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Author Topic: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick  (Read 67941 times)

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AndyWarne

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Well 9 months of development.. I hope I have got it right..
Need an analog stick which can also be used as a 4 way, 8 way or any other profile using user-defined maps?
Plugs direct into USB
Can also optionally connect to an I-PAC or other such board.
No pots or contacts to wear out
Up to 4 can be connected and assigned IDs
Inbuilt 8 button interface
Check out the full details on http://www.ultimarc.com/ultrastik_info.html



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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #1 on: June 08, 2006, 08:28:39 am »
Looks like another joystick to play with.

Really nice feature set and a lot of accessories, too.  This is going to require one hell of a thorough review with all the different options that allow the change of how the joystick feels let alone it's normal features.  Any comments from you on how everything feels with the different options?  It'll be subjective, but still nice to hear one person's opinion.


Any idea when the hard springs are coming in? I think I'd like those.

Oh, and it looks like you have a few link issues to work out, but all the information appears to be there.


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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #2 on: June 08, 2006, 10:11:53 am »
Heh, small info for not small price :)
Please test it. How long throw? How long throw with optional restrictor plates? How hard spring? ....
It looks as Sanwa. Sanwa had a bit too long throw.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #3 on: June 08, 2006, 10:36:50 am »
$59 isn't bad for what this joystick can do. You don't even need an I-pac anymore, but it can be connected to an I-pac if you already have one.

I am very excited about this joystick. What it can do is amazing.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #4 on: June 08, 2006, 11:01:59 am »
Very excited about this.  I've been looking for a good balltop analog solution.

Does the analog offer as high a resolution as a standard pot-based analog stick?  And what's it use, hall-effect sensors?  And most importantly, how's the throw and resistance?  Is this gonna feel like a regular, floppy analog stick, a "regular" arcade stick, or a super-short throw stick, ala the Mag-Stik?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #5 on: June 08, 2006, 11:06:49 am »
Well, it appears to me from reading the info on the site that it isn't high resolution. I think it is a 9x9 matrix, similar to the 7x7 matrix of the 49 ways. It seems that it would have 4 sensitivity levels in each direction, where the 49 way has 3. Seems like a step up, but not huge. I hope I am way off on this and it has a very high resolution, though.


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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #6 on: June 08, 2006, 11:25:38 am »
Is there any chance you could get these to work with PSX and Xbox as analog sticks?  I mean I guess you could hook them up to the I-Pac and use the console adapters but will they function in true analog mode if you do that or will they still only be simulated analog?

AndyWarne

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #7 on: June 08, 2006, 11:25:52 am »
I hope I am way off on this and it has a very high resolution, though.
Fortunately you are way off on this! The stick is a full analog solution. In fact the internal resolution is so high that it has to be divided by 16 before sending to the PC to comply with the standard for analog gamepads. Movement is totally smooth all across the range. The 9X9 matrix is only invoked for the purposes of assigning digital maps. When a digital map is not used (or any cells in the map are assigned as analog) then the stick is a high-resolution analog flight stick. I will think of some wording to add to the webpages to make this clear.
Feedback on this forum will be very helpful in refining the information in this way.
I am awaiting the harder springs, in fact have two levels of hardness to test with. Should only be a few days. Everything else is in stock.
Andy

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #8 on: June 08, 2006, 11:32:29 am »
Wow, sounds great! So, I'm guessing this joy will work very well with Sinistar?

I might skip my next P360 purchase and get one of these instead. :)

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #9 on: June 08, 2006, 11:48:38 am »
I hope I am way off on this and it has a very high resolution, though.
Fortunately you are way off on this! The stick is a full analog solution.

Awesome, I am very glad that I was wrong.


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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #10 on: June 08, 2006, 12:22:08 pm »
Awesome!
If only there was some way of adding a Tron style (or tank style) handle with a couple buttons on it, this would pretty much be the ultimate joystick I've been dreaming for!

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #11 on: June 08, 2006, 01:25:22 pm »
Wow, it looks like the wait might have been worthwhile.

Can you tell me whether configuration software will be available for operating systems other than Windows?

If you fit the 4/8 way restrictor plate, can it still be rotated without dismantling the joystick (like the J-Stik) in order to switch between 4 and 8 way operation?

Can the stiff springs be fitted to standard Sanwa and Seimitsu joysticks?

Thanks in advance.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #12 on: June 08, 2006, 01:39:09 pm »
This looks like a great multi-purpose stick. No shoes for the kids - gotta keep my priorities straight...

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #13 on: June 08, 2006, 02:14:13 pm »
that stick looks great.  I'm glad i haven't picked up my 360's yet!!!

now if only i had that dual core 9800 MHZ Pentium 4 I'd need to run Gauntlet DL...  :)

AndyWarne

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #14 on: June 08, 2006, 02:33:51 pm »
Some answers:
Console support: At the moment these can't be used as full analog sticks on X-Box / PSX. This is something in the works though. There are raw analog outputs on the I/O connector and these are for plugging into a new interface board which will support this. No timescale on this though.
Yes the 4-8 way restrictor plate can be rotated without dismantling the stick.
The thread on the handles is standard, M6 on the ball top and M8 on the oval top, and there might be alternative handles which will fit, I'll look into it.
I think the harder spring might well fit some Sanwa sticks. Not sure about Seimitsu though.
Nothing is in the works for programming software on other Non-Windows OSs at the moment.
Andy

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #15 on: June 08, 2006, 03:12:34 pm »
How does it plug into the Ipac and how does (or does it) it appear differently to Windows?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #16 on: June 08, 2006, 03:35:40 pm »
Do you have to use a restrictor plate to use 4/8 way?  Or is that just for a more realistic feel?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #17 on: June 08, 2006, 03:50:28 pm »
Do you have to use a restrictor plate to use 4/8 way?  Or is that just for a more realistic feel?

As I read it, it means physically restricted so that can't actually make the actuator touch the corners in 4-way.  It may also reduce the overall throw, but I'm speculating here.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #18 on: June 08, 2006, 03:55:08 pm »
I think our good friends Kevin and James need eval equipment now to review this beast.

Or... better yet...

Andy, send me one to review, and I'll post it up ;)

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #19 on: June 08, 2006, 05:01:08 pm »
Do you have to use a restrictor plate to use 4/8 way?  Or is that just for a more realistic feel?

He mentions that they are used for the feel of the joystick. When hooked up via USB it has a directional mapping feature that seems very similar to the way the GP49's work in powermame. Since it can be hooked up digitally w/o USB the restrictor plates would probably be more functional in that case, not just for the feel.


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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #20 on: June 08, 2006, 08:31:50 pm »
Some answers:
Console support: At the moment these can't be used as full analog sticks on X-Box / PSX. This is something in the works though. There are raw analog outputs on the I/O connector and these are for plugging into a new interface board which will support this. No timescale on this though.

Hmm... I'd be seriously interested in getting full analog out of this thing for consoles.  For our sticks, we keep the pcb's in a removable project box, so the same stick can be used on multiple platforms.  If I can pull a raw analog signal from the joystick and feed it into the boxes, I'd be in heaven.  It looks like I can, but I need some clarification:

http://www.ultimarc.com/ultrastik_inst.html
When used in "output mode, USB not connected", Is it sending both digital and analog signals out?  Blue, Orange, Yellow, Green + Grey, Violet wires?  I'm confused on this point because it also says: "The post auto-detects which mode you are using."  Does this mean it auto-detects between input mode and output mode only, then sets itself to send or receive the appropriate signals to/from the posts?  Or does it also disable the analog out (grey/violet) if you're using the digital out (Blue/Orange/Green?Grey)?

My Notes (somebody correct me if I'm wrong):
Same mouting plate dimensions as a super.
Oval top is ~5mm shorter deck-height than a super, Ball top is ~18mm shorter.
Shallower than a super below panel.
BOATLOADS cheaper than Happ analog sticks.
Includes an 8-button encoder (input mode only).

btw, the link for more info on the wire harness on this page redirects to the home page.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #21 on: June 08, 2006, 08:45:05 pm »
Andy, please send one my way when you get everything ironed out. Mods love to review things  :cheers: :applaud:

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #22 on: June 08, 2006, 08:53:27 pm »

btw, the link for more info on the wire harness on this page redirects to the home page.

I seem to have that issue with all of the links I visit on that page.    :cry:
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #23 on: June 08, 2006, 10:58:39 pm »
Wow, this looks like an awesome product. What's the minimum mounting depth on this stick? (Wonder if I could shoehorn it into my micro cab...)

EDIT: Found it--2 inches. I think I could get it to work depth-wise. Not sure yet if I'll have room for the plate.

Oh, and it'll work with my Sanwa mini balltop? Awesome.
« Last Edit: June 09, 2006, 01:57:55 am by vrf »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #24 on: June 09, 2006, 09:58:56 am »
Andy...I own a bunch of your encoders and I have to say you've outdone yourself this time.

I just wish I didn't have a full collection of encoders and joysticks now floating around in the MameMaster laboratory!

I still may pick up one or two soon.....

Well done!  :cheers:
Seriously. Will it fit in my basement or what?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #25 on: June 09, 2006, 11:09:38 am »

Andy -- the more I read, the more and more I think this looks like the bomb.

Great job!
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #26 on: June 09, 2006, 11:45:03 am »
I have a couple questions for you.  I'm pretty new to this and looking to build my first control panel.  How does the transition to 4-8way work.  Do you simple just change some settings, or is there a physical change you have to make.  Also how would you connect it to an IPAC intereface if its usb?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #27 on: June 09, 2006, 12:26:07 pm »
I have a couple questions for you.  I'm pretty new to this and looking to build my first control panel. 
Welcome aboard!

Quote
How does the transition to 4-8way work. Do you simple just change some settings, or is there a physical change you have to make.

It all depends on what you want to do. Based on what I've read and the documentation on Andy's site, the stick can be fitted with a restrictor plate. (not sure if the three he mentions comes with the stick as it doesn't exactly say so). This restrictor plate will limit the physical travel of the stick so you can't go diagonal such as you could with an 8-way. But, since the stick is programmable (maps), then you can tell it to act as a 4-way without needing the restrictor plate, but physically you could still move the stick diagonal, it just wouldn't register in your game. It's all a matter of how authentic you want the experience to be. It also appears that the restrictor plate is "bolt-on" so you can't physically switch between the two like you can with his other product, the Mag-Stik

Quote
Also how would you connect it to an IPAC intereface if its usb?

You have two options with this. You can wire it via USB directly to the computer and it will act as a gamepad. Or, you can use pinouts that are on the joysticks mainboard and wire it to an IPAC like any other joystick (up, down, left, right, ground). The only advantages I can see for wiring it to an IPAC is if you meet one or many of the criteria:

  • You have a machine that doesn't support USB (or not enough ports), thus need the IPAC in PS/2 mode
  • You want to simplify wiring in your cabinet control panel so you don't have more USB cables running from it (you could of course put a hub in there)
  • You have more than 4 total joysticks you want to install in your cab
  • You are just picky ;)

That help?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #28 on: June 09, 2006, 12:33:08 pm »
That does help alot, one more thing.  I would probably hook it up with usb, but I would still need to get an ipac for the buttons right?  What I'm wanting to build is just a small control panel with the stick and maybe 3 buttons and perhaps a trackball.  So I would still need to connect the buttons to the ipac right no other way around that.  Basicly I would have only 3 connections to the ipac since the trackball and stick would most likely go into seperate usb ports.

Forgot the p1 and coin buttons so really around 7 buttons.
« Last Edit: June 09, 2006, 12:34:48 pm by stephenp1983 »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #29 on: June 09, 2006, 12:44:04 pm »
That does help alot, one more thing.  I would probably hook it up with usb, but I would still need to get an ipac for the buttons right?  What I'm wanting to build is just a small control panel with the stick and maybe 3 buttons and perhaps a trackball.  So I would still need to connect the buttons to the ipac right no other way around that.  Basicly I would have only 3 connections to the ipac since the trackball and stick would most likely go into seperate usb ports.

Forgot the p1 and coin buttons so really around 7 buttons.
If I understand correctly, You will not need a ipac.
If you use the joystick with usb, you can hook up 8 buttons to the joystick and windows will see it as a gamepad with 8 buttons.  So it looks like you could totally build a arcade cabinet  with these and no need for a ipac or keyboard encoder, If you use the usb to hook it up.
« Last Edit: June 09, 2006, 12:46:14 pm by alexandro98 »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #30 on: June 09, 2006, 12:56:50 pm »
That does help alot, one more thing.  I would probably hook it up with usb, but I would still need to get an ipac for the buttons right?  What I'm wanting to build is just a small control panel with the stick and maybe 3 buttons and perhaps a trackball.  So I would still need to connect the buttons to the ipac right no other way around that.  Basicly I would have only 3 connections to the ipac since the trackball and stick would most likely go into seperate usb ports.

Forgot the p1 and coin buttons so really around 7 buttons.
If I understand correctly, You will not need a ipac.
If you use the joystick with usb, you can hook up 8 buttons to the joystick and windows will see it as a gamepad with 8 buttons.  So it looks like you could totally build a arcade cabinet  with these and no need for a ipac or keyboard encoder, If you use the usb to hook it up.

This is also how I understand it.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #31 on: June 09, 2006, 02:33:50 pm »
Some more explanation on the I/O port:
It detects whether an encoder is connected or not, and the whole of the connector switches over from input (8 buttons) to output. In output mode the 4 direction signals are available for the encoder to recognise as a switch-type stick. These direction signals by default behave like an 8-way stick. But if you also have USB connected you can download maps (for example a 4-way map) and this will be applied to these directional outputs as well. So in this mode the stick becomes a switchable 4-8 way stick (or any other such as diagonal) connected to the encoder.
Alongside all of this, if you have USB connected, the stick also sends data to USB as a gamepad would. Full analog is possible via USB but not via the 4 direction outputs.
If you use the stick via USB only, it behaves as a gamepad and any downloaded maps also apply. The 8 buttons are gamepad buttons rather than keyboard buttons and any game used must be able to respond to gamepad buttons.
About the restrictors: These only add feel only. They don't add any functionality because the stick can already be mapped to be a 4 or 8 way stick.

Whan the I/O port is in output mode, two of the wires are an analog voltage. X and Y axes. These wires could be connected to an external analog interface.

I will supply these to reviewers of course.

Andy

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #32 on: June 09, 2006, 02:49:11 pm »
Awesome. I am a brand new reviewer. Thanks Andy.


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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #33 on: June 09, 2006, 03:04:37 pm »
Whan the I/O port is in output mode, two of the wires are an analog voltage. X and Y axes. These wires could be connected to an external analog interface.

Great!  That's what I was wondering.  Could you post the voltage range of the analog output?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #34 on: June 09, 2006, 03:35:35 pm »
Andy, all great stuff that needs to go somewhere. :) May I propose that we put all of your comments into our wiki for your Joystick model. Or would you prefer we wait for you to update your pages as to not have conflicting or obsolete information?

Few questions:

  • Do you include all restrictor plates in the order. A subset? None?
  • Go above 4 controllers per system? Not sure if this is a Windows limitation or not
  • Include the functionality of the 4/8 physical change as the mag-stik in the ultra-stik?
  • Have a rotary function for the games that need optical rotaries?


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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #35 on: June 09, 2006, 05:31:16 pm »
Less than a month ago, I was all prepped to buy P360's, having thought that was the best option.  Then I read about 49-ways and began planning to purchase those until this joystick came out.  I must say, this stick looks like it can do pretty much everything I need - plus cut down on my wiring quite significantly.   Methinks I'll be ordering a couple.

A couple of questions though:
1. When you order the balltop, can you specify color or is it just red (I noticed you sold replacement balltops)?
2.  Can this puppy handle 49-way games well?  (This was asked just didn't see an answer). 

« Last Edit: June 09, 2006, 06:09:58 pm by DaveMMR »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #36 on: June 09, 2006, 07:41:15 pm »
This might be unpopular to ask, but any chance of seeing these with a battop?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #37 on: June 09, 2006, 08:29:51 pm »
Escher, if you had clicked the link Andy provided at the top of this thread, you would have seen this... 



Or the bullet point where he states "Available with ball or bat-top handles"

 ;)

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #38 on: June 09, 2006, 11:43:54 pm »
Andy you are awesome!
NO MORE!!

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #39 on: June 09, 2006, 11:45:53 pm »
Escher, if you had clicked the link Andy provided at the top of this thread, you would have seen this... 

D'oh!  I lose.

I just saw everyone talking about the balltops and didn't look into it further.   :banghead:

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #40 on: June 09, 2006, 11:50:02 pm »
so how exactly do the buttons connect to the control stick.  You said you could have up tp eight button right?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #41 on: June 10, 2006, 12:10:16 am »
http://www.ultimarc.com/ultrastik_inst.html
here for more information, but basically cut and pasted from it...

The connections for the 10-pin header are as below:

Wire    Input Mode    
Black    COM Connect to COM terminals on all buttons    
Brown    Button 1 NO    
Blue    Button 2 NO    
Orange    Button 3 NO    
Yellow    Button 4 NO    
Green    Button 5 NO    
Red    Button 6 NO    
Grey    Button 7 NO    
Violet    Button 8 NO    

The optional wiring harness has cut wire ends which you can crimp suitable connectors onto, for your pushbuttons. There is one ground wire which you will need to daisy-chain to all COM connections on the switches so you may need additional black wire to do this.
The supplied wires are 18 inches (450mm) long.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #42 on: June 10, 2006, 07:39:31 am »
well, it looks like this is THE all-purpose Joystick most of us have waited for,
incredible work Andy!!

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #43 on: June 10, 2006, 10:04:37 am »
Thanks for the reply, doesn't seem to hard I guess.  I'll have to try this out.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #44 on: June 10, 2006, 11:23:10 am »
So it looks like it would only mount to a metal control panel.  Does it work with wood?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #45 on: June 10, 2006, 12:00:48 pm »
So it looks like it would only mount to a metal control panel.  Does it work with wood?
Quote
Long Handles:
To fit the optional long handle: Remove the PCB by unscrewing the 4 screws. Lift off the magnet assembly from the end of the shaft. Remove the E-Ring. CARE: we advise to avoid spring-loaded parts being lost, place a cloth over the joystick when removing the E-ring. Swap the shafts over and re-assemble.
http://www.ultimarc.com/JShopServer/section.php?xSec=10
« Last Edit: June 10, 2006, 02:20:46 pm by saint »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #46 on: June 10, 2006, 08:37:20 pm »
Now we just need a hollow shaft for the joystick so we can light up the ball with leds and a hole in the pcb or some other way of making the joystick into a optical rotary joystick.  I think then the joystick will be perfect.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #47 on: June 10, 2006, 10:50:20 pm »
"or some other way of making the joystick into a optical rotary joystick."

That will be my second order of business, after playing a game of Star Wars with the stick in analog mode.  I'm wondering about the method of using a rubber band or rubber traction band to a hacked mouse.  I like the feel of the mechanical rotaries, but I doubt that I could keep enough tension on the gears to actually turn the switch.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #48 on: June 11, 2006, 07:16:21 am »
Few questions:

  • Do you include all restrictor plates in the order. A subset? None?
  • Go above 4 controllers per system? Not sure if this is a Windows limitation or not
  • Include the functionality of the 4/8 physical change as the mag-stik in the ultra-stik?
  • Have a rotary function for the games that need optical rotaries?

The restrictors are a separate kit. This is evident from the order (store) page but I will add this info to the main product page.

You could plug more than 4 controllers into one system but you would not ba able to download maps to them.
The 4-8 physical change, if you are using a restrictor, can be done quite easily from the bottom of the panel. I am expecting most people to use the stick without restrictor though as it is fully mappable. There are sample 4 and 8-way maps supplied in the UltraMap software and selecting each is a simple matter.
Rotary: The design of the stick is such that a rotary fuction would be extremely difficult to achieve. I am thinking about it though.

