Project: Dedicated Smash Bros Arcade Stick - Update - Seimitsu LS-64 in action!

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  • TheRealNeoGeoTheRealNeoGeo Arcadeparts Joined: Posts: 3,150
    edited October 2014
    Thanks for the kind words, happy to help out!
    As some of you may have seen I may be doing a Wii board, do people want analog support for it? If possible please write what you want it to handle and I´ll see what I can do.
    Also, I thought about JLF and having a analog-kit for it, anyone did any work on that?
  • PinoyPrydePinoyPryde Rhythmic Button Mashing Joined: Posts: 1,184
    edited October 2014
    Thanks for the kind words, happy to help out!
    As some of you may have seen I may be doing a Wii board, do people want analog support for it? If possible please write what you want it to handle and I´ll see what I can do.
    Also, I thought about JLF and having a analog-kit for it, anyone did any work on that?

    I would be very much interested in the analog kit, but one question that's stuck in my mind is would the kit be a simple plug and play solution? I'm not sure how that would work on a JLF due to constraints for movement by the 4 tabs and the small platforms that the gate sits on unless you provide a kit that attaches to the actuator and mounts above the gate and beyond the tabs.

    Also i'd very much be interested in a Wii board with analog support.

    edit: @TheBlackHombre‌ do you think you could tell us what the part # or whatever is written on the pots are?
    Post edited by PinoyPryde on
    I mash buttons and stomp my feet to music

    Steam ID/PSN: ArcadeStatic
  • TheRealNeoGeoTheRealNeoGeo Arcadeparts Joined: Posts: 3,150
    Pnoy Pryde wrote: »
    Thanks for the kind words, happy to help out!
    As some of you may have seen I may be doing a Wii board, do people want analog support for it? If possible please write what you want it to handle and I´ll see what I can do.
    Also, I thought about JLF and having a analog-kit for it, anyone did any work on that?

    I would be very much interested in the analog kit, but one question that's stuck in my mind is would the kit be a simple plug and play solution? I'm not sure how that would work on a JLF due to constraints for movement by the 4 tabs and the small platforms that the gate sits on unless you provide a kit that attaches to the actuator and mounts above the gate and beyond the tabs.

    Also i'd very much be interested in a Wii board with analog support.

    edit: @TheBlackHombre‌ do you think you could tell us what the part # or whatever is written on the pots are?

    I don´t know yet how to solve it, th best would be if it was just a plug-n-play thing on the JLF, I have to look into it.
    Btw, parts number on the LS-64 should be in the pictures I took I think (see above).
  • TheBlackHombreTheBlackHombre Aesthetic Joined: Posts: 1,672
    Sorry for the lack of updates guys, I've been really busy this past week and haven't had enough time to write down everything in a gathered and structured manner. I have been researching a lot during my spare time and have a ton of bookmarks and tabs open on my phone still. I will update this thread with all the news tomorrow afternoon.

    Again sorry guys! :(
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 37,140 mod
    Thanks for the kind words, happy to help out!
    As some of you may have seen I may be doing a Wii board, do people want analog support for it? If possible please write what you want it to handle and I´ll see what I can do.
    Also, I thought about JLF and having a analog-kit for it, anyone did any work on that?
    Doesn't Paradise's "Project Magenta" have analog?
    http://forums.shoryuken.com/discussion/152973/paradise-arcade-joystick-project-magenta
  • TheRealNeoGeoTheRealNeoGeo Arcadeparts Joined: Posts: 3,150
    d3v wrote: »

    Yeah maybe it will come out later this year hopefully. I had a different approach for a solution for the JLF but this is also very nice, love the ability to customize everything.
  • TheBlackHombreTheBlackHombre Aesthetic Joined: Posts: 1,672
    Thanks for the kind words, happy to help out!
    As some of you may have seen I may be doing a Wii board, do people want analog support for it? If possible please write what you want it to handle and I´ll see what I can do.
    Also, I thought about JLF and having a analog-kit for it, anyone did any work on that?
    This sounds awesome actually, would the analog-kit just replace the existing JLF pcb/microswitches? I'm very curious and interested in this, I would like to know more about this.
    Pnoy Pryde wrote: »
    Thanks for the kind words, happy to help out!
    As some of you may have seen I may be doing a Wii board, do people want analog support for it? If possible please write what you want it to handle and I´ll see what I can do.
    Also, I thought about JLF and having a analog-kit for it, anyone did any work on that?

    edit: @TheBlackHombre‌ do you think you could tell us what the part # or whatever is written on the pots are?
    Picture:
    http://i.imgur.com/BQz7Xv7.jpg
    Text:
    [M] (M is inside a box)
    Elkn 95
    OL
    321

    d3v wrote: »
    Thanks for the kind words, happy to help out!
    As some of you may have seen I may be doing a Wii board, do people want analog support for it? If possible please write what you want it to handle and I´ll see what I can do.
    Also, I thought about JLF and having a analog-kit for it, anyone did any work on that?
    Doesn't Paradise's "Project Magenta" have analog?
    http://forums.shoryuken.com/discussion/152973/paradise-arcade-joystick-project-magenta
    Yeah I've come across this as well during my research on the subject, but Project Magenta isn't actually "analog". It's analog in the sense that you can change the directional input ranges, but all input is converted into cardinal digital inputs. So at the end of the day, your joystick is still being connected to the arcade stick with a 5 pin harness.



    I have updates for you guys, but before I go into them; I want to apologize for the lack of updates in the past 2 months.
    The reason is a bit personal which is why I put it in a spoiler but I've recently graduated from my university, as well as recently finishing all of my needed certifications. I'm 22 and have been trying to start my career, so most of my time has been going to sending in applications to hospitals and clinics around the area, looking daily for new job postings, inquiring about positions in person, etc. I've been really hopeful these past months but have been becoming really really really stressed out as of lately since I still haven't found anything :/.

    In addition to my personal life, this post alone took me a few weeks of writing and editing. So again I apologize for the slow updates but I hope you guys can bear with me during this time.

    In hopes of countering any future slowness, I will post a timeline I'll try to stick to at the end of this post.

    Updates:
    Each section is rather large so I'll be breaking them up with spoilers. I have included hyperlinks into the text as well to give background information on some of the topics I talk about. I have been in contact with TerryJ (a modder from the SmashBoards forums) and Ashen (a modder from the GC-Forever forums) who have helped me with information. TerryJ most notably has he helped me a lot with information and brainstorming ideas regarding wiring.

    Button layout
    Intro
    I'm going to explain everything regarding the button layout because I believe there is a lot of confusion going on behind my thoughts on it. I want to create an optimal button layout for game play purposes that also allows customization ability. Even though the finished product will be my stick, I want to create a standard layout for others to follow. That is why I originally designed the button layout I did to accommodate two base button layouts; but I did a poor job of explaining that which is where most of the confusion came from I believe (I will explain more in the revised button layout section below).



