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Posted

http://www.defconsoft.co.uk/hardware/controllers/interact-program-pad/

I've had this sitting in storage for a while since it's mostly for PSX games among other things, but then I remembered you could program inputs with it. And then I remembered how hard a time I was having doing inputs in AC.

*evil grin*

This thing can literally "quantify" how many spaces between inputs it takes to activate FRCs, buffer inputs, such as most TKs, and it can even Macro Negative Edge.

The way it works is, you have two main "macro" buttons to set the commands to, and then the inputs are recorded either as a "stream" of inputs (either simultaneous firining input or sequential) or as "taps" such as for Airdashes. Held down inputs are simply pressed into the pad a certain number of times for the amount of time you want to hold down the direction.

To do something like Stinger Aim:

Macro: :b:x14 (that is press it :b: 14 times) then press :f:+:s: or :h:

Keep in mind pressing the input 14 times doesn't mean 14 seconds or even 14 miliseconds...the charge input just takes about 14 input spaces according to the program pad itself.

To Negative Edge Stinger Aim:

Macro: :b:+:s:/:h:x14, :f:(don't press :s:/:h: during this input).

Basically you press :s:/:h: along with the number of times you pressed :b: as thats how long you hold it for (in fact since it is Negative Edge you don't even have to hold the Attack buttons as long as you would the directionals, so half of that or less would work too). It looks weird at first because Venom pokes his input (by pressing it down, you are firing it off).

Now for something more complicated as a Macro, Chemical Love FRC!

Basically once you set the activating Macro, you press each direction in the input separately in sequence, not like rolling of the thumb or stick, but as separate inputs, one at a time. To emphasize this, I'll put dashes in between the inputs.

Macro: :f:-:df:-:d:-:db:-:b:-:f:+:k:

Or if you want to be sloppy about it:

Macro: :f:-:df:-:d:-:db:-:b:-:f:-:k: (notice the difference? :k: is input immediately after :f: instead of simultaneous, yet in some cases this still registers).

As for the FRC, there's a large gap between the inputs, and in order to fill the gap, the macro needs to know the space of time needed before the next input is fired. To do this, the Start Button is used with a <> divider to register separate inputs, or input gaps.

For example, to input a Macro'ed Dash:

:f:<>:f:

This registers a gap in the inputs so that the macro releases instead of simply holding down the input like this:

:f:-:f:

The end result is that you simply have someone holding :f: for two input intervals.

Now...onto the FRC itself:

Macro: :f:-:df:-:d:-:db:-:b:-:f:+:k:<><><><>FRC

To make things easier I mapped the P+K+S to the R2 button so in essence it's a Macro within a Macro. Notice that there are four gaps between the time the input itself is registered and the actual FRC input.

I've been experimenting a little to see how complex the inputs can be made...here I added the 6FRC6 method of I-no's CLH Dash:

Macro: :f:-:df:-:d:-:db:-:b:-:f:+:k:<><><><>:f:+FRC<>:f:

So far I've only been able to get the "dash" to happen when I-no is in the air. I'm trying other sequences, but it would be neat if I could find the exact input timing for the dash.

Also, I-no's low-flying Airdash:

Macro: :f:<>:f:x6 (:f: is held down for 6 intervals to let her fly up a ways), then

:f:<>:f: (the actual airdash).

And finally...a Macro for Dragon Install: Sakkai (since the interval between DI activation and the first hit in the combo is actually HUGE, we'll be using two separate Macros, one for DI, and one for the combo itself):

Macro 1: :f:-:df:-:d:-:db:-:b:-:f:+:s:

(<>x50? the pad's macro memory doesn't go that high!)

Macro 2: (press after the first punch of the combo):

:p:<><><>:k:<><><><><><>:s:<><><><><><>:h:<><><><><><>:du:<><><><><><>:k:

<><><><><><>:s:<>:f:-:df:-:d:-:db:-:b:-:f:+:h:

A shorter version of the above:

:p:-<>x3-:k:-<>x6-:s:-<>x6-:h:-<>x6-:du:-<>x6-:k:-<>x6-:s:-<>x1-:f:-:df:-:d:-:db:-:b:-:f:+:h:

Anyway, I hope you liked my little scientific experiment of sorts...there IS a scientific way to measure inputs. I'm sure there's a more precise description of the inputs in the game's programming itself, but hey...it's interesting to be able to analyze this stuff from a gamer's perspective.

I'm sure anyone who's ever built a joystick finds this interesting.

Posted

This is only good for 1 thing: Combo Videos.

Posted

Well, what I'm wondering is how much of this wasn't already known. No offense, but a lot of it seems to be commonsense or little tricks that are already used to take advantage of the game's input buffer. Cool that you found a programmable pad to mess around with but...

Posted

Oh hey, I have one of these things laying around at home. But no manual. We only used it for the autofire.

Posted

Edit: Nevermind, figured it out...the trick is double-tapping :k: after the FRC. Or as most arcade pros do it, double-tapping :p:+:k:+:h:

Huh? Easiest way is just to negative edge specials by letting go of the button for it that was used in the FRC.. assuming the special can come out fast enough (depends on hit stop). Tapping it again for an extra 2 inputs is common.

I was going to say that this is useless but it might be nice for finding exact differences in timing for the same combos/whatever between different heights/weights etc.

  • 1 month later...
Posted

Double Butterflies at the touch of a button :eng101:

Was that a GunZ Online reference? I still can't figure out how to dbf in week of playing.
Posted

ah crap, I totally forgot to grab the pad last time I was home. oh well

  • 3 months later...
Posted

couple questions. whercan i get one. do you program it one the computer. and are u playing on an emulator for ps2 or actual game. would be cool if it had in-game programming

  • 1 month later...
Posted

actually... programmable pad could come in pretty handy when trying to learn new combos or figure out what works on which character (like hase slayer combos) more importantly. it would be pretty nice for figuring out things on a new game that comes out where people are just discovering the combos. good find blade. i'm going to go look for one online.

  • 7 months later...
Posted

Hrm. remember when you used to play Mk3 or UMK3? How they had that unlockable Instant combos just by pressing the button? ( Completely off subject, but that's what it reminds me off.) Would be nice, but I would proably screw it up...

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