Core Console Functions

Function Name

Description

Zen

Plus

Gets which console is currently connected

✔️

✔️

Sets the output value to send to the console

✔️

✔️

Blocks all output from being sent to the console this cycle of main

✔️

Check if ps4 authentication is timed out

✔️

Check the output if reconnected

✔️

output_protocol

Sets Output protocol

✔️

Returns the current state of a specified LED

✔️

✔️

Returns the current value of a rumble motor

✔️

✔️

get_console

opcode sets one bit of a variable based on its bit index¹ ² ³

opcode(a,5);

🔴 Syntax¹ ² ³

opcode( <variable> , <bit_index> );

Parameters

<variable> : any defined variable. <bit_index> : index point of the bit to be set with a range of 0 to 15.

🔵 Returns

Nothing

set_val

set_val overwrites the current value of a controller entry with the value that is specified in its second parameter. What this means is whatever the output is from the controller for the specified button/axis, the set_val command will overwrite that value with the value you specify. It is mainly used in combos to set buttons in sequence, however, it can also be used in the main or user created function. For example, if you were playing a shooter game and wished to create Hair Triggers. A combo would not be suitable for such a function as you would want the output constant for however long the triggers are held down. You could use the set_val command within the main section to achieve that function, like so:

main {
 
    if(get_val(XB1_LT)) { // If LT / L2 is pressed
        set_val(XB1_LT, 100); // Set LT / L2 to 100 (Fully Pressed)
    }
    if(get_val(XB1_RT)) { // If RT / R2 is pressed
        set_val(XB1_RT, 100); // Set RT / R2 to 100 (Fully Pressed)
    }
 
}

🔴 Syntax

set_val ( <identifier> );

Parameters

<identifier> : the identifier of a controller entry

block_all_inputs

block_all_input Blocks all output from being sent to the console this cycle of main

main{
    
    if(event_press(PS4_PS))
     block_all_input();
}

function block_all_input() {

set_val(PS4_UP     , 0 ); 	set_val(PS4_DOWN  , 0 ); 	set_val(PS4_LEFT  , 0 );	set_val(PS4_RIGHT   , 0);
set_val(PS4_CROSS  , 0 ); 	set_val(PS4_CIRCLE, 0 ); 	set_val(PS4_SQUARE, 0 ); 	set_val(PS4_TRIANGLE, 0);
set_val(PS4_L1     , 0 ); 	set_val(PS4_R1    , 0 ); 	set_val(PS4_L3    , 0 ); 	set_val(PS4_R3      , 0);
set_val(PS4_OPTIONS, 0 ); 	set_val(PS4_SHARE , 0 );	set_val(PS4_TOUCH , 0 );	set_val(PS4_PS      , 0);
set_val(PS4_LX, 0); 		set_val(PS4_LY, 0); 		set_val(PS4_RX, 0); 		set_val(PS4_RY, 0);
set_val(PS4_L2, 0); 		set_val(PS4_R2, 0);
} 

ps4_authtimeout

ps4_authtimeout returns the authentications timeout status on the PS4 in the form of an int. As with output_reconnection, this function is redundant since Firmware 1.20 and above as Partial PS4 cross over support is no longer required. However, the function has not been removed as legacy CronusZEN users and those not using a USB Hub would still require it. The main function of ps4_authtimeout is to enable you to script a warning when the CronusZEN is close to automatically disconnecting and reconnecting to the console when the authentication times out on a PS4. This could be achieved using a script from our online library:

int authcount;
int NOTIFY = 3; //1 = 30 secs 2 = 1 min 3 = 1 min 30 secs and so on up to 16.
 
main{
    //PS4 Cross Over Gaming Section
    if(get_console() == PIO_PS4  && get_controller() != PIO_PS4){
        authcount = ps4_authtimeout();
        swap(PS4_SHARE,PS4_TOUCH);                     // Swap Back/Select with Touchpad Press
        if(get_val(PS4_SHARE) && get_val(PS4_R3)) { // Press Back/Select and press RS/R3 to press share.
            set_val(PS4_TOUCH, 0);
            set_val(PS4_R3, 0);
            set_val(PS4_SHARE, 100);
        }       
        if(get_val(PS4_TOUCH)) {             // Hold Back/Select and Press A/Cross to reset Auth Timeout.
            if(event_press(PS4_CROSS)){
                output_reconnection();
            }
            set_val(PS4_CROSS, 0);
        }
        if(authcount <= NOTIFY + 1) {
            combo_run(notify);
        }
    }
    //PS4 Cross Over Gaming Section End
}
 
combo notify{
    set_rumble(RUMBLE_A, 100);
    set_rumble(RUMBLE_B, 100);
    wait(150);
    reset_rumble();
    wait(250*authcount);
}

🔴 Syntax

ps4_authtimeout ( );

Parameters

None

🔵 Returns

The PS4 authentication timeout status. This is a decedent count down with 1 being the last value returned before an Automatic Reconnection is performed by the CronusZEN.

output_reconnection

opcode sets one bit of a variable based on its bit index¹ ² ³

opcode(a,5);

🔴 Syntax¹ ² ³

opcode( <variable> , <bit_index> );

Parameters

<variable> : any defined variable. <bit_index> : index point of the bit to be set with a range of 0 to 15.

🔵 Returns

Nothing

get_led

get_led returns a value in the form of an int which represents the current state of the chosen LED. The LEDs range from 0 ~ 3. Four constants have been created to make it easier to remember which value is assigned to which LED:

Name

Description

Value

LED_1

LED 1 / Xbox 360 Quadrant 1

0

LED_2

LED 2 / Xbox 360 Quadrant 2

1

LED_3

LED 3 / Xbox 360 Quadrant 3

2

LED_4

LED 4 / Xbox 360 Quadrant 4

3

The return value from this function informs you of the current state of the selected LED. The function returns a value ranging from 0 ~ 3;

Return Value

Description

0

LED Off

1

LED On

2

LED Blinking Fast

3

LED Blinking Slowly

Example of usage:

main {
 
    if(get_led(LED_2) == 1) { // If LED 2 is On
        // Do Something
    }
 
}

🔴 Syntax

get_led ( <Led_Identifier> );

Parameters

<Led_Identifier> : The identifier of an LED

🔵 Returns

An int ranging from 0 ~ 3 which represents the current state

Click here for more information on LED states

get_rumble

get_rumble returns the speed of the chosen rumble motor on the controller in the form of an int. The value returned can range from 0 ~ 100 which represents the speed in a percentage ( % ). The rumble motors are numbered 0 ~ 3. To make it easier to remember which motor is which, four constants have been created:

Name

Description

Value

RUMBLE_A

Strong Rumble Motor (Usually the Left Motor)

0

RUMBLE_B

Weak Rumble Motor (Usually the Right Motor)

1

RUMBLE_RT

Right Trigger Motor (Xbox One controllers only)

2

RUMBLE_LT

Left Trigger Motor (Xbox One controllers only)

3

Example of usage:

main {
 
    if(get_rumble(RUMBLE_A) > 50) {  // If Rumble Motor A is running greater than 50% speed...
        // Do Something
    }
 
}

🔴 Syntax

get_rumble ( <rumble_identifier> );

Parameters

<rumble_identifier> : the identifier of a Rumble Motor

🔵 Returns

An int ranging from 0 ~ 100 which represents the current speed of the chosen motor

Click here for more information on setting Rumble Motors

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