    Background
    When stripped of shortcut and duplicate buttons/triggers; Smash Bros is essentially a 4 button fighter: attack (A), special (B), jump (X/Y), and shield (L/R). Grab (Z) is a shortcut of Attack + Shield, I have even tested this myself in many general and character specific scenarios (including Z aerials and Z tethers).

    Picture for reference:
    controllerFront.jpg

    I was originally opposed to duplicate and shortcut buttons; I wanted the 4 base buttons and that was it it. However, due to the suggestions from people in here and doing more testing; I have decided to include the Z button as well as duplicate buttons (jump and shield) into my revised layout. In addition to this, Project M (I play Project M more than I do Melee) was updated to 3.5 a few weeks ago (last updated 9 months ago) which includes a substantial update to how duplicate button inputs are registered in-game.
    One of the most requested changes, separate inputs for individual buttons, has been implemented, allowing a command to remain usable even if you are holding the same command on another button. This means that players can now wavedash with R while still holding the L-trigger (or vice versa), bringing back this comfortable input option from Melee. Other notable combinations are using two jump buttons for more flexibility on instant double-jump inputs, as well as allowing the Grab button to work even if Attack is currently held.
    http://projectmgame.com/en/news/blogpost-8-system-changes



    Before I talk about the revised button layout, I want to talk briefly about how I made decisions regarding the button layout. I originally thought of a button layout that would be efficient in "theory" and then tested that layout out in "practice" via Dolphin netplay (on arcade stick). What works out in theory doesn't always work out in practice, so I've scrapped and revised layouts until I ended with 1 "natural" feeling layout. A very important factor in the decision making was how the layout impacted the ergonomic hand position when performing advanced techniques. The whole point of making this project is to create something that is more efficient than a controller, so I don't want to make complicate gameplay any further by needing to use awkward hand positioning on the arcade stick. Something worth mentioning is that I also drew ideas from people playing with the controller in a "claw" layout.



    Revised Button Layout
    I designed the button layout with customization ability for 2 button layouts (P4A-inspired and KOF-inspired since these are the 2 I believe feel the most natural). I tried to demonstrate an explanation of this while giving a visual of the P4A-inspired layout, but I feel that is what caused the majority of the confusion.
    7HzRrDl.png

    BfMnwgO.png
    • NOTE: The reason why I have the c-stick buttons above/below the vewlix buttons; and not on the left side like FreedomGundam's suggestion, is because doing so would obstruct the space needed to mount the joystick. The LS-64 is HUGE, I need a lot of space in between the stick and buttons because of this. In addition, having 8 30mm (vewlix layout) buttons also minimizes the amount of total space I have to work with on the panel.

    I'm still open to suggestions but this is what I believe will become the final layout. It leaves 3 free buttons left over (4 if you don't map Taunt) that can be mapped to whatever. I will personally map the extra buttons like this (extra buttons shown in red):
    http://i.imgur.com/H0BTeqm.png

    Even though it may not look like it, a lot of thought and testing went behind this layout. Note: The button layout is different than what I posted in the previous post.

    Basics
    • Uses the KOF-inspired button layout (4 white buttons)
    • A (attack) and B (shield) buttons are in simple locations which make menu navigation simple
    • Shield is mapped to both L and R (offers no game play benefit but allows you to exit matches) Note: Melee players can choose to map only 1 shield button, and another shield button to serve as a "light" shield. I will elaborate in the wiring section.
    • You can throw with Street Fighter's input: attack + shield
    • You exit matches with: attack+shield + start
    • Z button is mapped (serves as shortcut for shield + attack)

    Advanced
    • Shield is set to L and R 100% 'click' input, if shield were partially inputted; wavedashing and powershielding would not be possible
    • Jump cancel grab is just a kara throw input: jump + (shield + attack), if the player doesn't want to throw with 2 buttons. He can plink jump with grab (Z button) which is located right underneath
    • DACUS is a plink of (c-stick down ~ attack) which are located right on top of each other
    • Taunt (dpad) is located underneath special so footstooling an opponent without moving your hand
    • Wavedash is a simple strum (not plink timing, closer to double tap timing) of (jump ~ shield)
    • Out of Shield options are very simple due to each finger having access to a button
    • Because the LS-64 has a long throw distance, players can play with tap-jump on without risk of mistaken jump inputs, thus making aerial combos and certain OoS options easier
    • 4 cardinal C-stick buttons allow easy pivot attacks, Smash DI, and aerials without directional input.



    I plan on releasing a video in the future, showing how the easiness of advanced techniques when performed on an arcade stick as well as how to perform them on a stick. I will be showcasing technical characters in both Melee and Project M such as Fox, Falco, Ness, Peach, etc. Something interesting worth mentioning is that a OoS wavedash input (referring to Melee because there stricter input leniency compared to Project M) becomes very similar to a just-frame input (similar to the Tekken series except with a much easier directional input), I'll elaborate on this in the future when I make a gameplay video.

    Thoughts on the joystick's circle gate
    LS64Dis.jpg
    The removed piece of plastic serves both as the joystick's gate, and the base of the joystick. I wonder if it's possible to 3D print a new base that has a square gate shape. This is mere speculation so I would have to do further research to see if this is a realistic possibility (mainly due to having to 3D model one and durability testing), however this is a minor issue since I can continue working on this even after the final stick is built. However, me wanting a square gate is just personal preference since I prefer using them on all my joysticks.

    However a square gate vs a circle gate does offer pros and cons (compared to each other) in some aspects of gameplay like angled smash attacks, wavedash angles (determines how far/short you go), etc. From me playing on Dolphon emulator with a JLF, I'd prefer using a square gate over a circle gate.

    Mounting the joystick
    I'm considering using the Universal Arcade Joystick Adapter Plate from Paradise Arcade Shop to allow me to mount the LS-64 in a traditional way. I compared the mounting plates of the LS-64 (if you can consider it a mounting plate) and the JLF, so 3 screws should mount into the LS-64 with the adapter plate. If not, I'd probably have to make something custom to mount the joystick (which is really really weird to mount).

    PCB wiring
    Background Info
    Please read this webpage to see how an analog joystick works. The Seimitsu LS-64 appears to work the same way. Each potentiometer has 3 wires each and then are bundled together into a 6 pin wire harness which can be seen in TheRealNeoGeo's post. Note: The 6 pin wire harness is red.
    http://electronics.howstuffworks.com/joystick3.htm

    Here is a diagram of the gamecube controller PCB courtesy of slagcoin.com.
    http://slagcoin.com/joystick/pcb_diagrams/gc_diagram1.jpg

    However only the PCB pinout chip is actually needed for many of the controller's inputs, which should make the wiring process easier. Wiring the PCB this way loses the rumble feature, but that's irrelevant since the rumble feature can't be incorporated into arcade sticks anyway.
    http://www.gc-forever.com/forums/viewtopic.php?f=26&t=1300

    I also have all the equipment I need to start working (not counting the actual wiring, quick disconnects, and terminal strip): multimeter, soldering iron kit, dremel, and PCB.
    http://slagcoin.com/joystick/pcb_wiring.html



    L/R Triggers
    Since I'm using an arcade stick, I will be using all pushbuttons to play. I want 1 button to be a 100% 'click' input (shield), and 1 button to be a variable input (light shield) (as shown in my personal button layout).

