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RDC
Ever wonder what would happen if a couple of motivated individuals decided to give the Rapid Fire controller deal a pass and do something new? This is one thing that could happen...

This project started almost 6 months back now between myself and jamz az, and will probably be in the works for at least a few more while we add, move around, tweak and get everything exactly how we want it, but we wanted to show off some of what the controller is capable of at this point and get some feedback on it also.

One thing that most consoles have never been able to do right, even the 'next generation' of consoles, has been letting the user decide what they want the buttons on the controller to do. This has been an option in PC gaming for years and years, while console games just omit or at best most times give the user a handful of options, and once in a blue moon actually let you remap the controller from in game how you actually want, this is an option that ALL games should have, not just a few of them. With a default controller layout, or even 4 or 5 setups to choose from you have to get used to that layout, which seemed like a fair challenge to do something about, so this project was started.

The controller has, for all intensive purposes, been hacked up so we have access to almost every single button and Analog line in the thing, minus Start and Guide for several reason, but mainly because those 2 buttons are the same in every single game and Guide only has but one use anyway, but every other function on the controller can be remapped, turned off or duplicated to any other function on the controller.

Here's an early Prototye, that we quickly outgrew, poor little thing..

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..so it became updated to this version here..

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From the start we knew there were going to be way, way too many options to be able to keep this all 'on controller' so a PC app (Mapper Zapper) was also coded up to control the new Hardware (CGnome) in the controller.

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Here you can see the different Drop Down boxes to select what you would like the button to be...

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Then here it is loading the new remaps...

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...and finally loaded, all of which takes around 10 seconds right now.

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The controller can store 5 custom remaps, and always has a 'Map 0' that is always the Default settings, so it's really 6 controllers in one, and you just tap the Sync button to 'cycle' thru the stored maps.

Right now the prototypes are at the point where this is all that you see on the controller..

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..but there is still a good bit to do and things to iron out before we will consider it done.

Well, there it is, for now anyway, look forward to hearing some feedback and will answer some questions about it, there's still a lot in the works as well as some ideas we tossed out earlier on and are looking at putting back in, but feel free to ask away. wink.gif
NineLime
Wow thats awesome, does the board your building off of get sold online?
Juvenal1228
holy shit i just wet myself...



this is possibly the best project i have ever seen on the forums.



and BY FAR the most complex, i can only imagine how many traces you had to cut and how many points to solder.



Jesus...



makes a slot loader look like childs play biggrin.gif

higgles5
RDC......I can't begin to express the amazingness..... love.gif
rjburke377
QUOTE(RDC @ Sep 10 2009, 10:15 PM) *


..so it became updated to this version here..
...
Well, there it is, for now anyway, look forward to hearing some feedback and will answer some questions about it, there's still a lot in the works as well as some ideas we tossed out earlier on and are looking at putting back in, but feel free to ask away. wink.gif

Wow. The concept is spot on. I'm really pleased to see advanced moding and it's not another RF! Looks really cool guys! I like the PC app too.

You know I'm a technology weenie. Please give a brief tour of the IC technology. I think I see an MC chip in there: PIC32 or ARM? Tell me. Tell me. Tell me. smile.gif

/RJ
NineLime
QUOTE(rjburke377 @ Sep 10 2009, 11:45 PM) *

Wow. The concept is spot on. I'm really pleased to see advanced moding and it's not another RF! Looks really cool guys! I like the PC app too.

