Any version updates planned for the near future? I ask because I’m sending back a lot of these to re-program. I have some ideas in mind, although they may be better applied in another addition to the FGW family…
Im always open to suggestions, but since the code is back to being solid and has the remapping, I can’t say there’s anything on the todo list for them.
True it is quite good enough as is, and you may take what follows as merely a suggestion.
What I’d like is a general remapping tool. So many games have clunky button config menus, and it’d be nice to just hit 123456 to re-map. Given that this widget can already accept psx, sat, and snes input, how about adding a 6-button neogeo (raw) input option? It could then be inserted between buttons and pcb to allow easy remapping for any common gnd stick.
Do you know what would cause the converter to not recognize the psx controller unless the chip is removed and then reinserted?
Ack, no I dont.
I tried swapping out with the other chips I have from the other kits and the same problem occurs.
I’m building a couple of psx->converters that I need for this Sat. I’ll see if I have the same issue with the other kits. Maybe it was a mishap in the wiring/board assembly
Let me know what you find. There’s no saved settings about the controller it’s attached to; it checks the two lines to see if a SNES or Saturn is pulled low, and goes to PSX if they aren’t. All of that should happen immediately on it receiving power.
On the second converter everything is working okay so far. However, one of the chips isn’t working at all and I’ll need to get that one replaced.
weird, now its happening again on the second one when I fully wired up all the buttons. When I first tested it I only had 2 buttons wired up and it didn’t have any issues then.
Check without the Select or L2 signals connected. If one of them is the problem, diode the signal.
That did the trick. One of the chips still doesn’t work at all though.
Can this be used as a PS3 -> 360 or just old stuff to 360? I want to do this with a hori fighting commander 3 pro or would it work with a official MS 360 transforming dpad controller -> ps3.
It only accepts input from a PSX/PS2, Saturn, or SNES controller, then decodes it into individual button/direction signals. What you do with those decoded signals is up to you.
Toodles, I sent you back a bundle of these to re-program, and I ordered a few things on your site to hopefully combine shipping. Thanks a lot.
Awesome. I’ll hold onto the order until the chips get here and send it all out in one box.
I’ve had the issue where the buttons lost their saved configuration after not being in use for some time (several weeks). Might this be a glitch or just the nature of the chips?
Also, thanks again for reprogramming all those chips for me; I shouldn’t need to order anymore for awhile now
Shouldn’t be happening at all. The button cofig onces properly written to eeprom should last many many years.
I have a suggestion for a feature. you should add an option to choose the clock speed for snes. some snes controllers work %100 fine at much higher clock speeds. this would cut the lag of the snes shift register in half or better.
Clock speed is irrelevant to latency. Polling frequency is already more than 3 times per frame.
oh good to know. I was using a snes converter to USB from divino china and I was seriously not having fun with the lag. at least I know its the converter and not the snes controller.