TTL byte packet info for Arduino nano/ps2 handle

Ok im trying to code a Nano to accept and transmit commands from a PS2 wireless head and a Pololu maestro24.

Im new to this but so far i have coded the Arduino to accept the PS2 handle commands.

Now what i need to know is what byte packets the Nano is sending through the TTL to my pololu so i can get it to work using the PS2.

This is my PS2/Arduino code.......

  http://www.thanksbuyer.com/download/25363-32%20Channel%20Servo%20Motor%20Control%20Board.doc

And this is the Library file. I think the packet numbers are the 0x0000 numbers behind each button function but i really dont know.

  /******************************************************************
* Super amazing PS2 controller Arduino Library v1.8
*	details and example sketch: 
*	http://www.billporter.info/?p=240
*
* Original code by Shutter on Arduino Forums
*
* Revamped, made into lib by and supporting continued development:
* Bill Porter
* www.billporter.info
*
*	Contributers:
*	Eric Wetzel (thewetzel@gmail.com)
*	Kurt Eckhardt
*
* Lib version history
* 0.1 made into library, added analog stick support. 
* 0.2 fixed config_gamepad miss-spelling
* added new functions:
* NewButtonState();
* NewButtonState(unsigned int);
* ButtonPressed(unsigned int);
* ButtonReleased(unsigned int);
* removed 'PS' from begining of ever function
* 1.0 found and fixed bug that wasn't configuring controller
* added ability to define pins
* added time checking to reconfigure controller if not polled enough
* Analog sticks and pressures all through 'ps2x.Analog()' function
* added:
* enableRumble();
* enablePressures();
* 1.1 
* added some debug stuff for end user. Reports if no controller found
* added auto-increasing sentence delay to see if it helps compatibility.
* 1.2
* found bad math by Shutter for original clock. Was running at 50kHz, not the required 500kHz. 
* fixed some of the debug reporting. 
*	1.3 
*	Changed clock back to 50kHz. CuriousInventor says it's suppose to be 500kHz, but doesn't seem to work for everybody. 
*	1.4
*	Removed redundant functions.
*	Fixed mode check to include two other possible modes the controller could be in.
* Added debug code enabled by compiler directives. See below to enable debug mode.
*	Added button definitions for shapes as well as colors.
*	1.41
*	Some simple bug fixes
*	Added Keywords.txt file
*	1.5
*	Added proper Guitar Hero compatibility
*	Fixed issue with DEBUG mode, had to send serial at once instead of in bits
*	1.6
*	Changed config_gamepad() call to include rumble and pressures options
*	This was to fix controllers that will only go into config mode once
*	Old methods should still work for backwards compatibility 
* 1.7
*	Integrated Kurt's fixes for the interrupts messing with servo signals
*	Reorganized directory so examples show up in Arduino IDE menu
* 1.8
*	Added Arduino 1.0 compatibility. 
*
*
*
*This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
<http://www.gnu.org/licenses/>
* 
******************************************************************/


// $$$$$$ DEBUG ENABLE SECTION $$$$$$$$
// to debug ps2 controller, uncomment these two lines to print out debug to uart

//#define PS2X_DEBUG
//#define PS2X_COM_DEBUG


#ifndef PS2X_lib_h
#define PS2X_lib_h
#if ARDUINO > 22
#include "Arduino.h"
#else
#include "WProgram.h"
#endif

#include <math.h>
#include <stdio.h>
#include <stdint.h>
#include <avr/io.h>

#define CTRL_CLK 4
#define CTRL_BYTE_DELAY 3

//These are our button constants
#define PSB_SELECT 0x0001
#define PSB_L3 0x0002
#define PSB_R3 0x0004
#define PSB_START 0x0008
#define PSB_PAD_UP 0x0010
#define PSB_PAD_RIGHT 0x0020
#define PSB_PAD_DOWN 0x0040
#define PSB_PAD_LEFT 0x0080
#define PSB_L2 0x0100
#define PSB_R2 0x0200
#define PSB_L1 0x0400
#define PSB_R1 0x0800
#define PSB_GREEN 0x1000
#define PSB_RED 0x2000
#define PSB_BLUE 0x4000
#define PSB_PINK 0x8000
#define PSB_TRIANGLE 0x1000
#define PSB_CIRCLE 0x2000
#define PSB_CROSS 0x4000
#define PSB_SQUARE 0x8000

//Guitar button constants
#define GREEN_FRET	0x0200
#define RED_FRET	0x2000
#define YELLOW_FRET	0x1000
#define BLUE_FRET	0x4000
#define ORANGE_FRET	0x8000
#define STAR_POWER	0x0100
#define UP_STRUM	0x0010
#define DOWN_STRUM	0x0040
#define WHAMMY_BAR	8