You know I'm a technology weenie. Please give a brief tour of the IC technology. I think I see an MC chip in there: PIC32 or ARM? Tell me. Tell me. Tell me. smile.gif

/RJ


It's alien technology they discovered left behind from thier mysterious predecessors in space. Then RDC recieved thier schematic in his dreams obviously. Just kidding but thats a hell of a lot of pins on that board...it almost looks like a desktop CPU in size. Too bad there wasn't a simple solution to using a mouse, unless the USB port can interface allowing the computer to input (I don't see why not but if you didn't mention it then probably not)
ChunkierDonkey
That's just nice! I was wondering what and when you two was gonna drop it on us. That is impressive, hands down. Where to start on the questions? I like to know everything, but I settle for what are your plans on it? As in you going to sell the controllers or go open source or what? I don't think you're average modder could handle a kit but I would like one. Where do I sign up to be a beta tester? You guys rock and as far suggestions go. It does everything but make toast, it doesn't make toast does it, had to scan over it again no toast. love.gif I'm with rjburke377 can we get a tour on the IC technology and some specs. Dude this is just sweet
gameguysz
i want to see this finished so when i use it i can go "AHHHHH BEAT MODE!"


Very good, keep up the good work
RDC
Thanks all for the interest and having a look, plus the questions. wink.gif


QUOTE(NineLime @ Sep 10 2009, 10:37 PM) *
Wow thats awesome, does the board your building off of get sold online?

If you're referring to the Prototypes, then yes, those are called Schmart boards and ya can find them at Mouser and the like and solder up whatever ya need to them, they have them in all types of layouts.

There is no 'building off' board for the CGnome Prototype that inside the controller though, it's a one off, that is was built from the ground up to fit inside the CG controller and has the parts installed on it that we have picked out.


QUOTE(Juvenal1228 @ Sep 10 2009, 11:03 PM) *
holy shit i just wet myself...
this is possibly the best project i have ever seen on the forums.
and BY FAR the most complex, i can only imagine how many traces you had to cut and how many points to solder.
Jesus...
makes a slot loader look like childs play biggrin.gif

When prepping the CG controller board for wiring, there are a total of 19 Traces that need to be cut, 28 Vias and 6 Traces that need to be prepped for soldering to, then 9 other solder joints that will be made on existing solder joints or TP spots, and those 9 are really the only 'easy' thing about this install.




QUOTE(rjburke377 @ Sep 10 2009, 11:45 PM) *

Wow. The concept is spot on. I'm really pleased to see advanced moding and it's not another RF! Looks really cool guys! I like the PC app too.

You know I'm a technology weenie. Please give a brief tour of the IC technology. I think I see an MC chip in there: PIC32 or ARM? Tell me. Tell me. Tell me. smile.gif

/RJ

The main IC there is a TQFP 64 pin PIC18F6722, the rest are an FTDI chip, DAC, Charge Pump and EEPROM the EEP has since been ditched.


QUOTE(ChunkierDonkey @ Sep 11 2009, 02:21 AM) *
That's just nice! I was wondering what and when you two was gonna drop it on us. That is impressive, hands down. Where to start on the questions? I like to know everything, but I settle for what are your plans on it? As in you going to sell the controllers or go open source or what? I don't think you're average modder could handle a kit but I would like one. Where do I sign up to be a beta tester? You guys rock and as far suggestions go. It does everything but make toast, it doesn't make toast does it, had to scan over it again no toast. love.gif I'm with rjburke377 can we get a tour on the IC technology and some specs. Dude this is just sweet

IC specs above, and we have a few pins left, so making it 'toaster compatible' wouldn't be that difficult. wink.gif Right now it's a fairly closed project, only 3 of these things even exist right now, the 2 main prototypes and the one that is closer to a final prototype, which will soon be joined by another one here before long for more testing, and even if we spent the next 10 years testing we'll never get thru every combination of just button layouts there are, let alone the other things it can/will do.

Yes the install would be right difficult indeed, it's not something for a beginner or even an intermediate person to even consider. It's by no meas impossible, but it is right up there on the list of things you'd probably rather not do without having a fair amount of knowledge and experience under your belt first. Even using 30awg wire, when you have to cram 40+ of them in there plus the CGnome board, that gets right difficult right fast because there are only so many ways to get 'in between' the buttons on the controller and for some of them there are only 1 way to do it, and none of those connections are what I'd call easy.

