Macro Recording

Swix07

New Member
So I've been reading around the forums while I wait for my controller, I've read that the analog sticks don't record correctly yet? Just curious when they are going to be working because the main reason I bought the controller was for other things that involve the analog sticks. Not just jitter or rapid fire mods.
 

odingalt

Well-Known Member
Staff member
Swix07 said:
So I've been reading around the forums while I wait for my controller, I've read that the analog sticks don't record correctly yet? Just curious when they are going to be working because the main reason I bought the controller was for other things that involve the analog sticks. Not just jitter or rapid fire mods.

Try this beta

http://www.viking360.com/downloads/thev ... _setup.exe

Ignore the stuff about axis toggling and macro looping that's not active yet.
 

Remmnever

Member
odingalt said:
Swix07 said:
So I've been reading around the forums while I wait for my controller, I've read that the analog sticks don't record correctly yet? Just curious when they are going to be working because the main reason I bought the controller was for other things that involve the analog sticks. Not just jitter or rapid fire mods.

Try this beta

http://www.viking360.com/downloads/thev ... _setup.exe

Ignore the stuff about axis toggling and macro looping that's not active yet.


I believe this is the version I've been using. It cleans up the analog on the time line editor very well. But I think the controllers still need a firmware update so they can properly record the analogs.
 

NYjetsNY1

Active Member
Remmnever said:
odingalt said:
Swix07 said:
So I've been reading around the forums while I wait for my controller, I've read that the analog sticks don't record correctly yet? Just curious when they are going to be working because the main reason I bought the controller was for other things that involve the analog sticks. Not just jitter or rapid fire mods.

Try this beta

http://www.viking360.com/downloads/thev ... _setup.exe

Ignore the stuff about axis toggling and macro looping that's not active yet.


I believe this is the version I've been using. It cleans up the analog on the time line editor very well. But I think the controllers still need a firmware update so they can properly record the analogs.

Possibly incorrect, not tested though. I think it has been the software's fault but I could be wrong. I'll check later.
 

Remmnever

Member
I know I was testing some real time anti recoil macros in game. When I clicked record I fired and slowly moved the right analog down. When I played back I only had the firing. So I tried it again but this time I only moved the analog down to simulate anti recoil but again when I played it back the right analog didn't record anything.

I'm not sure how sensitive the recording is so maybe it just didn't pick up the right analog movement because I was moving it only slightly and slowly.

Ill do some more testing tonight.
 

NYjetsNY1

Active Member
Remmnever said:
I know I was testing some real time anti recoil macros in game. When I clicked record I fired and slowly moved the right analog down. When I played back I only had the firing. So I tried it again but this time I only moved the analog down to simulate anti recoil but again when I played it back the right analog didn't record anything.

I'm not sure how sensitive the recording is so maybe it just didn't pick up the right analog movement because I was moving it only slightly and slowly.

Ill do some more testing tonight.

No, it is most likely a firmware problem. You are correct, you cannot record analog-wise until the updated firmware. Once that happens the new features will work as well.
 

Swix07

New Member
NYjetsNY1 said:
Remmnever said:
I know I was testing some real time anti recoil macros in game. When I clicked record I fired and slowly moved the right analog down. When I played back I only had the firing. So I tried it again but this time I only moved the analog down to simulate anti recoil but again when I played it back the right analog didn't record anything.

I'm not sure how sensitive the recording is so maybe it just didn't pick up the right analog movement because I was moving it only slightly and slowly.

Ill do some more testing tonight.

No, it is most likely a firmware problem. You are correct, you cannot record analog-wise until the updated firmware. Once that happens the new features will work as well.

Is the firmware updating coming soon as in like a month or should I expect it to be longer than that?
 

NYjetsNY1

Active Member
Swix07 said:
NYjetsNY1 said:
Remmnever said:
I know I was testing some real time anti recoil macros in game. When I clicked record I fired and slowly moved the right analog down. When I played back I only had the firing. So I tried it again but this time I only moved the analog down to simulate anti recoil but again when I played it back the right analog didn't record anything.

I'm not sure how sensitive the recording is so maybe it just didn't pick up the right analog movement because I was moving it only slightly and slowly.

Ill do some more testing tonight.