//These are stick values
#define PSS_RX 5
#define PSS_RY 6
#define PSS_LX 7
#define PSS_LY 8

//These are analog buttons
#define PSAB_PAD_RIGHT 9
#define PSAB_PAD_UP 11
#define PSAB_PAD_DOWN 12
#define PSAB_PAD_LEFT 10
#define PSAB_L2 19
#define PSAB_R2 20
#define PSAB_L1 17
#define PSAB_R1 18
#define PSAB_GREEN 13
#define PSAB_RED 14
#define PSAB_BLUE 15
#define PSAB_PINK 16
#define PSAB_TRIANGLE 13
#define PSAB_CIRCLE 14
#define PSAB_CROSS 15
#define PSAB_SQUARE 16


#define SET(x,y) (x|=(1<<y))
#define CLR(x,y) (x&=(~(1<<y)))
#define CHK(x,y) (x & (1<<y))
#define TOG(x,y) (x^=(1<<y))



class PS2X {
public:
boolean Button(uint16_t);
unsigned int ButtonDataByte();
boolean NewButtonState();
boolean NewButtonState(unsigned int);
boolean ButtonPressed(unsigned int);
boolean ButtonReleased(unsigned int);
void read_gamepad();
void read_gamepad(boolean, byte);
byte readType();
byte config_gamepad(uint8_t, uint8_t, uint8_t, uint8_t);
byte config_gamepad(uint8_t, uint8_t, uint8_t, uint8_t, bool, bool);
void enableRumble();
bool enablePressures();
byte Analog(byte);
private:
unsigned char _gamepad_shiftinout (char);
unsigned char PS2data[21];
void sendCommandString(byte*, byte);
void reconfig_gamepad();
unsigned char i;
unsigned int last_buttons;
unsigned int buttons;
uint8_t maskToBitNum(uint8_t);
uint8_t _clk_mask; 
volatile uint8_t *_clk_oreg;
uint8_t _cmd_mask; 
volatile uint8_t *_cmd_oreg;
uint8_t _att_mask; 
volatile uint8_t *_att_oreg;
uint8_t _dat_mask; 
volatile uint8_t *_dat_ireg;
unsigned long last_read;
byte read_delay;
byte controller_type;
boolean en_Rumble;
boolean en_Pressures;

};

#endif

Any and all help will be appreciated.

Sorry this is the PS2/Arduino code........

#include <PS2X_lib.h>

PS2X ps2x; //create PS2 Controller Class

int error = 0;
byte type = 0;
byte vibrate = 0;

void setup() {
Serial.begin(57600);

error = ps2x.config_gamepad(13,11,10,12, true, true); // setup pins and settings 

if(error == 0){ 
Serial.println("Found Controller, configured successful");
Serial.println("Try out all the buttons, X will vibratethe controller; faster as you press harder;");
Serial.println("holding L1 or R1 will print out the analog stick values.");
Serial.println("go to www.billporter.info for updates and to report bugs.");

}
else if(error == 1)
Serial.println("No controller found,check wiring, see readme.txt to enable debug.");

else if(error == 2)
Serial.println("Controller found but not accepting commands. see raedme.txt to enable debug.");

else if(error == 3)
Serial.println("Controller refusing to enter pressure mode, may not support it");

// Serial.print(ps2x.Analog(1),Hex);

type = ps2x.readType();
switch(type) {
case 0:
Serial.println("Unknown Controller type");
break;
case 1:
Serial.println("DualShock Controller Found");
break;
case 2:
Serial.println("GuitarHero Controller found");
break;
}

}



void loop() {


if(error == 1) //skip loop if no controller found
return; 

if(type == 2){ //Guitar Hero Controller

ps2x.read_gamepad(); //read controller

if(ps2x.ButtonPressed(GREEN_FRET))
Serial.println("Green Fret Pressed");
if(ps2x.ButtonPressed(RED_FRET))
Serial.println("Red Fret Pressed");
if(ps2x.ButtonPressed(YELLOW_FRET))
Serial.println("Yellow Fret Pressed");
if(ps2x.ButtonPressed(BLUE_FRET))
Serial.println("Blue Fret Pressed");
if(ps2x.ButtonPressed(ORANGE_FRET))
Serial.println("Orange Fret Pressed");


if(ps2x.ButtonPressed(STAR_POWER))
Serial.println("Star Power Command");

if(ps2x.Button(UP_STRUM)) //will be TRUE as long as button is pressed
Serial.println("Up Strum");
if(ps2x.Button(DOWN_STRUM))
Serial.println("DOWN Strum");