    The triggers themselves are analog, however the Gamecube controller PCB pinout chip can be wired directly for a "click" input. This will serve as the wiring process for the shield button.

    Pictures for reference:
    First party controller (top right image)
    gc_diagram1.jpg

    Third party controller (referring to RV and LV)
    file.php?art=51&file=3

    On the back of the Gamecube controller PCB, there are 2 sliding potentiometers that attach to the L/R triggers and give anywhere between a 0-100% pressed signal. Pressing the trigger (on the controller) slides the sliding potentiometer. I believe the potentiometer resists the voltage depending on how far the sliding potential is pressed (trigger) and that is what's read in-game. When the trigger is pressed all the way, you will come into contact with a tact switch that gives a physical "click" input. Without this click input, you wouldn't be able to activate a full shield (only a light shield) which means you wouldn't be able to do some advanced techniques like power shielding and wavedashing. It is also worth mentioning that without this click input, you cannot exit matches (even with a 100% signal input on shield).

    For the shield button, I can just wire 1 pushbutton directly to the GC controller PCB pinout which gives a 'click' input.

    For people that don't play Melee, the information beyond this (within the L/R Trigger section however) is optional. Smash Bros games after Melee no longer have light shielding so both shields buttons (X and Y) can be mapped to one pushbutton (as shown in the original revised button layout).

    I'm considering using a knob potentiometer to replace the slide potentiometer (also 3 pinned) to work in conjunction with an arcade pushbutton for physical input. The knob itself can be located in the back of the stick in the "select" button's location (start and select button location on Madcatz TE). This means that I can rotate the knob and set the variable shield input (0-100%) myself. However, unless I can wire the knob (when set to 100%) to act as a 'click' input; I will not be able to exit matches.

    What are your guys' thoughts on how to accomplish this? I want to wire a knob potentiometer to work in conjunction with an arcade pushbutton for variable (shield) input; while also having a 'click' input on 100%? Not having a 'click' input was an oversight on my part as I did not discover this until I was ready to post this.

    Extra: I'd preferably like to use this knob cap attached to the knob potentiometer.



    Right Analog Stick
    The analog sticks on a GameCube controller act as voltage dividers, the operating voltage of the GC controller is roughly 3.4v. So when you turn on the GameCube with the controller plugged in the console "calibrates" the analog sticks center position every time. In voltage, the center position should end up being something around half of 3.4v (1.7v). So the centered voltage is 1.7v and then when you tilt the analog stick in either direction the potentiometer on each axis varies the voltage low to high depending on the direction you push the stick, something like this:
    analog-stick_zps53c1b769.png

    This illustration is just for reference though, and may not be exactly correct. I need to use a multimeter and figure out which directions pull "high/low".

    I will be wiring the right analog stick (c-stick) into 4 cardianal pushbuttons. So I need to figure out the voltage values on the right analog stick of the GC controller and send the "dataline" on each axis whatever voltage it needs to be fully depressed (which will be either 0v or 3.4v). So then I just connect the buttons that need 0v to ground and the buttons that need 3.4v to the 3.4v supply line on the controller.



    Left Analog Stick
    The left analog stick (LS) on the gamecube controller can be unhinged and removed from the LS potentiometers. The LS potentiometers are 6 pinned, with 3 for each axis.

    I originally thought to separate the wires (in the LS-64) from the harness and solder them directly to the LS potentiometers. But the thought occurred to me that I could solder a 6 pin receiver to the gamecube controller LS potentiometers instead, that way I can easily 'unplug' and 'plug in' the joystick for whatever reason in the future. (Imagine these harnesses connected together http://www.mo-co-so.com/v/vspfiles/photos/MCS-BIC-06P-2.jpg).

    However, the Seimitsu LS-64 is a 10v joystick. I'm not sure if I need to do any tinkering with the joystick to work when wired to the left analog stick?



    RJ45 jack (optional)
    This was very last minute on my part, but if it's possible I'd like to install a RJ45 jack and use a detachable gamecube cable with it. I still have to do more research on this but here are some links with information regarding the RJ45 cable and GC controller cable.
    RJ45
    Nintendo Gamecube Controller Protocol
    Installing Gamecube controller cable to MC Cthulhu Note: I will still be using a GC controller PCB; this page simply has information about the detachable RJ45 gamecube controller.

    Building a prototype stick
    Equipment
    I already have a multimeter, dremel (if I need it), and multimeter. The only other equipment I need are:
    • Wiring Pliers
    • Tri-wing screwdriver

    Wiring
    Outside of the buttons, pcb, and joystick; the only materials I need to wire everything are:
    • Various colored 24 AWG Insulated Wire
    • European-Style Terminal Strips
    • Non-Insulated, Single-Barrel Quick Disconnects
    • Clear 3/16" Heat-Shrink Tubing

    The point of the prototype stick is for me to make sure all the wiring is correctly done. I'll most likely just use a big tupperware as a temporary case while I do the wiring (this will be my first wiring job). I will then move everything to a more permanent (but still temporary) case like a gutted Brawlstick or something once the prototype is finished. I have big plans on what I want the final arcade stick to look like so I'll be contacting a custom case builder in the future regarding this. Stay tuned!

    Timeline
    Besides the some oversights I had until recently, I feel like I'm ready to start building a prototype stick really really soon.

    Dec - Jan: Solve remaining wiring issues
    Jan - Feb: Order parts and build a prototype stick

    I really want to start working on the prototype stick as soon as possible, I'm very very excited for this project to finally take off.
  • Politank-ZPolitank-Z Joined: Posts: 504
    Only slightly related but I've played smash with a stick using an emulator and pc. It's a lot like playing smash 4 with just the sideways wiimote. Meaning you don't have analog control of your characters, but it's serviceable. In fact, you get instant smash capability since it's not analog! It's actually pretty fun this way (and with a hitbox.) Your idea is better by miles though!
  • TheBlackHombreTheBlackHombre Aesthetic Joined: Posts: 1,672
    edited January 2015
    It's been a week since the thread was updated with my progress so I want to bump the thread and tag people's names in this thread so they get a notification and look at the thread.
    In other news, I got a job in my career field so the project should continue with no more hiccups or time delays!! The only reason why I put this in a spoiler is because it's a personal matter.
    EDIT: Can't tag people with spaces in their name? :neutral_face:

    @UNW4NT3D
    @Murphy0X
    @FreedomGundam
    @Pnoy Pryde
    @d3v
    @Moonchilde
    @Darksakul
    @Feargus001100
    @RoyalFlushTZ
    @Twinniss
    @Missing Person
    @TheRealNeoGeo
    @undamned
    @Politank-Z
    Any Dolphin coders on SRK???

    Perhaps... the Konamistyle Otomedius Gorgeous Ver. Hyper Stick Pro could be used???

    otomediusstick.jpg

    Ironic now that this stick will be coming out.
    Hori_DOA5LR_arcade_stick_touch_pad.jpg
    http://shoryuken.com/2014/12/15/hori-developing-analog-and-touchpad-enabled-dead-or-alive-arcade-stick-for-playstation-4/
  • MoonchildeMoonchilde Resident tech talk double poster Joined: Posts: 4,838
    I'm actually avoiding the thread because I want to tackle this project in the future as well, and want to look at it with "fresh" ideas in my head rather than possibly being subconsciously inspired by other work.
    Disclaimer: I work for Paradise Arcade Shop. My posts are probably biased. Take that into consideration. Bye!
  • TheBlackHombreTheBlackHombre Aesthetic Joined: Posts: 1,672
    Moonchilde wrote: »
    I'm actually avoiding the thread because I want to tackle this project in the future as well, and want to look at it with "fresh" ideas in my head rather than possibly being subconsciously inspired by other work.

    Haha sure that's fine, at least stick around for tips regarding the wiring process when I start building the stick. You can be as creative as you want with your stick, but having a diagram for the wiring process will help alleviate any future issues you may come across!

    I'm hoping to hear some feedback from the others who have been posting in here before, I'm a bit sad that the thread seems to have died so far.
  • FreedomGundamFreedomGundam Freedom, ikimasu! Joined: Posts: 2,535
    edited January 2015
    Good to hear that there is (and will be) more progress on this; I'm very curious to see how this is going to go.

    A little clarification in response to your response to my suggested button layout:
    My suggested button layout actually requires less hole-drilling, and doesn't require you to add any additional holes between the joystick and the main Vewlix buttons. If you look at my diagrams, you'll see that the main buttons use for Smash (Jump/Attack/Shield/Special) are actually positioned on the OUTER (ie, right-most) 6 buttons on the Vewlix layout. Leaving the inner-2 (the two left-most buttons) available for the directional-Smash attacks. You're also not introducing any new buttons/holes between the joystick and the standard Vewlix layout, so mounting the joystick should not be an issue.

    This would also eliminate the 3-4 extra/unused/free buttons that you described in your layout. However, if your goal is to assign functions to these buttons out of necessity rather than opportunity (ie, "I need to have X-function at this additional location" rather than "Oh, here's an unused button, maybe I can use it for something?"), then perhaps my rationale might not apply in your train of thought.
    Current at-home stick: Hori VLX Kuro (LS-40-01 + PS-14-K)
    Current portable stick: Mad Catz TvC (LS-40-01 + PS-14-KN)
    Current guest-sticks: custom ABS Modular stick (JLF + OBSN-30), custom Saint-stick (Happ/IL Competition)
    Cabinet: custom "Resistor" cabinet (32" LCD, X360, P1=LS-32-01 + PS-14-KN, P2=JLF + OBSC-30)
    Previous sticks: custom Happ CvS2 Double-sticks, custom Happ Hitomi-stick & Xenosaga-stick, custom Sanwa/Seimitsu Neptune-stick and Sylvia-stick, modded Mad Catz TvC, modded Mad Catz Brawlstick, modded Hori FSVX, modded Exar Exaprize

    Looking for:
    CPS2 (green or blue): Hyper SF2
    Naomi GD-ROM: SF Zero3 Upper, Puyo Puyo Fever, Triggerheart Excelica, Ikaruga
  • PinoyPrydePinoyPryde Rhythmic Button Mashing Joined: Posts: 1,184
    Can't be tagged but I subbed this thread. Glad to see that progress will continue, I really want to see that LS-64 put to good use! The more I see this the more I want to try my hand at making some sort of pot mod for a JLF or something.
    I mash buttons and stomp my feet to music

    Steam ID/PSN: ArcadeStatic
  • TheBlackHombreTheBlackHombre Aesthetic Joined: Posts: 1,672
    edited January 2015
    Good to hear that there is (and will be) more progress on this; I'm very curious to see how this is going to go.

    A little clarification in response to your response to my suggested button layout:
    My suggested button layout actually requires less hole-drilling, and doesn't require you to add any additional holes between the joystick and the main Vewlix buttons. If you look at my diagrams, you'll see that the main buttons use for Smash (Jump/Attack/Shield/Special) are actually positioned on the OUTER (ie, right-most) 6 buttons on the Vewlix layout. Leaving the inner-2 (the two left-most buttons) available for the directional-Smash attacks. You're also not introducing any new buttons/holes between the joystick and the standard Vewlix layout, so mounting the joystick should not be an issue.

    This would also eliminate the 3-4 extra/unused/free buttons that you described in your layout. However, if your goal is to assign functions to these buttons out of necessity rather than opportunity (ie, "I need to have X-function at this additional location" rather than "Oh, here's an unused button, maybe I can use it for something?"), then perhaps my rationale might not apply in your train of thought.
    Oh I see now, I didn't realize that when I initially viewed your post. That is a very interesting use of the vewlix layout because it makes the button layout simpler at first glance.

    I modified the layout slightly to show what I think is most efficient and necessary: an ergonomic "home row" hand position with a dedicated light shield button not compromising that doesn't compromise that "home row" position, as well as 4 dedicated c-stick buttons. Note: The "home row" position I speak of is: thumb - attack; index - shield; middle - jump; ring - special. If the player light shields, they just shift the position of their thumb without disrupting the ergonomic position.
    chqvfLH.png

    I'm not going to lie, I actually really like this layout. It only requires 3 extra holes to be drilled which is really really great. I'm going to keep tinkering and experimenting with this layout until I find something I think is the most efficient and comfortable using this kind of layout.

    Thoughts that came into my head is shifting the 3 top c-stick buttons to the right so they're literally on top of shield, jump, and special. That way, the player won't need to shift his hand to the left when using the c-stick buttons. I may also switch light shield and the c-stick button (the one above light shield) so that light shield is immediately next to the shield button, and c-stick down is next to attack. That would make the most sense and help with ergonomics when comboing, but that means the player will have to shift his entire hand to the left when light shielding; thus throwing off the "home row" hand position. This would be bad for gameplay purposes because whenever the player light shields (which they will most of the time), their hand position is completely off. That is why I decided to put light shield where it was on my final layout, it just happened to be on one of the extra buttons that was available.
    H0BTeqm.png

    Another reason why I would like extra buttons (I was originally against them before, but now I want them) is so people can map duplicate buttons and have enough buttons for 3 taunts. Taunts do have some really practical uses, but their extremely character specific. Some characters may be able to spike with one of their taunts or perform a ledge guard with theirs, I don't want to limit the player from anything that's possible on the gamecube controller. So that's my dilemna, needing 3 buttons for the 3 taunts that can be used in game.