Editor note: Adjusted quote tag for readability
« Last Edit: June 11, 2006, 11:25:52 am by sirwoogie »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #49 on: June 11, 2006, 10:48:57 am »
I fear that this stick can have to long throw even with restrictors and what is way to engage. 60USD + additional parts isn't small price for me. Tests please.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #50 on: June 11, 2006, 11:37:36 am »
Now we just need a hollow shaft for the joystick so we can light up the ball with leds and a hole in the pcb or some other way of making the joystick into a optical rotary joystick.  I think then the joystick will be perfect.

Rotary: The design of the stick is such that a rotary fuction would be extremely difficult to achieve. I am thinking about it though.

I agree with JM on this. If you can just provide the way so third party members could add it themselves (both for LED and optical), I think that would put this closer to the ultimate joystick purchase for most MAMEers (not that it isn't close already).

But, since this is version 1.0 from our perspective, it has nothing but promise for the future. I think we would have significantly less options for arcade enthusiasts if we didn't have people like Andy around.  Thanks Andy!

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #51 on: June 12, 2006, 04:48:16 am »
Can you tell us what the dimensions of the joystick block are if the mounting plate is removed?

Thanks!

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #52 on: June 12, 2006, 07:43:12 am »
Dimensions looks as in Sanwa JLW (J-Stik). Otherwise height is different.
« Last Edit: June 12, 2006, 08:02:08 am by destructor »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #53 on: June 12, 2006, 12:54:59 pm »
Ok, let me get this straight.

Assuming the gameplay on the Ultimarc's gain favorable reviews.

Why wouldn't I want to buy two (at $60 each mind you) and eliminate the need for a dedicated 4-way, want for 360 degree, and more importantly, the need to buy a keyboard encoder.

I mean, just plug 8 buttons into each stick, other end into USB, add a ps/2 trackball and off I go, right?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #54 on: June 12, 2006, 01:42:26 pm »
no offense to you but posting topic named "New Ultimarc 360" in the "Hardware Review" section, I clicked here expecting to see a Review of the the New Ultimarc 360.  Kinda of a let down.

And repsonse to your original question, Thats what everyone wants to know, if these joysticks are i say half as good as what they claim, then you can see why all the excitement about them.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #55 on: June 12, 2006, 03:49:26 pm »
Does anyone know of the existence of a review of this joystick yet? I await more info. . .
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #56 on: June 12, 2006, 03:54:30 pm »
No review yet. Only announced a few days ago.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #57 on: June 12, 2006, 05:22:38 pm »
Assuming your 8 buttons are:  Player buttons 1-6, Coin, Start, then yes, two of these joysticks and 16 buttons plus a USB trackball should be all that is necessary on a 2-player panel - once you have everything setup.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #58 on: June 12, 2006, 07:20:07 pm »

...eliminate the need for a dedicated 4-way ..... the need to buy a keyboard encoder.


First, the keyboard encoder:

If you want 6 action buttons, coin & start for each player, then you won't have any inputs left for admin buttons- if you want any.  Not everybody wants admin buttons, and if you do want them, you can always hack a junker keyboard or PC joystick/gamepad for the non-gaming buttons.

I can see two problems with using these sticks as a 4-way:

Hardware restriction vs. digital restriction
A digitaly-restricted analog or 49-way stick will play better than a standard 8-way on 4-way games, but not as well as a true 4-way (in my opinion).  Hardware restriction provides an authentic feel for 4-way games, and helps you to more quickly move the stick to the proper position (depending on your joystick handling style). Hardware restriction can be added with the optional restrictor plates, but these cost extra, and will have to be installed and uninstalled.  A true 4-way will also never suffer from the issue below...

Grid Mappings
Dead squares in the joystick grid mappings create delay in direction changes, and "sticky" squares will sometimes send a directional signal to the game that you don't want to send.  The 9x9 grid shown in the Ultimarc programming utility will always have a "middle" row of boxes between the directions that must be set to dead or sticky when mapping a 4-way mode.  A 10x10 grid (or 8x8, or any even number) will not have this problem.  Unfortunately, a 10x10 grid does not divide up evenly for 8-way modes, so Ultimarc's damned if they do and damned if they don't.  The only solution I can see is to either a) use an odd # of rows for some grid mappings, and an even number for others; or b) use a much higher resolution grid, like the 256x256 grid the stick likely uses in analog mode.  While this won't divide evenly for 8-way modes, the dividing line can just be off by one square; this will leave the joystick 1/256 out of alignment, which is probably too small a distance to ever be noticed (doing the same on the current 9x9 grid would leave you 1/9 out of alignment, which is too much, IMO).  Using the hardware restriction plate could also overcome the deadzone and stickyzone problems- just leave the stick in true analog mode if you're using the plate. 

Before anybody thinks I'm Ultimarc bashing, I'll point out that the 49-ways as sold by GroovyGameGear have a 7x7 grid, which also cannot be perfectly divided for 4-way modes, and that 7x7 number is built into the actual hardware, not the software, so it cannot be changed.  GGG has never released their grid mappings, so I don't know if they use dead and/or sticky squares, but I haven't heard anybody complaining about dead or sticky squares, so maybe it doesn't really matter in the real world  Either both products suffer from the same problem, or the problem isn't really a problem at all.  Or maybe Randy's purple wizard works around it with magic.  ;D

The above notwithstanding, I expect I'll still be buying at least one, and maybe more.  I won't be using one as a 4-way, but not everybody is as picky about the hardware restriction issue as I am, and I'm too lazy to be attaching-detaching a restrictor plate.  But I'm pumped about the analog part, and there are projects where an all-in-one stick might be the best option- like a bartop with just one stick.

These still look to me like a nice option for people who:

  • Don't want a frankenpanel, modular panel or swapable panels. 
  • Don't care about hardware restriction, or don't mind adding/removing the restrictor plate. OR
  • Don't care about hardware restriction and are willing to accept dead/sticky squares in order to get hassle-free all-in-one action.
  • Can't add multiple sticks due to space constraints.
  • Want an analog stick that's cheaper than the overpriced Happ analog sticks.
  • Want an analog stick with a balltop.
  • Want an analog stick with a non-floppy feel, for games like Food Fight or Red Baron. (assuming these sticks aren't floppy, hurry up reviewers!) 
  • Are hoping to add modern console emulators that need analog controls, or build a cab around a modern console (assuming Ultimarc gets console adapters for these)

A software fix for the grid mapping would address all of my issues, except for being too lazy to install/uninstall the restrictor plate.  The fix for that problem is probably on my end.  :P

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #59 on: June 12, 2006, 08:55:29 pm »
I think they could be perfect for a bunch of people.   But once your talking two of these, I don't know.  120 bucks you can get a ipac4 and a bunch of joystick types..

I'm excited because I think they will be perfect for a cocktail table... But my wife gave me the kabosh on building one :(  I thought I had her talked into it a few months ago... but no.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #60 on: June 12, 2006, 09:00:07 pm »
Since this stick and button combo connects as a USB gamepad, that eliminates the possibility of shifted inputs, right? So no admin functions via shifted inputs.

Still looking for the exact dimensions of the joystick without the mounting plate. Anyone see it? (In the other thread, someone guessed it was the same as a Sanwa stick, but it looks bigger to me.)

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #61 on: June 12, 2006, 09:03:20 pm »
So Andy, whats the chance for a top button on a ball top similar to the guy who made some great looking buttons for the wico leaf switchs years ago?  Could you get a hollow shaft?  Or would the design not allow that?

with the new push / pull spinners coming out...  then this joystick... then 6 buttons could be the perfect combo for a cocktail table or a small arcade.... almost every game (minus trackball) at your fingertips!

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #62 on: June 12, 2006, 09:04:00 pm »
Oh yeah... And have you looked at using these in analog mode with 720?  How well does it work?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #63 on: June 12, 2006, 10:00:14 pm »
From what I've read, the restriction plates do not come off easily after added.   I wouldn't get my hopes up of doing restriction plate swapping on the fly. 

Nothing beats an honest-to-goodness restricted 4-way, but this hobby has always been about tough comprimises.  Do you want to clutter up a panel for a few excellent games), make a totally seperate panel for said games, or have a nice looking panel with joysticks that don't quite have the same "feel" for those games (though don't suffer from the problems of using an 8-way for 4-way games)?  Any solution is acceptable, it all boils down to preference.

Secondly, unless you're using less than six buttons and no admin keys, you probably will still need a keyboard encoder, or as Kremmit said, do a keyboard hack.  Personally I'd just buy a simple $21 Keywiz from GGG and then USB up the joysticks.

I hope (anyone at Retroblast???) when reviewed, there's a fair comparision (pros and cons) between this joystick and the other versatile stick, the 49-way.


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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #64 on: June 12, 2006, 10:17:10 pm »
So Andy, whats the chance for a top button on a ball top similar to the guy who made some great looking buttons for the wico leaf switchs years ago?  Could you get a hollow shaft?  Or would the design not allow that?

with the new push / pull spinners coming out...  then this joystick... then 6 buttons could be the perfect combo for a cocktail table or a small arcade.... almost every game (minus trackball) at your fingertips!


For the love of Pete, would someone please come out with a decent top fire, how hard can it be, there has to be a demand for it, right?

Anyway, at least think about it Andy.   :notworthy:


And thanks for another great product.

Allister Fiend

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #65 on: June 13, 2006, 07:01:35 am »
I think for professional playing restrictor plates will be required. Even if I must buy 3 restrictor plates (round, octagonal, square) probably this will more cheap and more comfortable than buy 4 or 5 sticks and change stick for different games. We will see, patience.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #66 on: June 13, 2006, 11:38:45 am »
Does anyone know of the existence of a review of this joystick yet? I await more info. . .

Andy's waiting on some springs then will ship review items to RetroBlast for review. Word is kevin will be coming out of retirement for this one!


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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #67 on: June 13, 2006, 12:47:39 pm »
Note:  This and my following post were originally in a another members thread.  Out of respect for the vendor, I refrained from posting my thoughts in his new product announcement thread as I find that action to be in poor taste.  However, the mods apparently found it desirable to merge the two threads, so here we are....



I can see two problems with using these sticks as a 4-way:

Hardware restriction vs. digital restriction
A digitally-restricted analog or 49-way stick will play better than a standard 8-way on 4-way games....


I don't want this to be viewed as "competition bashing" because it's not the way it is intended.  I've also never seen one of these sticks "in flesh", so keep that in mind as well.  However, as the first individual to introduce a working digital restriction scheme on a joystick controller, I'd like to think I understand a little bit about what's required :)

That being said, I have some real concerns as to whether any external mapping system, outside of simple dead-zone control, will have an effect on a true analog stick where, theoretically, actuation is equal in all directions of movement.  Chopping up an already excellent range of actuation into coarse blocks and then forcing the controller to guess the intentions of the player is, well, puzzling at best.  Especially when that information is already available with full accuracy.

To explain a little further, there are very simple maps that, theoretically, are the best maps available for any analog joystick that offers equal actuation of the sensors in every direction, as is usually their goal.  Coincidentally, these maps are already being used in any game where its programmer has even the slightest clue.  They are are as follows:


Interestingly enough, the actuation of a properly adjusted 8-way digital stick looks exactly like the above 8-way analog map. 

So the question that arises is how exactly functionality can be increased via mapping, when the "go anywhere" actuation of an analog stick so closely resembles that of a dedicated 8-way.  Especially when any attempts at digital restriction on 8-way digital sticks have always failed.

If anyone can, after reading what I have written above and after viewing the diagrams, relate how those basic "maps" already built into every game can be improved upon for an analog stick, please bring it up in this thread for discussion.  Personally, I am having a very difficult time seeing it.

And before the theoretical comparisons start, let me just state in advance that the 49-way sticks are very different mechanically, and it is that difference that allows them to do what no other stick has yet been able to (head-to-head comparisons of the mapping modes of this unit notwithstanding).

Now, it is possible that the simple analog nature and construction methods of the unit will improve gameplay over switch sticks across the board.  I can neither support nor refute that claim, as that would be pretty stupid to do without actually using one.  I'm only looking to discuss why individuals might think that the addition of mapping to an analog stick will provide benefit, particularly as it has been implemented in this unit.

Thanks for reading and I look forward to some lively discussion on the topic. :)

RandyT
« Last Edit: June 13, 2006, 05:19:53 pm by RandyT »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #68 on: June 13, 2006, 01:18:10 pm »
I asked Andy about the restrictor plates in the original thread:

Q: If you fit the 4/8 way restrictor plate, can it still be rotated without dismantling the joystick (like the J-Stik) in order to switch between 4 and 8 way operation?

A: Yes the 4-8 way restrictor plate can be rotated without dismantling the stick.

So if you fit the 4/8 way restrictor plate you do get a proper mechanically restricted 4-way joystick that can also easily be switched to 8-way operation. The only possible downside is that some games work better with a circular restrictor in 8-way mode.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #69 on: June 13, 2006, 01:24:18 pm »
Interestingly enough, the actuation of a properly adjusted 8-way digital stick looks exactly like the above 8-way analog map. 

Actually that's not true because the dead zone won't be circular.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #70 on: June 13, 2006, 01:27:29 pm »
EDIT:  Just want to point out that this msg was also originally added in the Hardware Review thread and was merged here, lest I be accused of "thread poisoning", not that my comments are negative.  And I was going to start a new thread, but since Kremmit's and Randy's comments were directly related to what I planned to post . . .

Let me add some ideas into the fray (mostly for clarification)  I understand where RandyT is coming from on this, but let me add some stuff in my own words, and hopefully it will be easier to follow (although more long-winded):

Ok, first off, this will likely make a lot of people upset.  That is not my intention.  Hopefully, it will make a lot of people think and lead to some open (and possibly lively discussion).  And a lot of these points I don't think have ever been considered by most of BYOAC before.

Next, I am not about to pretend that I came up with this information all on my own.  However, those that know me well, know that I am not just a "mouthpiece" for other board members.  I will consider what I am presented with and will make my own conclusions.  (And sometimes these are wrong, and I have no problem admitting that).

And this will probably step on a lot of people's toes, but hopefully not too hard . . .

The first thing I would like to say is I am by no means an expert or even the most qualified to make comparisons on joysticks.  I have used a PC flightstick (Gravis destroyer gameport version, usually), and the GGG Omni Stik Prodigies, and have played on different joysticks in the arcades before this hobby existed, but outside of that. . .  (If I got to pick someone to put the new stick through it's paces and report back on it, it would probably be Kremmit, but we'll see how this unfolds down the line.

Next, I would like to say that I am not intentionally trying to disrespect the GP Wiz49 and the 49 Way stick or the UltraStik, neither am I trying to unfairly praise one over the other.  The free market and hopefully some head to head comparisons by either RetroBlast or members of BYOAC will hopefully settle that far better than I can.  I am not trying to put either stick down unfairly, but I also am not going to call it the be all and end all sight unseen.

Also if anything I post is inaccurate, it is b/c I am misinformed, not because I am trying to intentionally put out bad information in an effort to spread FUD.

Finally (before we get to the meat of the post), I owe a slight apology to Andy Warne.  He asked (probably nine months ago) when this stick was obviously being designed, why the DRS modes worked and would be required with an analog stick.  I answered honestly, but at the time I was considering how MAME handles 8-way sticks and  failed to consider how MAME inherently handles analog sticks and how the 49 way differs from what MAME does with any analog.  The end result is that I unnecessarily delayed the introduction of the UltraStik by however long as it took Andy to develop the software, but that is not a bad thing as the software does have SOME uses - more below:

Now let's discuss some stuff!!!  First off, I will consider 4 way games such as Pac Man and Donkey Kong in the following discussion.  Why?  Because these types of games cause the most problems for an all around stick.  As background these games used a 4 way joystick with 4 -micro (or leaf) switches and a diagonal restrictor plate that prevented you from activating both switches at the same time.  Now let's look at some options for playing these from my experience (and a little bit of inference (49 way sticks)).

Restricted 4-way sticks (such as a Prodigy in 4-way mode):  this is the way the game was designed to be played.  There is little error in MAME, because as you rotate from right to up, the sticks (if properly adjusted) never actuate both microswitches and tend to have only a VERY slight deadzone as the RIGHT microswitch releases just before the UP microswitch activates.

8 way Sticks (such as a Prodigy in 8 way mode):   This is where the controversy comes in.  As you rotate from right to up, the UP microswitch will activate before the RIGHT microswitch releases.  Before the UP switch activates and after the RIGHT switch releases, only one switch is pressed and MAME will have no problem.  But during the time that both switches are pressed, MAME has to guess whether the player meant to change direction or just accidentally moved the stick, and sometimes it guesses wrong.  (There is also a difference in FEEL as it is possible to move the sticks to the diagonals and there is no natural pocket to hold the stick in a primary direction, but IMHO, this is a minor issue).  (Another minor nuance is that almost all digital 8 way sticks tend to favor the diagonals, either because of a square restrictor (Prodigy) or a square actuator (Comp), or other factor (Super), making them counter intuitive for 4-way games).

Analog Sticks:  Hanaho (HotRod) used to have a saying on their website:  "Ever play Pac Man with a flight stick?  IT SUCKS!"  The statement is true, but the reasons have nothing to do with the above problems in MAME.  A normal analog stick has a resolution of 256x256 positions that the stick can be in.  MAME (or most any software emulating a digital joystick with an analog stick, will carve this up into a chart like the one RandyT posted above.  This very closely approximates a true four way digital stick (note that no diagonals are allowed), so the only confusion factor for MAME comes in when the stick is EXACTLY on the diagonal line, which is a very small percentage of the area.  (And the center "deadzone" which is usually adjustable.)  The reason a flight stick sucks is because of the way the stick is constructed.  A digital arcade stick is designed with a short throw, and a strong (relatively) return to center.  A PC flightstick is designed for flight sims, so the stick has a huge amount of travel and a very weak return to center.  This means that you can't change directions quickly, but not that you will have errors because MAME gets confused.  But in theory, if you designed an analog stick with short to moderate throw and medium to stiff return to center, it should work well in MAME.  (Except again, the motion is circular, not square.)

49-Way Sticks with the DRS modes:   This is somewhere between the analog stick and just a digital 8 way stick.  The reason the DRS modes are necessary is b/c the stick's resolution is only 7x7 (49 ways) rather than true analog. To get a better idea of where I am going with this   Create a 6x6 table in word, or a 7x7 matrix on graph paper.  Note that of the 48 non center positions, 12 of them are directly on a diagonal and will create the same type of confusion you get with a 8 way digital stick in 4 way games. 12 of the positions are directly on a primary axis and only create confusion in Q Bert.  The remaining 24 positions can be easily resolved which gives you the advantage of less areas in the confusion zone than you would have with a digital 8-way stick.  Somehow the DRS modes resolve the coarseness of the matrix in a way that I don't understand and RandyT is not saying, but it seems to work out very well (again with a somewhat circular motion).

So where am I going with this:

First, I see little usefulness of the Mapping software and functions of the sticks.  For 4-way games MAME already does this for you.  All you are doing is dividing the matrix more coarsely, and then basically telling MAME to use "sticky mode" (too complex for this post) (which it would anyway) over a larger diagonal area due to the smaller resolution of the matrix.

Basically, I suspect that for playing 4-way games, or 8-way games, or 2-way games, the stick will probably perform better with the default (no software mappings, pure analog mode) than with the mode that you would specify in software, but I will let someone else test this out.  PLEASE!!!

There are two exceptions to this - one of which is useful.

As many of us are aware, Tron used an 8 way leaf joystick with a large actuator and a diagonal restrictor plate, making it difficult, but not impossible to hit the diagonals.  Basically, for light cycles and tanks, you need a 4-way stick and for the spiders and color tower stages you needed an 8-way.  I don't think MAME accounted for this (someone should try to add it into MAME) in it's analog digital interface code, but you could come up with a software map for the Ultra Stik to accomplish this.

The other example serves no practical purpose other than to show what could be done   Galaga 3 used an 8 way stick and allowed you to move the shooter up and down.  Let's say I wanted to simulate playing this game on a standard Galaga machine (for some weird reason).  I think I could go into MAME and change the IPT_Type for Galaga 3 to 2 way and recompile, but I could also just use the two way map with Andy's software (or now that I think about it, I could just map UP and DOWN to N/A in MAME, but why take the simple solution).