if(ps2x.Button(PSB_START)) //will be TRUE as long as button is pressed
Serial.println("Start is being held");
if(ps2x.Button(PSB_SELECT))
Serial.println("Select is being held");


if(ps2x.Button(ORANGE_FRET)) // print stick value IF TRUE
{
Serial.print("Wammy Bar Position:");
Serial.println(ps2x.Analog(WHAMMY_BAR), DEC); 
} 
}

else { //DualShock Controller

ps2x.read_gamepad(false, vibrate); //read controller and set large motor to spin at 'vibrate' speed

if(ps2x.Button(PSB_START)) //will be TRUE as long as button is pressed
Serial.println("Start is being held");
if(ps2x.Button(PSB_SELECT))
Serial.println("Select is being held");


if(ps2x.Button(PSB_PAD_UP)) { //will be TRUE as long as button is pressed
Serial.print("Up held this hard: ");
Serial.println(ps2x.Analog(PSAB_PAD_UP), DEC);
}
if(ps2x.Button(PSB_PAD_RIGHT)){
Serial.print("Right held this hard: ");
Serial.println(ps2x.Analog(PSAB_PAD_RIGHT), DEC);
}
if(ps2x.Button(PSB_PAD_LEFT)){
Serial.print("LEFT held this hard: ");
Serial.println(ps2x.Analog(PSAB_PAD_LEFT), DEC);
}
if(ps2x.Button(PSB_PAD_DOWN)){
Serial.print("DOWN held this hard: ");
Serial.println(ps2x.Analog(PSAB_PAD_DOWN), DEC);
} 


vibrate = ps2x.Analog(PSAB_BLUE); //this will set the large motor vibrate speed based on 
//how hard you press the blue (X) button 

if (ps2x.NewButtonState()) //will be TRUE if any button changes state (on to off, or off to on)
{



if(ps2x.Button(PSB_L3))
Serial.println("L3 pressed");
if(ps2x.Button(PSB_R3))
Serial.println("R3 pressed");
if(ps2x.Button(PSB_L2))
Serial.println("L2 pressed");
if(ps2x.Button(PSB_R2))
Serial.println("R2 pressed");
if(ps2x.Button(PSB_GREEN))
Serial.println("Triangle pressed");

} 


if(ps2x.ButtonPressed(PSB_RED)) //will be TRUE if button was JUST pressed
Serial.println("Circle just pressed");

if(ps2x.ButtonReleased(PSB_PINK)) //will be TRUE if button was JUST released
Serial.println("Square just released"); 

if(ps2x.NewButtonState(PSB_BLUE)) //will be TRUE if button was JUST pressed OR released
Serial.println("X just changed"); 


if(ps2x.Button(PSB_L1) || ps2x.Button(PSB_R1)) // print stick values if either is TRUE
{
Serial.print("Stick Values:");
Serial.print(ps2x.Analog(PSS_LY), DEC); //Left stick, Y axis. Other options: LX, RY, RX 
Serial.print(",");
Serial.print(ps2x.Analog(PSS_LX), DEC); 
Serial.print(",");
Serial.print(ps2x.Analog(PSS_RY), DEC); 
Serial.print(",");
Serial.println(ps2x.Analog(PSS_RX), DEC); 
} 


}


delay(50);

}

Seriously? Theres not a single person on this forum who could help me???

Well, I can't figure out what you're talking about. "PS2" is playstation in this case, not a PC keyboard, right?
But I can't identify "Wireless head", "maestro24", "ps2 handle", or "the TTL"

Pololu stuff tends to come with extensive documentation and frequently libraries. Do you have a specific question or problem with the documentation, or are you trying to do something outside of its scope?

(ok, I went and looked. The maestro24 is a 24-channel servo controller. It's "TTL port", despite the name, is something that it implements over USB to a PC-class host. You probably want to control it using the serial port instead, which will probably require using "softwareSerial" (which may be problematic, given its internal use of SW delays.))

Im sorry.

Im trying to use a wireless PS2 controller that comes with a wireless RX head, to command the Pololu maestro 24 channel by using an arduino Nano as a bridge.

Im prolly using the wrong terminology because im learning and nobody has corrected me yet, so thank you (no really).

I mean serial port or UART.

I think i found my answers. Ive been looking up PS2handle\arduino and many variations there of and not til today did i gind what i was looking for.

PSX library in the arduino playground pointed me to the right direction. The numbers after the buttons on the library.h file listed like "0x0000" are the serial print bytes.

Now i just need to convert them to decimal and then again to hexideciaml.