PS360 functionality questions

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Tracer9
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Joined: Wed Feb 04, 2009 9:18 pm

PS360 functionality questions

Post by Tracer9 »

Ahoy! I've been a sort of lurker around here for a year or so, but the PS360 idea is the first thing I've really wanted to try my hand at, but first a few questions.
For the people that have made/used one, how would you rate it? I've tried to find feedback on this, but all I can find is info on how to make them, etc.

So yeah, I guess my main question is, does it retain full functionality before the mod?
RDC
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Re: PS360 functionality questions

Post by RDC »

Of course it retains full functionality before the mod. ;)

Only Ben Heckendorn and myself have made them that I'm aware of and we go about building them in completely different ways. If any others have made them up I'm sure they went about something in the controller differently as well.

The Tilt and Rumble feature of the PS360 controller I make is the same as a stock DS3 controller, just in a 360 shell is all. I use the board from the 360 controller for the buttons contacts, so as far as the buttons go they 'feel' exactly like a 360 controller does and I retain the PnC connector for charging the DS3 battery thru a PnC cable just like a 360 controller does instead of using the miniUSB connector. The only thing that's lost is the 'pressure sensitive' (analog) feature of the buttons, as the 360 controller board isn't setup like the PS3 controller is, but anyone that actually uses that in game has way too much free time on their hands and it's a crap design anyway IMO as there's very little play there, so being accurate with it takes a lot of practice and there aren't any games that really need it that I'm aware of either. The Triggers LT/RT (L2/R2) do stay analog though, so the only thing that's really different function wise is that the buttons are no longer pressure sensitive.
Screwing up is one of the best learning tools, so long as the only thing you're not learning is how to screw up.
Re-mappable Wireless 360 Controller - The CGnome
palmertech
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Re: PS360 functionality questions

Post by palmertech »

To add on to what the amazing RDC has said:

It pretty much depends on what you do. You can cripple it, or give it pretty near full functionality.

Second, a few other people have made them, including me; Just never bothered posting as it is nothing unique or new about mine, if I posted every project I did from the internet, there would scarce room enough for any other topics. :lol: Ben has a list of people he forwards PS360 requests to, you should get on it, RDC. :wink:
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RDC
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Re: PS360 functionality questions

Post by RDC »

@ palmertech - I'm curious how ya made the inside of yours up? Did ya use Tact switches or the 360 board for the buttons? Had no idea there was such a list either.
Screwing up is one of the best learning tools, so long as the only thing you're not learning is how to screw up.
Re-mappable Wireless 360 Controller - The CGnome
palmertech
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Re: PS360 functionality questions

Post by palmertech »

I used tact switches for my first one, and while it works, the feel of them really ruins the whole idea of making it feel comfortable. I would have done it "right", but the guy who commissioned me claimed to like clicky buttons, like the GBA SP. :?

My second one used the 360 board, like yours. Makes it feel better, but a LOT harder to cram in the controller. I also did a rapid fire mod on that one, I found out you can pull a pulse off the rumble motor, made routing past the membrane a bit easier.

Using the 360 board is the only way to go, I HATE tact switches for gaming buttons. :wink:

And to get on the list, just email ben, I am sure he would put you on (He had a thread about it before you came here, I think.)
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Tracer9
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Re: PS360 functionality questions

Post by Tracer9 »

Thank you for the responses, that's pretty much exactly the kind of information I was hoping for.

I believe that Metal Gear Solid 4 makes a fair amount of use of the pressure sensitive buttons, but I've only played about 20 minutes of that game. Mostly, I prefer the stick and bumper/trigger layouts of the 360 controller. Also, the controller's shape the the joystick tops are more comfortable.

I intend to use this for FPS games (CoD4/5), so sixaxis and rumble aren't a huge concern to me. Same with pressure sensitive buttons.

RDC, do you have a guide up that I could look through to compare with Ben's guide?
RDC
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Re: PS360 functionality questions

Post by RDC »

Afraid I don't, and probably never will make one. The reason is because of how I make the controller it can be done with any of the 360 board versions as well as any of the PS3 versions, and since there are 4 360 controller versions and 9 PS3 ones that would make for either 1 Tutorial where everyone had to get the exact versions of controllers that I used in it, which makes for a right pain especially with the PS3 controllers, or I'd have to make a Tutorial for every version made up with every other version so all the bases were covered.

Of the 4 360 and 9 PS3 controller versions only 3 of the 360 and technically 3 of the PS3 ones (the DS3, DualShock 3 ones) would probably ever be used, but even then that's still 9 different tutorials and the newest version of DS3 is a right witch to use as on that version board they removed the TP spots.

You can see a lot of what goes into one the way I make it up here though..

http://forums.xbox-scene.com/index.php?showtopic=651946#

That was done with a Wired CL version 360 controller board and the first DS3 version controller, which is kinda hard to find now as the 2nd and 3rd versions are out, but like I said any of the different versions can be used and each pair would ahve to be done up differently depending. There's also plenty of info in the PS3 Case/Hardware Modding section there on the different PS3 controller versions.
Screwing up is one of the best learning tools, so long as the only thing you're not learning is how to screw up.
Re-mappable Wireless 360 Controller - The CGnome
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