    PinoyPryde wrote: »
    Can't be tagged but I subbed this thread. Glad to see that progress will continue, I really want to see that LS-64 put to good use! The more I see this the more I want to try my hand at making some sort of pot mod for a JLF or something.
    I actually thought about the same thing. I thought about using an optical PCB for analog purposes so you wouldn't have to install any extra parts to the joystick besides pots attached to the pcb. I actually had put research into how to make a pcb (it's easier than I though surprisingly) so I'd like to try seeing what I can create once this project is done. I think a JLF pcb replacement would open up the flood gates for people who want an analog joystick.
    Post edited by TheBlackHombre on
  • sharpforksharpfork Joined: Posts: 50
    edited January 2015
    Super cool project!
    We might have a PCB solution for you that would make your fight stick more versatile with multiple output options including direct to wii U via USB. I don't want to spam this thread so I'll start with this: http://kadevice.com/2015/01/first-ever-direct-3rd-party-usb-wii-u-input-february-kickstarter-/
  • FoxyFauxFoxyFaux Joined: Posts: 3
    Hi I've been following this forum since before my computer was busted via handheld & although you already have your heart set on a specific button mapping I just thought i'd drop this in here for discussion as it's something i've considered before:

  • sharpforksharpfork Joined: Posts: 50
    This is a super cool project!

    I might have the PCB for you at some point. We have an older project that has dealt with many types of digital and analog arcade controls. For our new project we have output to Wii/Wiiu emulating classic controller as well as what I think is a first, direct output to Wii U via USB by emulating the gamecube converter. We also cover a WIDE range of system outputs as well as classic console inputs. We have been chatting about adding direct gamecube out but it isn't high on the feature list.

    Here is a bit more info about the project, a video showing the direct Wii U output and our upcoming kickstarter:
    http://kadevice.com/2015/01/first-ever-direct-3rd-party-usb-wii-u-input-february-kickstarter-/

    3hYzXE1.jpg

    You can also play more traditional ways on the fly:
    KaaL5Ta.jpg

    I use that Jasen's Custom Panzer for SFII on PS3, steam on Mac, and all sorts of emus.
    here is a bit more info about the current I/O:
    O37tOnf.jpg
  • TheBlackHombreTheBlackHombre Aesthetic Joined: Posts: 1,672
    sharpfork wrote: »
    This is a super cool project!

    I might have the PCB for you at some point. We have an older project that has dealt with many types of digital and analog arcade controls. For our new project we have output to Wii/Wiiu emulating classic controller as well as what I think is a first, direct output to Wii U via USB by emulating the gamecube converter. We also cover a WIDE range of system outputs as well as classic console inputs. We have been chatting about adding direct gamecube out but it isn't high on the feature list.

    Here is a bit more info about the project, a video showing the direct Wii U output and our upcoming kickstarter:
    http://kadevice.com/2015/01/first-ever-direct-3rd-party-usb-wii-u-input-february-kickstarter-/

    [/url]

    You can also play more traditional ways on the fly:
    [/url]

    I use that Jasen's Custom Panzer for SFII on PS3, steam on Mac, and all sorts of emus.
    here is a bit more info about the current I/O:
    [/url]

    Yeah I saw this before when you posted it. I have to re-watch the video to know a bit more about it again, but if I can output to a wired connection on Gamecube or Wii (I primarily want to play Melee and Project M), and have my own custom controls; this will work great.

    I haven't updated this thread in awhile, but progress hasn't been at a stand still up to this point! I'm going to keep everything as a surprise for now, but be prepared to see a playable stick debut at the end of this month. I'm planning to compete with the smash stick at CEO (entering Melee) this year! This is all thanks to a very notable and well known member on this forum, Gummo.

    Stay tuned.
  • ShitakiShitaki Joined: Posts: 18
    edited June 2015
    sharpfork wrote: »
    This is a super cool project!

    I might have the PCB for you at some point. We have an older project that has dealt with many types of digital and analog arcade controls. For our new project we have output to Wii/Wiiu emulating classic controller as well as what I think is a first, direct output to Wii U via USB by emulating the gamecube converter. We also cover a WIDE range of system outputs as well as classic console inputs. We have been chatting about adding direct gamecube out but it isn't high on the feature list.

    Here is a bit more info about the project, a video showing the direct Wii U output and our upcoming kickstarter:
    http://kadevice.com/2015/01/first-ever-direct-3rd-party-usb-wii-u-input-february-kickstarter-/

    [/url]

    You can also play more traditional ways on the fly:
    [/url]

    I use that Jasen's Custom Panzer for SFII on PS3, steam on Mac, and all sorts of emus.
    here is a bit more info about the current I/O:
    [/url]

    Yeah I saw this before when you posted it. I have to re-watch the video to know a bit more about it again, but if I can output to a wired connection on Gamecube or Wii (I primarily want to play Melee and Project M), and have my own custom controls; this will work great.

    I haven't updated this thread in awhile, but progress hasn't been at a stand still up to this point! I'm going to keep everything as a surprise for now, but be prepared to see a playable stick debut at the end of this month. I'm planning to compete with the smash stick at CEO (entering Melee) this year! This is all thanks to a very notable and well known member on this forum, Gummo.

    Stay tuned.

    Nice I can't wait to see it! Have you seen this person's custom smash stick?? It was posted on reddit like a month ago.
    http://msalino-hugg.blogspot.com/2015/05/a-better-gamecube-controller-part-3-of.html?m=1
    There's a YouTube video of it in action also!
  • TheBlackHombreTheBlackHombre Aesthetic Joined: Posts: 1,672
    Shitaki wrote: »
    sharpfork wrote: »
    This is a super cool project!

    I might have the PCB for you at some point. We have an older project that has dealt with many types of digital and analog arcade controls. For our new project we have output to Wii/Wiiu emulating classic controller as well as what I think is a first, direct output to Wii U via USB by emulating the gamecube converter. We also cover a WIDE range of system outputs as well as classic console inputs. We have been chatting about adding direct gamecube out but it isn't high on the feature list.

    Here is a bit more info about the project, a video showing the direct Wii U output and our upcoming kickstarter:
    http://kadevice.com/2015/01/first-ever-direct-3rd-party-usb-wii-u-input-february-kickstarter-/

    [/url]

    You can also play more traditional ways on the fly:
    [/url]

    I use that Jasen's Custom Panzer for SFII on PS3, steam on Mac, and all sorts of emus.
    here is a bit more info about the current I/O:
    [/url]

    Yeah I saw this before when you posted it. I have to re-watch the video to know a bit more about it again, but if I can output to a wired connection on Gamecube or Wii (I primarily want to play Melee and Project M), and have my own custom controls; this will work great.

    I haven't updated this thread in awhile, but progress hasn't been at a stand still up to this point! I'm going to keep everything as a surprise for now, but be prepared to see a playable stick debut at the end of this month. I'm planning to compete with the smash stick at CEO (entering Melee) this year! This is all thanks to a very notable and well known member on this forum, Gummo.

    Stay tuned.

    Nice I can't wait to see it! Have you seen this person's custom smash stick?? It was posted on reddit like a month ago.
    http://msalino-hugg.blogspot.com/2015/05/a-better-gamecube-controller-part-3-of.html?m=1
    There's a YouTube video of it in action also!

