as for a "Proper Arcade Mode Slider" I don't believe anyone did make one for HORI Dedicated option. Mainly made more only like this
So, Zedamax did a video last month that I just didn't got the notification for, and confirmed a lot about how it works, and more... Well, actually, we just KNOW how it works Soooo... LET'S DO IT~ Also, I made a simple text file that resume exactly how it works : Spoiler How it works : - The slider is made of 4 parts that works the same way, each one using a specific axis of Joystick - One part have 8 sensors, each with their own values for his own stick axis. - Static Value is the default value with no touch on the part of slider. - multitouch is handle by adding up those values, and for each new "touch", we substract the "Static Value". - If all the 8 sensors are touched, the value sent is negated Static Value. Values of the 8 sensors : 1 - -1.00000 2 - 0.50588 3 - 0.25490 4 - 0.12941 5 - 0.03529 6 - 0.06667 7 - 0.01961 8 - 0.01176 Static Value : 0.00392 Visual: Ry = Right Stick, vertical Rx = Right Stick, horizontal Ly = Right Stick, vertical Lx = Right Stick, horizontal Ry Rx Ly Lx [--------|--------|--------|--------] 12345678 12345678 12345678 12345678 Part1 Part2 Part3 Part4 Examples : Part1 1 = -1.00000 Ry Part2 1 = -1.00000 Rx Part1 1 + Part1 2 = -1.00000 + (0.50588-0.00392) = -0.49804 Ry Part1 1 + Part2 1 = -1.00000 Ry -1.00000 Rx Part1 2 + Part1 5 = 0.50588 + (0.03529-0.00392) = 0.53725 Ry Part1 2 + Part1 5 + Part2 1 = (0.50588 + (0.03529-0.00392)) & -1.00000 = 0.53725 Ry, -1.0000 Rx Part1 2 + Part1 5 + Part2 1 + Part2 2 + Part2 3 = (0.50588 + (0.03529-0.00392)) & (-1.00000 + (0.50588-0.00392) + (0,25490-0.00392)) = 0.53725 Ry, -0.24706 Rx Actually, I now wonder how can we send precise Axis state to PS4... EDIT: Just saw it was already well documented, and also, seems like a dead end, cause I don't see any way to send those 8bit data properly on PS4/5... I'm so done
It is possible to emulate a Nintendo Switch USB controller so it sends the 32 touch slider bits in the axes values. I have not had much time to work on this and it is not complete but I have 3 MPR121 touch controllers each with 12 inputs. 32 inputs are connected to copper tape to make the slider. The slider bits are sent over USB encoded as left and right axes. MegaMix is in running in dedicated controller mode. The main CPU is a SAMD21 board (Adafruit ItsyBitsy M0) running Arduino code. This avoids the problem of generating precise resistance values. I plan to switch from SAMD21 to a Raspberry Pi Pico because it has more GPIOs, is faster, and is cheaper. As for PS4 PDFT, I will try dedicated controller mode in the Japan version. As far as I know the US version does not support dedicated controller mode. The NS controller emulator (NSGadget) can be used on PS4 by using a controller adapter such as the Mayflash Magic S Pro. Emulating a DS4 controller is not so easy because of crypto handshake but Project Alpaca does this. I have not tried it though.
It's been a while since I was here but I see you guys are talking about the dedicated slider mode. The one I made (post made in this thread some time ago) uses that when plugged into the Switch. (demonstrated in this video in the post) Since then I've also made it communicate with serial for the slider when plugged into a regular computer for AFT. I did make the slider after that post, and it worked with both the Switch and AFT, but my construction of the controller was flawed, having a lot of air gaps between the copper strips and the slider top, making the sensing very unreliable. It basically is only playable if I remove the slider top and touch the copper directly. I shelved the project after IRL stuff (and laziness, and then the release of Project Sekai) got in the way. Here are some more photos and videos I took last year: I am thinking of restarting the project and have been learning how to design PCBs. I may also try out using the MPR121s I got last year for a smaller version. As for PS4, I don't think I'm knowledgeable enough to deal with the handshake so getting a brook adapter (Switch->PS4) is probably the easiest way for me. I don't have a PS4 though.
https://github.com/touchgadget/divaKey In the movie, I missed some slides because I was looking through the camera phone. I think the camera introduces a little bit of lag. The slider works well when not looking through a camera. My goal is to build a small slide that fits into a mechanical keyboard case. It will be roughly 12 inches wide. I plan to use cherry mx key switches instead of arcade buttons. Large arcade buttons are tall so the controller ends up being hard to use sitting unless it is on a low table. As a software dev I have spent far more time using keyboard switches instead of arcade buttons so this is good for me. So far I have only tested with direct contact with the copper tape so I expect problems when covering the slide with plastic. With very little use the copper tape is looking grungy/tarnished so it really needs a cover. I read in cap touch controller app notes that gluing the cover to the electrodes is recommended to eliminate air gaps.