As to the plans for it, that remains to be seen. It's already been close to a 6 month road to get to this point, and while the coding is all jam az, I can say it's not going to be open sourced. There are many, many technical hurdles to get over even thinking up something like this, let alone just saying "lets go for it", which is exactly what we did, and here's where we are now. This has pushed both jam az and my abilities, him coding around issues that cropped up and me dealing with hardware issues I never could have imagined, and we've just kept pushing back, plus it's always been about just doing it to see if we could really, so we'll just have to see where/how it goes from here now that we've tipped out hat.
Hazeree
I agree. Quite simply amazing. I had a half-done programmable macro code at one point, but that was simply over-lay signals, not an entire remap of the controller. You bet your arse this is not your average project.

I am curious as to if you are using a boot-loader to update the code or not. I am also surprised you are using the FTDI chip instead of one of Microchips USB chips. I can only guess that the PC side of the coding is easier with the FTDI vs Microchips drivers.

I dont know if you are early in this project enough for some suggestions, but here goes: You could make half the install easier if you use a flex pcb to cover the face buttons (dpad, x, y, a, b, select) so you would have new pads for the buttons and not have to cut as many traces to remap those buttons. Also the flex PCB would be alot easier to locate the hardware in the controller. If you havent already, do make a boot-loader. As you have said, testing the possible combinations is unrealistic. So instead of trying, just keep the ability to rewrite the internal PIC code as needed if any bugs come up. Even though you have opened up the controller to a full remap, about 90% of those combinations would be counter-productive to the user, so there is no real reason to test all combinations. Just get a few of the common ones done and let time determine any need to squash bugs with a boot-loader.

Lastly, if you go the flex PCB route you could go the one extra step and make it wireless. You could easily plant wireless transciever and ditch USB altogether (zigbee?). You can always use USB on the PC transciever, but that would be the final touch to the ultimate controller. Complete stealth.

Oh, I didnt see it mentioned. I am assuming you have remapped the sync button too. Do you have it so you can use that button as a 'mode select' and not accidently trigger a controller sync?

Edit: Almost forgot. I finally get to see a working RF PC application that surpasses my own. My congratulations to you guys. I was beginning to wonder if it would ever happen.
RDC
Thanks for the suggestions Hazeree, and your PC side app was really nice to see also, something new and more user friendly compared to what was out at the time.

As far as the flexPCB goes, I personally wouldn't touch it as I prefer the stock hardware for most things. The 8 buttons the flexPCB allow ya access to with no trace cutting is a drop in the bucket really, though 3 of the 4 D-pad ones are right rough to do, so there would be at least that plus to it, but that stuff a person can nuke or tear in a second if they're not careful with it, plus I wouldn't want to switch over to gold plated button contacts. For it only getting ya 8 buttons out of the deal it just wasn't advantageous enough to go that way versus the 8 trace cuts, though kinda early on it was considered. That part is a definite 'this or that way' where each has something good/bad about it, we just went with the hardware way on this one.

The Sync button isn't remapped, just overlaid, and only taps are used to cycle maps, so while triggering a Sync is likely, and even doable, if ya just tap and don't hold it then it's not that big of an issue. Right now the PIC is updated via ICSP, kind of crude considering other options that are available, but for this project here it was more of a 'do it' mentality instead of a sit down and plan it all out before deciding on how to go about what, so with a lot of things right off we stuck to a solid base we knew worked and could both do, me hacking traces and jam az coding the way he does, and trust me, there have been a TON of idea changes, better ideas and flat out new ones we never even considered along the way that are all on a nice list now. wink.gif But again this was a "go" project from the start and we really didn't consider some ways of doing things versus others until later on or we already had another idea figured out. a USB chip, Wireless and a mountain of other options have all been discussed, and looking back at this point it's very easy to see the paths we should have taken for some sections of this, but as far along as it is right now it would take a do over to implement some of these things, but again, it's all on the list. wink.gif


Hazeree
Oh no, I did not mean to say "you should have done this/that". I was merely suggesting some extras that quite honestly should take you guys no time at all to add on.