    Yeah I saw it before, it's really interesting and I like that he included the wiring process. I just think his final button layout isn't as ergonomic as mine, including the mounted c-stick.

    After CEO, I'm going to post pics and vids of the stick in action; as well as give all the details about the stick and future plans regarding the stick. CEO allowed the new DLC characters to be played in Smash 4 last minute, so I updated my regristration and will be competiting as Ryu in Smash 4 as well. I'm really excited to see the look on peoples' faces!
  • ShitakiShitaki Joined: Posts: 18
    edited June 2015
    Shitaki wrote: »
    sharpfork wrote: »
    This is a super cool project!

    I might have the PCB for you at some point. We have an older project that has dealt with many types of digital and analog arcade controls. For our new project we have output to Wii/Wiiu emulating classic controller as well as what I think is a first, direct output to Wii U via USB by emulating the gamecube converter. We also cover a WIDE range of system outputs as well as classic console inputs. We have been chatting about adding direct gamecube out but it isn't high on the feature list.

    Here is a bit more info about the project, a video showing the direct Wii U output and our upcoming kickstarter:
    http://kadevice.com/2015/01/first-ever-direct-3rd-party-usb-wii-u-input-february-kickstarter-/

    [/url]

    You can also play more traditional ways on the fly:
    [/url]

    I use that Jasen's Custom Panzer for SFII on PS3, steam on Mac, and all sorts of emus.
    here is a bit more info about the current I/O:
    [/url]

    Yeah I saw this before when you posted it. I have to re-watch the video to know a bit more about it again, but if I can output to a wired connection on Gamecube or Wii (I primarily want to play Melee and Project M), and have my own custom controls; this will work great.

    I haven't updated this thread in awhile, but progress hasn't been at a stand still up to this point! I'm going to keep everything as a surprise for now, but be prepared to see a playable stick debut at the end of this month. I'm planning to compete with the smash stick at CEO (entering Melee) this year! This is all thanks to a very notable and well known member on this forum, Gummo.

    Stay tuned.

    Nice I can't wait to see it! Have you seen this person's custom smash stick?? It was posted on reddit like a month ago.
    http://msalino-hugg.blogspot.com/2015/05/a-better-gamecube-controller-part-3-of.html?m=1
    There's a YouTube video of it in action also!

    Yeah I saw it before, it's really interesting and I like that he included the wiring process. I just think his final button layout isn't as ergonomic as mine, including the mounted c-stick.

    After CEO, I'm going to post pics and vids of the stick in action; as well as give all the details about the stick and future plans regarding the stick. CEO allowed the new DLC characters to be played in Smash 4 last minute, so I updated my regristration and will be competiting as Ryu in Smash 4 as well. I'm really excited to see the look on peoples' faces!

    I remember someone asking if using a wii nunchuck would be better or putting the gamecube analog stick with the box instead. Would that be possible?
    Definitely ask if you could be on stream for some matches! I'm looking forward to seeing the stick and see it in action! Could we get a preview of what it looks like?! :smile:

    EDIT: I mean like would it have been possible to use the analog stick from the gamecube controller itself instead of having to get the LS-64? I was just curious.
    Post edited by Shitaki on
  • DarksakulDarksakul Your lack of faith disturbs me Joined: Posts: 24,292
    I think that they are the same parts inside
    “Strong people don't put others down... They lift them up.”
    - Darth Vader, Philanthropist
  • TheBlackHombreTheBlackHombre Aesthetic Joined: Posts: 1,672
    Shitaki wrote: »
    EDIT: I mean like would it have been possible to use the analog stick from the gamecube controller itself instead of having to get the LS-64? I was just curious.
    If I used the analog stick from the gamecube controller that would defeat the entire purpose of the arcade stick IMO. I want to use a joystick like a normal arcade stick.
    Shitaki wrote: »
    Definitely ask if you could be on stream for some matches! I'm looking forward to seeing the stick and see it in action! Could we get a preview of what it looks like?! :smile:
    Well the reason why I decided to wait until after CEO to post details/pics was because I'm going to be picking up everything at CEO because there was time constraints to have everything ready in time if it were to be shipped back to me before-hand. I wanted to show you guys something tangible instead of a wall of text, but I might as well spill the beans about everything now.

    I actually will have 2 arcade sticks instead of 1. As of now, there are 2 padhack'd gamecube PCB's:
    • 1st padhack using the LS-64 (analog joystick)
    • 2nd padhack has a "shift" button so I can walk/run depending if the button is held, this will allow me to drop it into an existing arcade stick and use a normal JLF.
    1. (First stick) Due to the LS-64 being so big, I plan to order a custom case to be made. I wanted to have a physical stick to still play with first so I plan to use a sturdy tupperware case to house everything (buttons and joystick) until a case is built.
    2. (Second stick) I have been playing on this setup already with an existing stick I had (qanba q1) on Dolphin netplay (PC), so I requested for this setup to be padhacked as well. I plan to drop this PCB into my qanba q1 and will have a pretty much complete setup with this since it'll be using a simplified setup (no duplicate buttons). I still have extra buttons wired on this padhack so both sticks can match button layouts in the future when I get a new plexi or case for this padhack in the future.

    The second stick came into fruition when I got the idea about a month ago. Since I was already using this setup on PC, I wanted something I could also use on a gamecube. Plus, I also had a goal of having something that other people could copy if they wanted to play Smash on a stick; so having a non-analog smash stick works great as well.

    So yeah, that's the current news; I'm very excited to finally get my hands on the stick and start using it. I wonder how much of a transition I will have to make to get used to the 1st stick so I have the option to play on the 2nd one if I can't get used to it in time. It's ironic that I'm much better of a player on an arcade stick (already) compared to a controller just because I've been playing on the computer all this time. However, the sticks aren't close to being finished. The wiring process will be complete, but I plan to fully trick out the first stick with a custom case (I was possibly thinking B15) and possible do the same with the second. So this thread will still be updated in the future as the progress continues!

    And yeah, I plan to ask if I can get stream time. I will be competing in both Melee and Smash 4, so I don't see why I couldn't. Plus, I'll be playing Ryu so I'm sure that will be pretty hype to watch. I don't have a Wii U but I've been practicing Ryu at a local video game bar we have in my home-town whenever possible. I can't wait to try his cr.LK, cr.LK xx DP combo on stick, it's gonna feel so great!
  • ShitakiShitaki Joined: Posts: 18
    edited June 2015
    Wow sounds awesome! I can't wait to see them in action this weekend! I'm curious on your future plans for the sticks. I think it would be awesome to have a smash stick. Yeah Ryu seems pretty nice even though the physics and gravity is not my personal liking. Anyways looking forward to your update soon!
  • ShitakiShitaki Joined: Posts: 18
    Hey! I didn't get to catch CEO were you on stream?? How was the stick?
  • TheBlackHombreTheBlackHombre Aesthetic Joined: Posts: 1,672
    Shitaki wrote: »
    Hey! I didn't get to catch CEO were you on stream?? How was the stick?
    I got home from CEO not too long ago and I'm dead tired, I'm going to post a lot of info/pics on the stick as well as the other one that was wired tomorrow after work. However, I uploaded a video of the stick in action to satisfy anyone's curiosity until then.

