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Main => Software Forum => Topic started by: ROMconstruct on July 10, 2013, 10:08:54 pm

Title: Hyperspin spins too much with UltraStik 360?
Post by: ROMconstruct on July 10, 2013, 10:08:54 pm
I have a new install of 64 bit Windows 7, a fresh download of Hyperspin, and a pair of UltraStik 360s in analog mode, attached via USB. The sticks work great in MAME, and are configured with unique IDs and have the proper restrictor plate settings applied. I've set up Hyperspin to recognize both sticks in HyperHQ, and HyperHQ recognizes the analog input when I set the controls. Hyperspin is able to detect the stick input. Left and Right (to skip to previous and next letter of the alphabet) works fine. Up and down causes a lot of spinning, like skipping through 10 or 20 wheel items, sometimes a lot more. I've adjusted the analog threshold way up in HyperHQ, but I either get lots of spinning or no response at all. Lowering the threshold too much causes permanent spinning, as expected. I've searched the forums and it seems like some people couldn't get the sticks to respond at all in 64 bit Windows. However, my sticks respond, it's just not usable. The Hyperspin website says that it should work with UltraStik 360s, so I'm wondering if I'm doing something wrong. I'm getting ready to either give MaLa a try, or figure out a way to set the sticks to 4-way while in Hyperspin, then switch to analog while in MAME, then back to 4-way when MAME exits. Any ideas appreciated!
Title: Re: Hyperspin spins too much with UltraStik 360?
Post by: Denhomer on July 11, 2013, 01:52:03 pm
A lot of people have the same problems. It's not only with 360s but with other analog sticks as well (gamepads, etc).
The general consensus is what you suggest on the end of your post... a xpadder mapping (or other keymapper) for Hyperspin only mapping your joystick to U/D/L/R.
See the thread on Hyperlaunch over on hyperspin forum on how to set up keymapper. (HL2 or HL3 are different)

It's what I use and it works fine.
Title: Re: Hyperspin spins too much with UltraStik 360?
Post by: ROMconstruct on July 11, 2013, 08:43:54 pm
Thanks! Good to know I didn't mess something up. I'll do a search on the HyperSpin/HyperLaunch forums.
Title: Re: Hyperspin spins too much with UltraStik 360?
Post by: Nephasth on July 11, 2013, 11:01:21 pm
http://www.hyperspin-fe.com/forum/showthread.php?19138-hyperspin-and-joystick-quot-sensitivity-quot&p=187728#post187728 (http://www.hyperspin-fe.com/forum/showthread.php?19138-hyperspin-and-joystick-quot-sensitivity-quot&p=187728#post187728)
Title: Re: Hyperspin spins too much with UltraStik 360?
Post by: Nocturnaloner on March 15, 2016, 10:52:01 am
For anyone looking for an answer to this, just use the free version of JoyToKey: http://joytokey.net/en/download, (http://joytokey.net/en/download,) and map your joystick movements to the arrow keys.  That's it.  It works for Ultrastik 360s, gamepads, and analog joysticks.
Title: Re: Hyperspin spins too much with UltraStik 360?
Post by: vwalbridge on March 15, 2016, 10:54:12 am
Xpadder  (http://www.xpadder.com/?lang=english) will also fix this problem.
Title: Re: Hyperspin spins too much with UltraStik 360?
Post by: Nocturnaloner on March 17, 2016, 02:07:30 pm
The thing that threw me was that RocketLauncher has settings for 'path to JoytoKey' and 'path to Xpadder', and in the case of JoytoKey, you don't need to mess with it, just run JoytoKey, and set the joystick directions as arrow keys, and Hyperspin wheels will immediately be navigable.