Finally, this is not intended as a slam on the Ultra Stik.  It may be the best stick yet for digital games (and some analog games) which is 90% of MAME.  Testing will reveal that aspect, but I do think the software is probably usually not required.

I also think that how successfully the stick works will be mainly decided on the basis of feel, travel, and return to center stiffness.  That said, I would be surprised if the stick can simultaneously work well for Sinistar, Star Wars, and Pac Man, but I could be wrong.

What would be cool would be an analog stick with variable throw where the short throw can be used for digital games and the long throw for true analog ones   But this would be difficult to accomplish and the Ultra-Stik may work okay with both of them, be interesting to hear how they test out.

In summary - I have two concerns with the Ultra-Stik 1)  Whether the mapping actually gives any value to the operation of the stick (which is a minor concern, b/c you could just use the stick in analog mode if that works better), and 2) Whether it is possible to make a stick with enough travel to handle true analog games (Star Wars, Paperboy) well, but short enough throw to handle digital games (Pac-Man, Donkey Kong) well.
« Last Edit: June 13, 2006, 05:07:32 pm by Tiger-Heli »
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #71 on: June 13, 2006, 01:31:12 pm »
So if you fit the 4/8 way restrictor plate you do get a proper mechanically restricted 4-way joystick that can also easily be switched to 8-way operation. The only possible downside is that some games work better with a circular restrictor in 8-way mode.
Personally, I would rather have the throw be relatively short and the stick be unrestricted than fiddle with adding a restrictor plate, but that's just b/c I share Kremmit's lazyness.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #72 on: June 13, 2006, 01:54:03 pm »
I can certainly think of reasons why you might want to program custom maps and not just make do with the three maps detailed in Randy's post. Certain 8-way games work better if there is a bias either towards or against the diagonals. Also, you might want to alter the diameter of the deadzone.

That being said, I'm puzzled by the approach Andy has taken with the software. It seems over complicated to me. For 99% of digital games you could achieve everything you want just by altering three parameters:

  • diameter of deadzone
  • Angular size of diagonals (set to zero for 4-way games)
  • 45 degree rotated mode for games like Q*Bert. This could simply be an on/off toggle
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #73 on: June 13, 2006, 01:57:10 pm »
Here's the thing:  if you're giong to be throwing restrictor plates and changing it from a four-way to an eight-way with these plates, why even spend the $60 on these sticks?  Why not just get a regular P360 or one of those Ultimarcs that can switch (don't know the name off-hand, sorry Randy).  I thought the whole point of these sticks was to have the versatility without having to switch around hardware or add extra sticks.  If you're using the stick to replace a "specific" control - then maybe, but otherwise I don't see the point in "plate-switching".

And also, while you can switch from 4-to-8 way, I don't think you can remove the restrictor itself easily for full analog range.  That's more or less what I gathered from the information.

But hey, I love the joystick choices we have now.  Years ago it was basically just Supers.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #74 on: June 13, 2006, 02:08:46 pm »
I can certainly think of reasons why you might want to program custom maps and not just make do with the three maps detailed in Randy's post.
You are slightly missing the point.  Randy is not saying "These are the three maps you should use with the Ultra-Stik."  Randy is saying "These are the three maps ALREADY in use when you use an analog stick to play a digital stick game."
Quote
Certain 8-way games work better if there is a bias either towards or against the diagonals.
Valid point, in theory at least - I can't think of a real-world example other than Tron, which is not exactly the same - you want 4-way motion except for the extreme diagonals.
Quote
Also, you might want to alter the diameter of the deadzone.
Which probably 90% of software designed to work at all with an analog stick already allows you to set.
Quote
That being said, I'm puzzled by the approach Andy has taken with the software. It seems over complicated to me. For 99% of digital games you could achieve everything you want just by altering three parameters:
  • diameter of deadzone
Already a MAME parameter.
Quote
  • Angular size of diagonals (set to zero for 4-way games)
But this setting alone won't get you a map that works for Tron - well, actually it probably would - something like 12 degrees or 16 degrees maybe.
Quote
  • 45 degree rotated mode for games like Q*Bert. This could simply be an on/off toggle
But wouldn't MAME handle this automatically without any map required?
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #75 on: June 13, 2006, 02:17:34 pm »
Well as I don't currently own an analogue joystick, I've never explored MAME's support for using analogue joysticks in place of digital ones. If as you say those parameters are already built in to MAME then that's great. However, we shouldn't get too MAME-centric. Some people will want to use these joysticks with consoles, other emulators, PC games, and non-Windows OSes.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #76 on: June 13, 2006, 02:22:30 pm »
Also, bear in mind this joystick can be connected to a standard Ipac and thus be used with programs or operating systems that don't support analogue or even USB.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #77 on: June 13, 2006, 02:25:06 pm »
Point taken and agreed, but . . .
Here's the thing:  if you're giong to be throwing restrictor plates and changing it from a four-way to an eight-way with these plates, why even spend the $60 on these sticks?
Because you also get the ability to play analog games on them like Sinistar or EPROM or Star Wars, that you can't play on a digital stick.
Quote
Why not just get a regular P360
Because you have to disassemble the stick and flip the actuator to go from 4-way to 8-way.
Quote
or one of those Ultimarcs that can switch (don't know the name off-hand, sorry Randy).
or the 49-way stick and a GP-Wiz49, or
Ultimarc T-Stick or Mag-Stick or GroovyGameGear Prodigy for above the panel switching.
Ultimarc J-Stick or E-Stick (Happ Universal?), Euro-Stick, GroovyGameGear Omni-Stik, Suzo 500 (for below panel switching)
Happ Super, P360, Sanwa, Seimitsu - For switching after some disassembly.
Quote
I thought the whole point of these sticks was to have the versatility without having to switch around hardware or add extra sticks.  If you're using the stick to replace a "specific" control - then maybe, but otherwise I don't see the point in "plate-switching".
I agree.  The point is for the purists that want a restricted stick for true 4-way FEEL.
Quote
And also, while you can switch from 4-to-8 way, I don't think you can remove the restrictor itself easily for full analog range.  That's more or less what I gathered from the information.
Ideally, the restrictor should only come into play for 4-way games, and allow full motion for 8-way or analog operation.  That said, I know my Prodigies have a square restictor in 8-way mode (diamond in 4-way) and it is noticeable but doesn't really affect my gameplay.
Quote
But hey, I love the joystick choices we have now.  Years ago it was basically just Supers.
Gotta agree with that.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #78 on: June 13, 2006, 02:35:06 pm »
Well as I don't currently own an analogue joystick, I've never explored MAME's support for using analogue joysticks in place of digital ones. If as you say those parameters are already built in to MAME then that's great. However, we shouldn't get too MAME-centric. Some people will want to use these joysticks with consoles, other emulators, PC games, and non-Windows OSes.
We aren't getting too MAME -centric.

Just about any game that is set up for an analog stick will have a dead zone adjustment.

I don't know enough about consoles to know which ones would support any USB analog stick, but even if it did, I think it is asking a lot to expect people to plug the stick into their PC, enter a particular mapping into it, and then plug it into their console, if it would remember it (which I think it will).

Other emulators will most likely use the same type of conversion of data that MAME does - it's only logical that they would, although this is also probably the only valid example you have given.

PC games will allow you to set the deadzone, but are also looking for full analog resolution, so no need for maps.

AFAICT, the mapping software only works under windows, so the mapping software is not useful on other OS's.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #79 on: June 13, 2006, 02:37:18 pm »

Note:  This and my previous post were originally in a another members thread.  Out of respect for the vendor, I refrained from posting my thoughts in his new product announcement thread as I find that action to be in poor taste.  However, the mods apparently found it desirable to merge the two threads, so here we are....


Interestingly enough, the actuation of a properly adjusted 8-way digital stick looks exactly like the above 8-way analog map. 

Actually that's not true because the dead zone won't be circular.

Point taken.  However, the shape of the dead-zone will have little bearing on the ability of an 8-way stick to electronically work as a 4-way.  The angular divisions and mere presence of a dead-zone were more the context in the above quote.

Also, keep in mind that the dead-zone of a switch based stick will be of differing shapes and sizes based on the type / geometric configuration of the switches and the shape / size of the actuator.  All of the possibilities cannot be represented in a single diagram, but the point I was making remains across all of them.

RandyT
« Last Edit: June 13, 2006, 04:27:50 pm by RandyT »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #80 on: June 13, 2006, 02:41:58 pm »
Also, bear in mind this joystick can be connected to a standard Ipac and thus be used with programs or operating systems that don't support analogue or even USB.
I haven't studied that element of it in detail.  Can it be hooked up to both the I-PAC and USB together and select which way to output on a command-line basis?

Otherwise, if I am principally planning to have it output to an I-PAC, I don't see why I would buy this over an $10 Super or Comp.

Although it would be interesting to test this stick connected to an I-PAC and a Happ Super connected to an I-PAC and see how they compare.

That would be another case where the mapping software could come in useful, b/c the I-PAC would have no other way to know what it means if the stick is "mostly up but a little bit right".
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #81 on: June 13, 2006, 02:43:56 pm »
I don't know enough about consoles to know which ones would support any USB analog stick, but even if it did, I think it is asking a lot to expect people to plug the stick into their PC, enter a particular mapping into it, and then plug it into their console, if it would remember it (which I think it will).

Actually I think this would work quite well. But the joystick would have to have the capability of storing several different maps simultaneously. The user would also need to have a means of selecting the correct map for the game being played perhaps by pressing a switch. Maybe that facility could be built into a future firmware upgrade (Andy are you reading this? ;D).
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #82 on: June 14, 2006, 03:39:54 am »
The following quote is edited: I put in the bold, and removed Randy's original bold and italics to saw my point.

...
That being said, I have some real concerns as to whether any external mapping system, outside of simple dead-zone control, will have an effect on a true analog stick where, theoretically, actuation is equal in all directions of movement.  Chopping up an already excellent range of actuation into coarse blocks and then forcing the controller to guess the intentions of the player is, well, puzzling at best.  Especially when that information is already available with full accuracy.

To explain a little further, there are very simple maps that, theoretically, are the best maps available for any analog joystick that offers equal actuation of the sensors in every direction, as is usually their goal.  Coincidentally, these maps are already being used in any game where its programmer has even the slightest clue.  They are are as follows:


The problem is mame is not well written to translate analog to digital*.  Mame looks at each axis separately; the value of the other axis is not looked at during the analog 2 digital translation.  This makes Mame's look more like the following:


Depending on "a2d_deadzone" and other settings, it could look more like the first or the second (I left in the right's lines for closer comparison), or imagine a larger deadzone instead of the shown smaller.  Notice the lines are exactly horizontal or vertical.  As mentioned above, mame looks at each axis individually, resulting the such lines.  Notice how a smaller a2d_deadzone increases the diagonals and narrows the cardinals.  Also check out how bad mame's analog to 4-way convertion is (although to 4-way diagonal is actually pretty good with small a2d_deadzone values).

Which is where UltraStik360 comes in.  It is doing a better job than mame, period.  However...

Not that I don't agree a more flexible mapping than a 9x9 on the UltraStik would be wrong. 

Setting the angles, increasing or decreasing the deadzone size, changing the shape of the deadzone, or doing crazy things like making curvy lines or difference angles between left/upleft than for right/upright would be nice.  Are they needed?  Do they make that much of a difference than a 9x9 grid?  Are they possible to be assigned from the computer on hardware fast enough to do the calculations while cheap enough for retail?

In talking to Andy a little while ago, he mentioned that using angles instead of a grid would be much more computation intensive than possible for the hardware used.
Andy is that still true?

And Randy, TigerH, everyone else, is there some other way than angles to get setable diagonal/cardinal/deadzoneareas on a joystick?  I can think of times (tron) when an angle from the center won't be as good as, say, 60 degree triangles with the point at edge of the circular deadzone between the cardinal directions.

*(FWIW, the best analog conversion in mame IMO is the current 720.  It uses arctan to calculate the angle.  And as much as Aaron says I helped with that, my code makes up about 2% of what he wrote and put in mame. ;D )


To sum up:
While well written PC games don't need the analog to digital mapping in UltraStik360, mame needs it badly. 
The mapping also "puts the controls in the users' hands" instead of having to use whatever the well (or poorly) written game mapping has. 
There are finer ways to remap than with a grid, but they aren't easy to do in practice, especially while being changeable & fast on joystick hardware.
Mame could use an analog to digital go over (but needs to be neater than I code, and not conflict with analog to digital "button" convertions to be accepted).

-edit- reworded second to last summary point to make more sense.
« Last Edit: June 14, 2006, 03:49:57 am by u_rebelscum »
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #83 on: June 14, 2006, 08:11:58 am »
If you ask me this stick should be superb and worth every penny.  My only concern is whether the feel of the stick is good enough to play all the 8-way games (fighters in particular) sufficiently well - we shall soon know about that.

For people not too bothered about 4-way games the mapping will be sufficient.  For those 4-way purists the 4/8 way restrictor should do the trick, just like the J-stik (what I've been using for ages).

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #84 on: June 14, 2006, 08:34:31 am »
I haven't studied that element of it in detail.  Can it be hooked up to both the I-PAC and USB together and select which way to output on a command-line basis?

It will always report to USB, but you can configure MAME to listen or not listen to USB by enabling or disabling the joystick option.  Depending on what map you have loaded it may or may not report keystrokes to an IPAC.

This is probably how I will use it if I get one.  I will have it hooked up to both the IPAC and USB.  On games where an analog stick makes sense I plan to enable the joystick option in MAME and download an analog map to it.  With an analog map loaded it won't report any keystrokes to the IPAC.  Then, for non analog games, I will download the appropriate map and disable the joystick option in MAME so the game only looks for keyboard input from the IPAC [from the Ultrastik].

I wonder how the throw will be with and without the circular restrictor plate installed as well as the return spring strength.

Thanks,

Alan

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #85 on: June 14, 2006, 08:46:29 am »
Great points, Urebel !!!
The problem is mame is not well written to translate analog to digital*.  Mame looks at each axis separately; the value of the other axis is not looked at during the analog 2 digital translation.  This makes Mame's look more like the following:


Depending on "a2d_deadzone" and other settings, it could look more like the first or the second (I left in the right's lines for closer comparison), or imagine a larger deadzone instead of the shown smaller.

So if I am looking at this chart correctly, MAME is using a (very crude) 8-way map for the A-D conversion, even in 4-way games, correct?
Quote
While well written PC games don't need the analog to digital mapping in UltraStik360, mame needs it badly.
Okay, I did not realize this.
Quote
 
The mapping also "puts the controls in the users' hands" instead of having to use whatever the well (or poorly) written game mapping has. 
Granted, and that can be useful.
Quote
There are finer ways to remap than with a grid, but they aren't easy to do in practice, especially while being changeable & fast on joystick hardware.
Actually, my point was that there was no point downgrading to a 9x9 grid if MAME is already using the data from a 256x256 grid.  Expecting a user to input 65536 entries into the map would be silly, so this is a good compromise.
Quote
Mame could use an analog to digital go over (but needs to be neater than I code, and not conflict with analog to digital "button" convertions to be accepted).
So it would appear.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #86 on: June 14, 2006, 11:13:20 am »
Some great discussion here!
I don't actually have a great deal to add apart from a few minor points:
Firstly, just to confirm that when maps are downloaded (via USB) they do have an effect on the 4 digital directions sent to an I-PAC if one is connected. This is where mapping really comes into it's own. Any map which contains all analog cells will appear to the I-PAC as all centered, hence nothing will be sent, but other squares will be sent as mapped.
Randy might well be correct in that in 8-way mode there is not a great deal of value in mapping when connected only via USB. But that is missing the point because the ability to change from 4 to 8 way is the essence. It may well be that many users never create any custom maps at all, just flip from the supplied 4-way to the supplied 8-way.
I have no plans to enable a mechanical switch for changing maps, as this is better done programmatically. It can already be done in Mamewah for example on a "per game" basis.
On the subject of restrictors I have a sneaking suspicion that I might make the circular restrictor a standard fitment. I am waiting feedback really, on whether the standard travel is too long for non-analog games. The problem of course is anything to do with joysticks is very subjective, which is why a design intention was to make it as configurable as possible.
I chose a cell-type map rather than angular for simplicity and less real-time processing being required on the stick itself (eg large look-up tables).
Interestingly, the number of cells in the matrix and also the spacing between cells are programatically adjustable, although the current software does not support this in the GUI. I might consider adding this support if there is interest.
Another point of interest: using a restrictor plate on the stick does not compromise the analog resolution. The internals of the stick use a resolution of 16384 X 16384 so reducing this to, say, half the travel and changing the scale factor (which is done by the mapping software) still maintains a huge resolution advantage over what Windows sees.
Andy

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #87 on: June 14, 2006, 01:17:57 pm »
Randy might well be correct in that in 8-way mode there is not a great deal of value in mapping when connected only via USB. But that is missing the point because the ability to change from 4 to 8 way is the essence. It may well be that many users never create any custom maps at all, just flip from the supplied 4-way to the supplied 8-way.

If this is is what I was perceived to have stated, then I offer my apologies.  I must not have made my point very well.  It was more along the lines of "With an analog joystick that has an optimal 8-way configuration and range of actuation that so closely resembles that of a standard 8-way (which cannot benefit from digital restriction attempts, e.g. 8-way to 4-way), how is it that the addition of maps to the same physical mechanics can make a difference in that conversion?  Especially if the gaming software already divides the 256x256 map properly.

Regardless, Urebel pointed out some rather interesting (and slightly disturbing) limitations to the MAME code which provides a partial answer to that question.

Based on what he has written, mapping must be provided with an analog stick in order to be properly used with MAME, as analog sticks are very poorly handled by MAMEs 8 and 4-way conversion code.   So mapping will certainly correct for that particular issue. The question I still have is related to the rest of the point I had attempted to make, and that is; now that the translation is more along the lines of what is optimal (the analog maps I drew), how does that specifically make it a better 4-way than a switch based 8-way using a 4-way actuator (which provides an actuation map very similar to the optimal 4-way map,  yet historically do not work very well?)

Ultimately, this is the aspect I am most interested in understanding and hearing about from the early adopters.

RandyT

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #88 on: June 14, 2006, 01:48:33 pm »
Randy might well be correct in that in 8-way mode there is not a great deal of value in mapping when connected only via USB.
I believe that Randy's point was there with a standard PC game, there was not a great deal of value in mapping in either 8-way or 4-way mode when connected via USB.  But that was before Robin clarified how MAME does (or rather doesn't) translate analog to digital.
Quote
But that is missing the point because the ability to change from 4 to 8 way is the essence. It may well be that many users never create any custom maps at all, just flip from the supplied 4-way to the supplied 8-way.
Agreed.
Quote

I have no plans to enable a mechanical switch for changing maps, as this is better done programmatically. It can already be done in Mamewah for example on a "per game" basis.
Agreed, except for console games, not Windows OS, unless you are working on these solutions.
Quote
On the subject of restrictors I have a sneaking suspicion that I might make the circular restrictor a standard fitment. I am waiting feedback really, on whether the standard travel is too long for non-analog games. The problem of course is anything to do with joysticks is very subjective, which is why a design intention was to make it as configurable as possible.
I would be interested to hear feedback on the throw and spring return rate of these.
Quote

I chose a cell-type map rather than angular for simplicity and less real-time processing being required on the stick itself (eg large look-up tables).
Makes sense.
Quote
Interestingly, the number of cells in the matrix and also the spacing between cells are programatically adjustable, although the current software does not support this in the GUI. I might consider adding this support if there is interest.
I think Kremmit had a very good point that an oddxodd map works better for 8-way mappings and an evenxeven map would work better for 4-way mappings.
Quote
Another point of interest: using a restrictor plate on the stick does not compromise the analog resolution. The internals of the stick use a resolution of 16384 X 16384 so reducing this to, say, half the travel and changing the scale factor (which is done by the mapping software) still maintains a huge resolution advantage over what Windows sees.
You could have left a 16384x16384 matrix in the GUI and then people could REALLY create their own custom maps!!!  :cheers:

On a serious note, that implies it might well be possible to have a long throw version of the stick for analog games and a restricted throw version for digital games, which is excellent news also.  :cheers:
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #89 on: June 14, 2006, 03:20:09 pm »
Andy:

16384 X 16384 Resolution?

What technology allows you to capture that resolution?

