {
    set_val(L3, 100);
    wait(40);
    set_val(L3, 0)
    wait(30);
    set_val(L3, 0)
}
 
 
 
 
combo RapidRight
{
    set_val(PS4_RIGHT, 100);
    wait(60);
    set_val(PS4_RIGHT,0);
    wait(30);
    set_val(PS4_RIGHT,0);
}
 
 
 
 
combo RapidTriangle
{
    set_val(PS4_TRIANGLE, 100);
    wait(60);
    set_val(PS4_TRIANGLE,0);
    wait(30);
    set_val(PS4_TRIANGLE,0);
}
 
combo RapidSquare
{
    set_val(PS4_SQUARE, 100);
    wait(60);
    set_val(PS4_SQUARE,0);
    wait(30);
    set_val(PS4_SQUARE,0);
}
 
combo RapidCircle
{
    set_val(PS4_CIRCLE, 100);
    wait(60);
    set_val(PS4_CIRCLE,0);
    wait(30);
    set_val(PS4_CIRCLE,0);
}
 
 
combo RapidCross
{
    set_val(PS4_CROSS, 100);
    wait(60);
    set_val(PS4_CROSS,0);
    wait(30);
    set_val(PS4_CROSS,0);
}
 
 
combo RapidL1
{
    set_val(PS4_L1, 100);
    wait(60);
    set_val(PS4_L1,0);
    wait(30);
    set_val(PS4_L1,0);
}
 
 
combo RapidR1
{
    set_val(PS4_R1, 100);
    wait(60);
    set_val(PS4_R1,0);
    wait(30);
    set_val(PS4_R1,0);
}
 
 
combo RapidL2
{
    set_val(PS4_L2, 100);
    wait(60);
    set_val(PS4_L2,0);
    wait(30);
    set_val(PS4_L2,0);
}
 
combo RapidR2
{
    set_val(PS4_R2, 100);
    wait(60);
    set_val(PS4_R2,0);
    wait(30);
    set_val(PS4_R2,0);
}
combo RapidL3
 
{
    set_val(PS4_L3, 100);
    wait(60);
    set_val(PS4_L3,0);
    wait(30);
    set_val(PS4_L3,0);
}
 
combo RapidR3
{
    set_val(PS4_R3, 100);
    wait(60);
    set_val(PS4_R3,0);
    wait(30);
    set_val(PS4_R3,0);
}
 
function ColorLED(int Color) {
ColorNumber=(Color*4)-3;
set_led(LED_1,dbyte(ColorNumber));
set_led(LED_2,dbyte(ColorNumber+1));
set_led(LED_3,dbyte(ColorNumber+2));
set_led(LED_4,dbyte(ColorNumber+3));
}
 
 // Returns a byte (8 bits unsigned integer) from the data segment.
uint8 dbyte(uint8 idx) {
    return data[idx];
}
 
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Re: Converting Titan One scripts to Titan Two using T1.gph

Postby Robelrtd » Mon Jun 26, 2017 10:49 am

Thanks again, I'll try it and report back.
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Re: Converting Titan One scripts to Titan Two using T1.gph

Postby awesomejoe » Mon Jun 26, 2017 11:51 am

i am having issues with script converted for T2 .. one thing i have noticed is T2 is very fast & all my timing seems to not work .. i have few scripts that i use for different games that has issue after converting them to T2 below is one of the example of bloodborne with nacon where i have issue with sprint & M1-M4 button on nacon. i tried debug with device monitor but couldn't figure out why circle is constantly press on output for my sprint..
can anyone help me correct my errors
Code: Select all
#pragma METAINFO("<Awesome>", 1, 0, "")
#include "T1.gph"
#include <ps4.gph>
 
 
 
define Nacon_Timing      =   20;
 
define BUTTON_M3       = PS4_R2;
 
 
 
int M3;
 
int sprint = FALSE;
 
main {
// this sprint never works properly on T2 i want left stick to sprint mid way..
 if((get_val (PS4_LX) >= 5) || (get_val(PS4_LY)) >= 5) {
   set_val(PS4_CIRCLE, 100); } 
 
   // i also tried this for sprint but same works on titan one but doesn't work on titan two
      if(event_release(PS4_CIRCLE) && get_ptime(18) < 200)
        combo_run(Roll);
        set_val(PS4_CIRCLE, 0);
        set_val(PS4_LY, 0);
    }
 
    // Sprint Lock
    if(get_val(PS4_LX) || get_val(PS4_LY) <= -90) {
        if(get_val(PS4_LX) < -95) sprint = TRUE;
        if(get_val(PS4_LY) < -95) sprint = TRUE;
        if(get_val(PS4_LX)95) sprint = TRUE;
        if(get_val(PS4_LY)95) sprint = TRUE;
    }else if(sprint) sprint = FALSE;
    if(sprint) set_val(PS4_CIRCLE, 100);
} 
 
  // nacon button works like charm on T1 but doesn't work 9 out of 10 time in titan two , have tried changing nacon time from 16-25 still no good result
 if(event_release(BUTTON_M3) && get_ptime(BUTTON_M3) <= Nacon_Timing) {
       M3 = !M3;
  }
 if(get_val(BUTTON_M3) && get_ptime(BUTTON_M3) <= Nacon_Timing) {
set_val(BUTTON_M3, 0);
   }
 if(M3) {
       combo_run(RightAnalogRapidfire);
 
    }
 
 
 
 
    if(get_val(PS4_R1)) {
        combo_run(Tap_1);
        }
       else 
       combo_stop(Tap_1);   
 
 
 
 
 
    if(get_val(PS4_L3) ) {
        combo_run(Tap_2);
 
    }
    else if(combo_running(Tap_2)) {
        combo_stop(Tap_2);
        }
 
 
 
 
 
 
 
}
 
 
combo Tap_1
     {
    set_val(PS4_R1, 100);
    wait(05);
    set_val(PS4_R1, 0);
    wait(05);
    set_val(PS4_R1, 0);
       }
 
 
combo Roll {
    set_val(PS4_CIRCLE, 0);
    wait(80);
    set_val(PS4_CIRCLE, 100);
    wait(20);
    set_val(PS4_CIRCLE, 0);
}
 
 
combo Tap_2 {
 
    set_val(PS4_R2, 100);
    set_val(PS4_LY, -100);
    wait(10);
    set_val(PS4_R2, 100);
    set_val(PS4_LY, -100);
 
}
 
combo RightAnalogRapidfire
     {
 
   set_val(PS4_L2, 100);
    wait(10);
    set_val(PS4_L2, 0);
    wait(10);
    set_val(PS4_L2, 0);
}
 
 
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