The boot-loader is actaully quite simple (in the PIC). The hard part is transferring the hex file, and thats only hard if you dont have alot of PC coding knowledge (from your PC app, it looks like you guys have a good handle on that end). All of the example code you would need is at microchip, and its actually really easy.

Keep up the good work.
RDC
Thanks, and I know ya weren't, just getting some of the specifics out there is all on how it progressed. wink.gif Even with us it's easy to look at some things now and go, "man, that would have been a much better idea", and for some we even knew it, just for some reason didn't take that road. Like the CLK, up until about 2 weeks ago we were just running on the internal OSC at 8MHz, that's been replaced with an external 8MHz Xtal now (again, like we should have started off with but for some unknown reason just didn't) and PLL'd so it runs at 32MHz.

The boot-loader is something we've talked about also, updating from the app is much more efficient, not to mention a lot more kool, but that was considered kinda after the fact, and if it needs to be updated that much then we didn't do the job right in the first place. wink.gif It's definitely something we're considering for the future, but for right now the update thing is all in the prototype stage where the controller is all apart and ICSP is just right there to use, and always would be to correct and serious dumps that could happen along the way, but yes a boot-loader does have it's advantages and is something that will get done, sooner or later, as that list is right long now.
RDC
Here's a short video of the latest prototype in action, nothing fancy, just shows the map selecting and a few remaps..



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NineLime
I think we should play COD4 RDC, I have killer teammates to compliment your killer controller smile.gif
THP Dan
Thats amazing!
Would help oiut so much on games with very randm button layouts.
Maradona10
Hey RDC,

That would be great for me if you could all take this to the first and only programmable controller.

Thousand thanks if you would get a 2 or 3 button combo press also in it.

I will keep tracking this project with great interest.

__Blaz0__
Wow, that is awesome. Is this something that will be available to the public? You just cannot rely on the developers to not be lazy and just add this feature to the game menus.
importune
Bravo. ohmy.gif
jamz_az
After we finished v1 on the CGn I thought I would try my hand at an install.
Being more of a code guy on this project I just jumped in thinking "hey" no sweat.
Boy was I in for it!

First off prep'n the CGB board was like poking a telephone pole at nat fleas!
A sharp x-acto blade is a must.

Moding the inside of the shell by cutting the usb slot and test fitting the CGn was cake, by far the easiest part.

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Then you get to solder all these wires to the preps.
Which I could not do without a x6 mag, its just too small.
Its a labeled Octopus by the time you are done.

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Soldering was easy and went fast, as a matter of fact so fast I made errors on my first run.
After I fixed those it was smooth sailing.

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All in all it took about 9 mod hours from opening the shell to closing it and testing.

So far I have made two complete controllers and I hand soldered one of the mod chips besides 1 chip.
Which is not possible to soldler by hand.

Was fun to do and a nice break from the software.



Jz
NineLime
I have a lot of respect for this project, I spent like 5 hours trying to connect to vias without solder just hot glue yesterday... and I realized I had wasted 5 hours and fell asleep.
Then I woke up and got a RROD box from ebay and wasted another 5 hours failing to fix it and i used a blowtorch and foil to attempt to reflow now it goes beep when i turn it on as well as 003. It was rrod repair and someone tried to repair it after that... wow

Is this a costly thing to make with a xflex like xim? I kind of think this is the best mod around, comparable to the XIM 360, especially since you just made it compact.

We have a lot of people on the forums that could build those up with thier skills chips probably. 9 hours for a prebuilt, how much per hour is probably what XIM asks themselves when they sell them for over 200... too greedy.
NineLime
What if you could just take that board and solder small enough to the IC that would save a lot of time if it was possible to solder that well sure it is

IDE ribbon cable's wire to wire right up to it... hmm?
RDC
The Wired CL version controller has a TP spot for practically every button on the thing, the CG has 1, TP9 for DR and that's it, so that flex board option is right out the window. It was discussed earlier on and wouldn't be worth it in the long run, and now with the implementing of the CG2 version controller board this CGn layout needs a serious revamp so it'll work on either CG version, aka another thing on the list for the Mark II version.