It doesn't sound like pots: They are so jumpy that a resolution that high would be meaning less.

It doesn't sound like optical: Going from a "traditional" 7X7 grid to 16384 X 16384 is beyond belief.

Is it a Hall-Effect stick?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #90 on: June 14, 2006, 03:43:54 pm »
I understand, just a little - no comprende, it's a riddle . . .  Seriously, I followed about half of Randy's post, but I'll waddle through it anyway!  Randy, please clarify if I missed anything.
Randy might well be correct in that in 8-way mode there is not a great deal of value in mapping when connected only via USB. But that is missing the point because the ability to change from 4 to 8 way is the essence. It may well be that many users never create any custom maps at all, just flip from the supplied 4-way to the supplied 8-way.
If this is is what I was perceived to have stated, then I offer my apologies.  I must not have made my point very well.  It was more along the lines of "With an analog joystick that has an optimal 8-way configuration and range of actuation that so closely resembles that of a standard 8-way (which cannot benefit from digital restriction attempts, e.g. 8-way to 4-way), how is it that the addition of maps to the same physical mechanics can make a difference in that conversion?  Especially if the gaming software already divides the 256x256 map properly.
Which if the gaming software is MAME we now now that it does not do.
Quote
Regardless, Urebel pointed out some rather interesting (and slightly disturbing) limitations to the MAME code which provides a partial answer to that question. Based on what he has written, mapping must be provided with an analog stick in order to be properly used with MAME, as analog sticks are very poorly handled by MAMEs 8 and 4-way conversion code.   So mapping will certainly correct for that particular issue.
That's the way I understand it.
Quote
The question I still have is related to the rest of the point I had attempted to make, and that is; now that the translation is more along the lines of what is optimal (the analog maps I drew), how does that specifically make it a better 4-way than a switch based 8-way using a 4-way actuator (which provides an actuation map very similar to the optimal 4-way map,  yet historically do not work very well?)
Okay, you are talking about something like a Happ Super with the 4-way actuator, and or the Perfect 360 with the 4-way actuator, copared to the Ultra-Stik using a 4-way map, correct?

Most of what I have heard was that these do work fairly well, except for the circular motion and the PITA of removing the E-clip to switch from 8-way to 4-way.

To answer your question, (from a guess, at least) - I can tell you how it might work better:

If you minimize the diagonals on Andy's matrix, you end up with 9 dead zone points and 9 diagonal points which would be set to Sticky mode (or 9 out of 63 active points) or 15% of the active positions.

We know that say a Happ Super with a 4-way actuator DOES actually allow the diagonals to register - unless you tweak the leaf actuators, etc., even though it shouldn't.  So if the Happ stick allows the diagonal to register more than 15% of the time, Andy's stick will outperform it.  If the Happ stick allows the diagonals to register less than 15% of the time, it will outperform Andy's, but Andy's could do better by setting up a higher resolution map.

At least that's how I see it.
Quote
Ultimately, this is the aspect I am most interested in understanding and hearing about from the early adopters.
I'm most interested in the physical feel (throw and return) of the sticks.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #91 on: June 14, 2006, 08:15:21 pm »

Is it a Hall-Effect stick?


Mine just showed up and they do, indeed, seem to be Hall Effect. If you look at the photo on the first page you can see the flat magnet at the bottom of the shaft, and if you squint and use your imagination that black blob behind the usb port is where the sensor is. Or, here:



It definately has some throw, though I have a couple of sticks with leaf switches that come close. Here it is mounted through a 1 1/8" hole:



Just played a quick game of Ms. Pac Man. Nice and smooth. Silent. Took a a couple deaths to get used to the feel. I definately think I'll get some of the stronger springs since I have a tendancy to let go of the stick in some games, the center is a just a tiny bit "bouncy" with the stock spring. I like it well enough to get two more.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #92 on: June 14, 2006, 08:44:50 pm »
that balltop looks akmost metallic?  and from the photo it looks large.  Ithought the balltop would be the exact same as the J-stick.

Am I just not seeing these photos right or something?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #93 on: June 14, 2006, 09:13:42 pm »
that balltop looks akmost metallic?  and from the photo it looks large.  Ithought the balltop would be the exact same as the J-stick.

Am I just not seeing these photos right or something?

No, hard plastic. Maybe 1.5" across? I'd have to dig out my caliper to be sure. Not too much bigger than that hole. Normal sized. It doesn'ts eem big in the hand.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #94 on: June 14, 2006, 10:08:38 pm »
U_Rebel:  Thanks!  I was not aware of that limitation in MAME.  The diagrams really helped.  Definately proves custom mapping is worth having on  ;D these sticks, for things other than just Tron.

Is it a Hall-Effect stick?

...and what's it use, hall-effect sensors?

Heh, great minds think alike!


Interestingly, the number of cells in the matrix and also the spacing between cells are programatically adjustable, although the current software does not support this in the GUI. I might consider adding this support if there is interest.

The only solution I can see is to either a) use an odd # of rows for some grid mappings, and an even number for others; or b) use a much higher resolution grid...

I think Kremmit had a very good point that an oddxodd map works better for 8-way mappings and an evenxeven map would work better for 4-way mappings.

There's two votes, right there!  Just allowing an 10X10 map for the 4-way modes is enough to eliminate the dead/sticky zones, but adding higher resolution will also allow the "jaggedness" of the dividing line to be smoothed out as well.  Either fix is probably good enough, if one is more difficult than the other.

Another point of interest: using a restrictor plate on the stick does not compromise the analog resolution. The internals of the stick use a resolution of 16384 X 16384 so reducing this to, say, half the travel and changing the scale factor (which is done by the mapping software) still maintains a huge resolution advantage over what Windows sees.

If that's true, then:

Quote from: AndyWarne
On the subject of restrictors I have a sneaking suspicion that I might make the circular restrictor a standard fitment.

Is starting to sound like a good idea, pending user testing.

Sounds like these are going to be very nice!

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #95 on: June 15, 2006, 09:03:45 am »
I have one thing that is bothering me about the Ultra-Stick.  I don’t understand the advantage of the I-PAC mode.  I understand the stick can be simultaneously connected to the USB and I-PAC and you can specify which mode to use, I just don’t see the point . . .  Here are my conclusions and then I will get to the reasons I decided this:

USB Mode:  This may be the most versatile stick yet.  I’ll wait for the head-to-head to make that pronouncement, but it definitely is looking good at this point.

I-PAC Mode:  You lose the analog capability, you gain one less level of computation (more on that below), and (the only real advantage I can see) - you gain the ability to use the stick in PS/2 mode if you lack USB capability.  (And you gain the ability to use the stick with games that only support keyboard and not analog stick inputs).

Now the logic - let’s look at the type of games you could play:

Analog games - (Star Wars, Sinistar).  USB mode works fine.  In I-PAC mode, the stick will either be centered or hard over, making the games unplayable, AFAICT.

Digital games (PacMan, 1942, Donkey Kong) - Robin has already shown that MAME does a poor job of resolving this games with an analog input, and I have discussed how MAME sometimes guesses wrong in the 4-way games.  Now, in USB mode, the stick’s firmware is going to resolve almost any position into one of the 4-cardinal modes (4-way mode) or one of the 8 cardinal modes (8-way mode) and pass this to MAME as an analog signal which MAME has to resolve.  Robin has shown that MAME does not resolve these modes well, but if in 4-way mode, the firmware is going to tell MAME the stick is either centered, full up, full right, full left, or full down.  Similarly, in 8-way mode, the stick will be either centered, full N, full NE, full E, full SE, full S, full SW, full W, or full NW.  No matter how bad MAME’s mappings are, MAME can resolve this.  In I-PAC mode, the sticks firmware is going to make the same calculation, but then it is going to pass MAME a direct keypress value through the I-PAC.  This eliminates the clunky A-D calculations in MAME but the end result is the same, and I can’t see the MAME calculations affecting gameplay to any significant extent . . .

Am I missing anything???
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #96 on: June 15, 2006, 09:08:49 am »
I also came up with Revision 2, 3, and 4 to the stick last night.  These are all based on varying the amount of travel of the stick.

As has been said before, the problem with a do-all solution like this is analog games want a lot of stick travel and digital games do not.

First let’s look at some of the more common sticks and where they fall on the stick travel graph (from what others have said):

T-Stick, Mag-Stick, Omni-Stick, Prodigy, Suzo 500, MCA joysticks:  VERY short throw.  Excellent for 4-way games (Pac-Man, etc.) Fair to good for 8-way games if you get used to the feel.  I can’t imagine using one for analog games as the difference in movement between centered, a little bit right, medium right, almost full right, and full right would be almost imperceptible.

J-Stick, Sanwa, Ultra Stick (???) Reunion Stick, Wico Leaf Stick:  I am ASSuMing the Ultra-Stick has a throw in this range, since it seems to be similar to a Sanwa in many ways.  These sticks have a short-to-moderate throw.  4-way games are okay on them, but 8-ways should really shine.  Also popular for Japanese fighters.  This amount of travel might be acceptable for some analog games, but it will be at the short end of tolerable.

Happ Super, Happ Comp, Happ P360:  Moderate-to-long throw.  The travel on these sticks is less than ideal for 4-way games, although many BYOAC’ers like them (probably b/c they are some of the most common USA sticks).  They are good and pretty much standard for 8-way games and fighters.  They should also give decent play on analog games, although possibly still a little short overall.

GGG, Happ, Williams 49-way:  Long throw.  This stick actually has an extremely long throw, so much so that Markrvp and others have recommended mounted the stick so that the mounting hole actually slightly physically restricts it to reduce the amount of travel available.  I would think it would be bad for most digital games and especially for 4-way games, but most reviewers and actual users do not rate it this way.  It is really designed for analog games and should do well with them.

True Analog stick (Space Harriers (?), Space Ace (?), Afterburner, ??? someone help me here):  VERY long throw.  Hard to imagine playing 4-way games on these.  Even 8-ways could be tough.  True analog games will shine.

REVISION 2:  Look at the list above.  Some of the purists will insist on a long throw for analog games and a short throw for digital games (and a 4-way restrictor).  But many users will be able to find a compromise that will work well for them for all games.  Personally, I think I would shoot for something between a Sanwa and a Happ Super.  But this target will likely be different for each user.  So Revision 2 (possibly increases the un-restricted throw) and introduces a fixed restrictor that can be set to the amount of travel that the user desires.

REVISION 3:  Now we go after the purists.  The resistor is modified to have two adjustable stop points, a short throw digital stop point, and a long throw analog stop point.  Revision 3a introduces a method where the position of the restrictor can be changed from beneath the stick.  Revision 3b introduces a method where the position of the restrictor can be changed from above the panel, similar to the Prodigy or the T-Stick or Mag-Stick.

REVISION 4:  This is the ultimate.  We build on the concept of revision 3, but now we introduce a worm gear servo or solenoid (preferably powered directly off the USB bus) which allows us to change the restrictor position via software command.  So, using a utility like SirPoonga’s Set49Way - we can just start an analog or digital game, and the software will automatically configure the joystick correctly for us and off we go . . .
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #97 on: June 15, 2006, 11:19:58 am »

Wow, restrictor plate is more than required here for 4/8 way games. Throw is more than large without restrictors. Otherwise for analog mode restrictors aren't required.

Offtopic:
Quote
T-Stick, Mag-Stick, Omni-Stick, Prodigy, Suzo 500, MCA joysticks:  VERY short throw.  Excellent for 4-way games (Pac-Man, etc.)
T-Stik for 4 way games? Are you sure? What with precision?
« Last Edit: June 15, 2006, 12:05:59 pm by destructor »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #98 on: June 15, 2006, 11:35:08 am »

Wow, restrictor plate is more than required here for 4/8 way games. Throw is more than large without restrictors. Otherwise for analog mode restrictors aren't required.


The perspective on the photo may be a little misleading. The top of the stick travels maybe half an inch in any direction. It's not short by any means, but it also didn't feel excessive to me. I had more issues with releasing the stick and getting a little bounce (which I think the heavier springs would fix) than I did the throw.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #99 on: June 15, 2006, 11:38:30 am »
« Last Edit: June 15, 2006, 11:52:33 am by SirPoonga »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #100 on: June 15, 2006, 11:47:52 am »
The perspective on the photo may be a little misleading. The top of the stick travels maybe half an inch in any direction. It's not short by any means, but it also didn't feel excessive to me. I had more issues with releasing the stick and getting a little bounce (which I think the heavier springs would fix) than I did the throw.

Looks OK to me...don't forget in digital games the direction will be activated long before the extent of the sticks travel.

Edit: I was backing up your statement, not disagreeing btw :)

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #101 on: June 15, 2006, 12:07:41 pm »
ndy, got a question about the command line interface and havinf a frontend set this up.

The only thing a frontend can do is set the UGC file, right?
So one has to make these files first.  Is there a batch way of making all the nessessary files based on defaults instead of going through each type (2way, 4way, 8way, etc) and creating a UGC file?

Edit: I just realized the answer to my question is going ot be no.  The person has to configure as needed.  Nevermind :)

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #102 on: June 15, 2006, 02:44:08 pm »
Tiger-Heli:
About the I-PAC mode, the reason was simply versatility. When the stick is first plugged in, it always sends un-mapped analog data via USB and mapped directional data to the I-PAC, if connected.

As an aside, it is not possible to return to this mode once a map has been downloaded via USB, because once downloaded, mapped data is sent to both USB and the I-PAC, that's something to be added as a choice in a later software version.

Anyway I digress. The way it is designed, you can use it if you wish as an alternative to a P360. Just drops in. This opens up other application areas. Don't forget that there are other uses for joysticks than MAME. The cost/benefit of adding this capability works favorably as the cost is very low. Incidentally that I/O connector would have to be fitted on the PCB regardless since that is how the chip is originally programmed.

I have already had one user mention that he will always use the stick in the "as shipped" setup, with analog via USB and directions via I-PAC (which he already has) because he is not particularly bothered about setting up maps for all his games. He will never need to download any maps at all, as analog games will use analog via USB and digital will use directional via the I-PAC.

Your wish list makes a lot of sense. Some considerable challenges there though!

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #103 on: June 15, 2006, 05:10:15 pm »
I have no plans to enable a mechanical switch for changing maps, as this is better done programmatically. It can already be done in Mamewah for example on a "per game" basis.
Andy

I'm very sorry to hear this. I can understand your reluctance to make significant changes to your product so soon after launch but I hope that in time you'll reconsider.

It's kind of ironic that RandyT's GPWiz49 interface originally had the opposite problem. You could change maps by pressing buttons but not though software. Several people here (including myself) argued that switching through software would be a far better solution and Randy eventually implemented this.

However the the point is, the two approaches are not mutually exclusive. This is one situation where you can have your cake and eat it.

Clearly switching maps through software is preferable for most users, myself included. But as things currently stand, that option is only available if you're running a later version of Windows on a USB capable PC. What about people using older PCs, or people who want to use MSDOS, Linux, Apple Macs, or even consoles (with converters)?

OK admittedly the last map used is retained in flash memory but all this means for non-Windows, non-USB users is that they are able to use the UltraStik as a very expensive 4 or 8 way non-switchable digital joystick.

If you're only going to offer map switching through Windows then it might have been simpler and cheaper to have designed a very simple analogue joystick with no sophisticated on-board electronics, and then just written a Windows driver to handle the 4 or 8 way digital joystick emulation.

The ability to connect the UltraStik to an Ipac (or other encoder?) is potentially an excellent idea as it means this joystick can be fully utilised (apart obviously from pure analogue mode) by people who either don't use Windows or don't have a USB port. However, without the ability to switch maps through button presses (or some other non-software means), you're effectively spoiling the ship for a ha
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #104 on: June 15, 2006, 05:30:51 pm »
For the love of god, you people are just never happy. The man releases a revolutionary new first of its kind analog joystick that covers just about every base known to man when it comes to joysticks and all it gets is tons of criticism and I wish had


Thank You

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #105 on: June 15, 2006, 05:46:16 pm »
:dizzy:

Dude, you need to chill out! You've got a very strange attitude towards running a business.

We're not "criticising" we're just offering suggestions for future improvement. That doesn't in any way mean we're not impressed with what Andy has come up with so far. The UltraStik looks very good indeed on paper (and no one here has said otherwise) but no product is perfect and there will always be room for improvement.

Most businesses welcome feedback, both good and bad, from their customers. It's called market research. For every potential customer who makes the effort to express his opinion on a product there are dozens who simply decide not to buy the product if it doesn't fit their needs.

"Patriotism is the last refuge of the scoundrel." - Samuel Johnson

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #106 on: June 15, 2006, 06:46:38 pm »
Feedback? I think feedback it great as well as needed to some respect. I wouldn
« Last Edit: June 15, 2006, 07:21:37 pm by SlikStik Christian »


Thank You

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #107 on: June 15, 2006, 07:10:24 pm »
« Last Edit: June 15, 2006, 07:35:52 pm by rugby1 »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #108 on: June 15, 2006, 07:27:26 pm »
I want to get in on the icon war :censored: to you and a  :soapbox: to you.

 :laugh2:

Back on topic I think that grasshopper is right to be saying what he is saying and that Andy can read it decide if its feasible and then do it or not.  I wouldn't get agressive with grasshopper maybe point out, kindly, that he dreaming but I only saw grasshopper dreaming out loud there. 

Oh BTW the joystick looks awsome can't wait to see reviews of it.

my $.02
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #109 on: June 15, 2006, 08:33:15 pm »
I will consciously choose not to respond to Christian's comments, other than to point out that while DOS may be close to dead, Linux is not, and it would be nice to offer a Linux solution for the software other than running it through WINE (which I am not sure you can start and exit from) but probably.

Is that required? - absolutely not - many of Andy's competitors don't have linux programming software and they still make sales.  OTOH, I am sure there are cases where the I-PAC gathers sales that it might otherwise lose due to Linux support and adding it to the stick would be a nice complement.

Off the  :soapbox: on to more important things:

About the I-PAC mode, the reason was simply versatility. When the stick is first plugged in, it always sends un-mapped analog data via USB and mapped directional data to the I-PAC, if connected.
Mapped directional data using which map (more below)?
Quote
As an aside, it is not possible to return to this mode once a map has been downloaded via USB, because once downloaded, mapped data is sent to both USB and the I-PAC, that's something to be added as a choice in a later software version.
I didn't follow this either - are you just saying there is no way to get back to having it send pure analog via USB and mapped data to the I-PAC once I download a map, but I could still get back to pure analog (with maybe the I-PAC being confused until I download a new map.

Surely you are not saying that in USB mode, once I download a map I am stuck in mapped mode and can't get back to pure analog?  (That would be a pretty serious drawback if you could play Star Wars and then PacMan, but then you had to unplug the stick to get back to Star Wars???)
Quote
Anyway I digress. The way it is designed, you can use it if you wish as an alternative to a P360. Just drops in. This opens up other application areas. Don't forget that there are other uses for joysticks than MAME. The cost/benefit of adding this capability works favorably as the cost is very low. Incidentally that I/O connector would have to be fitted on the PCB regardless since that is how the chip is originally programmed.
This part I also understand.  I mentioned apps that can't use an analog joystick.  Not sure if you mean as a replacement for an 8-way only (or 4-way only) P360 - more on that below.
Quote
I have already had one user mention that he will always use the stick in the "as shipped" setup, with analog via USB and directions via I-PAC (which he already has) because he is not particularly bothered about setting up maps for all his games. He will never need to download any maps at all, as analog games will use analog via USB and digital will use directional via the I-PAC.
This is what I was getting at above.  What map is loaded by default?  I am ASSuMEing it will be 8-way.  If said user only plays 8-way and analog games, then this should be fine.  Otherwise I see big problems with the 4-way games - well not big but the same as using an 8-way digital stick to play them, no benefit.

The stick or the I-PAC can't know that you loaded up Pac-Man so it should switch to the 4-way map, can it?  Pretty good trick if it does!  (And if it is still in 8-way mode, the stick is going to send two inputs to MAME whenever you press a diagonal, and your game will mess up.)

