The "Stickless Arcade Stick" Thread

I can’t tell if I misspoke or not. The directionals (buttons or stick) are going to have a common ground line. Will the punch/kick/start/select buttons all have a common ground line as well? So for 11 non-directional buttons (including guide) there would be 12 wires? (11 + 1 common)
Can’t tell if that is what you are saying or not.

Thanks for bringing this up, Im doing the exact same thing… I purchsed a TE-S stick, I bought a Panel from LLC and the Buttons from LizardLick. All the wiring Items/tools seem easy to pick up at Home Depot. but you Inconnu, brought up “SOCD”. Im totally new to modding as well.
What does “SOCD” actually mean?. Im reading what I can through the Forums and to “SOCD” is to “Daisy Chain?” the ground wire for all wires attached to the stick to replace the buttons??.. (If anyone can elaborate)…
“Inconnu”, Im researching about this so. Ill let you know what I find…

For example, the madcatz joystick uses a joystick harness that has five wires. Knowing that every direction needs a ground and a positive to work, that there are four directions, and that there is one positive for each direction, but only one ground for all. The only logical thing would be to share the ground. A daisy chain is a tool to do that.

Simultaneous Opposite Cardinal Directions are something that affects MvC3. It will be fixed by the next iteration.

Here my V3 Version feels really good, dont have it pictured with buttons because they are all different colors. waiting for the real buttons from rollie

I’m still trying to get used to rolling my fingers for inputs. I’m going way too hard and messing up inputs as a result. Remembering to go softer definitely helps!

What about the Non-Directional buttons (punch/kick/start/guide/etc.) Do those all share one ground?

There’s also start and select/back. (And turbo if you have the inclination.) There will typically be more than one ‘ground’ wire in a common ground stick, but they’re electrically all the same.

if it is a common ground PCB you can chain all your grounds together in one line… you dont need separate grounds unless you like look orderly… but one ground for all the pushbuttons and directionals are fine also…

Just tear the guts out and put them in a shoe box to try it out. If you don’t like it switch it back to the regular SE. I made one out of an old cigar box (you can buy these for a few dollars at any cigar store) and drilled a few holes. It was super super easy.

Hey everyone, this is the one that i build for myself today. I really enjoy the layout and while i have a hard time performing some of the moves everything has for the most part has been coming off very well and natural.

Just a minor note for those interested, the v2.3 firmware for the MC Cthulhu properly cleans SOCD inputs on all supported consoles. Right+Left=Neutral, and Up+Down=Up. If you an MC in your stick, update the firmware. If you’re looking to make an all button controller, you be hard pressed to find something better.

Toodles you are awesome. Any news/info on when they’ll be available again on lizardlick?

I think people are being way to hasty “cleaning the SOCD”. The game developer should block the SOCD first off if it’s necessary.

And as a PC gamer who plays things other than fighters I have no doubt this “socd” is going to cause some roll over issue with some other game I might be playing.

Left+ Right is a native input function, I think blocking the SOCD is going to end up causing a problem for someone building something other than what you had in mind.

It makes sense for Hitbox if that’s what they wanted to do, Not a general purpose input PCB.

Jolly good idea chap!

SOCD was a hot button issue because it really isn’t a native input function. With the exception of mvc3 and mk9 and a few other probably, you can’t argue that the arcade joystick is the default designed controller. MvC3 was one of the current big game and they didn’t address the SOCD issue. There’s little chance they would address the other games that allowed walking sonic booms and other quirks.

I don’t see how blocking SOCD will cause problems. There’s literally no point in time you should be pressing both buttons for any fighter I can think of. It can’t mess up the input. It’s a few lines of code in the firmware.

I’m glad Toodles and others are adopting this to become an industry standard. I have little faith in the devs to not overlook this issue when programming their game. It got tiring really fast when someone accused you of cheating as soon as they saw you with a hitbox layout and spend 10-15 minutes explaining what could and couldn’t be done on it. So hopefully this will help the acceptance of a stickless arcade stick layout.

**You can push a left arrow, and a right arrow at the same time on a Keyboard = Native input function. **

The point is people build sticks, periphreals pads and controllers for things other than fighters. I’ve build arcade cabinets on treadmills, all types of a MAME emulation, the other day I made a punching bag in to a punch-out peripheral and do all kinds of wonky inputs for games and for a builder blocking these inputs in the firmware is going to be a nuisance to script around and I would avoid this board for many of my projects where other wise it would be completely functional.

Not that it matters, input PCB’s are common enough I just find it to be a silly nuisance that wont stop anyone who wants a SOCD for nefarious purposes.

Modifed TE stick = Not SOCD blocked, assume a standard pad hack isn’t either.

Okay, I’m curious now. In what situation would it be beneficial to be able to hit both left and right at the same time?

My apologies. It appears we have different definitions of what native is. To me, the native control for SF4 is a arcade stick since that’s what it was designed for an arcade cabinet. The PC version is just a port.

First off I think blocking the SOCD probably makes sense for Hitbox. You have a specific controller and purpose driven design.

A Input PCB like Cthulu is a different story, blocking a left+right input on a board that is supposed to support PC is a arbitrarily imposed key roll over issue.

I played Warhammer MMO on my DIY stickless last night & had custom assigned inputs to each button, blocking SOCD just means two buttons I can’t map that wont work simultaneously.

For example that’s two inputs I can’t use and map as Alt+1 because they are blocked in the firmware, Correct?

I understand blocking SOCDS makes sense for fighters, I just view Cthulu as having much broader usage that’s being limited.

When building a project I would choose a input PCB that didn’t have a artificial roll over issue as opposed to one that did.

http://en.wikipedia.org/wiki/Rollover_28key29

I appreciate the idea of the cthulhu as a broader range input device, certainly. But you sound as if something has been taken away from the cthulhu by doing this, but that’s only partially correct. On systems that use a protocol that can allow SOCDs, like PSX, SNES, and NES, yes, it will prevent something that was possible to do before. If anyone has a situation where that could be a detriment, I’d happily code in a flag to disable the SOCD cleaning, or change the direction code for those systems to report uncleaned inputs.

For PS3/PC, Xbox1, and Gamecube, absolutely NOTHING is being taken away that was possible before. All three use a POV hat or X/Y axis reporting for the sticks. It is not possible to send an SOCD at all. You give it a direction and that’s it, only now if the cthulhu sees an SOCD input, it has a strict rule for what direction to say based on the input whereas before it would be some random corner direction.

In the earlier systems, yes, I’ll concede that the change does take away the option of something that was possible before. For the big stuff, it doesn’t take anything away, just make it more reliable and consistent for those who use an all button controller.