Even asking PAS to custom write him sw to give the stepping voltages to make any stick an analog stick given the added a variable resistor to give the necessary voltages.
Maybe OP should try thishttps://www.ultimarc.com/ultrastik_info.html on a Dolphin Emulator and see how much he likes it to determine if he wants to continue this que$t for use on console play.
As funny as it sounds, I’ve thought about trying to do something like this:
(quick sketch)
Remove the PCB from the JLF, and put in a GT-O circular gate.
The 2 tricky parts:
Finding a way to connect the two sticks (with proper reinforcement, potentially a ball-and-socket joint on a slider could work)
Making sure your JLF’s throw is just enough that you don’t destroy or rip off the analog cube
There’s still WAY too many chances of mechanical failure on this kind of setup, and would probably get destroyed in a Smash Bros setting.
Just me thinking out loud.
This company states their product features a true analog stick and is compatible with Gamecube. While the price is ridiculous, someone might contact them to find out how they dealt with the issue.
Learning to critically view others solutions no matter how contrasting to your own is the path to success in the OP’s wild mission. In other words, keep personal attacks like this out of the thread.
The infotainment value is all gone for me unless OP starts a worklog and spending time&money on making this happen. Atleast try the Ultrastik on Dolphin first.
Regardless of if the OP does or not, I’d be happy to indulge everyone once I have the case crafted for it. I have a feeling it won’t be nearly as difficult as we’re all making it out to be.
Nothing personal, you are just an ether an idiot or too “thinned skined”. I did take a critical look and critiqued the feasibility of your statements.
I am just calling it as it is.
I took this quote among a lot of similar I see in this topic, because I think some of you are underestimating that a lot of AT in smash require to have 2 analog sticks, or at the very least one analog and buttons for the C-stick.
Of course, it will depend on the smash game and on the character you play, but there are a lot of things I wouldn’t know how to do with only one digital stick. So maybe I didn’t try hard enough to find another digital input that would do the same, but to me it looks like you have to go for analog. Otherwise you are building a very cool stick, but handicapping yourself.
Furthermore, I don’t know how smash would handle exactly diagonal inputs sometimes. Is df + B down special or forward special?
Some examples :
-Walking towards an opponent for spacing
-Instant ftilts
-Instant dash attacks
-Tilted up side smashes
-Fast-Falling uair
-Not FF dairs
-Wall of pain
-Efficient DI/SDI
-DACUS in SSBB (essential for snake and wolf among others)
-Optimal recovery in SSBB (this requires you to perform your fastest aerial, which might be bair or dair, but you want to keep your momentum forward and not FF)
Many of the techs you are listing are related to the C-Stick, rather than the movement stick. And few that you can do with a C-stick would require an analog C-stick.
For example, fast fall up air requires you to use the C-Stick, but it does not matter if the C-Stick is digital or analog because in that case, it’s basically active or inactive.
So if you want a C-stick you either have to buy a second analog stick (now the price has gone to over $300), make button input work in place of pots, or perform some form of hack that ties you to the Gamecube controller anyway.
Instant dash attack is possible with an analog stick as are walking (you have to buffer the walk, but it’s not hard. It’s similar to buffering an up tilt on a Wii Remote) and instant F-tilts (so long as you’re already walking or coming out of shield or spot dodge).
DI/SDI–I’m unclear how these would be affected by digital versus analog. You’d have to explain what you mean there.
DACUS–I’d have to confirm that it is or is not possible with an analogue stick. I have to dig up my copy of Brawl.
In any case, my overall point was that the amount of money or effort someone is investing to make this work is high in proportion to what you lose. That point assumed the OP’s purchase of at least one $160 analog stick.
And all of this is predicated on the idea that the stick will be in some way superior to or on par with a Gamecube controller.
If there was really so much to gain, why have we not seen “the elusive smash fightstick” materialize?
The mission goal of the OP is pretty radical so it requires a radical solution or a lot of time and money invested when he/she could just try an analog stick with an emu for a fraction of the cost and time right now. The OP would discover if this project is even worth the effort or if this all just for a proof of concept.
Yes your continued personal attacks on multiple folks on the Internet reflect your immaturity or psychological damage. Please discontinue to reference to me in any form and stay on topic or simply grow up and share your opinion and criticism without the extra remarks, they just detract any quality your post potentially have/had and bring down the quality of TechTalk as a whole.
Just wanted to post a quick update on some things I tested with my stickless controller in Smash for Wii U.
Both instant walking and f-tilts are possible; however, the input needs to be up-right or up-left instead of straight right or left. I assume the same holds true for a stick, but I’ll have to test it.
Also, instead of just two movement speeds, using up-left or up-right, it is possible to get four movement speeds. After inputting a dash, if you move the input to up-left or up-right, dash speed diminishes.
This all assumes tap-jump is off. I haven’t tested it with tap-jump on.
A fast-falled up air is still possible, as are retreating f-airs. However, there are some momentum and directional differences in each–with a Gamecube or Pro Controller having more flexibility in these areas.
I still have to test DACUS in Brawl, but that will be a few days. And I have to test tilted Smash attacks.
I think what he’s saying is that in many cases, 8 directions is all it Smash Wii-U cares about.
I’m pretty sure a full analog stick (in terms of direction) is needed for things like controlling Ness’ PK Thunder or Zelda’s Farore’s Wind.
You do not need analog for Farore’s Wind. I mostly play Wii Fit Trainer, but I play Zelda sometimes. The various distances on stage are still possible with digital.
However, Farore’s wind might be better with Analog when recovering. I haven’t tested this explicitly, though I can say I can recover successfully most times.
I don’t play Ness, so I can’t comment on the viability there.
Remember: It is not uncommon to see players on analog suicide with Farore’s Wind or PK Thunder. Could the problem be worse with a normal stick? Maybe. I don’t normally have a problem though.
I’m not saying the analog stick is moot, not am I saying that it wouldn’t offer superior control.
What I am saying is that for the cost and effort involved in making an analog fightstick for Smash, there does not appear to be much gain over a traditional stick.
The caveat I will make here is that I personally have issues with my left thumb, so I have experimented with basically every controller option imaginable for Smash to find the one that was most comfortable.
There was no great loss for me in switching to a fightstick (actually, I’m using a modified Hitbox layout these days that doesn’t require me to use my left thumb). For other players, those who have played Smash for years on a Gamecube controller, the difference in feel will be much more severe.