The CGn is, so far anyway, one of the most complex controller endeavors I've been involved with, not only the software side that jamz_az handled, but hardware wise as well to figure some things out and then get it to that size. Soldering closer to the IC isn't the real issue, after 5 or so wires next to each other that close things can get cluttered, and if you can't solder very well to begin with 5 would be next to impossible, and the CGn install takes 40+, which might not look like it in the pics, but it really is. This is just one of those controller alterations that just can't be made easy to install, it just does way too much, kinda like how if you wanted your car to be improved performance wise, changing the tires and air filter is one thing, but pulling the engine and doing a complete rebuild with better components, that's a whole other deal and takes someone with the skill and knowledge to do properly. Would I like it to be a drop in and solder up 4 wires kind of install? Yes I would. Is that ever going to happen? Nope, there's just too much going on that the CGn handles, so it's always going to be a rough type of install no matter what.
NineLime
Yeah, I wish it could be 4 wires and drop it in, 40 would be worth it on a CL. Add bluetooth and 2 usb inputs, just kidding, but I would totally play call of duty with bumpers for jumping and melee like bumper jumper in halo, or even better if RB was B or RSC
billy_bob-au
WOW !!!! RDC & JAMZ AZ you guys are like controller modding gods... love your work
ToBbErT
Yes very impressive tongue.gif
Murder Inc.
Could you perhaps give a rough parts list and a maybe talk to jamz to see if he would price his software? This thing looks like a very fun project. I think Im compabile of the install, and havent see anything quite like this.. which from what Im reading was the point. =P Mad props to you RDC, and to jamz for the software end of things.
RDC
Thanks all.

The CGn board is a complete unit and comes with the Mapper Zapper application, so all you'd really need is it and a CG version Wireless controller, plus the ton of time and effort it takes to install it.

Going and making the CGn from the ground up you could use whatever components you wanted really, but then you'd be making the FirmWare and PC application from scratch as well. Even with a 100% parts list you'd still have the board to make up, and be missing the FW for the chip that works with the MZ app.

The FW as well as source for the MZ app will most likely never be released, and selling it all right out would carry a right hefty price tag for all of the work that's gone into it on both our parts. This version of it is about as complete as it will get, though we haven't worked on it for awhile now as no one really seemed to be that interested in it besides us, which was fine, the main reason we did it was just too see if we could, and for the most part we did.

We do have plans for a Mark II version that will incorporate a lot of things we had to leave out of this one or just didn't have the time for and incorporate some newer features on the app side of things, but that's a great deal of time and mostly a ton of money away from getting any further along. The CGn Project was a massive undertaking for only 2 (crazy) people, and the M-II will really dwarf it in most aspects, so it will be quite a unique project as well.
RDC
For anyone wishing to mess with the Mapper Zapper application we have a Demo of it available now, and would appreciate any feedback (good or bad, it's all the same) on it if you do try it out. Now it's not going to do anything to your controller at all, for anyone that hasn't bothered to read the entire thread, but you'll get to mess with all the menus and such to see what all can be done on the controller via the MZ and CGn. wink.gif
Robert-0137
Ben Heck; the guy who makes Xbox laptops and custom controllers for one or ZERO handed handicapped people, is doing a show where he's asking for submissions for projects to do that need to be done or could help people. http://benheck.com/benheck-project-submission

My idea started out because button mapping can be a hindrance to handicapped people who have use of one or no hands or are missing fingers. I had a friend who's Hummer got hit by an I.E.D. (he's perfectly fine) and the first thought he told me he had when he was checking himself was "I hope i can still play video games!"

Granted it's just a concept i submitted, but I had an idea so you could use any controller, PS3, 360, Steel Battalion, Vitrual On, etc on the 360 and change any button setting. The way it would work is by plugging any usb based controller into a computer, the computer runs a simple driver program allowing you to change any button and then sends those signals into an 360 controller PCB bypassing the 360 recognition chip and allowing any controller, rare or obscure to play. It would be more practical for the average handicapped person to have (easier to make so less cost) and useful to play on modded "One Handed Controllers" as well.

What do you think is the possibility of this being created? Maybe as your own next project?
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People have programmed computers to use controllers to play Super Mario Brothers, and i think this concept has man feasible similarities.
syst3merror
wow, holy epic grave dig batman! this thread was almost a year old!
Nillaz
Hey RDC I was just doing some research and dug up this old W.I.P. Whatever happened to this project? Any plans for the CGnome in the future or did it die on the vine?
RDC
The CGn was completed to a working version, and though not quite what jamz_az and I would have liked it to be, if we kept it going we'd still be working on it right now, so that's about where we ended it as it was more of a challenge than anything else to see if could even be done. There are only 5 of them around right now, and that's probably all there ever will be.

One of us would have to hit the lotto first if the MII version was to ever be worked on, or even a redux of the CGn for updates and fixes. It's really quite a handful and was like a second, third and forth job working on this one.


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kenned12003
thats a dam shame i would have deff bought one if you guys had ever released them
but great work on what you have done
Nillaz
So RDC was generous enough to sell me his spare prototype and after receiving it today and playing with it for a couple of hours I can categorically say it is everything I could ever possibly ask for in a controller. RDC said that while this project is for all intents and purposes finished he'd be interested to hear some feedback so I thought I'd post some of my early thoughts.

The build quality is superb. I mean, man, the USB port looks like it was always there! Buttons are tight, thumbsticks are tight (they do feel like they travel just a bit further than stock, but they still have just that right amount of tension), triggers are tight, everything feels like it just came out of the package.

The response time is for all intents and purposes identical to a stock controller. You wouldn't know that there is any additional processing going on in this thing at all.

The mapping software install went without a hitch (Win7 64). It's easy to understand and intuitive to program with. It's stable too. The instructions specifically state to leave your PC alone while updating maps but it uploads the maps so quickly (a couple seconds) it's not a hardship in any way. If everyone made software this user friendly the world would be a better place.

RDC incorporated 2 tac switches in the bottom of the thing specifically for macros (I believe you can still program macros on any button you like, including stick clicks and direction pads)), and the software can program those commands easily as well. I haven't messed with them much as I don't generally use macro commands but they are discreet and perfectly located where I rest my middle fingers if I should ever feel I need them.

And of course, there is this thing's bread and butter....full mapping capability. It's no joke. You really can map anything in any way you can possibly imagine. I'm a longtime Legacy thumbstick player (and left handed to boot) and for the first time ever I was able to play Gears Of War tonight without resorting to some weird arthritic hand contortions. It was a godsend. There's a lot of games that I've always wanted to play and wasn't able to but now I'm gonna go on a shopping spree. laugh.gif

Changing maps is quick and easy. I was worried that I was going to be constantly resyncing the controller by accident when I change maps but it's pretty forgiving as long as you don't hold down on the button. LED #4 blinks to let you know which map you're on when you cycle through them. It changes maps instantaneously as well.

All in all I'd be hard pressed to find anything worth complaining about. In fairness, I found exactly one weird thing going on, and that's that the controller never goes to sleep if you leave it sit there. I walked away for an hour while I ate dinner and the thing was still on when I came back. The solution is obvious and wasn't an issue anyway as even after several hours of playing my rechargeable batt is still juiced with 3 bars.

SO I'd like to say, RDC and Jamz, with this I think you guys outdid yourself and made the ultimate controller mod, and my only complaint is that I didn't find out about it sooner. I'm still not sure how I missed this for so long, but better late than never. It's a shame that more people don't have something like this as I could see it being a game changer. I know that there's a couple controllers out there that give you some level of customization but they never feel like a first party controller, and I've never come across one that has this thing's breadth and depth of tweakability.

