How will the #include <ps4.gph> work?
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How will the #include <ps4.gph> work?
First Question: How will the #include <ps4.gph> work?
Will we be able to load in all of our #define(s) in a separate header document (.ghp)?
So define list like below will not be necessary, on each individual script? Chime in if you know?
Second questions: It is faster to type just [PS4_R2] in the code instead of [BUTTON_5], we used to able just to type [4]. What will be the benefit of using [BUTTON_5].
Example:
Will we be able to load in all of our #define(s) in a separate header document (.ghp)?
So define list like below will not be necessary, on each individual script? Chime in if you know?
- Code: Select all
#define PS4_PS BUTTON_1
#define PS4_SHARE BUTTON_2
#define PS4_OPTIONS BUTTON_3
#define PS4_R1 BUTTON_4
#define PS4_R2 BUTTON_5
#define PS4_R3 BUTTON_6
#define PS4_L1 BUTTON_7
#define PS4_L2 BUTTON_8
#define PS4_L3 BUTTON_9
#define PS4_UP BUTTON_10
#define PS4_DOWN BUTTON_11
#define PS4_LEFT BUTTON_12
#define PS4_RIGHT BUTTON_13
#define PS4_TRIANGLE BUTTON_14
#define PS4_CIRCLE BUTTON_15
#define PS4_CROSS BUTTON_16
#define PS4_SQUARE BUTTON_17
#define PS4_TOUCH BUTTON_18
#define PS4_TOUCH1 BUTTON_19
#define PS4_TOUCH2 BUTTON_20
Second questions: It is faster to type just [PS4_R2] in the code instead of [BUTTON_5], we used to able just to type [4]. What will be the benefit of using [BUTTON_5].
Example:
- Code: Select all
if(get_val(4) && event_press(15)) { //ads trigger + D-Pad left
if(Enabled) {
Enabled = FALSE;
colorled(0,1,0,0); //red Off
} else if(!Enabled) {
Enabled = TRUE;
colorled(0,0,1,0); //green On
combo_run(RumbleNotifier);
}
- Playstation PS4, Astro A50 Gen 3, Elgato Game Capture HD60 S
- 2x Benq 27” Gaming Monitors, Netduma R1 Gaming Router
- Titan One/Two Controller Input Device, Battle Beaver PS4 Controller, SCUF Infinity4PS Controller
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Vendetta - Sergeant Major of the Army
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Re: How will the #include <ps4.gph> work?
1. yes you can put all your defines in another file.
2. i think J2Kbr said many people who downloads the scripts are confused when they see constants like XB1_RT.
they think the script only works on the XBOX1. so using lets says constants like BUTTON_1 will let users know that the same script works on ALL consoles.
2. i think J2Kbr said many people who downloads the scripts are confused when they see constants like XB1_RT.
they think the script only works on the XBOX1. so using lets says constants like BUTTON_1 will let users know that the same script works on ALL consoles.
Last edited by FCB77 on Sat Sep 10, 2016 5:29 pm, edited 1 time in total.
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FCB77 - Command Sergeant Major
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Re: How will the #include <ps4.gph> work?
The header files ps4.gph, xb1.gph, PS3.gph and xb360.gph provides familiar designators to be used, instead of the generic ones, such BUTTON_???, STICKER_???, etc
You can include those header files in any gpc code, or other headers. There is no limitation on that.
As far as performance goes, there is not difference, the generated Bytecote is exactely the same using BUTTON_, PS4_ or the direct index value.
You can include those header files in any gpc code, or other headers. There is no limitation on that.
As far as performance goes, there is not difference, the generated Bytecote is exactely the same using BUTTON_, PS4_ or the direct index value.
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J2Kbr - General of the Army
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Re: How will the #include <ps4.gph> work?
Thank you FCB77, you are totally correct.
ConsoleTuner Support Team
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J2Kbr - General of the Army
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Re: How will the #include <ps4.gph> work?
Okay think I'm starting to follow the new system.
Look at the image post here: http://www.consoletuner.com/forum/viewtopic.php?f=23&t=4572
Question: You would load your common <ps4.gph> file in slot 1 and your scripts in 2-9? Or is it already built in somewhere?
Look at the image post here: http://www.consoletuner.com/forum/viewtopic.php?f=23&t=4572
Question: You would load your common <ps4.gph> file in slot 1 and your scripts in 2-9? Or is it already built in somewhere?
- Playstation PS4, Astro A50 Gen 3, Elgato Game Capture HD60 S
- 2x Benq 27” Gaming Monitors, Netduma R1 Gaming Router
- Titan One/Two Controller Input Device, Battle Beaver PS4 Controller, SCUF Infinity4PS Controller
-
Vendetta - Sergeant Major of the Army
- Posts: 226
- Joined: Fri Jul 31, 2015 8:40 pm
Re: How will the #include <ps4.gph> work?
Okay, I think I saw where it is confusing.
The ps4.gph is not used by Titan Two after compilation. This header file is only used at compilation time, to tell the compiler which input/output index you are referring to. In this example PS4_CROSS is translated to BUTTON_16, and then BUTTON_16 is translated to the index number. So, at the end, the result is the same as using the button index number.
The ps4.gph is not used by Titan Two after compilation. This header file is only used at compilation time, to tell the compiler which input/output index you are referring to. In this example PS4_CROSS is translated to BUTTON_16, and then BUTTON_16 is translated to the index number. So, at the end, the result is the same as using the button index number.
ConsoleTuner Support Team
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J2Kbr - General of the Army
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Re: How will the #include <ps4.gph> work?
J2Kbr wrote:The header files ps4.gph, xb1.gph, PS3.gph and xb360.gph provides familiar designators to be used, instead of the generic ones, such BUTTON_???, STICKER_???, etc
You can include those header files in any gpc code, or other headers. There is no limitation on that.
As far as performance goes, there is not difference, the generated Bytecote is exactely the same using BUTTON_, PS4_ or the direct index value.
I've been wondering this for days now. Glad to have confirmation that it doesn't affect performance. I'm going to add this whole thread to my mega post as it has been very informative.
Setup: XIM Apex, T2, K780 keyboard, G Pro Wireless mouse, SteelSeries 4HD pad, DXRacer armrest, LucidSound LS30 headset, Netduma router, Ubiquiti UniFi AP LR
My R6 script: https://youtu.be/x-9NtxyySVM
My R6 script: https://youtu.be/x-9NtxyySVM
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pablosscripts - Brigadier General
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