  • ShitakiShitaki Joined: Posts: 18
    edited June 2015
    Shitaki wrote: »
    Hey! I didn't get to catch CEO were you on stream?? How was the stick?
    I got home from CEO not too long ago and I'm dead tired, I'm going to post a lot of info/pics on the stick as well as the other one that was wired tomorrow after work. However, I uploaded a video of the stick in action to satisfy anyone's curiosity until then.


    Wow nice! So is this the 2nd stick or first stick? Thanks for the update! Can't wait to see all the pictures and info about it.
  • NARoadsterNARoadster Joined: Posts: 2
    I was googling around see if anyone somehow made a fightstick for smash and stumbled upon this. All i gotta say that actually looks sick. cant wait for more update. looks good. keep up the good work.
  • TheBlackHombreTheBlackHombre Aesthetic Joined: Posts: 1,672
    Shitaki wrote: »
    Shitaki wrote: »
    Hey! I didn't get to catch CEO were you on stream?? How was the stick?
    I got home from CEO not too long ago and I'm dead tired, I'm going to post a lot of info/pics on the stick as well as the other one that was wired tomorrow after work. However, I uploaded a video of the stick in action to satisfy anyone's curiosity until then.


    Wow nice! So is this the 2nd stick or first stick? Thanks for the update! Can't wait to see all the pictures and info about it.

    This is the second stick, the one without the analog joystick. I have a shift button that allows me to switch between run/walk depending if the button is held. This stick has a jlf joystick.

    The first stick, the one with the analog joystick (LS-64) is wired and ready to go; it just currently lacks a case to house everything in. The joystick is way too big for any traditional case so I plan to commission someone to build a case that will fit this giant joystick.

    Anyway, I went out to play smash 4 Ryu yesterday after work so I didn't get to update the thread. I'll be posting everything with the current news as of tonight... I promise! Expect lots of pictures but no videos because I actually don't even own a gamecube, wii, or wii u if you can believe it. I go to a local video game bar every Wednesday to play fighting games so I can get videos of the stick in action there if you guys would like.
  • ShitakiShitaki Joined: Posts: 18
    Shitaki wrote: »
    Shitaki wrote: »
    Hey! I didn't get to catch CEO were you on stream?? How was the stick?
    I got home from CEO not too long ago and I'm dead tired, I'm going to post a lot of info/pics on the stick as well as the other one that was wired tomorrow after work. However, I uploaded a video of the stick in action to satisfy anyone's curiosity until then.


    Wow nice! So is this the 2nd stick or first stick? Thanks for the update! Can't wait to see all the pictures and info about it.

    This is the second stick, the one without the analog joystick. I have a shift button that allows me to switch between run/walk depending if the button is held. This stick has a jlf joystick.

    The first stick, the one with the analog joystick (LS-64) is wired and ready to go; it just currently lacks a case to house everything in. The joystick is way too big for any traditional case so I plan to commission someone to build a case that will fit this giant joystick.

    Anyway, I went out to play smash 4 Ryu yesterday after work so I didn't get to update the thread. I'll be posting everything with the current news as of tonight... I promise! Expect lots of pictures but no videos because I actually don't even own a gamecube, wii, or wii u if you can believe it. I go to a local video game bar every Wednesday to play fighting games so I can get videos of the stick in action there if you guys would like.

    Oh gotcha. Wow really? That would be nice still to get some videos with the stick! Wow I wonder how you practice tech skill in melee and pm then? Do you own a pc good enough to run dolphin? Anyways looking forward to the pictures!
  • TheBlackHombreTheBlackHombre Aesthetic Joined: Posts: 1,672
    edited July 2015
    UPDATE!
    First I would like to give credit to Gummo for doing the wiring job, if it wasn't for him; I'm sure none of this would have been possible. The wiring job seemed really difficult and I got lost as he was explaining things to me in person at CEO about the process it took.

    All pictures are contained within spoilers.



    Non-Analog Arcade Stick
    This was the one I competed with at CEO. The gamecube padhack is housed in a qanba q1 I had already owned and I upgraded the parts to sanwa at CEO. The analog version currently lacks a case because the LS-64 is too big to mount in any existing case I have, I have to get a case custom made for it.

    Top view - shows button layout. Ignore the button names on the default qanba artwork.
    4 orange buttons = A, L, Y, B (from bottom to right)
    4 yellow buttons = c-stick buttons (up, down, left, and right)
    green button = "shift" button. (See video below)
    bzB9ddi.jpg
    3gGxSqI.jpg

    Demonstration was done via Dolphin emulator because I don't own any nintendo consoles, however the shift button on the arcade stick works the same way on console as it does in Dolphin emulator. Whenever the shift button (green button) is NOT pressed, the joystick is 100% engaged (acting as the left analog stick). Whenever the shift button IS pressed, the joystick is x% engaged. I can I open the stick and adjust the percentage (in every direction) if I'd like but I currently have it set to 40%. I plan to raise it but need to do more testing to find what will be appropriate. The shift button is what allows me to walk/run, and do tilt attacks so it was an integral part of this build since this stick lacks an analog joystick.

    If you look to the left of the stick (in the video), you can see a gamecube-PC adapter, this is needed so I can use the stick on the computer since the stick now lacks a usb cable and now natively uses a gamecube cable (since there's a gamecube PCB inside it).
    wBPz0m7.jpg


    Due to the gamecube PCB inside, Gummo had to dremel off a piece of the interior structure of the case so the case could close. The piece that was removed served no vital part of the structure of the case, it was just a piece that allowed the qanba q1 to be mounted with table clamps. We covered the hole with black electric tape.
    T5SIg9S.jpg
    z8A5vA5.jpg
    maxresdefault.jpg

    Now for the part that every one wants to see... the guts!
    tKTY6un.jpg

    I highlighted 3 unique areas of the insides (see spoiler below).
    Red = screw terminals which is where the buttons and everything are connected to. This allows solderless removal/addition of buttons since currently not every button is mapped to the stick because I currently lack enough buttons on the stick.
    Green = Trigger potentiometer. This is a slider that is normally attached to the gamecube controller's trigger, sliding this allows me to set whatever % I'd like for the light shield button. Currently the stick lacks a light shield button and only has a hard shield button. This will change once I get a new case/plexi with enough button holes.
    Blue = 4 potentiometers that allow me to adjust how much % the "shift" button will change the joystick to. Each pot controls one direction of the joystick. You just take a small flathead screw driver and turn them, it's pretty simple. However, they will turn forever so I hooked up the arcade stick to a computer to know how much % I'm getting when I'm turning them.