So rock on guys. Perhaps we'll see a new version when the next generation of consoles come out? jester.gif
playboydee
First time reading this thread. I must say RDC, this is truly amazing. I had this same idea back in 2006, but didn't have any knowledge to pull it off. I always was puzzled why developers don't include re-mapping of controls in their games. Being a lefty for shooting, I've skipped out on a few shooters which didn't have the southpaw feature for triggers built in. A friend of mine is a southpaw on thumb sticks, and I now see why he skips out on games that don't include that feature. Playing out of your comfort zone is extremely frustrating.

How does this project look nowadays for a restart? cool.gif

Play
RDC
The CGnome is in the process of getting a serious reboot. wink.gif
olaHalo
QUOTE(RDC @ Aug 25 2012, 02:56 AM) *

The CGnome is in the process of getting a serious reboot. wink.gif

this is pretty exciting
any details?
RDC
We're still in the really early stages of development, though it will have all of the features of the CGn here, plus everything we planned to do and had to leave out for one reason or another, things like..

Twice as many map slots
A 3-axis Accelerometer
4 custom remap buttons
Toggle buttons
Multiple button press from one button (A is A+B+Y)
Analog Sensitivity and Dead Zone adjustments
Customizable RoL
..and a bit more.

I wouldn't get any ideas on seeing it for awhile, as it's beyond what the CGn controller was in every possible way, so we have all new hurdles now to figure out, but we don't want to rehash the same old thing either. There's just no room in the controller for a redux the way we want, so we're sort of making our own.

The biggest thing is, we're ditching the Wireless controller and technically going Wired this time, but still staying Wireless. Huh? Well, this reboot is more of a 2 fold project, where there will be a 'receiver' board that gets installed on the Wired controller and then it gets plugged into the 360 like normal, then our controller board will communicate with the receiver board via Wireless. The 'new' controller will pretty much just be a board that drops into the Wireless controller shell, still using the same battery packs and PnC cable. It will be the remap and wireless portion of the controller, whereas the receiver connected to the Wired controller is the 360 side of it. The receiver board could also be used on whatever controller, so if one wanted to wire it up to an old XBOX or even NES controller and use the thing they could.


olaHalo
QUOTE(RDC @ Aug 28 2012, 06:44 AM) *

We're still in the really early stages of development, though it will have all of the features of the CGn here, plus everything we planned to do and had to leave out for one reason or another, things like..

Twice as many map slots
A 3-axis Accelerometer
4 custom remap buttons
Toggle buttons
Multiple button press from one button (A is A+B+Y)
Analog Sensitivity and Dead Zone adjustments
Customizable RoL
..and a bit more.

I wouldn't get any ideas on seeing it for awhile, as it's beyond what the CGn controller was in every possible way, so we have all new hurdles now to figure out, but we don't want to rehash the same old thing either. There's just no room in the controller for a redux the way we want, so we're sort of making our own.

The biggest thing is, we're ditching the Wireless controller and technically going Wired this time, but still staying Wireless. Huh? Well, this reboot is more of a 2 fold project, where there will be a 'receiver' board that gets installed on the Wired controller and then it get plugged into the 360 like normal, then our controller board will communicate with the receiver board via Wireless. The 'new' controller will pretty much just be a board that drops into the Wireless controller shell, still using the same battery packs and PnC cable. It will be the remap and wireless portion of the controller, whereas the receiver connected to the Wired controller is the 360 side of it. The receiver board could also be used on whatever controller, so if one wanted to wire it up to an old XBOX or even NES controller and use the thing they could.

sounds incredibly ambitious and like a serious amount of work
so essentially there isn't enough room and your going to put all components in a wireless shell and have it connect to a wired controller via a receiver?
pretty clever imo
good luck to you guys
jamz_az
QUOTE(olaHalo @ Aug 27 2012, 10:50 PM) *

sounds incredibly ambitious and like a serious amount of work
so essentially there isn't enough room and your going to put all components in a wireless shell and have it connect to a wired controller via a receiver?
pretty clever imo
good luck to you guys


Yup no room at all anymore now, we'll make a mole hill outta that mountain as always. heh
We are also waiting on "720" release so we can hit that too!
This one's gonna be off the charts.
No luck needed!
Stay tuned...

