Product Description
Input Mode:
In this mode, you can connect 8 buttons to this connector, using the optional wiring harness. Each button appears as a game pad button on the PC. Each button is independently de-bounced using a state-method for maximum roll-over response. The 24Mhz CPU and high-speed USB 2.0 interface on the Ultra-Stik 360 ensures top performance. Generally you would connect the play buttons, plus start, for each respective player, to each UltraStik 360.
If you are using the special Mouse Pointer Map, buttons 1 to 3 become mouse buttons (Left, Middle, Right).
Output Mode:
In this mode, you can use the optional wiring harness to connect 4 wires (plus ground and 5 volts) to an I-PAC keyboard encoder. This allows the stick to behave exactly as a switch-type joystick. It will activate the direction inputs on the encoder to send keystrokes. Use of the USB connection is optional in this mode, but you need to connect a 5 volt source if not using the USB cable. You don't need to connect USB if you wish to replace a switch-type stick with an UltraStik 360 and emulate the older stick. You can't download maps of course without a USB connection so the stick will behave as an 8-way joystick. In fact, in this mode, you can use the Ultra-Stik 360 to replace any conventional joystick in any application, including an original arcade machine.
The following table shows the behaviour in each of the two modes:
I/O Port Connected to: | USB Data | I/O Port Data | |
I/O Port is used as Output. USB not connected |
I-PAC, J-PAC etc | None | 4 Direction wires to emulate switches Emulates 8-way stick |
I/O Port is used as Output. USB is connected |
I-PAC, J-PAC etc | Fully Mappable Analog/Digital joystick Cell matrix mappable to any 8-way direction, sticky or center, or analog. |
4 Direction wires to emulate switches. Responds according to the defined map (downloaded via USB). Any analog cells are treated as center. |
I/O Port used as Input | Buttons | Fully Mappable Analog/Digital joystick Cell matrix mappable to any 8-way direction, sticky or center, or analog. |
Input from 8 buttons |
Note that when using in Output Mode, if you go into Control Panel, Game pad Devices, the 8 buttons will still be shown there, but they are inoperative.
The connections for the 10-pin header are as below:
Pin | Wire | Input Mode | Output Mode |
2 | Black | COM Connect to COM terminals on all buttons | GND. Connect to I-PAC if required |
3 | Brown | Button 1 NO | not used |
8 | Blue | Button 2 NO | Down Digital. Connect to I-PAC if required |
5 | Orange | Button 3 NO | Right Digital. Connect to I-PAC if required |
6 | Yellow | Button 4 NO | Left Digital. Connect to I-PAC if required |
7 | Green | Button 5 NO | Up Digital. Connect to I-PAC if required |
4 | Red | Button 6 NO | 5 Volt supply. Not required if USB is connected |
10 | Grey | Button 7 NO | Raw analog. Not used at present |
9 | Violet | Button 8 NO | Raw analog. Not used at present |
The optional wiring harness has cut wire ends which you can crimp suitable connectors onto, for your push buttons. There is one ground wire which you will need to daisy-chain to all COM connections on the switches so you may need additional black wire to do this.
Harness wiring is shown below: