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How to make Konami code?

Archive: 4 posts


I need somebody to tell me how to program the code (on a controllinator of course). I'm thinking you can unlock an easter egg if you get it. 2011-09-10 21:32:00

Author:
nunsmasher
Posts: 247


There are a few ways to approach this, the simplest is probably a selector with one more input than the number of button presses you want to handle. I'd say eleven but maybe you don't want to incorporate A and B since they don't exist on the controller! A matter of personal preference, I suppose.

First you'll need to set up all the buttons. Since most of them are directional, you'll take the controlinator output through direction splitters to get the positive up/right presses and their negative down/left counterparts. Then you'll need to connect the buttons to one-count, self-resetting counters so that we just get one moment of output from them whether players hold down the buttons or not. When I talk about buttons in the next paragraph, it's these counter outputs that we're really discussing!

Connect all the button-counter outputs to an OR gate and connect that to the first input of the selector. Essentially: "if any button is pushed, go back to the start." Then take the first output of the selector, run it into an AND gate along with the up button-counter, and connect the AND gate to the selector's second input. So now you have a selector that activates the first and second ports simultaneously if the first port is active and you press up. Since the second port has priority over the first, the reset attempt will be ignored and the second output will become active.

Now you just need to repeat the process. Second selector output AND up into third selector input, third selector output AND down into fourth selector input, and so forth. When you reach the last port you'll have the whole code ready to go and that last output can do whatever it is you're considering!

A more robust and reusable solution would be to build a device that iterates across a series of arbitrary tags representing the desired buttons if the player's input matches the tag at which it currently points. Basically, replacing a common data structure with a genuine material structure and doing a little computing. That's probably too much work for an easter egg, though!
2011-09-10 23:17:00

Author:
Uncuddly
Posts: 237


There are a few ways to approach this, the simplest is probably a selector with one more input than the number of button presses you want to handle. I'd say eleven but maybe you don't want to incorporate A and B since they don't exist on the controller! A matter of personal preference, I suppose.

First you'll need to set up all the buttons. Since most of them are directional, you'll take the controlinator output through direction splitters to get the positive up/right presses and their negative down/left counterparts. Then you'll need to connect the buttons to one-count, self-resetting counters so that we just get one moment of output from them whether players hold down the buttons or not. When I talk about buttons in the next paragraph, it's these counter outputs that we're really discussing!

Connect all the button-counter outputs to an OR gate and connect that to the first input of the selector. Essentially: "if any button is pushed, go back to the start." Then take the first output of the selector, run it into an AND gate along with the up button-counter, and connect the AND gate to the selector's second input. So now you have a selector that activates the first and second ports simultaneously if the first port is active and you press up. Since the second port has priority over the first, the reset attempt will be ignored and the second output will become active.

Now you just need to repeat the process. Second selector output AND up into third selector input, third selector output AND down into fourth selector input, and so forth. When you reach the last port you'll have the whole code ready to go and that last output can do whatever it is you're considering!

A more robust and reusable solution would be to build a device that iterates across a series of arbitrary tags representing the desired buttons if the player's input matches the tag at which it currently points. Basically, replacing a common data structure with a genuine material structure and doing a little computing. That's probably too much work for an easter egg, though!

...or you could get the already made chip here (http://lbp.me/v/1e2zdz)
2011-09-11 03:18:00

Author:
damaz10
Posts: 771


If you want to actually learn how it's done, you should check out comphermc's Ordered Inputs tutorial (http://www.youtube.com/watch?v=nCryeXkKpDQ) on Youtube.2011-09-11 23:00:00

Author:
xero
Posts: 2419


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