No, it is most likely a firmware problem. You are correct, you cannot record analog-wise until the updated firmware. Once that happens the new features will work as well.

Is the firmware updating coming soon as in like a month or should I expect it to be longer than that?

No it is coming within a month. It was nearly finished last weekend, so I am sure it'll be out soon.
 

Remmnever

Member
It may also be an issue with the record sensitivity of the controller. I would think the analogs would need super sensitivity so any motion would be recorded. I guess we will find out when the new firmware is released.
 

odingalt

Well-Known Member
Staff member
I'm recording using the 0.8.5.3 software and I am on the 0.8.4.1B firmware from the viking360.com downloads page still. Recording analogs seems to be working good. Unless you need something super sensitive you should be good to record and store with this version (i.e. recording Fifa moves or fighting game moves, etc.)

Remmnever, we'll refer to what you are talking about as the 'pickup level' for lack of a better term. We have set the 'analog stick pickup level' of the modchip to be less sensitive than the sticks actually are. So if you juuust baaarely move the stick and your guy just baarely starts to move, the modchip won't record it. There are a couple of reasons for this. One is that it's impossible to get the modchip exactly in sync with the gamepad itself. There's something strange about the potentiometers or the sampling rate microsoft is using on their analog-to-digital converters ('m missing some other critical details about their design).

Second reason is the rumble pads suck down the voltage so hard that with a pickup level set too sensitive, the modchip will interpret the analog sticks as moving even though they aren't. (Kudos to Fredrow for discovering this bug). There is a happy medium somewhere in there and more fine tuning is needed. I spent several good weekends in my underwear trying to brainstorm and visualize (mentally reverse engineer) Microsoft's design. Analog-to-digital and digital-to-analog conversions get into the nitty gritty of electrical know-how, whereas reproducing a button press "on or off" is a heck of a lot easier.

I'm not sure that the circuit board doesn't undergo some sort of calibration routine when it's commissioned. I've noticed that the same exact code will behave differently on two different gamepads. In other words tune it perfectly for one game pad and it's total garbage on another game pad. So the easy solution was to go less sensitive on all the gamepads. What I am wondering is if we shouldn't write up some sort of fine-tune / calibration for the Viking mod chip that will let the advanced users specifical calibrate their Viking. I.e. you would load up your favorite game, enter calibration mode, and calibrate each stick individually and by-axis, somehow the modchip would store your calibration settings in the EEPROM for future use. This way you aren't stuck with the 'universal' and less sensitive pickup level.

Or we could just tell the modchip to record 100% of the time. (Right now it 'shuts off' recording for the analog stick track when it determines the stick is dead center).
 

Remmnever

Member
The calibration sounds good but I wonder how different it would make each of our controllers. If they are too different we wouldn't be able to share macros, you would have to tweak each macro so that it matches with your current calibration.

The all time recording is also cool but how much memory would that eat up on the controller board? The macros couldn't be very long since it is recording everything whether its moving or not. Maybe we can get that with an on/off toggle so we can use it only when its needed for an important or precise macro.
 

Swix07

New Member
odingalt said:
I'm recording using the 0.8.5.3 software and I am on the 0.8.4.1B firmware from the viking360.com downloads page still. Recording analogs seems to be working good. Unless you need something super sensitive you should be good to record and store with this version (i.e. recording Fifa moves or fighting game moves, etc.)

Remmnever, we'll refer to what you are talking about as the 'pickup level' for lack of a better term. We have set the 'analog stick pickup level' of the modchip to be less sensitive than the sticks actually are. So if you juuust baaarely move the stick and your guy just baarely starts to move, the modchip won't record it. There are a couple of reasons for this. One is that it's impossible to get the modchip exactly in sync with the gamepad itself. There's something strange about the potentiometers or the sampling rate microsoft is using on their analog-to-digital converters ('m missing some other critical details about their design).

Second reason is the rumble pads suck down the voltage so hard that with a pickup level set too sensitive, the modchip will interpret the analog sticks as moving even though they aren't. (Kudos to Fredrow for discovering this bug). There is a happy medium somewhere in there and more fine tuning is needed. I spent several good weekends in my underwear trying to brainstorm and visualize (mentally reverse engineer) Microsoft's design. Analog-to-digital and digital-to-analog conversions get into the nitty gritty of electrical know-how, whereas reproducing a button press "on or off" is a heck of a lot easier.