Jz
playboydee
QUOTE(RDC @ Aug 27 2012, 10:44 PM) *


Twice as many map slots
A 3-axis Accelerometer
4 custom remap buttons
Toggle buttons
Multiple button press from one button (A is A+B+Y)
Analog Sensitivity and Dead Zone adjustments
Customizable RoL
..and a bit more.




Is that feature for the "Wiper line being off centered" issue you come across when swapping triggers on some controllers?
RDC
If the Triggers are swapped correctly you shouldn't have the issue. By that I mean more than just swapping the Wiper lines needs to be done sometimes. The Analog lines of the 360 controllers aren't 100% identical between different controllers, and sometimes not even between the like functions on the same controller, ie the LSX and RSX or LT and RT lines.

I've always had a feeling the controllers are calibrated to whatever 'working range' the POT has after it's installed, otherwise swapping the things should work 100% of the time with no issues, but every now and then you'll run into one that will throw a hissy fit where one Trigger will work after the swap, but the other one either doesn't fire, or fires but will not release like you're continuing to hold it. It's in these rare cases that the POT needs to be tilted slightly so the thing gets back into the 'working range', or worst case the POT swapped out for another one that does fall into the working range. Remember they're just variable Resistors and have a tolerance like any other Resistor, but since they're variable that tolerance can mean a good deal more or less depending, so every once in awhile a 'straight swap' doesn't give you the intended effect and it needs to be tweaked/replaced to start working again.

http://forums.xbox-scene.com/index.php?sho...p;#entry3688718


The Dead Zone feature is more for the Sticks, and then while the Sensitivity feature could be used to correct that problem, it's not intended for that. That picky Analog feature is already taken care of in the Firmware, so swapping Triggers doesn't have that funko issue when they're remapped with the CGn, nor will it be an issue with the new version. I've been thru many an Anaolg problem on the 360 controllers swapping them around, so I made sure it wasn't going to be an issue with the CGn when we started remapping them.
NYCXBOX
RDC wouldn't this Project more or less do everything your project does? (if it ever comes out).

At E3 I was told that you will be able to remap the controller

http://cronusdevice.com/media/controller-mapping-thumb.jpg

http://cronusdevice.com/index.php/what-it-does.html

Thoughts?
RDC
Nope, they're pretty different in that the Cronus is designed more around being a cross platform adapter, albeit with some similar features, and the CGnome does more than just remapping. I'd also point out that nothing like that, or even the CGnome here, or any kind of adapter, are lag free. That's 100% pure market BS, you can't get from point A to point B by putting point C between them in the same time as just going from A to B. These things are fast enough that you can't tell there is lag, but it's there, so 'lag free' is an inaccurate description and just used to get attention or keep people from asking the question, "Is there lag?".

The M-II version will do far more than the CGnome could, and will have the ability to work with other consoles, though not in the same way as the Cronus there. It's an interesting device, and I saw it when it was shown after E3, though it's geared for a different type of gamer. If you're only going to play on the 360 then a cross platform adapter is pretty useless. It still needs a wired controller to pair it with the 360, which is something all 360 adapters have to deal with because of the way M$ did the security, and the CGnome doesn't have to deal with that either.

I'm not knocking it, it's a great idea and a nice small footprint, so kudos to the hardware and software guys/gals that worked it all out, but I wouldn't compare it to the CGn or M-II either.
NiC_CC
sorry if this seems out of place, but I haven't been on this forum for a long time.

Have you considered launching this thing on a site called Tindie? It's fairly new, but simply put it Etsy for homebrew electronics. That's if you decide to sell this thing, I mean.

Anyhow, good to see you still cranking away, RDC. All my projects have gone to the wayside unfortunately.
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