OTOH, I do realize and wish to point out that it should be pretty simple to use something like a modified version of set49mode to set the correct map and download it from launch from your front-end.
Quote
Your wish list makes a lot of sense. Some considerable challenges there though!
I never said it would be easy.  (Wouldn't be much fun if it was!!!)
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #110 on: June 15, 2006, 09:27:51 pm »
Feedback? I think feedback it great as well as needed to some respect. I wouldn

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #111 on: June 15, 2006, 10:25:38 pm »
[I'd like to interject for a moment. I don't think you're reading the constructive criticism as such. Personally from an engineering standpoint, hearing people question design considerations as well as making wishlist is a big bonus.

If I may take the unpopular side for a moment... I am a big believer in constructive criticism.  I live for it on my jukebox.  But is his product announcement thread really the place for it?  When the thread first went up, my first thought is "I've got to get me some of these!"  Now after reading three pages of criticism and suggestions, it seems to be more prudent for me to sit back and wait for v2.0.

Just my two cents.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #112 on: June 16, 2006, 12:34:47 am »

If I may take the unpopular side for a moment... I am a big believer in constructive criticism.  I live for it on my jukebox.  But is his product announcement thread really the place for it?  When the thread first went up, my first thought is "I've got to get me some of these!"  Now after reading three pages of criticism and suggestions, it seems to be more prudent for me to sit back and wait for v2.0.


Actually, if you go back in time, you'll see that the discussion about potential problems and/or upgrades started in a different thread, but were MOVED INTO this thread by a moderator who, I'm sure, meant well. 

As for sitting back and waiting for 2.0- the suggestions that seem likely to be implemented all center on software upgrades, which ought to be available via download.  Unless you think Tiger-Heli's pie-in-the-sky motor-driven restrictor plate has a snowball's chance in hell- I doubt even TH thinks that one's likely.  I don't see much point in waiting.  Honestly, the only reason I didn't order on day one is that I'm short on cash.  Soon as payday hits, I'm ordering.

Christian-  This is a board full of the most inventive, curious, do-it-yourself, upgrade-happy, hardware-modding, hyper-picky hardware-geeks in the entire retrogaming hobby.  Furthermore, of the people on this board, some of the most knowledgeable, intelligent members we've got are the ones driving this thread.  What do you expect, nothing but "Dood, kewl!" and "Awesome, those r leet!"?  Try Myspace if that's your cup of tea.  Interesting new products are going to get some real discussion around here.  Sure, some of the suggestions will be over-the-top, too expensive, impractical, or just plain impossible, but there may be some good stuff in there, too.  In the end, it'll be up to Andy to decide which, IF ANY of our suggestions he takes.  I've already stated, in more than one post in this thread, that I'll buy even if he changes NOTHING.  I'm sure plenty of others will, too.  The point of it all is we're HELPING Andy produce the best product he possibly can.  He seems interested to hear what we've got to say, too. 

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #113 on: June 16, 2006, 01:53:55 am »

 This is the hard part about innovation..  is that you try to keep it a secret from your competitors.. yet, if you introduce the idea here.. you may in fact receive great feedback that will make it even better..

 All too often, a hardware guy wuill make something based on what they feel
is what the majority desire..  but thats not always the case.  Which is why its a good idea to get great feedback from multiple perspectives and prospective
customers.

 I personally think its a cool tech toy..  probably excellent for Sinistar (maybe the best reason to get it).   As well as other non trigger analog games.

 However, I personally can not see how it would be used in any other way...
as the throw is just too much for a typical digital joystick.   And if the restrictor system is a pain to change.. having to dig arround under-panel... then its not what Id be interested in for digital games.

 If there were a way to easily turn a top dial that stuck up from  the control panel,  in which it limited 8 way and 4 way very easily.. then sure, It may be very much a consideration for total replacement solution.

 But, that also assumes its feel and reaction will be Very simular in nature
to the real arcades digital controls.   

 One thing I think should be under consideration, is a rubber spider "X"  simular to that of sinistar.   This would make a perfect solution to a popular game that  is nearly impossible  to control with standard means.   As the  'X" gives the player much more control by multiplcative resistence... rahter than a single resistence  that  once is overcome..  will be  too loose and too easy to slide from slow to hyper fast speeds.

 I have no clue it there is room for such a thing.. if would require a mod, a redesign..ect.   But, its something Im sure that a LOT of people would
want.    Btw- the multiplcative resistence also works on other analog games excelently.. as it gives much  finer control.   Only on  certain games where you need to constantly go swiftly from extreme left to extreme right (for example), might it be a little too slow.  Other than that,  it works great.  Ive tried it via a home-built 'sini-stick'  - simular to andys, but using pots. (and cut up bike tires as the rubber X)

 An add on system as desribed.. which supported motor or electromagnetic  restrictor changes sounds pretty sweet.   I think people wouldnt mind paying an extreme amount for a joystick that does it all..  but.. it really has  to preform as good as them all too...  else it may not do so well in  the hands of true classic purists.   People that actually care very much about
games performance.. and spend and do whatever it takes to get the authentic feel and proper control that they grew up playing with...

 Anyone else agree about the  Sinistar X?  Make your voices heard...


 
 

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #114 on: June 16, 2006, 02:37:14 am »
Address a bunch of posts, and a first look at analog mode:

The problem is mame is not well written to translate analog to digital*.  Mame looks at each axis separately; the value of the other axis is not looked at during the analog 2 digital translation.  This makes Mame's look more like the following...
So if I am looking at this chart correctly, MAME is using a (very crude) 8-way map for the A-D conversion, even in 4-way games, correct?

You might say that.

However, I'd say mame has NO analog to X-way stick "map" at all. 
It only has the one analog-2-digital-switch "map" for all digital inputs.  IOW, mame converts all the analog (that are set to digital inputs) equally (using the a2d_deadzone setting) and at the same time.  Only then does it ask "is it button, 4-way, 8-way?", as if all were digital inputs in the first place.

I-PAC Mode:  ... you gain one less level of computation (more on that below)....

Digital games ... in USB mode, the stick
Robin
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #115 on: June 16, 2006, 03:41:31 am »
It is not unreasonable to ask that a CLI be included in the next version.   

Quote
The UltraStik can be mapped from the CLI already.  From the start AFAIK.  (See posts by SirPoonga and around that area.)

So either it's not unreasonable to ask that it remains in, or it's unreasonable to ask that it's (re)added. ;)

After some further research, you are 100% correct about the CLI already included (http://www.ultimarc.com/ultrastik_prog.html)   :cheers:

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #116 on: June 16, 2006, 04:02:49 am »

I decided on a 9X9 grid because it seemed like a reasonable size, enough squares to define any possible map which most users would need. Although the hardware is capable of dealing with a larger number of squares I can't see any advantage in this and would mean a longer map-creation process.

I do think that almost all of the comments here are constructive and not overly negative but the kind of healthy discussion that I would have expected. Couple of exceptions, one of them I know the persons first language is not English and that accounts for the reason his comments appear very negative when he does not mean them to be (as he confirmed to me in an email). 

Changing maps via switches: Well I could be persuaded, I had maybe overlooked the Linux issue. There are of course already connection points for switches and the firmware is changeable by the user using a download. I already have plans for alternative firmwares with differing functions.

Yes there is a command-line option.





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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #117 on: June 16, 2006, 04:22:45 am »
Surely you are not saying that in USB mode, once I download a map I am stuck in mapped mode and can't get back to pure analog?  (That would be a pretty serious drawback if you could play Star Wars and then PacMan, but then you had to unplug the stick to get back to Star Wars???)
N0. You can revert to analog via USB by downloading an all-analog map. But once this is done, the directional (I-PAC) interface will also be receiving the same map, ie no directions will be sent as it's an analog map, until you again download a digital map.
The option to "force analog via USB" will be added in the next software version. The stick firmware already supports this function.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #118 on: June 16, 2006, 09:30:21 am »
I would be fine with only software switching, but if there were way to manually switch... what about something like having a 'set mode' button.  Hide it under the cp, or somewhere out of the way. 

To change a mode you hold down the button and move the joystick in 1 of 8 directions to select a mode.  Of course that would assume the stick could hold 8 'maps'.  Thats the least intrustive way I can think of to do a manual switch.  I wouldn't want to have to add more than one button to fasciliate that feature. 

Again, I'm happy with the software switching, but I can see why others would love both methods.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #119 on: June 16, 2006, 10:05:19 am »
Actually, if you go back in time, you'll see that the discussion about potential problems and/or upgrades started in a different thread, but were MOVED INTO this thread by a moderator who, I'm sure, meant well.

Yeah, that was me. It was better to keep the discussion in one as to not have a ping-pong effect.


Andy,

Another wishlist item: open source of the API and the ability to 3rd party flash the firmware. Have you considered that possibility for something in the future?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #120 on: June 16, 2006, 10:26:52 am »
A rubber spider add-on for Sinistar would make me drool...

Anyone else agree about the  Sinistar X?  Make your voices heard...
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #121 on: June 16, 2006, 10:56:52 am »

If I may take the unpopular side for a moment... I am a big believer in constructive criticism.  I live for it on my jukebox.  But is his product announcement thread really the place for it? 

Actually, if you go back in time, you'll see that the discussion about potential problems and/or upgrades started in a different thread, but were MOVED INTO this thread by a moderator who, I'm sure, meant well. 
Ah, that makes sense.  Wouldn't have been my choice, but if Andy and the mods are happy then all is well.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #122 on: June 16, 2006, 12:40:17 pm »
I'm interesting how Ultrastick will operate in game Food Fight (MAME) when will be connected directly by USB.
I know that connected by I-PAC (as every joystick connected by I-PAC, because I-PAC is keyboard) operate wrong. When you fast change direction left-right-left-right-..... our hero veeeeery slooooow change face direction from left to right and right to left.
When I connect stick (every) to PCB from PC joypad our hero very fast (immediately) change direction left-right-left ....


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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #123 on: June 16, 2006, 03:03:46 pm »
A rubber spider add-on for Sinistar would make me drool...

Anyone else agree about the  Sinistar X?  Make your voices heard...


Me too.

Why, oh why, did I buy all those williams 49-ways...

Darn crystal ball! WORK BETTER!!

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #124 on: June 16, 2006, 06:32:50 pm »
 :applaud:
droooll! ( uses large towel)
Gotta have one will order ASAP
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #125 on: June 17, 2006, 07:41:04 am »
N0. You can revert to analog via USB by downloading an all-analog map. But once this is done, the directional (I-PAC) interface will also be receiving the same map, ie no directions will be sent as it's an analog map, until you again download a digital map.
The option to "force analog via USB" will be added in the next software version. The stick firmware already supports this function.
Okay - I saw the all-analog map, but wasn't sure why you would use it?

Question/Suggestion - For digital modes, the stick superimposes a 9x9 grid on the analog map and converts the resulting values to a digital output.

For analog games (Star Wars, PC games, 270 driving games), I would think you would want true 256x256 resolution and superimposing a 9x9 grid and using those values would make the operation "choppy" (Jumpy) at best.

Are you saying the stick starts in 256x256 via USB, but then when you select a map the stick reverts to 9x9 and then your only analog option is back to 9x9 analog.  If so, I think it would be good to add a "no mapping" option in which case the stick reverts to 256x256 mode.

Unless the stick works fine in 9x9 analog mode, or the 9x9 map really takes true analog values, so you are getting 256x256 resolution, or there is something else I am totally missing (which is very possible.)

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And I still think that you would have to download some map for 4-way games for the stick to behave properly (assuming the default Ultra-Stik to I-PAC map is 8-way), correct?

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To Chris and others: I wouldn't hold off buying one b/c of the comments in this thread.  As others have already stated, the "improvements/tech questions" thread was originally separated and merged into here.  Also, I would be much more highly motivated by positive or negative comments by early adopters than speculative comments from the peanut gallery (me).
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #126 on: June 18, 2006, 03:42:37 pm »
I had one of those d'oh moments over the weekend. I was thinking about how map switching could be implemented without using Windows and realised there is a very simple alternative. You could simply make more than one map available simultaneously and there are several ways to achieve this.

USB HID devices are allowed to have more than two analogue axes so one approach would be to simply increase the number of axes seen by Windows. For example supposing you had created two maps, one for 8 way games and one 4 way games. You could arrange for Windows to see the joystick as a HID device with 4 axes. The first axis would represent the x coordinate of the 8 way map, the second the y coordinate of the 8 way map, the third the x coordinate of the 4 way map, and the fourth the y coordinate of the 4 way map.

The only downside I can think of is that adding extra axes in this way could have an adverse impact on performance.

Another alternative, which I actually prefer, would be to keep the analogue axes purely for analogue applications and have the digital directions represented by button presses. There would be no danger of running out of buttons as the number of buttons that an HID controller is allowed to have is practically unlimited. So for example if "up" was registered on map 1 then the UltraStik would tell Windows that button 1 of the controller has been pressed. If "down" was registered then Windows would be told that button 2 had been pressed. If "left" was registered then Windows would be told that button 3 had been pressed etc. There would be 4 (or perhaps more) buttons associated with each map. So if "up" was registered on map 2 then the UltraStik would tell Windows that button 5 of the controller has been pressed and so on for all the maps defined.

Then for each MAME game you would simply select the appropriate buttons (or axes) for up, down, left and right representing the type of joystick you wanted.

Unfortunately, extending this approach to the Ipac mode could be a bit tricky. If you wanted two maps to be available then you could I suppose have 8 outputs going to the Ipac, the first four being for map 1, and the remainder for map 2. The problem is that you'd then be using up to 8 Ipac inputs per joystick which is too many for most applications. However, MAME's button handling algorithm is fairly sophisticated and with a bit of care you can get a 4/8 way switchable joystick using only 5 outputs. This can be achieve by combining a standard 8 way map and a simplified 4 way map that only registers one direction. I've attached a diagram to show how this might work.

You would then define MAME's ini file as follows:

8-Way Mode

P1_JOYSTICK_UP "KEYCODE_U"
P1_JOYSTICK_DOWN "KEYCODE_D"
P1_JOYSTICK_LEFT "KEYCODE_L"
P1_JOYSTICK_RIGHT "KEYCODE_R"

4-Way Mode


P1_JOYSTICK_UP "KEYCODE_U ! KEYCODE_N"
P1_JOYSTICK_DOWN "KEYCODE_D ! KEYCODE_N"
P1_JOYSTICK_LEFT "KEYCODE_L KEYCODE_N"
P1_JOYSTICK_RIGHT "KEYCODE_R KEYCODE_N"

Of course, it would be even better if the joystick had the option of being connected to a ps/2 port and acting as a ps/2 keyboard as you could then simply connect the joystick to the Ipac's keyboard pass-through socket and have as many unique types of keypress as you wanted.

Also, you could perhaps go one step further and get rid of the idea of multiple maps altogether. Instead you could have just one super map that did everything. On this map you could define multiple overlapping regions each representing a different button press.

Standard disclaimer for Christian: These are just some ideas that I'm putting out for discussion. It should not be assumed that I am in any way criticising the current implementation of the UltraStik.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #127 on: June 18, 2006, 04:10:38 pm »
Setting the angles, increasing or decreasing the deadzone size, changing the shape of the deadzone, or doing crazy things like making curvy lines or difference angles between left/upleft than for right/upright would be nice.  Are they needed?  Do they make that much of a difference than a 9x9 grid?  Are they possible to be assigned from the computer on hardware fast enough to do the calculations while cheap enough for retail?

In talking to Andy a little while ago, he mentioned that using angles instead of a grid would be much more computation intensive than possible for the hardware used.
Andy is that still true?

Well there are a number of mathematical tricks you can use to make the calculations far less computationally intensive. It's definitely doable. But I agree this approach would still require the processor to work harder than a simple look up table.

The thing is though, there is no need for the angular calculations to be done in real time. I was thinking you could simply get the configuration program to pre-generate the map for you based on the three parameters I mentioned earlier in the thread. This would enable very high resolution maps to be created far more easily than having to draw each pixel individually.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #128 on: June 19, 2006, 05:19:42 am »
Couple of random points which I don't think have been mentioned...

Firstly, a major reason to use the IPAC output (as far as I can tell) would be to use the joysticks along with the IPAC console converters.  The only question this leads me to wonder is whether the stick must be programmed with an 8-way map via USB prior to using with the console...I assume this is the case.

Secondly, someone mentioned about having maps for each individual game.  This would not be neccessary when using many FE's.  For example, with Mamewah you would run the Ultramap software prior to the emulator, passing the control type as a UGC filename for the app to open.  ie with the latest beta Mmewah, it would look something like this:

pre_emulator_app_commandlines c:\ultramap\ultramap.exe "c:\ultramap\maps\[input].ugc"

This would just require that you make UGC files for each of Mame's control type's (well, the one's you would use a joystick for).  Of course some games will need individual treatment, but this should suffice for a good many.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #129 on: June 19, 2006, 10:59:17 am »
Couple of random points which I don't think have been mentioned...

Firstly, a major reason to use the IPAC output (as far as I can tell) would be to use the joysticks along with the IPAC console converters.  The only question this leads me to wonder is whether the stick must be programmed with an 8-way map via USB prior to using with the console...I assume this is the case.


I think another major reason may be the problem when using or enabling joysticks and a trackball at the same time. i.e. snake pit or just someone lazy with their cfg's.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #130 on: June 19, 2006, 03:12:32 pm »

Are you saying the stick starts in 256x256 via USB, but then when you select a map the stick reverts to 9x9

No. Any cells in the grid which are assigned as analog are "transparent" to the 256 X 256 resolution. So if all cells are assigned as analog you get 256X256 across the board.
You could combine analog and digital, for example define a grid of analog with a 4X4 square of digital defined as "center" in the center. This would give a dead zone. I am not sure if there are any uses of a mixed analog/digital grid with the digitals defined as directions but you never know...
Andy

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #131 on: June 19, 2006, 03:21:48 pm »
Okay - I saw the all-analog map, but wasn't sure why you would use it?
...
Are you saying the stick starts in 256x256 via USB, but then when you select a map the stick reverts to 9x9 and then your only analog option is back to 9x9 analog.  If so, I think it would be good to add a "no mapping" option in which case the stick reverts to 256x256 mode.

No, when a square is mapped to analog, it outputs the full analog range for that square.  So it's like your suggested "no mapping", except that the original "no mapping" has digital for i-pac and analog for USB.

-edit- Andy beat me to it. 

Addition due to Andy's comments: I've used just the center square as center for a small deadzone, but lets me have joystick & mice enabled at the same time.  Also, the corners can be hard to hit, so maybe the far corners can be set to the diagonals to help get the far corners.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #132 on: June 19, 2006, 09:30:51 pm »
A rubber spider add-on for Sinistar would make me drool...

Not that I'm going to make one...but it seems some enterprising individual could make a Sinistar spider that would go on TOP of the stick (using the mounting plate holes) that would be pretty much universal to any stick, including anything Happ or Ultimarc makes--analog or digital.  There might need to be different center inserts to make it work, but very doable.

However, I'm not that confident something like that would be a hot seller, which I'm sure is why it doesn't exist.  It's a very scecialized item that needs either a dedicated stick or manual installation every time, which kind of minimizes its appeal.

But as for the Ultrastick, I can't wait to get my hands on one!  I liked the GP49way combo, but the ability to go full analog is flippin SWEET!  The only question is if this can be adapted to Tron usage...heheh...

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #133 on: June 20, 2006, 07:17:01 am »
I think another major reason may be the problem when using or enabling joysticks and a trackball at the same time. i.e. snake pit

I don't think this is a problem as long as the old 'joystick' and 'mouse' settings are used as opposed to the 'device_' settings...at least that's how I ended up setting it up.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #134 on: June 20, 2006, 08:07:32 am »
The only question is if this can be adapted to Tron usage...heheh...
I don't see why not - in fact you could have custom maps to do so  - one user might prefer the standard 4-way map with only the the one extreme point in each corner of the 9x9 grid mapped to diagonals, another might prefer 4 of the squares in each corner, another 9 of the squares.

Can anyone comment on the throw and return to center of these compared to more common sticks?