    I also included close-up's of the pcb.
    1Qxuoa3.jpg
    hUY3RnT.jpg
    qsi8Ifz.jpg



    Analog Arcade Stick
    This is the stick that will use the LS-64. Because this one lacks a case, I can only show you the wired PCB, buttons, and joystick (LS-64).
    P1NLQFl.jpg
    IryW0pG.jpg
    tsYeHvf.jpg

    I'm very excited to get this one ready to play. I'm going to have a hard time mounting the joystick and I'm going to PM Per from Akishop to see if he has any documents about the LS-64 that would have more the dimensions on the stick, or possibly mounting instructions. If anything, I could just tupperware it or use a wooden box.



    I plan to make a video showcasing how I use the stick to play the game as well as perform various tech skill. I designed the button layout to accomodate all the game's advanced techniques in a ergonomic hand position. I'm planning to change position of the green button and the down c-stick button (bottom button that was added) to make the layout a little bit more simple. The button layout wasn't originally designed with the shift button in mind, so I think switching the location of the shift button will allow a more ergonomic feel. Plus, it would allow you access to all the buttons still if you just hit shift with your thumb so you can continue playing with your other fingers.

    Thats all for now, expect some videos of the stick in action within the week. I'm open to all questions and requests regarding video making.

    Reposting video of the stick in action at CEO:
  • NARoadsterNARoadster Joined: Posts: 2
    did you use a pcb circuit board to connect the terminals (speaking of the analog one)? looking at your analog one. where the terminals are to the right where all the wires are connected to what are those? interested to see this progress of the analog one.
  • FoxyFauxFoxyFaux Joined: Posts: 3
    I like how you're approaching both of the sticks. The digital one by using a third party controller PCB and the analog by using a first party nintendo PCB. Is the third party PCB a Gamestop gamecube controller?
  • GummoGummo Can We Mod It? Yes, We Can! Joined: Posts: 5,526
    Yeah its the gamestop gc pad. That didn't make a difference I could of used first or third party for both setups.
    Website: http://www.gummods.com
    Youtube Channel: http://www.youtube.com/gummowned
    Twitter: @Gummowned
    Will be providing my modding services at EVO @ the Madcatz booth!
  • ShitakiShitaki Joined: Posts: 18
    edited July 2015
    Awesome pictures and videos of the sticks! Any updates on the sticks or videos to show?
  • FoxyFauxFoxyFaux Joined: Posts: 3
    Gummo, I'd also like to padhack some gamecube arcade sticks but i know very little about wiring, I was wondering if there was a guide out there for beginners like me. Also are any of you guys going to EVO?
  • TheBlackHombreTheBlackHombre Aesthetic Joined: Posts: 1,672
    edited July 2015
    Shitaki wrote: »
    Awesome pictures and videos of the sticks! Any updates on the sticks or videos to show?
    Soon, I've really been meaning to get footage of me using it to show you guys but I just end up playing instead of video recording. I was planning to order 2 tripods so I could mount 2 cameras (one for my hands, one for the screen) to show everything but I think I'll just have someone record over my shoulder or something.

    The first video I want to make is me showing off how my button layout works in game, show I actually press inputs, and showcase how easy execution becomes on the stick compared to gc controller (granted you still have to know how to use an arcade stick otherwise the stick is harder to use).


    Techniques and characters I was thinking of demonstrating were:
    Wavedash - melee
    Wavedash OoS - melee
    Wavedash off stage, fast fall, catch ledge - melee
    SHFFL - melee
    Jump canceled grab - melee
    Up tilt using shift button - melee
    Pivot smash - melee

    DACUS - brawl shiek
    Waveshine - melee fox
    Double jump cancel (djc) setups - project m lucas
    Advanced + extended desync setups - melee ice climbers
    SH double fair - melee marth
    SHFF laser - falco
    Street fighter inputs - smash 4 ryu

    And possibly: moonwalking with captain Falcon and float cancel combos with peach if I can learn them in time.

    Currently the only thing that isn't possible to perform on the finished smash stick is shield drop. It technically is but I have to set my "shift down" value to 41-43% which means I would just drop from a platform if I ever tried to down tilt since that is enough % to cross the threshold to consider the character dropping through a platform. I set it below 41% so I can down tilt without the risk of dropping through platforms.
    Shield dropping works by the way smash players normally do it, read my next post down for more info.

    I'll try to get a video of me showing everything this week, however until that time, is there any requests you guys have that you'd like for me to showcase in the upcoming video? Maybe specific character combo, technique, or something along those lines.
    Post edited by TheBlackHombre on
  • ShitakiShitaki Joined: Posts: 18
    Hmm I think you forgot multiple shining, and maybe do some more brawl specific tech in PM like RAR. If I can think some more specific tech, then I'll let you know. Are you able to do some netplay? Or have a human opponent?
  • TheBlackHombreTheBlackHombre Aesthetic Joined: Posts: 1,672
    edited July 2015
    Shitaki wrote: »
    Hmm I think you forgot multiple shining, and maybe do some more brawl specific tech in PM like RAR. If I can think some more specific tech, then I'll let you know. Are you able to do some netplay? Or have a human opponent?
    Yeah multi-shining is something planned as well, I forgot to write it down.
    That's a good idea as well, I'm primarily a PM player so I can definately showcase brawl mechanics; however imo RAR is a really really simply concept but I'll still cover it. And yes I have the ability to netplay, that's where I get most of my practice in actually and I'd love to play against you sometime if you'd like! I also have human opponents I can play with however I just have to plan everything to get some friends together for a session, it was easier to do some random meet-ups in any game when I lived in Olando. Typically when I go to Orlando I stay there for the weekend but with plans or work getting in the way, I won't be able to stay up there for another weekend in about 3 weeks :( However, I've been wanting to take Melee more seriously so I plan to play against the Orlando players whenever I go up there next.

    EDIT: I'm planning on recording the video Thursday night since I'm free then. Also I'm open to anything you'd like to list for me to showcase/perform for the video, I'm open to any smash game. Keep in mind, I don't own a wii u so I'll have to go to my friend's place to record anything regarding smash 4. Currently, I barely play that game so I'm probably just gonna perform some Ryu combos.

    EDIT 2: Want to clarify, shield dropping IS possible without needing to set the shift down button to 41%!! I can shield drop how most people do, by tilting the joystick all the way to the edge of the gate and then sliding the joystick to the bottom diagonal. Of course, I use the shift button to do this but it makes me very happy that I can do this. As of today, I don't think there is any technique that you can do on a controller than you can't do on this!
    Post edited by TheBlackHombre on
  • ashran_yeashran_ye Joined: Posts: 12
    Moonchilde wrote: »
    I'm actually avoiding the thread because I want to tackle this project in the future as well, and want to look at it with "fresh" ideas in my head rather than possibly being subconsciously inspired by other work.

    Haha sure that's fine, at least stick around for tips regarding the wiring process when I start building the stick. You can be as creative as you want with your stick, but having a diagram for the wiring process will help alleviate any future issues you may come across!

    I'm hoping to hear some feedback from the others who have been posting in here before, I'm a bit sad that the thread seems to have died so far.



    Hi, i am also developing a special stick for smash bross. i will release when testing be done. I did it for classic controler, pro controler and gamecube controller.
    Great job dude
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