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Main => Main Forum => Topic started by: AndyWarne on May 26, 2007, 09:28:26 am

Title: UltraStik 360 New Feature Release: Shift Function
Post by: AndyWarne on May 26, 2007, 09:28:26 am
The UltraStik 360 now has an optional shift function.
In addition to the usual 8 buttons which can be connected to each stick, there are now a further 7 "virtual buttons".
Holding down button 8 (which still has its usual functionality) and then pressing any other button activates one of the 7 virtual buttons.
So, for example, you could assign button 9 in MAME as "coin". Then holding button 8 and pressing button 1 would generate the coin button.
Button 8 can be used either as a dedicated shift button (by simply not assigning any function to it) or used as a normal button.
This feature is contained in new firmware 2.4 which can be downloaded to any UltraStik 360s. Full details at the foot of the page:
http://www.ultimarc.com/ultrastik_inst.html (http://www.ultimarc.com/ultrastik_inst.html)
This shift functionality can be enabled, optionally, by downloading this firmware. If you don't want this function, just continue to use 2.3. Sticks will ship with 2.3 (shift disabled) for now, but based on user feedback we might switch the default to 2.4.
Andy
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: Chris G on May 26, 2007, 01:19:20 pm
Great addition - thanks Andy!
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: rockin_rick on May 26, 2007, 01:24:00 pm
Thanks for continuously improving these and for making the updates free.  (and for making the path to upgrade free during the design phase (aka flashable rom))

Rick
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: Donkey_Kong on May 26, 2007, 01:50:44 pm
That is friggin' awesome!  :notworthy:
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: AndyWarne on May 27, 2007, 04:10:21 am
I forgot to mention that this new version also includes the mouse emulation mode, which is now standard, enabling the joystick to control the mouse pointer. This can also emulate a trackball.
Andy
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: loadman on May 27, 2007, 05:52:50 am
I forgot to mention that this new version also includes the mouse emulation mode, which is now standard, enabling the joystick to control the mouse pointer. This can also emulate a trackball.
Andy

Now that is a good idea...

I think I have run out of excuses for talking the wife into a purchase  ;D
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: fatfingers on May 27, 2007, 11:32:46 am
If I'm hearing this correctly, this means there is probably no need for an encoder now?!  Before the 8 buttons didn't seem to be enough with 7 buttons per player (plus a p1 start, p1 coin up, etc).  But, with 7 other shifted functions...

So, am I hearing this correctly??? 

If so, three cheers for Andy!!!


Edit:  Was anyone else able to download the 2.4 firmware?  The link I see on the ultimarc site does not seem to work.

Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: Donkey_Kong on May 27, 2007, 01:12:19 pm
If I'm hearing this correctly, this means there is probably no need for an encoder now?!  Before the 8 buttons didn't seem to be enough with 7 buttons per player (plus a p1 start, p1 coin up, etc).  But, with 7 other shifted functions...

So, am I hearing this correctly??? 

If so, three cheers for Andy!!!


Edit:  Was anyone else able to download the 2.4 firmware?  The link I see on the ultimarc site does not seem to work.



I was able to download the firmware by right clicking and saving. Left click was a dead link.
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: fatfingers on May 27, 2007, 01:45:18 pm
I was able to download the firmware by right clicking and saving. Left click was a dead link.

Hmmmm...that doesn't make much sense to me.  Regardless, I tried that as well, but still no luck.   :(

Thanks.

Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: AndyWarne on May 28, 2007, 04:52:15 am
There was a slight "case-sensitivity issue" with the link, now corrected.
Andy
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: fatfingers on May 28, 2007, 07:45:07 am
There was a slight "case-sensitivity issue" with the link, now corrected.
Andy

Thanks Andy!  Works now!

Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: destructor on May 28, 2007, 11:27:53 am
The UltraStik 360 now has an optional shift function.
In addition to the usual 8 buttons which can be connected to each stick, there are now a further 7 "virtual buttons".
Holding down button 8 (which still has its usual functionality) and then pressing any other button activates one of the 7 virtual buttons.
So, for example, you could assign button 9 in MAME as "coin". Then holding button 8 and pressing button 1 would generate the coin button.
Button 8 can be used either as a dedicated shift button (by simply not assigning any function to it) or used as a normal button.
This feature is contained in new firmware 2.4 which can be downloaded to any UltraStik 360s. Full details at the foot of the page:
http://www.ultimarc.com/ultrastik_inst.html (http://www.ultimarc.com/ultrastik_inst.html)
This shift functionality can be enabled, optionally, by downloading this firmware. If you don't want this function, just continue to use 2.3. Sticks will ship with 2.3 (shift disabled) for now, but based on user feedback we might switch the default to 2.4.
Andy
Andy, with old firmwares I can use button 8 (or other button) as "shift" button too in MAME. I can simply hit TAB during game and define (example):
- coin - button8 AND button1
- p1 start - button8 AND button2
....
I can use button7 as second "shift" button too. button6 as third "shift" button. Button5 ....
I can use every button as "shift". Each mapped button works as single button too. No special shift button is required for it.

Where is difference between this method mapping buttons on old firmwares and new firmware 2.4 shift button?
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: AndyWarne on May 29, 2007, 08:23:11 am
Yes you can do it that way. Mame has a built-in shift function in effect. Just another way of doing it.
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: javeryh on May 29, 2007, 10:30:19 am
This is so freaking sweet.  I'm wiring a coin door but I'm out of buttons (3 action, 1P start, 2P start, pause, ESC, and coin door) and now I can use the shift function to input a coin virtually by holding down pause and hitting 1P start.  I was going to have to keep inserting coins in order to keep playing which is fine and dandy for limiting my daughter's play time but not so great when I want to play a ton of games in a row.  I can't wait to try this out!!
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: u_rebelscum on May 29, 2007, 12:10:16 pm
...Where is difference between this method mapping buttons on old firmwares and new firmware 2.4 shift button?

Mame only vs any emulator, game, or application.
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: krazy_kenny1 on May 29, 2007, 03:18:06 pm
How hard would it be to make it where you could enable or disable the shift function and the mouse emulation from the software...even on a per-stick basis?
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: stephenp1983 on May 29, 2007, 03:43:54 pm
I sent you a pm about this, but thought I'd post the question as well.  I believe someone else asked this but it doesn't look like it was answered yet.  So with the ultra stick we can hook up 8 buttons and have 7 or so virtual buttons as well.  This would mean there would be no need for an encoder correct as long as we were just doing a simple control panel?
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: destructor on May 30, 2007, 02:41:50 am
Encoder will be useless for joystick games. But for games without joystick support where buttons are defined as keyboard letter and directions as arrow keys you must have encoder still.
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: stephenp1983 on May 30, 2007, 01:00:39 pm
So I assume it would work find in Mame then, just not some other emulators?
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: krazy_kenny1 on May 30, 2007, 03:38:31 pm
So I assume it would work find in Mame then, just not some other emulators?
Since windows detects it as a gamepad/joystick, it should work with any emulator that can recognize a USB plug-and-play joystick I would think.
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: AndyWarne on May 30, 2007, 06:59:03 pm
How hard would it be to make it where you could enable or disable the shift function and the mouse emulation from the software...even on a per-stick basis?
The mouse function can already be enabled/disabled on a per-stick basis. Enabling the mouse function is done by downloading a special map. Maps can be downloaded to each stick.
You can enable the shift function on a per-stick basis by changing the firmware but I am not sure there is much advantage in having this changed by any other method.
Andy
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: Kremmit on May 30, 2007, 10:41:21 pm
So I assume it would work find in Mame then, just not some other emulators?

The point of adding the shift function to the Ultrastick is that now shifted inputs will work with other emulators.  And non-emulator PC games, and whatever other software you care to use.

Destructor's point is that this doesn't help with games that'll only accept keyboard commands for movement.  Which really only applies to pre-1991 or so games, and only some of those.  If you do have such a game, you'll still need a keyboard encoder- otherwise, nope.
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: Jouster on July 04, 2007, 12:58:30 pm
I don't come to the forums for a couple of months and look what I miss.

