Oh, I see. Then congratulations on getting your BK2 working, and I'm glad my script was able to help you!
Actually, I would still like your help if you don't mind. I want to generate the correct number of dots every time, and I think my new code might do that currently, but I'd like you to test it again.
Here's the newest jar file and
here's the newest source. I studied and tested the PJM format more closely, and as a result, this version includes full support for loading DualShock PJMs, as well as PJM Disc Changes, Resets, and Disc Tray Open/Close. It can also input from and output to both the Standard and DualShock controller input layouts now.
Here's an example of an input PJM:
..............||0|
#XO^1234LDRUSs||2|
.............s||0|
.....2......S.||2|
..............||0|
And the resulting BK2 (note the Disc Open/Close and Disc Change):
| 1,...| 128, 128, 128, 128,.................|
| 1,.!.| 128, 128, 128, 128,UDLRsSQTOXlrLR...|
| 1,...| 128, 128, 128, 128,....s............|
| 2,..!| 128, 128, 128, 128,.....S....l......|
| 2,...| 128, 128, 128, 128,.................|
There are eight different kinds of tests you could run if you want:
| Output |
| Input | DualShock "convert.pjm" | Gamepad "convert_pad.pjm" |
| 1P GPad | (Pass, 17 dots) | (Pass, 14 dots) |
| 1P DuSh | (Pass, 17 dots) | (Pass, 14 dots) |
| 2P GPad | (Pass, 17 * 2 dots) | (Pass, 14 * 2 dots) |
| 2P DuSh | (Pass, 17 * 2 dots) | (Pass, 14 * 2 dots) |
Thank you! Also, did you say earlier you started converting this script to C#? That was the code I thought you had completed, I apologize for the misunderstanding.