I was just searching and looking at the videos and looks amazing so far from when first posted back then.
Real Slider using Arcade Mode on SP4/Switch can't be realized because devices themselves doesn't support Arcade Mode if we talking about Arcade Mode in case PDAFT, because PDAFT with real Slider has different language to speak between Slider and Game, if I can say something like that. As you can see on that videos you posted, and that commentaries bellow you talk about that slider works like analog slicks and in one case it works like static analog stick movement, like button press, in other case, like yours, it has gradient of movement, from small count to bigger, but in case of PS4 game, does it really matter? In real Arcade Game examine every single sensor from 32 sensors in slider and in results of that examination Game makes decision in what direction movement was, it speed (and if it was not enough fast - slider movement can be not count, that was really surprisingly for me, because I didn't expected nothing from that, also in case of LKP by @Doctopus, I think here it's same with real slider, slider also can feel degree of pressing on slider from 0 to 255 on every single slider sensor that's also can cause some affects to game) and everything with it, but in case of analog stick movement game already receives direction of movement and Game has nothing but obey. In case that PS4/Switch doesn't support real Arcade mode, because they cannot provide COM-port for communication with real slider - I do not really understand about what real slider you talking about, there possible only somekind of emulation that's already done or I'm mistaken?
I added source code and details to my MegaMix slider project. https://github.com/touchgadget/divaKey.
I think cyberkevin is referring to the dedicated Arcade Controller option. https://projectdiva.net/community/threads/project-diva-homemade-controllers.1465/page-14#post-17764 The Hori Arcade Controller for MegaMix supports this mode where it transfers the 32 slider inputs over USB to MegaMix. MegaMix interprets the inputs to determine direction and 1 or 2 finger slides. This should be as close to the real arcade experience as possible. PS4 PDFT Japan has this option but PS4 PDFT International does not. Eric Chan's project implements a slider for dedicated arcade controller mode for MegaMix. My project is similar but using different cap touch sensors and main CPU. Project Alpaca implements this for PS4 FT but PS4 PDFT International does not have the arcade controller mode option.
Woooooow, it looks totally amazing :) Thanks for explanation, because I do not know those nuances of console versions, but totally understand some limitations, so some similar terminology littly confused me, now I understand something more :)
Made following Tomtortoise's instructable (although I made some modifications to the slide buttons. the big yellow decal covers some, uh, mistakes that I had to fix with a rotary tool and some epoxy). Now I just need to wait for my 200g springs to arrive from akishop (I've read horror stories about their shipping times)...... I used adafruit 100mm buttons but they really take some elbow grease to push, so hopefully new springs will help.
Added video using the cardboard slider on a US PS4 running Japanese PDFT with the dedicated controller option enabled. Google Translate running on an Android phone is really handy since I do not speak nihongo. https://github.com/touchgadget/divaKey/blob/main/README_pictures.md As far as I can understand Project Alpaca eliminates the need for the adapter because it emulates a DS4. The adapter introduces some lag although lag config might eliminate/reduce the lag. But an ideal controller would not need an adapter.
In collaboration with @migra100, @N10248 and PD-Loader developers were realized test variant of emulation or somekind of repeatment of official PDAFT Lights system, buttons lights and partition side lights that is controlled by game, you can see it @N10248 videos on original arcade. In hardware sense it can be realized super easy, I'll make schematic of it very soon, so you can try to make it by yourself, when plugin for PD-Loader will be ready.
I knew you could do it! I'm getting visions of a purchasable replica Slider that has all of this hardware built in with connectors on the underside for the button and partition lights.
Yeah, principally it can be done, but the other very interesting problem is optimal hardware realization, because in my case, how I will do, I'll have one USB connection for slider + separate 5v power supply, second USB connection for "gamepad", for buttons, and the third USB connection for button lights and partition lights + separate 12v power supply. It's now like that because it's easy. It can be somehow optimized to make gamepad and lights in one device, but the main problem is UART connection that used to receive info about lights and in case of one device, if code will be realized not very good - UART and lights will slow down work of "gamepad", so it need here very big attention, because it can break game experience in case of lower responsiveness, lower then it can be without all of that. May be somehow it can be compensated by faster STM32 MCUs and some asynchronous work with data, but again, it's needs to be done. But in this case it's only minus 1 (one) USB connection :)
I use a Mayflash Magic S Pro adapter which converts various kinds of gamepad controllers for use on PS4 console. It also works on Nintendo Switch console and some consoles I never heard of.