Am I on the right track with the wiring diagram below to make 14 dedicated buttons?

(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=51525.0;attach=78690;image)

Jouster

[Edit] - The pic didn't look as good when linked...try below.
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: leapinlew on July 04, 2007, 01:04:20 pm
I don't come to the forums for a couple of months and look what I miss.

Am I on the right track with the wiring diagram below to make 14 dedicated buttons?

(http://forum.arcadecontrols.com/index.php?action=dlattach;topic=51525.0;attach=78690;image)

Jouster

[Edit] - The pic didn't look as good when linked...try below.

Did he say dedicated 14 buttons? I thought it was 8 dedicated and 7 shift/virtual buttons
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: Donkey_Kong on July 04, 2007, 01:45:57 pm
Did he say dedicated 14 buttons? I thought it was 8 dedicated and 7 shift/virtual buttons

It is exactly what he said. If you really want your U360 to perform all of that, you might want to make the virtual buttons do your administrative duties. It might suck to hold down a shift key while playing pinball. Even though the shift key on this is awesome, you might still want to look into an Ipac...you have a lot going on there.
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: Jouster on July 04, 2007, 02:01:25 pm
Ok, then maybe I'm not on the right track.

I thought that could use the 7 dedicated pins for their buttons by only being connected to the ground wire, and the numbered pin. (normal button setup)

Then I thought I could use the other 7 buttons by connecting them to both the 8th pin (shift) and a numbered pin 1-7 plus the ground.  These buttons would basically be sending button 8(shift) + the other pin.  I was thinking that this would eliminate the need for an actual 8th button to be used as shift.

The buttons would correspond to pins 1-7 individually, then 8&1, 8&2, 8&3...etc to 8&7...for 14 buttons total.

Maybe I'm not explaining it clear enough?

Jouster
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: Kaytrim on July 04, 2007, 02:09:01 pm
Ok, then maybe I'm not on the right track.

I thought that could use the 7 dedicated pins for their buttons by only being connected to the ground wire, and the numbered pin. (normal button setup)

Then I thought I could use the other 7 buttons by connecting them to both the 8th pin (shift) and a numbered pin 1-7 plus the ground.  These buttons would basically be sending button 8(shift) + the other pin.  I was thinking that this would eliminate the need for an actual 8th button to be used as shift.

The buttons would correspond to pins 1-7 individually, then 8&1, 8&2, 8&3...etc to 8&7...for 14 buttons total.

Maybe I'm not explaining it clear enough?

Jouster

I think you have it right.  The only way to be sure is to test it out.  Randy's Shazam button can work that way but he has some special wiring harnes.  It includes diodes but I am not sure what the purpose is.  Here is a link to the special diagrams for the KeyWiz (http://groovygamegear.com/page13.html)  I am guessing that you would need to use a simular wiring setup for your plan.
Title: Re: UltraStik 360 New Feature Release: Shift Function
Post by: AndyWarne on July 04, 2007, 03:17:44 pm

I thought that could use the 7 dedicated pins for their buttons by only being connected to the ground wire, and the numbered pin. (normal button setup)

Then I thought I could use the other 7 buttons by connecting them to both the 8th pin (shift) and a numbered pin 1-7 plus the ground.  These buttons would basically be sending button 8(shift) + the other pin.  I was thinking that this would eliminate the need for an actual 8th button to be used as shift.

The buttons would correspond to pins 1-7 individually, then 8&1, 8&2, 8&3...etc to 8&7...for 14 buttons total.

Maybe I'm not explaining it clear enough?

Jouster
Er.. no. If you think about it, and look at your diagrams, what you have done is connected all the pins together which is definitely not what you want to do! There is a path from each pin, via the shift pin to every other pin.
This kind of arrangement can be made to work actually but you do need to use diodes and its probably not worth the hassle, but if you want to have a go, drop me an email and I'll help.
andy@ultimarc.com