My personal feeling is this won't be the BEST stick for ANY game, but it may be the BEST stick so far for ALL games.  In other words (assuming a throw similar to a J-Stick), unless my idea of variable restictors and auto-scaling is workable, best you can hope for is a throw that is a little short for analog games (but playable), a little long for 4-way games (but playable), and about right for 8-way games.  From what I have read, the standard J-Stick should be pretty close to this, and given that probably 70% of MAME is 8-way, 20% is 4-way, and 10% is analog, that's probably a good option.  (No real research on those figures).
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #135 on: June 20, 2006, 09:10:00 am »
best you can hope for is a throw that is a little short for analog games (but playable)

Just thinking....I don't recall what the hall-effect sticks are like exactly throw-wise, but I get the impression the throw is not extremely long.  If this is the case then the only analog games which might 'suffer' are the trigger stick ones (Afterburner, Space Harrier etc).  However as trigger sticks and long throw goes hand in hand, I think it will not actually matter even if the throw is a little short as it is not directly comparably to a trigger stick.

Also worth remembering that a bunch of analog games which people will want to play with this stick (eg Paperboy, Star Wars etc) did not even use a stick originally, but rather more tailor made controllers.  So authenticity is not the real issue here, as long as the games' playability doesn't suffer too much.

Can't wait to try one so I know for sure! :)

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #136 on: June 20, 2006, 02:12:44 pm »
The only question is if this can be adapted to Tron usage...heheh...
I don't see why not - in fact you could have custom maps to do so  - one user might prefer the standard 4-way map with only the the one extreme point in each corner of the 9x9 grid mapped to diagonals, another might prefer 4 of the squares in each corner, another 9 of the squares.

The mapping is icing on the cake, I was wondering more about whether this can be physically adapted to use a Tron stick handle, the fact that it is spring-based makes that a little more difficult.  The grommet-based 49-ways were very easy to adapt, so I might have to look at doing a hybrid when I get ready for production again.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #137 on: June 21, 2006, 01:02:31 am »
re:  Atari logo Hall-effect sticks: 

All in all, the feel is similar to an Atari logo digital sticks, what with the same pivot ball construction and same height handle.  I think the restriction was opened up a little for a longer throw, but otherwise, mechanically speaking, they're pretty much the same.  That puts the throw shorter than a Happ analog, and way shorter than an Afterburner.


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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #138 on: June 21, 2006, 04:55:42 am »
All in all, the feel is similar to an Atari logo digital sticks, what with the same pivot ball construction and same height handle.  I think the restriction was opened up a little for a longer throw, but otherwise, mechanically speaking, they're pretty much the same.  That puts the throw shorter than a Happ analog, and way shorter than an Afterburner.

EPROM, Road Runner & I-Robot etc. should play very well with this new stick then  :)

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #139 on: June 22, 2006, 01:22:30 am »
My first impressions on throw:

Term2: a lot better without restrictor.
Digital games (Magic Drop 3, Strikers 1945): a lot better with restrictor.

I can't compare to happs analog, but the full non-restricted throw's chord is approx 1 to 1 1/8 inches (short handle, ball stick, top of stick, without ball attached 'cause much easier to measure).

The restrictors basically cut that in half, to approx 1/2" with circle restrictor, same method as above.

I say 1" to 1 1/8" because the end of the non-restricted throw is "soft", not well defined.  The first heavy resistance is at ~1/2" from center (for total free movement of ~1"), but you can push it another 1/16" past this point.

I'll have to test other games.  Don't expect to hear much about about them soon, though. ;)

-edit- Rephrased my generalities from black and white words to more accurate weighting, and listed the two digital games I played and based my first impressions.
« Last Edit: June 23, 2006, 04:20:23 pm by u_rebelscum »
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #140 on: June 22, 2006, 05:57:13 am »
My first impressions on throw:

Playable in Term2 without restrictor, not playable with.
Too long in digital games without restrictor, playable with.

Sorry for perhaps stating the obvious....but did you select the restrictor type in the software?  If so, is Term2 unplayable with restrictor as it is just too sensitive?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #141 on: June 22, 2006, 03:27:24 pm »
Just got mine, been playing with it here at work a little bit.  I like the feel overall, it does seem to be very stable and is definitely true analog.  The spring is a little soft, but may be a good thing for long gaming sessions.  I'll have to try the harder spring to compare when they are back in stock.

Star Wars is playable, but nothing beats the yoke for nailing Vader's tie over and over.  4-way games definitely need SW mapping as Mame's is pretty much crap.

One interesting thing--this is basically a j-stick with a custom PCB underneath.  The magnet is held on the standard j-stick shaft only by its own magnetic force, so should easily be adaptable to any stick with a steel shaft of the same diameter, just by popping it on, as long as you can maintain the proper centering and spacing when mounting the pcb as well.  I will have to try mounting it on my Tron prototype this weekend...  ;)

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #142 on: June 22, 2006, 09:01:37 pm »
My first impressions on throw:

Playable in Term2 without restrictor, not playable with.
Too long in digital games without restrictor, playable with.

Sorry for perhaps stating the obvious....but did you select the restrictor type in the software?  If so, is Term2 unplayable with restrictor as it is just too sensitive?

Yes and Yes.

It's the very small movements I can't do, and with the restrictor I have about a quarter of the same area of physical movement to the screen; I do things like hit the person instead of the robot behind him or the ammo in front, and shoot left of robot move stick as little as I can and then shoot other side (but not the 'bots that pop up in your face ;) ).

I probably will do better with the square resistor (the diamond restrictor rotated 45 degress a la qbert), but that would mean I'd have to swap restrictors.  8)  I'll try it at some point.

But it could be more me than for others.  For example, I don't like thumb sticks on gamepads because I can't move in small enough movements to use them like the analog they are (think me using ~25-way sticks instead of 256-ways).  Nor do I like the micro-throw 8-way or 4-way sticks as I can't use them well, either. [shrug]  I guess I'm getting old. ;D

Using the longer sticks might help me, though.

I'm hoping to help Andy do some other stuff that might help; anybody know about a good utility that can grab USB HID report descriptors?
Robin
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #143 on: June 22, 2006, 09:59:45 pm »
Quote
One interesting thing--this is basically a j-stick with a custom PCB underneath.  The magnet is held on the standard j-stick shaft only by its own magnetic force, so should easily be adaptable to any stick with a steel shaft of the same diameter, just by popping it on, as long as you can maintain the proper centering and spacing when mounting the pcb as well.  I will have to try mounting it on my Tron prototype this weekend...  ;)

I wonder if we could use a slightly longer hollow shaft (same total length as old shaft+magnet) and drill out the center of the magnet?  Then we could slide the magnet onto the hollow shaft and run wires up to a newly installed led in the knob or maybe we could use the same length shaft (but hollowed out) and slide the magnet onto that shaft?  Would the pcb be able to compensate for the difference in the space between itself and the magnet?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #144 on: June 23, 2006, 01:06:30 am »
I wonder if we could use a slightly longer hollow shaft (same total length as old shaft+magnet) and drill out the center of the magnet?  Then we could slide the magnet onto the hollow shaft and run wires up to a newly installed led in the knob or maybe we could use the same length shaft (but hollowed out) and slide the magnet onto that shaft?  Would the pcb be able to compensate for the difference in the space between itself and the magnet?

From what I can tell, the magnet needs to be fairly close to the sensor--like within 1/8".  It doesn't seem like you'd be able to squeeze in any useful wiring without interfering with the motion of the stick.  I'm not brave enough to drill the magnet on my one sample, so...anyone wannna try it on theirs?   >:D  Never mind, I just tried holding the sensor farther away from the shaft, and the range quickly drops off.  Maybe a larger magnet would work farther away but don't have one to try with.

Playing around with the stick a bit more (I've got it apart now!) it looks like it will be a good candidate as the input for a Tron setup.  I just need some longer brackets to hold the sensor PCB to the base I am using, and I think we are in business.  Could have a prototype soon with a few cheap parts...

Thanks for getting me tinkering again Andy!

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Tron Joystick Map
« Reply #145 on: June 23, 2006, 02:26:22 am »
Hey guys, here's a Tron compatible map that I am experimenting with.  I tried using a smaller area (single line of blocks going into corners) for the diagonals, but that was a little TOO hard.  This one seems to be pretty stable in Light Cycles, but still gives maneuverability during the 8-way stages.

Anyway, give it a try! (Tip: rename the extension from .txt to .um and place it in your Maps folder, and restart UltraMap if you're already using it)  Oh, and if you come up with a better map, please post it here for all to use.  :)

Cheers  :cheers:

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #146 on: June 23, 2006, 05:31:43 am »
I just had another idea.  Since the magnetic field drops off so quickly why not a shorter shaft and an open sided extension?  The extension will have a ring at the top for going onto the shaft and a solid metal bottom for the magnet to attach to.  The open sides will allow wires to be run up into the shaft.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #147 on: June 23, 2006, 08:00:57 am »
Not that it matters, but are these modified Bao Lian sticks? Just curious.
 

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #148 on: June 23, 2006, 01:48:20 pm »
I just had another idea.  Since the magnetic field drops off so quickly why not a shorter shaft and an open sided extension?  The extension will have a ring at the top for going onto the shaft and a solid metal bottom for the magnet to attach to.  The open sides will allow wires to be run up into the shaft.

Could be done, but you then also need some way of allowing the stick to turn freely without twisting the wires.  This was the whole problem Christian was having with his lighted ball-tops, which I helped solve by adding the right angle headphone jack to the bottom.  The same method could work with the right shaft (and these shafts are probably too narrow to even accomodate the female jack), but you need to then attach the magnet to the jack fairly dead-center in line with the shaft.  I have no idea if the very presence of an electircal signal from the wiring so close to the magnetic sensor would interfere any, but it's possible (notice how far away the other electronics are from the sensor).

Again, probably doable, but not without a few custom made parts.  If someone wants to tackle this, they'd probably have a seller (I'd Buy it!).  The shafts would also be compatible with the standard J-stick to boot.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #149 on: June 24, 2006, 07:43:01 am »
drill out the center of the magnet? 
No chance of this unfortunately! Some interesting ideas though.
At the moment I am concentrating on the next development, a restrictor switchable from round to un-restricted. This will be retro-fittable. I have a prototype but next stage is production of an injection mold. Serious stuff..
Andy

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #150 on: June 26, 2006, 11:30:57 pm »
Okay, I've been holding off on this for a while, but time for me grab my box: :soapbox:

Analog was limited to 256 in the old school gameport.  This is not true anymore with modern win9x/XP & USB.  USB can do far higher precision values per axis.  If the sensors and other hardware are designed correctly, they can do 32 bits per axis (256 vs 4,294,967,295 values).  This is done without any special drivers; the standard windows HID drivers already handling your current controllers are the only drivers needed.

Here are links to other products/projects (most are flight simulator related for some reason ;)) that have at least two axes with greater than 8 bits (ie: >256 values, none are at 32 bit yet):

Plasma-Lite
mJoy
JoyWarrior
Performax
Precision Joystick Controller BU0836

Also, the xbox controller sends 16 bits (from -32768 to 32767) for each axis of the two analog sticks.  See redclOuld's page or this other page.  I think 16 bits is the highest ATM, but there's still room to grow.


I've been talking to Andy about this, and he was able to do the higher resolution on the UltraStik360, too.  It will take a firmware update, which means Andy needs to program it, but I understand he's splitting his time, also busy on some other cool project (that many here will like) ATM. ;)  I don't think many people will mind waiting on this if it speeds up the other project.

Increasing the precision will help on gun games with greater than 256x256 resolutions (anything after nintendo's gun games I think).  Besides those game, I'm not sure how much improvement it will bring (except marketing of course. :D)  Testing is the only was to answer that.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #151 on: June 27, 2006, 04:51:56 am »
howdy all,

as i understand it, if you use these sticks without an ipac, then it is recognised as a gamepad by mame. my question is are most other emulators compatible with gamepads as well, as this could also be a factor in deciding on purchasing these sticks. apologies if this has been brought up already.

cheers

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #152 on: June 27, 2006, 06:15:09 am »
"However, I'm not that confident something like that would be a hot seller, which I'm sure is why it doesn't exist.  It's a very scecialized item that needs either a dedicated stick or manual installation every time, which kind of minimizes its appeal."


  Like a $5000  cabinet made of MDF is a hot seller?   :laugh2:       :lame:


  Sinistar is a "very" popular classic game..  and no controller out there plays it very well - mostly
because of the way that the resistence the spider creates gives Much greater control.

 Resolution isnt the saving issue.  Its the multiplicatice resistence that adds greater control.   
The differnce:  Its like driving on ice with bare tires -vs- tires with metal spikes and chains on them.       

 This also works great for better control on other analog games.   

 It SHOULD be a technology added to those thumb sticks on gamepads...  as then they
would actually be somewhat controlable and precise.

 Id bet a Sini-Stik  outsells any other custom controller out there.

 Take a look at past sales on ebay of balltop 49 ways.     And remember, that there
have been encoders designed just to read 49 ways..   and no 49 way game is
more popular than sinstar.   And 9 times out of 10,  an encoder and 49 way was
bought just to play sinistar correctly.

 Ohh, and Wernt you "Trying"  to make one once before?

 
 
 

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #153 on: June 27, 2006, 11:26:14 am »
howdy all,

as i understand it, if you use these sticks without an ipac, then it is recognised as a gamepad by mame. my question is are most other emulators compatible with gamepads as well, as this could also be a factor in deciding on purchasing these sticks. apologies if this has been brought up already.

cheers

Actually, yes, most emulators support gamepads, if not all.  While keyboard (ipac) is always the first thing supported in an emulator, it doesn't take long before they add gamepad support.  Realize that most people using emulators (including emulator authors) aren't using arcade controls to play them, and gamepads are a lot easier to use than keyboards.  And many of those emulators would benefit from analogue controls.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #154 on: June 27, 2006, 05:39:27 pm »
  Like a $5000  cabinet made of MDF is a hot seller?

I knew it wouldn't be long before the personal insults started.  Somehow, it seems no post is big enough for the two of us.  Why the hate?   :banghead:

But I'll try to keep this civil.

Actually, I've gotten far more requests for cabinets (even at the stated price) than I was able to produce with a small 2-man operation.  However, I am working with a new business model which will allow production of greater numbers at a much lower price point.  How does the number of cabinets I've sold have any relation to whether a Sinistar stick would be a big seller?  And where did you get the idea we were using MDF?

But this is getting off topic, and I was not insulting anyone's ideas, just stating the practical problems with implementing a spider into a multi-game controller.  As you do remember, I was interested in making a Sinistar adapter plate and spider for the 49-way.  The prototype worked very well, but I think there were like 2 people interested in buying one, so it was put on the backburner.  I think in order to be a popular item, it either needs to be switchable, or cheap enough to justify adding it to a control panel just for one game.  For the time being, I personally am not interested in investing any more time or money into it, but you never know.

The other point is that the design of the Ultrastick makes adding anything to the bottom a bit trickier than any  other stick.  So someone needs to work that out.

Quote
This also works great for better control on other analog games.   

But not for 4-way or 8-way games, which kind of kills 75% of what you could use these sticks for.  I think a lot of people would like to keep the number of specialized controls to a minimum.

Quote
It SHOULD be a technology added to those thumb sticks on gamepads...  as then they
would actually be somewhat controlable and precise.

I think that the LAST thing you want on thumb controllers is increased resistance (OUCH).  BTW, the same effect you are looking for could easily be duplicated by using weighted curves on the analog signal, so the farther you press, the less change in acceleration, so to get your ship really flying, you have to peg it, but the middle area of the stick is more sensitive.  This should be very doable with the internal resolution of these sticks (plenty of data to work with without losing resolution.)

 
Quote
Id bet a Sini-Stik  outsells any other custom controller out there.
  Come on, ANY controller?  There are a lot of controllers that are usable in a much wider range of games, and let's face it, the extra parts add cost to the setup, whatever your base controller is.  Just adding a molded part to the mix (the spider) is what scares most people off, as far as production goes on a small run.  That said, if you can come up with a list of buyers, I'm sure someone will be willing to produce these--if they can justify the cost of production versus the number of potential sales.
« Last Edit: June 27, 2006, 10:35:39 pm by 1UP »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #155 on: June 28, 2006, 02:21:14 am »

 It seemed quite the other way arround.   At least, Im pretty much
 used to being attacked and insulted..
 But anyway, I dont hate anyone.

 MDF was stated in one of the older postings.

  As for your Stick.. I wasnt even aware there was any developments.   I suspect that it
was the same for the others.   Also,  just because anyone announces thier plans to
make something, doesnt mean that they will get responces right away.

 People may not see the post..  think that anyone would compete a proto..  they may not
yet have the cash or cabinet built yet... or do not feel its important to speak up as
that persons going to build it anyways...   Etc.   

 However, after seeing a working proto..  that does get people attention.. 
(see new push/pull spinner)
  And seeing an Obj for sale..  and all the sudden you cant stock enough of them.   

  I aslo never said "all in one stick'.  Meaning, I believe people would pay for a Sini-stick
alone. 

 As far as I can see.. not everyone can even imagine that such an all in one stick
will function well for all types of games.   The throw, responce,  feel...ect.   are very
important to many classic  fans.    Still, it may come in handy for something like
a portable bartop.. where control panel space is a concern.

 We shall see how these restrictors pan out I guess...   But to me, if they are too
much of a pain to switch over, they arnt what Id be interested in.
(proto pics andy?)

 "But not for 4-way or 8-way games, which kind of kills 75% of what you could use
these sticks for.  I think a lot of people would like to keep the number
of specialized controls to a minimum."

  Again, that is not everones point of view. ..want..need.
  Many would rather use these as an analog only solution..  keeping thier  typical
fighter or 8/4 way switcher installed.

  Anyone could use an analog stick to control Star Wars for example..  But any starwars
fan will lift thier nose to this idea.   They would rahter drop $300 that they cant
afford into having the correct controller that has flawless accuracry and control.

 "I think that the LAST thing you want on thumb controllers is increased resistance
(OUCH). "

 Ok, think of it like this...  Those little mini-sticks that are on some laptop keyboards
to control the mouse pointer.    Yes, I hate them..  but thats mostly because they are
too small,  throws too small, uncomfortable, ect..     However, they Illustrate a great
point.   You could NEVER control a mouse point that precisely with  an analog thumb pad.
The added pressure gives you that added feedback and control that you wouldnt have
if it were too 'loose' and easy to move.

 On thumbpad sticks,  it wouldnt have to be anywhere near as stiff as those laptop sticks.   
Its pivot point also gives you mechanical advantage, so that it doesnt take as much pressure to
operate.  The thumbs are actually quite strong however.   

 "BTW, the same effect you are looking for could easily be duplicated by using weighted curves on the analog signal, so the farther you press, the less change in acceleration, so to get your ship really flying, you have to peg it, but the middle area of the stick is more sensitive.  This should be very doable with the internal resolution of these sticks (plenty of data to work with without losing resolution.)"

 This really doesnt come close enough..   In fact, it may cause gameplay problems.   
As the scale factor may make your characters speed move at strange increments that
you arent intuitively expecting.     Sinistar is supposed to only have 3? levels of speed
in each direction.. .but,  when  will each  speed kick in?   If the center of the stick contains
too much sensativity, then 2 or 3 speeds may actually be located all in the very center of
the stick.    On other games, it may operate differently...

  The worst past about most analogs in the springs.  Because the center part is where the
pressure in needed to overcome them.  This means that your accuracy within the center
is bad - because you are fighting too much force (in two different Axis directions) to control
accurately.   This is one  reason  they added a 'deadzone'.   Still, its not the best soultion.   

 This sticks springs are a bit differnt than a typical analog stick, which may help
in this aspect a bit.    But, that will not help the  "sliding on ice"  effect.
 
 The mapping in reality only causes less overall resolution.  As your compensating
for huge motions.  In order to do that, you eat up over half the resolution,  by making
half the controller basically the same  vaules.

 If the center is too accureate, then you will have trouble with that because of the
spring tentions as well as leverage issues..   too close to center to be accurate.

 If the ends are more sensative, then its more accurate but.. you slide way too
easily from the middle, to the outter edges.