I'm not sure that the circuit board doesn't undergo some sort of calibration routine when it's commissioned. I've noticed that the same exact code will behave differently on two different gamepads. In other words tune it perfectly for one game pad and it's total garbage on another game pad. So the easy solution was to go less sensitive on all the gamepads. What I am wondering is if we shouldn't write up some sort of fine-tune / calibration for the Viking mod chip that will let the advanced users specifical calibrate their Viking. I.e. you would load up your favorite game, enter calibration mode, and calibrate each stick individually and by-axis, somehow the modchip would store your calibration settings in the EEPROM for future use. This way you aren't stuck with the 'universal' and less sensitive pickup level.

Or we could just tell the modchip to record 100% of the time. (Right now it 'shuts off' recording for the analog stick track when it determines the stick is dead center).
I would love a calibration to make the joysticks perfect, because what I was planning to do with my controller was going to involve the joysticks to be sensitive. =)

Edit: Just got my controller and It works perfect aside from the recording of analog sticks X.X haha, but I'm sure Odin has to be working on something so I can just record them precisely on my control instead of using the software, which BTW could use some improvements to make it quicker to use and more efficient. An example would be enabling the user to take control of the time line on top of the time line editor and "snap to line" when adding buttons. If i wanted to make a macro for a repetitive button combination with intervals of .5 seconds it would be nice to have them snap to the nearest .5 second line.
 

odingalt

Well-Known Member
Staff member
Getting the sensitivities 'just right' is a nightmare. Not every CG2 controller is equal. You might notice if you barely move the stick on the controller it doesn't necessarily move your character in-game. There's a tiny 'dead band' on a stock controller where if you move the stick just a hair in every direction it doesn't move in-game. This dead-band isn't identical on every controller. Therefore we have to set some of the sensitivities wide-enough to accomodate EVERY controller we sell.

It might be possible in the future to offer some sort of advanced firmware that has some sort of self-calibration routine so you can dial in better sensitivity for your specific controller. As you can tell we're now about 6 weeks behind schedule on our promised firmware update. The good news is we've also got start, guide button, and select buttons added to the timeline editor in the unreleased version of the GUI. The bad news is I still haven't completed the firmware update that needs to go with it!

What happened was way back in November I accepted a software contract to build a modchip for another modshop. The contract was due last week. I took the contract because wife and I needed to pay the bills and macro controller sales are still pretty slow vs. the old legacy controller sales. Now that i have completed that project that should free up my weekends and weeknights to actually work on the firmware update.
 

GJUnLeAsHeD

New Member
odingalt said:
Getting the sensitivities 'just right' is a nightmare. Not every CG2 controller is equal. You might notice if you barely move the stick on the controller it doesn't necessarily move your character in-game. There's a tiny 'dead band' on a stock controller where if you move the stick just a hair in every direction it doesn't move in-game. This dead-band isn't identical on every controller. Therefore we have to set some of the sensitivities wide-enough to accomodate EVERY controller we sell.

It might be possible in the future to offer some sort of advanced firmware that has some sort of self-calibration routine so you can dial in better sensitivity for your specific controller. As you can tell we're now about 6 weeks behind schedule on our promised firmware update. The good news is we've also got start, guide button, and select buttons added to the timeline editor in the unreleased version of the GUI. The bad news is I still haven't completed the firmware update that needs to go with it!

What happened was way back in November I accepted a software contract to build a modchip for another modshop. The contract was due last week. I took the contract because wife and I needed to pay the bills and macro controller sales are still pretty slow vs. the old legacy controller sales. Now that i have completed that project that should free up my weekends and weeknights to actually work on the firmware update.
i h8t to ask but is there any idea when the firm ware update is ?? i CANT WAIT THANX 4 YOUR AMAZING HELP!!! :mrgreen:
 

NYjetsNY1

Active Member
Patience good lad patience...

Anyway we are shooting for a end of Feb release. However, the beta testing showed some strange things.

Odingalt has an oscilloscope now. He'll be able to fix a lot of stuff with it. I think that'll help a ton.
 
Top