General homebrew games, programs and PlayStation PS-EXE's
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Post by Shendo » March 14th, 2014, 4:44 pm

PadTest ver. 1.0

Username: Shendo
Project Title: PadTest
Time to Complete: 2 days
SDK: PSXSDK (Tails92)
Genre: Utility
Latest Release: Version 1.0
In Development: No
Initial Release Date: 14-MARCH-2014
Last Date Updated: 14-MARCH-2014
Controller: Digital, Analog
Players: 2
Memory Card: No
Languages: Eng
Region: Auto
Burn and Play: Yes
Executable Included: Yes
Source Included: Yes


Every so often I get or buy a cheap broken PlayStation controller and I fix it.
With that I found myself in need for a controller test application since that feature is pretty crude in standard games.

So I decided to write my own and upon completing it I'm sharing it with community.

Burn a bin/cue image to CD and boot it on your console.
After that connect a controller of your choice to either port and test it's buttons.

Analog controllers should automatically switch to analog "red led mode".
To test rumble press L3 for big motor and R3 for small motor.

This software is intended to be ran on the actual PlayStation 1 or PSone console.
Since it's using direct memory access to SIO ports it may not work on emulators or other consoles (PlayStation 2).
Please report if you encounter any bugs.
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My PS1 consoles: 2 x SCPH-1002, SCPH-5552, SCPH-7002, 4x SCPH-9002, 2 x SCPH-102.
Dev console: SCPH-9002, MM3 - 7 wire modchip, PAL color mod, CH340 serial cable addon.

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Re: PadTest

Post by Greg » March 15th, 2014, 6:39 am

COOl !!!
1 x SCPH-7501, 2 x SCPH-7001, 2 x SCPH-5501
1 x Pro Action Replay with "Dual Rom Mod", ROM 1: Caetla, ROM 2: UNIROM
1 x Xplorer V2 with Caetla
1 x GameShark V2.1
1 x GameShark Pro V3.0
1 x CommLinkUSB
1 x XLinkUSB

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Re: PadTest

Post by bizarro2011 » March 15th, 2014, 7:16 am

function pad
// PAD1
#define PAD1up 0x1000
#define PAD1down 0x4000
#define PAD1left 0x8000
#define PAD1right 0x2000

#define PAD1T 0x10 // TRINANGLE
#define PAD1X 0x40 // X
#define PAD1C 0x80 // CIRCLE
#define PAD1S 0x20 // SQUARE

#define PAD1L1 0x1
#define PAD1L2 0x4
#define PAD1R1 0x2
#define PAD1R2 0x8

#define PAD1Select 0x100
#define PAD1Start 0x800

// PAD2
#define PAD2up 0x10000000
#define PAD2down 0x40000000
#define PAD2left 0x20000000
#define PAD2right 0x80000000

#define PAD2T 0x100000
#define PAD2X 0x400000
#define PAD2C 0x200000
#define PAD2S 0x800000

#define PAD2L1 0x10000
#define PAD2L2 0x40000
#define PAD2R1 0x20000
#define PAD2R2 0x80000

#define PAD2Select 0x1000000
#define PAD2Start 0x8000000

u_long Pad=0;

void ReadPad(){
if(Pad&PAD1up){ky1=-1;} // up
if(Pad&PAD1down){ky1=1;} // down
if(Pad&PAD1left) {kx1=-1;} // left
if(Pad&PAD1right) {kx1=1;} // right

if(Pad&PAD1T) ... // trinagle
if(Pad&PAD1X) ... // x
if(Pad&PAD1C) ... // circle
if(Pad&PAD1S) ... // square

if(Pad&PAD1L1) ... // R1
if(Pad&PAD1L2) ... // R2
if(Pad&PAD1R1) ... // L1
if(Pad&PAD1R2) ... // L2

if(Pad&PAD1Select) ... // START
if(Pad&PAD1Start) ... // SELECT

available in the SDK bizarro

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Re: PadTest

Post by provato » September 12th, 2016, 8:35 pm

Hi there and thank you so much for your hard work and great apps you've made so far.

I'm sending you this message to ask a favour about Padtest v1.0.
I use the app from a burned CDrom in my PS1 and my PS2 (yes, it also works on a hard-modded PS2!!!). However, I want to use this app from within uLaunchElf (and not having to put the disc in the unit every time I want to test a controller...)

So, could you please compile padtest.exe into padtest.elf???
Because I have no programming skills at all...

EDIT: Big Thanks goes to Shendo, he answered me in pm
Last edited by provato on September 13th, 2016, 4:21 pm, edited 1 time in total.

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Re: PadTest

Post by likeabaus » September 13th, 2016, 4:59 am

The program would have to be rewritten from the ground up with a ps2 compatible SDK as ulaunchelf runs in ps2 mode and cannot access or run anything anything ps1 related. When the ps2 is booted in either mode (using a game or w/e there's no switching modes without rebooting the console....
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