"Come on, ANY controller? "

  Look, somoene just made a Major Havok controller!   The thing is basically a spinner...
and the game itself can easily be played with a spinner..  and a spinner can be used more
effectively on other spinner and driving wheel games.   But..  to those who have
played with a controller like this.. I guess its worth it for them.  I cant comment, because
Ive never had that experinece with it.

 However, sinistar is a much more popular popular classic.   
There are also other 49 way games..
and any analog game should work great with one as well.



 

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #156 on: June 28, 2006, 04:48:31 pm »
Hey Xiaou2, I originally said:
Quote
Not that I'm going to make one...but it seems some enterprising individual could make a Sinistar spider that would go on TOP of the stick (using the mounting plate holes) that would be pretty much universal to any stick, including anything Happ or Ultimarc makes--analog or digital.  There might need to be different center inserts to make it work, but very doable.

However, I'm not that confident something like that would be a hot seller, which I'm sure is why it doesn't exist.  It's a very scecialized item that needs either a dedicated stick or manual installation every time, which kind of minimizes its appeal.

But as for the Ultrastick, I can't wait to get my hands on one!  I liked the GP49way combo, but the ability to go full analog is flippin SWEET!  The only question is if this can be adapted to Tron usage...heheh...

As you can see, I was merely making observations as to why we don't currently have a "Sinistick", and even making suggestions for a solution, i.e. a top mounted spider that would be easier to adapt to various sticks.  You didn't see me insulting anyone or any product line.  I don't know how I could make that any more clear, but you seem to misunderstand my intentions quite frequently, and I just wish it wasn't so.  But I am more interested in exploring the possibilities of Andy's new joystick, so I won't mention this further.

Anyway, back on topic, I'd be interested to see if it would be possible to map the Ultrastick in such a way that a good compromise could be made for Sinistar.  I don't think there is any way in the current utility to do analog mapping (at least I haven't had a chance to poke around with it enough).  But one could try something like this:

|speed3|sticky|speed2|speed1|center|speed1|speed2|sticky|speed3|

Shown as a cross-cection across the center 9x9 joystick map from left to right.  So you would not exactly have a dead zone between the medium speed and highest speed, but just a "sticky zone" that keeps the ship headed in the last direction pressed until the joystick is centered or pressed further.

Anyway, I think it's worth trying.

By the way, the Major Havoc controller is indeed very cool, and I might even be willing to fork over the cash for one if they are still available later this year--although it is a little hard to justify the expense just for the sake of one game, even if it is one of my all time favorites.  The spinner works adequately for me, and actually, the first MHavoc game I played may have been a converted Tempest, because I reacall it having a spinner.  Worked fine back then too!  You might think me hypocritical because I had a Star Wars yoke on my machine, but even that controller has a pretty wide range of use, from a limited range steering wheel to a motorcycle controller, and it works awesome in just about any analog flight sim.  It even made a decent T2 controller, it's just a damn stable and precise controller!  ;D
« Last Edit: June 28, 2006, 04:56:46 pm by 1UP »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #157 on: June 29, 2006, 02:23:54 am »

 Well, as far as opinions go..  they can change in time.

 I once hated Leaf switches because of the maintenence, and poor performance in
certain games..  and the way leaf buttons seemed to have too much throw. 

 Years later,  after playing certain classics (with leafs) at a freinds place,  i realized how
much better they were with these types of games.  Completely changed how I
wanted my control panels to be set up.

 I suspect after playing with a stick simular to what I had built..  your views
would probably change for this 'all in one'   idea instead of a dedicated
solution.

 Im also tempted to get a Havok Controller.   Looks pretty badass.   If only it were
arround the 100$ mark.. it would be so much easier to swallow.   Maybe I can construct
one myself..   hehe

 

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #158 on: July 01, 2006, 06:58:45 pm »
this may be a dumb question but i didn't understand it completely. do you have to reload the right mapping every time you switch to a game that requires it or is it done automaticly after you load all the files into it? what i am getting at is what would i have to do if i just played donkey kong then i decied to play street fighter. do i just pick the game and go or is there some process i have to follow between games.btw as if you cant tell i am not a techy kinda guy some please dumb it WAY down.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #159 on: July 03, 2006, 04:45:59 am »
this may be a dumb question but i didn't understand it completely. do you have to reload the right mapping every time you switch to a game that requires it or is it done automaticly after you load all the files into it? what i am getting at is what would i have to do if i just played donkey kong then i decied to play street fighter. do i just pick the game and go or is there some process i have to follow between games.btw as if you cant tell i am not a techy kinda guy some please dumb it WAY down.

If I understand correctly, when you program the stick it will stay programmed that way until you program it otherwise.  In your example this would mean you need to program the stick back to 8-way after playing Donkey Kong in 4-way mode.  Most people will use a FE along with a handful (or more) maps to do the programming automatically...how this is achieved depends on which FE and also what maps you want to use.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #160 on: July 03, 2006, 07:22:41 pm »
thanks for the info minwah. does mamewah do the programming automatically?
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #161 on: July 04, 2006, 12:14:13 am »
thanks for the info minwah. does mamewah do the programming automatically?

It looks like you can issue a command line to UltraMap to load a specific mapping.  So you should have a Mame port or Frontend that allows you to run additional commands when a game runs.  It would be cool if UltraMap could stay resident and just listen for a game, then autoload the map assigned to that game.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #162 on: July 04, 2006, 12:25:51 am »
Ack!  One of my Ultrastik 360's stopped working.  Anyone else experience this or know what I did?  It was working earlier today, then I shut the computer down, moved the control panel (and computer and everything else) to a different location to setup my prototype cabinet, re-hooked everything up, and when I booted up Windows only saw my second stick (which it correctly identified as stick #2).  I looked under the panel at the stick and its light wasn't on - no power.  Turned it all of, unplugged and replugged both ends of them USB cable, turned it back on, no dice.  Tried swapping USB cables with the other 360, nothing changed (the other one still works).  Oh, and Windows doesn't make its "USB device plugged in" sound when plugging it in, or the "unplugged" sound when unplugging it.  Looking at the underside of the stick, nothing seems out of place...

Any ideas?
« Last Edit: July 04, 2006, 12:27:57 am by Dreamwriter »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #163 on: July 04, 2006, 02:34:17 am »
clean up register?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #164 on: July 04, 2006, 11:51:01 am »
thanks for the info minwah. does mamewah do the programming automatically?

As 1UP says, thanks to the commandline function of UltraMap, yes Mamewah can do it :)

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #165 on: July 05, 2006, 10:03:37 am »
Ack!  One of my Ultrastik 360's stopped working.
Does it show up in the Hardware List in Device Manager.  If so, try removing it and then plugging it back in.

(Just guessing, though).
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #166 on: July 07, 2006, 06:13:30 pm »

this thread is way to confusing for me. lets say you have the controller mapped 8 way with no restrictor plate. In a 4 way game it wont see the diagnals so you get a dead zone. If your front end switches the mapping from 8 to 4 on the fly and you are not using a restrictor plate how is the situation any better. the dead zone is still there.


joys are getting to complicated :(

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #167 on: July 07, 2006, 08:09:39 pm »

this thread is way to confusing for me. lets say you have the controller mapped 8 way with no restrictor plate. In a 4 way game it wont see the diagnals so you get a dead zone. If your front end switches the mapping from 8 to 4 on the fly and you are not using a restrictor plate how is the situation any better. the dead zone is still there.


joys are getting to complicated :(


That's one of the great things about this stick, there really is no deadzone if you are using it in 2 way or 4-way, provided it is mapped properly.  It is not the same as using an 8-way microswitch stick and just ignoring diagonals.  Basically you have 4 wedge-shaped areas mapped to be either up, down, left, or right.  When you ar pushing up, then begin moving left, it still registers as up until you are a little bit past the corner, then it switches immediately to left.  Basically, just like the way a 4-way works.  I do think you will want to use this with a 4-way restrictor though, it makes it much easier to snap straight from one direction to another.  I would still proably keep a dedicated 4-way like the J-Stick in addition to using the Ultrastick, which is probably better suited as an 8-way/Analog stick.

If the above is confusing, go back and look at some of RandyT's diagrams and see if that makes more sense.  :)

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #168 on: July 07, 2006, 08:53:45 pm »
your explaination is still quit good and i appreciate the fact you took the time to post something. the clicking of my tstick is really getting to me and ive been considering something else. I would have liked to get a wico leafswitch but they are scarce and usually fought after.

any chance this will have switching 4 way to 8 way on the fly like the tstick only without the clicking. that would really rock. maybe a revision down the road. one can only hope.



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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #169 on: July 08, 2006, 08:54:58 am »
any chance this will have switching 4 way to 8 way on the fly like the tstick only without the clicking. that would really rock. maybe a revision down the road. one can only hope.
Why?

I mean maybe I misunderstood, but with the T-Stick you have to either lift and turn the stick or you have to flip a lever.

With this you will be able to simply have the stick be in the correct mode without having to do anything (once you set up all the software correctly).
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #170 on: July 08, 2006, 04:19:41 pm »
no software could ever totally replace a restrictor plate because of the way it feels. i assume this is why this stick already has the ability to use plates by design.

lets say you map the stick for left and right movement only. so even if the stick is pointing in some random diagnal it still acts like a 2 way. yes it works as a 2 way controller but allowing the stick to freely move all over the place in these types of games feels really screwey.

so a switching version of this control would allow hard corners either 4 or 8 way but still be clickless like a leafswitch without any leaf tweaking ajustment. will it happen prob not but i still like the idea.
« Last Edit: July 08, 2006, 04:28:11 pm by Kangum »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #171 on: July 08, 2006, 04:24:38 pm »
Yeah, what would be awesome would be above-panel switching between 4-way, 8-way, and unrestricted.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #172 on: July 08, 2006, 05:24:26 pm »
I really like the versatility and smoothness/silence of the Ultrastick, but I did do some testing in 4-way (Fast Ms. Pac-Man  :) ) and felt a little out of control--a LOT actually.  Nothing quite beats a dedicated 4-way with diamond restrictor.  You really need to be able to snap distinctly into each direction with absolutely NO PLAY to get to the higher levels in this game.  I can't tell you how frustrating it is when Ms. Pac goes off in her own direction to her doom...

Having played with it a bit in all modes, I would even consider having two or more of these on my panel now (yeah Xiaou2, I said it  ;) ) just to have a clickless dedicated 4-way.  I really wish someone could come up with a good way of switching the restrictor plate on this stick from above.

As far as functioning as a 2-way, I don't mind it at all.  You are infinitely less likely to go in the wrong direction in this mode, and really, even an 8-way functions adequately in this role, though the feeling is very different.  But you're never going to be able to have a joystick that literally does everything well, not without a very complicated mechanical restricion system that is also very expensive and prone to failure.  It all comes down to how many sticks you want on your Frankenpanel.  Grrr...Arghh...
« Last Edit: July 10, 2006, 02:19:51 am by 1UP »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #173 on: July 10, 2006, 07:23:14 am »
Having played with it a bit in all modes, I would even consider having two or more of these on my panel now (yeah Xiaou2, I said it  ;) ) just to have a clickless dedicated 4-way.  I really wish someone could come up with a good way of switching the restrictor plate on this stick from above.

The restrictor plate is like a big gear, so as someone has suggested in the passed (for the J-Stik), I reckon a motor-driven solution could be possible...

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #174 on: July 10, 2006, 11:30:57 am »
Hey 1up - did you get this working good with Tron? I see you posted a config file, but was wondering if you set it up with an actual Tron Joystick?

(I'm thinking this Joystick + Julian's Tron repro handle)...

Tron + Afterburner = Havok Nirvana

 :applaud:

Andy: I see you are offering a handle option, how about a generic one that could be modded, for example Tron?

 :notworthy:

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #175 on: July 10, 2006, 10:05:30 pm »
I am looking at the possibility of adding the circuitry from this stick onto my existing Tron base, as a possible replacement of the 49-way design.  The 49-way adds a lot of parts I'd rather not deal with.

Have not had time to put it all together yet, so don't hold your breath.  It will be a while before a final product is available.   :(

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #176 on: July 11, 2006, 01:16:10 pm »

Analog was limited to 256 in the old school gameport.  This is not true anymore with modern win9x/XP & USB.  USB can do far higher precision values per axis.  If the sensors and other hardware are designed correctly, they can do 32 bits per axis (256 vs 4,294,967,295 values).  This is done without any special drivers; the standard windows HID drivers already handling your current controllers are the only drivers needed.
Just to clarify, HID standard, indeed, alows for 32 bit variables.  But most (if not all) Windows applications work with USB input devices through DirectX component called DirectInput.  Internally, DirectInput scales logical range of USB variables to unsigned integer 16 bit so unless software talks directly to HID driver (this is Royal pain as you have to dig through USB devices list, find the one that looks like a joystick, get its descriptor, parse it, then work with raw data, etc) extra bits beyond 16bit resolution will be simply lost.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #177 on: July 11, 2006, 08:29:45 pm »
Just to clarify, HID standard, indeed, alows for 32 bit variables.  But most (if not all) Windows applications work with USB input devices through DirectX component called DirectInput.  Internally, DirectInput scales logical range of USB variables to unsigned integer 16 bit so unless software talks directly to HID driver (this is Royal pain as you have to dig through USB devices list, find the one that looks like a joystick, get its descriptor, parse it, then work with raw data, etc) extra bits beyond 16bit resolution will be simply lost.

Really?  I'm not doubting you as I only know the API of directInput, not the inners, but ... then why does directInput output the analog axis states as LONG variables (32bit in winXP)?  Was this for future use? ???

Either way, 16bit or 32bit, that's at least hundreds of times higher resolution than the old 256. :applaud:
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #178 on: July 11, 2006, 09:03:49 pm »
Either way, 16bit or 32bit, that's at least hundreds of times higher resolution than the old 256. :applaud:

Which, IMHO, is also hundreds of times more than what is sufficient.

Here's a fun exercise for folks to demonstrate to themselves what that archaic old 256x256 really means in practical terms:  Crank up the res on your monitor and use your favorite drawing/CAD program to draw a 256x256 grid, making sure you can see some clear division between each and every position.  Difficult, isn't it?  Maybe close to impossible.

Each one of those dots represents a possible position for the standard analog stick from yesteryear. 

Outside of, say, a surgical simulator for the medical field, is there some killer application that requires this new level of precision?  It sure ain't classic arcade games :)

RandyT

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #179 on: July 12, 2006, 03:02:53 pm »
Either way, 16bit or 32bit, that's at least hundreds of times higher resolution than the old 256. :applaud:
Which, IMHO, is also hundreds of times more than what is sufficient.

Here's a fun exercise for folks to demonstrate to themselves what that archaic old 256x256 really means in practical terms:  Crank up the res on your monitor and use your favorite drawing/CAD program to draw a 256x256 grid, making sure you can see some clear division between each and every position.  Difficult, isn't it?  Maybe close to impossible.

Each one of those dots represents a possible position for the standard analog stick from yesteryear. 

Outside of, say, a surgical simulator for the medical field, is there some killer application that requires this new level of precision?  It sure ain't classic arcade games :)

RandyT

Some games you want it to be impossible to see the divisions you talk about:
Any lightgun game with at least one axis with resolution >= 256 and small targets.
Any positional gun game with the hardware to see better than 256, and small targets.

Other times the possible hardware output may be 256x256, but your game/mame might see less:
When the throw is restricted and the stick's firmware can't adjust (US360 does, though).  Then you have less than 256x256.  While if you started with 1024x1024, you can restrict it to one sixteenth the area (one quarter movement each direction) and still get true 256x256 at the game.  Again, the UltraStik360 with it's internal 12 bit resolution is able to adjust its output to 256x256 for both with & without restictors.


Take term2 (400x256 screen), for example.  With 256x256 joystick, you can almost hit 2 out of every 3 columns (you hit 256 out of 400, which is 2 out of 3.125).  You lose more than 1 (1.08) out of every 3 pixels; IOW you can't hit one third of the screen, interlaced with what you can hit.  It doesn't really hurt hitting the near targets, but this makes hitting the small, far, already-hard-to-hit targets even harder.

Another example, lightgun games with 320x256 resolutions (pointblank, area51, most other lightgun games after nintendo's), with 256x256 joystick, you can't hit one fifth of the screen ( (320-256)/256 = 1/5 ).  So if you hacked an analog controller with 256x256 hardware to your positional gun and moving 3/4 of the full range (distance) covers the screen, and joystick calibration is software-only (not in firmware), then you'll have 196x196 covering a 320x256 screen, meaning you can only hit less than half the pixels.


I agree many controllers and most (but not all) games don't need any more than 256x256.  IMO thumb analog sticks for example don't need more than 64x64.  But when it comes to thumb control, I'm all th--, err ... "not precise", so this might be just me. ;)  And ATM 1024 (10 bits) is all that's needed for those few games that need > 256.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #180 on: July 13, 2006, 11:11:40 am »
Just as a non-technical comment...

I received my sticks today, and have only so far had chance to try one in analog mode at work.  My opinion so far is very good, it plays fantastic!  I have only played analog games so I am not commenting on the mapping and use in digital games, but having been after a balltop (or non-trigger handle really) analog arcade stick for some time this really is perfect for me.  Forgetting analog resolutions, the stick is very nice and precise on all the games I've tried so far :)

When I get chance to install them into a control panel I am looking forward to seeing how they perform with digital games (esp. 8-way fighters) and also how the restrictor plates affect things.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #181 on: July 13, 2006, 11:16:57 am »
Just as a non-technical comment...

I received my sticks today, and have only so far had chance to try one in analog mode at work.  My opinion so far is very good, it plays fantastic!  I have only played analog games so I am not commenting on the mapping and use in digital games, but having been after a balltop (or non-trigger handle really) analog arcade stick for some time this really is perfect for me.  Forgetting analog resolutions, the stick is very nice and precise on all the games I've tried so far :)

When I get chance to install them into a control panel I am looking forward to seeing how they perform with digital games (esp. 8-way fighters) and also how the restrictor plates affect things.

Well definetly let us know. I'm holding on these and may order depending on some reviews.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #182 on: July 13, 2006, 11:28:18 am »
I'm holding on these and may order depending on some reviews.

I'm in the exact same boat.  :)

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #183 on: July 13, 2006, 11:28:49 am »
Some games you want it to be impossible to see the divisions you talk about:

But an example of one still hasn't surfaced. :)

Quote
Any lightgun game with at least one axis with resolution >= 256 and small targets.
Any positional gun game with the hardware to see better than 256, and small targets.

Take term2 (400x256 screen), for example.  With 256x256 joystick, you can almost hit 2 out of every 3 columns (you hit 256 out of 400, which is 2 out of 3.125).  You lose more than 1 (1.08) out of every 3 pixels; IOW you can't hit one third of the screen, interlaced with what you can hit.  It doesn't really hurt hitting the near targets, but this makes hitting the small, far, already-hard-to-hit targets even harder.

That's all very interesting from a strictly technical standpoint, but in reality it is inaccurate.  The game you used in your example actually used only 256 positions in each axis with the original controller.  It used 8-bit positioning by design.  You can add 10 times the resolution to the controller and it still won't make that title play any differently.  Other existing games will probably show to be the same.

The problem here is that you are operating under the assumption that it is or will ever be necessary to be able to actually hit a target that is one or even two pixels in size.  This just doesn't happen very often, if ever at all in practice, as games are designed to be playable.  Neither lightguns nor positional guns have that type of pixel perfect precision (meaning the ability to hit where the gun is aiming,) so if the author of the game intended for tiny 1 or 2 pixel targets to be hit, they use a little trick.  They draw a "hit box" around the target that is 5, maybe even 10 pixels square.  The net effect of this is that even with very small targets, that 400 pixel screen width is probably more like 395 "free floating" 5x5 pixel target zones horizontally.  In other words, there are never any problems with being able to hit only "almost 2 out of every 3 pixels" or even half.  You don't divide by the screen resolution, rather the size of the smallest possible target (the "hit box", not the graphic) in a game.  The game's control scheme takes care of the rest.

