How does a PS2-->DC controller adapter map the buttons?

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noiseredux
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Re: How does a PS2-->DC controller adapter map the buttons?

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Hobie-wan wrote:Deja Vu
LOL that's amazing Hobes. Obviously I danced around this idea for years hahaha.
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Re: How does a PS2-->DC controller adapter map the buttons?

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having trouble programming the Quantum pad. I want C and Z to be L and R.
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Re: How does a PS2-->DC controller adapter map the buttons?

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noiseredux wrote:having trouble programming the Quantum pad. I want C and Z to be L and R.
after reading the manual closely (my controller came with box and manual) it turns out that although C and Z are programmable, they cannot be programmed to be the L and R buttons. Which makes this thing pretty useless. What good is a 6-button controller if it can't actually be the 6-buttons used in the layout of pretty much every arcade fighting game?
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Re: How does a PS2-->DC controller adapter map the buttons?

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noiseredux wrote:
noiseredux wrote:having trouble programming the Quantum pad. I want C and Z to be L and R.
after reading the manual closely (my controller came with box and manual) it turns out that although C and Z are programmable, they cannot be programmed to be the L and R buttons. Which makes this thing pretty useless. What good is a 6-button controller if it can't actually be the 6-buttons used in the layout of pretty much every arcade fighting game?
I mentioned this back on page 3 with a PDF link of the manual. The two extra buttons will not work as triggers but can be programed for the combo special moves including hold features. You can still use the triggers just like a regular Dreamcast controller though.

To get the trigger buttons on the face, go with the the Smart Joy for your Playstation Fight Pad.
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Re: How does a PS2-->DC controller adapter map the buttons?

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CRTGAMER wrote: I mentioned this back on page 3 with a PDF link of the manual. The two extra buttons will not work as triggers but can be programed for the combo special moves including hold features. You can still use the triggers just like a regular Dreamcast controller though.
yeah I misunderstood your original post.

But this is pointless. The whole point of a 6-button controller is to put those 6 buttons on the face. Instead I have the same 4 buttons, the same shoulder buttons I didn't want to use, and 2 extra buttons that I won't use. :?
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Re: How does a PS2-->DC controller adapter map the buttons?

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jump solder those fuckers.

make that controller your bitch.

also some fighters don't need 6 buttons. like snk games and CvS1/pro.
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Re: How does a PS2-->DC controller adapter map the buttons?

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vlame wrote:jump solder those fuckers.

make that controller your bitch.

also some fighters don't need 6 buttons. like snk games and CvS1/pro.
The triggers are analog and the buttons are digital. However if the right resistors are used, this could be done. Trick is to know the right values for on an off for a particular game.
noiseredux wrote:
CRTGAMER wrote: I mentioned this back on page 3 with a PDF link of the manual. The two extra buttons will not work as triggers but can be programed for the combo special moves including hold features. You can still use the triggers just like a regular Dreamcast controller though.
yeah I misunderstood your original post.

But this is pointless. The whole point of a 6-button controller is to put those 6 buttons on the face. Instead I have the same 4 buttons, the same shoulder buttons I didn't want to use, and 2 extra buttons that I won't use. :?
Agree, the triggers should have been incorporated into the programming mix. Maybe program some of the complicated combo moves into the buttons? Then there is the Auto Fire feature. This is where the Quantum really shines.
Interact Quantum Manual wrote:The Quantum FighterPad is fully programmable, allowing you to customize your Quantum FighterPad to your own preference. The directional buttons (←,↑,→,↓), standard fire buttons (X, Y, A, B), extra fire buttons (Z, C) are all programmable. The "START", "AUTO", "PROGRAM", "L" and "R" buttons are not programmable.

Each programmable button can be set as one or as a series of fire buttons, allowing you to program the special moves from some games into one button. Since dynamic memory allocation technique is used, the total number of programmable fire buttons is 50. That is, each button can be assigned any number of fire buttons so long as the total number of fire buttons assigned does not exceed 50. For example, a button has been programmed with 30-fire buttons, there will only be 20 program spaces available to be programmed into the rest of the buttons. Therefore, the dynamic memory allocation technique enables the memory to be optimally used.
That is a combo move of up to fifty presses of direction pad and fire buttons!

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Last edited by CRTGAMER on Thu Nov 03, 2011 5:18 pm, edited 1 time in total.
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Re: How does a PS2-->DC controller adapter map the buttons?

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CRTGAMER wrote:Maybe program some of the complicated combo moves into the buttons? This is where the Quantum really shines.
I don't want to execute complicated moves with a push of a single button. I just wanna play Street Fighter 2 like Street Fighter 2 (and so on).

I just obviously misunderstood this controller's ability, and it's not what I had hoped it was.
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Re: How does a PS2-->DC controller adapter map the buttons?

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noiseredux wrote:
CRTGAMER wrote:Maybe program some of the complicated combo moves into the buttons? This is where the Quantum really shines.
I don't want to execute complicated moves with a push of a single button. I just wanna play Street Fighter 2 like Street Fighter 2 (and so on).

I just obviously misunderstood this controller's ability, and it's not what I had hoped it was.
Hey man, we warned you it was meh.
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Re: How does a PS2-->DC controller adapter map the buttons?

Post by vlame »

oh, noise!

i feel like this is a sitcom where the main character (noise) always gets himself into a stick situation.

i wonder why you can't program the C/Z buttons to the press of a trigger. kinda weird. 50 inputs max but only 2/3 of buttons.
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