Quote
Other times the possible hardware output may be 256x256, but your game/mame might see less:
When the throw is restricted and the stick's firmware can't adjust ...Then you have less than 256x256.  While if you started with 1024x1024, you can restrict it to one sixteenth the area (one quarter movement each direction) and still get true 256x256 at the game.

I find it curious that this is viewed as a "good thing".  One of the main reasons analog sticks (and other controllers) have extended throws is to facilitate accuracy over that large 256x256 actuation area.  We, as humans, have pretty good motor control but there is a limit to how fine a level we can operate, especially in a high-stress environment like a video game.  Imagine taking those 65536 possible positions and shrinking them down to 1/16th or even a quarter of the space normally occupied.  Would that enhance or actually decrease a persons ability to use the controller?  I have my own views on that one, but others can decide for themselves.

Quote
And ATM 1024 (10 bits) is all that's needed for those few games that need > 256.

And those games are....?

RandyT
« Last Edit: July 13, 2006, 12:45:54 pm by RandyT »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #184 on: July 13, 2006, 01:19:02 pm »
Neither lightguns nor positional guns have that type of pixel perfect precision (meaning the ability to hit where the gun is aiming,) . . .
<lurk off>(Light)gun control means being able to hit where you are aiming.<lurk on>  :laugh2:
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #185 on: July 13, 2006, 07:51:06 pm »
Some games you want it to be impossible to see the divisions you talk about:

But an example of one still hasn't surfaced. :)
...
Quote
And ATM 1024 (10 bits) is all that's needed for those few games that need > 256.

And those games are....?

Okay, term2 was a bad example; it's only 8 bits internally. :-X 

I still stick with lightgun games with > 256 res.  I know, an analog joystick is not a lightgun, but if you control with the joystick....

Take Operation Wolf and Point Blank 2.  Op Wolf converts (for the X axis) from the 256 values to 320.  (Yes, mame will need driver source changes to effectively use an analog joystick > 256.)  Point Blank 2, OTOH, allots 687 values for the X axis input port in the first place, so no convertions are needed in the driver source.

I know you don't need single pixel accuraccy, and the original games were coded to cover the original hardware's range of error.  However, up-converting like in OpWolf & Point Blank2 in mame adds to the user's error range.  And IMO joysticks already have a larger error range than the original lightguns as you aren't getting the refferences of pointing someting at the screen (unless you're using a calibrated positional gun, not a normal joystick).

I also know that my motor control it's very precise, and that shrinking the range of movement increases the error due to me than if it wasn't restricted.  However, let's take a positional gun hack, for example.  Let's say the hacked hardware could output 256x256 before it was hacked, but after the hack it only had a little more than half the monvement (say, 144x144), but some of that shots are off-screen  (say 128x96 for the screen).  The movement is "restricted" less than the encoder was designed for, but the actually movement of the gun is a "full" range.

How many lightgun games have resolutions like Point Blank 2? Seven if you don't include clones @ 640x480, and two @ (sort of near) 512x236.

Not very many, but at least a few.

I was going to suggest Hard Drivin', but I can't hard info on it from work ATM.  IIRC, it has a 5 turn wheel, and 12 bits for the wheel, but no one has a 5 turn wheel and it's filtered to the lower 8 bits.  If it was filtered to the upper 8 bits, I'd be totally out of the water, but as is, 4096 (12 bit) / 5 = ~820 values per rotation.   These numbers are not solid, though, so I won't list this as one of the games.


On a different note, I found this from historical atari VAX mail:
Quote
From:   KIM::MILTY        18-JUL-1991 08:06:16.14
To:   @ENCODER.LIS
CC:   
Subj:   OPTICAL ENCODER USES


 I HAVE BEEN ASSIGNED THE TASK OF DESIGNING THE NEXT GENERATION "TESTER"
FOR THE OPTICAL ROTARY ENCODER (THE LITTLE GUY ,ABOUT THE SIZE OF OUR 5K
POT ).
 "I NEED INPUT"..HOW IS THIS ENCODER ENVISIONED BEING USED ?
I MEAN ,IN TERMS OF RESOLUTION.....HOW FAST WILL IT SPIN...?
THE OUTPUT RATE IS 128 PULSES/REVOLUTION PER CHANNEL (2 CHANNELS
IN QUADRATURE 90 DEGREES APART )
"BADLANDS STEERING" WAS 1:1 WITH A 58 PULSES/REVOLUTION RATE.
"WHIRLY-GIG          IS 1:1 WITH A 72   "        "        "
"RACE DRIVIN (COMPACT)" 1:1 WITH A 72   "        "        "
"ROADBLASTERS"      WAS GEARED 1:4 WITH A 36 P/R RATE....BUT THEN
                    THE STEERING WAS RESTRICTED TO 1/2 TURN,SO A
                    TOTAL OF 72 PULSES WOULD BE "SEEN" FROM
                    LOCK TO LOCK OF THE STEERING CONTROL.

....SOOO,LOOKING DOWN THE ROAD,...HOW MUCH "RESOLUTION" COULD WE
USE ,...
"GUMBALL RALLY" HAD AN ENCODER ON EACH MOTOR WHICH COULD SPIN AS FAST
AS 3600 RPM WITH 24 PULSES/ROTATION (1440 PULSES/SEC )...TO DO THE
SAME JOB THIS NEW ENCODER WOULD NEED TO SPIN AT 675 RPM.

...[snip]...

         MILTY

Sorry, it originally was in allcaps; I didn't do it.  :-\

edit: fixed quote marks
« Last Edit: July 13, 2006, 07:54:23 pm by u_rebelscum »
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #186 on: July 14, 2006, 09:59:11 am »
Umm... this argument is very enlightening, but it really has little to do with the original subject at this point... perhaps a different thread would be better suited to it?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #187 on: July 14, 2006, 11:49:36 pm »
Umm... this argument is very enlightening, but it really has little to do with the original subject at this point... perhaps a different thread would be better suited to it?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #188 on: July 22, 2006, 12:33:28 am »
Any reviews on this stick yet? Been about a month since it was announced, and I know I'm quite interested. Been looking for new sticks for months, but haven't had the time to really scour much.

Looks interesting, but maybe an acquired taste. So, opinions!!!

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #189 on: July 22, 2006, 07:47:03 am »
Any reviews on this stick yet? Been about a month since it was announced, and I know I'm quite interested. Been looking for new sticks for months, but haven't had the time to really scour much.

Looks interesting, but maybe an acquired taste. So, opinions!!!

* escher is also waiting for some reviews.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #190 on: July 22, 2006, 07:19:15 pm »
Hi all,

Here's my quick review after playing with the UltraStik for a few weeks. The digital restriction on the joystick works great. I wrote a program to automatically go through all the games in MAME and create .ugc files based on the type of controller each game has. I then configured MAMEWah to run Andy's executable with the ugc file before the game starts and it works great. The only thing I have left to do is get MAMEWah to return the stick to 8-way mode after the game is done and before going back to the menu. Currently, a game of Galaga will then make it impossible to move up/down in the menu to select another game! :P If anyone knows how to do this, please let me know!

4-way games like Donkey Kong and Pac Man behave as I'd expect them to (I can't really play them well with an 8-way stick) and I was able to ditch the dedicated 4-way stick I had on my previous panel. Games like Space Harrier, Afterburner and even Sinistar play great when the stick is in analog mode. And of course, all 8-way games I've tried play the way I'd expect. So, from that standpoint, the stick is awesome.

One thing I noticed was that even with the longer shaft (which adds 10mm to the height) the stick is still a bit lower than the Happ Competition sticks that are also in my panel. But that's just an observation and not a problem. Oh, and a quick suggestion to Andy: can you include a diagram that shows how all the parts of the stick go together (like Happ does)? I slipped trying to replace the shaft and some parts came off -- it took a lot longer than I'll admit to get everything back together properly  :-X

My only complaints with the stick are how soft the movement is (several people have commented not liking it) and how easily the bat handle gets loose. The throw of the stick is longer than the Happ Competition sticks, but I don't find it to be a problem. I saw that Andy sells stiffer springs for the stick, but I can't justify spending $14 on shipping for a $5 spring so I can't say how much they improve the stick's softness. Has anyone else tried it? I also just noticed something on Andy's site about the stick having a screwdriver notch at the base for tightening the handle which I will have to try to solve the loosening issue.

So, would I purchase the stick again? Yes. I am considering getting another one for player 2, but will not do so until I can confirm whether the stiffer spring improves the softness of the stick. I prefer a bit more resistence than the stick currently provides.

Here's a link to a photo of my machine (the UltraStik is the red one):

http://www.farbish.com/coppermine/displayimage.php?album=9&pos=60

Hope this was informative.

->Dan
« Last Edit: July 22, 2006, 07:24:04 pm by farb »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #191 on: July 22, 2006, 07:26:51 pm »


So, would I purchase the stick again? Yes. I am considering getting another one for player 2, but will not do so until I can confirm whether the stiffer spring improves the softness of the stick. I prefer a bit more resistence than the stick currently provides.

->Dan

I'm still in the process of building a new control panel so I can not comment on how well the joystick works, but I did order a set of springs and they make a huge difference, if you are going to order a new joystick, and think the throw is to soft (easy), go ahead and add the springs to your order.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #192 on: July 29, 2006, 09:45:22 pm »
Hi all,

Here's my quick review after playing with the UltraStik for a few weeks. The digital restriction on the joystick works great. I wrote a program to automatically go through all the games in MAME and create .ugc files based on the type of controller each game has. I then configured MAMEWah to run Andy's executable with the ugc file before the game starts and it works great. The only thing I have left to do is get MAMEWah to return the stick to 8-way mode after the game is done and before going back to the menu.

etc..

Great review, I'm about to put in an order, I'm going to order the extra stiff springs (just in case).  But this utility you wrote to go through all the games to create the ugc files sounds like an important piece of software.  Any chance you could make it public so we can all use it?

Thanks for the review
MiKman

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #193 on: July 29, 2006, 10:10:04 pm »
The only thing I have left to do is get MAMEWah to return the stick to 8-way mode after the game is done and before going back to the menu. Currently, a game of Galaga will then make it impossible to move up/down in the menu to select another game! :P If anyone knows how to do this, please let me know!


isnt there a command in the mamewah ini files that lets you launch a program on closing the current game, similar to launching an external app before the game is launched??

i believe the line is called "post_emulator_external_app" or somehting like that anyway...

you could then set this line to run Andy's app with a ugc file that sets the stick back to 8 way

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #194 on: July 30, 2006, 08:31:56 am »
I saw that Andy sells stiffer springs for the stick, but I can't justify spending $14 on shipping for a $5 spring so I can't say how much they improve the stick's softness.

Have you tried looking at hardware stores for different springs?  Most hardware stores have a pretty good selection of springs -- you might be able to find something that will work.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #195 on: July 31, 2006, 05:31:07 am »
isnt there a command in the mamewah ini files that lets you launch a program on closing the current game, similar to launching an external app before the game is launched??

i believe the line is called "post_emulator_external_app" or somehting like that anyway...

you could then set this line to run Andy's app with a ugc file that sets the stick back to 8 way

That's correct :)  You must use the beta release, v1.62b10, look for this section:

pre_emulator_app_commandlines             
emulator_commandline                     
post_emulator_app_commandlines

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #196 on: August 01, 2006, 04:35:42 am »
thanks minwah, i knew i'd seen it somewhere  :cheers:

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #197 on: August 03, 2006, 02:10:52 pm »
I am gauging interest here.  I might do something like HowardC did with the LEDWiz and ask for donations if there is enough interest.  Would anyone be interested in an app that is based on controls.dat to set the modes for you.  It would be equivilant to set49mode that I did for the GPWiz49.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #198 on: August 03, 2006, 02:21:50 pm »
I am gauging interest here.  I might do something like HowardC did with the LEDWiz and ask for donations if there is enough interest.  Would anyone be interested in an app that is based on controls.dat to set the modes for you.  It would be equivilant to set49mode that I did for the GPWiz49.

I would be interested.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #199 on: August 03, 2006, 05:30:45 pm »
I would also be interested.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #200 on: August 03, 2006, 07:14:41 pm »
I am gauging interest here.  I might do something like HowardC did with the LEDWiz and ask for donations if there is enough interest.  Would anyone be interested in an app that is based on controls.dat to set the modes for you.  It would be equivilant to set49mode that I did for the GPWiz49.

Yes definately! Once I get my joys of course :-)

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #201 on: August 03, 2006, 08:27:33 pm »
I am gauging interest here.  I might do something like HowardC did with the LEDWiz and ask for donations if there is enough interest.  Would anyone be interested in an app that is based on controls.dat to set the modes for you.  It would be equivilant to set49mode that I did for the GPWiz49.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #202 on: August 09, 2006, 05:09:51 pm »
Question, I read that you can only connect 4 of these up and any more than that you won't be able to download any maps to them.  What if I have 4 of the U360, 1 trackball and 1 spinner?  If everything is USB for example..... 4 - U360, 1 - GGG Trackball and 1 - Apache Spinner will this still work??
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #203 on: August 09, 2006, 07:39:10 pm »
Question, I read that you can only connect 4 of these up and any more than that you won't be able to download any maps to them.  What if I have 4 of the U360, 1 trackball and 1 spinner?  If everything is USB for example..... 4 - U360, 1 - GGG Trackball and 1 - Apache Spinner will this still work??

You still have only 4 of the U360s, so you're fine. 

The only worry is the U360 being confused as another U360; you can 4 U360s plus anything else, USB or not.  (I guess there is the max bandwidth for USB limit, too.)
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #204 on: August 09, 2006, 09:06:06 pm »
I would contribute to the fund as well, SirP.

I am gauging interest here.  I might do something like HowardC did with the LEDWiz and ask for donations if there is enough interest.  Would anyone be interested in an app that is based on controls.dat to set the modes for you.  It would be equivilant to set49mode that I did for the GPWiz49.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #205 on: October 01, 2006, 11:09:50 pm »
I seriously went bugged eyed and got dizzy trying to read this entire thread.  :blah: I know it is a little dated...Sorry.

So how are the U360's holding up? Is there any links to reviews, more info, etc? I kinda got lost in it all up above...Thanks from the overly excited newb that wants to use these sticks and build his first cabby!!! Look like a great joystick! It almost makes me glad I'm getting into now...Are they that good?

Laterz
« Last Edit: October 01, 2006, 11:11:48 pm by Donkey_Kong »
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #206 on: October 01, 2006, 11:13:27 pm »
I seriously went bugged eyed and got dizzy reading this entire thread.  :blah:

So how are the U360's holding up? Is there any links to reviews, more info, etc? I kinda got lost in it all up above...Thanks from the overly excited newb that wants to use these sticks and build his first cabby!!! Look like a great joystick! It almost makes me glad I'm getting into now...Are they that good?

Laterz

Just came out a few days ago.

http://retroblast.com/reviews/Ultimarc_Ultrastick_0925006-01.html

Also, this thread has some info...

http://forum.arcadecontrols.com/index.php?topic=57107.0

and here

http://forum.arcadecontrols.com/index.php?topic=56899.0

check out the hardware forum


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« Last Edit: October 01, 2006, 11:15:46 pm by AllisterFiend »

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #207 on: October 02, 2006, 12:17:14 am »
Did anything come out of the SirPoonga's interest check for an auto map switcher? I'd be up to throw into the donation pot on that if it's still a possibility, it's a pretty vital feature to make the sticks work seamlessly.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #208 on: October 02, 2006, 04:52:27 am »
Anyone use UltraStik360 under Windows 98 SE? On my PC with W98SE U360 doesn't work.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #209 on: October 02, 2006, 08:10:44 am »
Just to confirm on these:

You have to map each game seperately AND load them "by hand" if you're not using a frontend?

Sounds like a bit of a beating.  :(

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #210 on: October 02, 2006, 08:31:55 am »
Just to confirm on these:

You have to map each game seperately AND load them "by hand" if you're not using a frontend?

Sounds like a bit of a beating.  :(

Can you say "wrapper"?
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #211 on: October 02, 2006, 08:46:33 am »
Well, sure I can, but what's it refer to?   ::)

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #212 on: October 02, 2006, 09:48:35 am »

Instead of running just mame <romname>, you could write a mamewrapper.bat (or other named batch file) that would first apply the appropriate map file and then run the rom as specified on the command line.  So, the command line would be:

mamewrapper pacman

The wrapper would apply the map you want for pacman (a 4-way map, I would presume) and then run mame pacman.

Now it is no longer such a manual process.
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #213 on: October 02, 2006, 11:24:44 am »
Ah, okay. 

Actually want to know if you could do this with MAME32.  I'm not running a frontend for the Girlcab - it just boots to windows98 then MAME32 runs automatically. 

Can you run a wrapper from within MAME32 - operate it all just the same by just clicking on the game you want and 32 will run the wrapper for you for each specified game?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #214 on: October 02, 2006, 11:47:31 am »
Can you run a wrapper from within MAME32 - operate it all just the same by just clicking on the game you want and 32 will run the wrapper for you for each specified game?


???
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #215 on: October 02, 2006, 11:58:42 am »
Yeah, that did sound confusing.

When you run a game in MAME32, you simply double-click on the game you want from the list.  Can you get the wrapper to run for the game you click on at the same time?

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #216 on: October 02, 2006, 11:59:39 am »
Yeah, that did sound confusing.

When you run a game in MAME32, you simply double-click on the game you want from the list.  Can you get the wrapper to run for the game you click on at the same time?

Sorry.  I guess it was my reply that was confusing.  That was my attempt at an "I don't know" response.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #217 on: October 02, 2006, 02:01:40 pm »
Made this a thread of its own in the SOFTWARE section.  If anyone has any input, it would best to put it there methinks.  :)

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #218 on: October 04, 2006, 11:10:59 pm »
Hi,

Will be picking some of the Ultra 360's up for my first control panel. Jeeze, I'm starting to think that 5 of these would be really nice. One mounted up high with the 4 way restrictor dedicated. Two Inside Center sticks stiff 8 way restrictor dedicated (Robotron dude!). Then one on each side of the 8 ways as maybe no restrictor plates and some buttons in between.

Question: The Ipac...with 4, or maybe even 5 Ultra 360 joysticks...would you need the Ipac? Why or why not???...laymen terms please as you are dealing with a control panel newb. :dunno

THANKS!!
« Last Edit: October 04, 2006, 11:13:13 pm by Donkey_Kong »
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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #219 on: October 05, 2006, 07:33:29 am »
Hi,

Will be picking some of the Ultra 360's up for my first control panel. Jeeze, I'm starting to think that 5 of these would be really nice. One mounted up high with the 4 way restrictor dedicated. Two Inside Center sticks stiff 8 way restrictor dedicated (Robotron dude!). Then one on each side of the 8 ways as maybe no restrictor plates and some buttons in between.

Question: The Ipac...with 4, or maybe even 5 Ultra 360 joysticks...would you need the Ipac? Why or why not???...laymen terms please as you are dealing with a control panel newb. :dunno

THANKS!!

I think you're going a little overboard.

These are great for avoiding the frankenpanel design, but if you're going to be throwing a slew of joysticks on anyway, why not stick to to a dedicated 4-way, two 8-ways as the secondary joysticks for each player, then two U360's for the primary joysticks for each player?  It'll be cheaper, and seems to make far more sense to me.  There's no reason to buy one of these if it's going to be stuck "with the 4 way restrictor dedicated".

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #220 on: October 05, 2006, 09:18:24 am »
I'm considering a winter rebuild of my cab, and will likely pick up some of these. 

SirP - I'd be interested in your app too.

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Re: New Product: Ultimarc UltraStik 360 Analog/Digital Mappable Joystick
« Reply #221 on: October 05, 2006, 09:23:22 am »
Quote
I think you're going a little overboard.

These are great for avoiding the frankenpanel design, but if you're going to be throwing a slew of joysticks on anyway, why not stick to to a dedicated 4-way, two 8-ways as the secondary joysticks for each player, then two U360's for the primary joysticks for each player?  It'll be cheaper, and seems to make far more sense to me.  There's no reason to buy one of these if it's going to be stuck "with the 4 way restrictor dedicated".

That makes a heck of alot more sense. Thank you!! and in that case there would be no question about the Ipac.
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