Quickstart
OK so you can't wait to check
out the revolutionary gameplay experience that the UltraStik 360 offers…
This is what you need to do: After installing the stick onto your panel (it
uses standard hole pattern so on most panels this will be an easy task) Plug
the supplied USB cable into the UltraStik. Plug the other end into the PC.
Ensure "Use Joystick" is enabled in MAME (which enables gamepad analog sticks)
Play!
In the above default mode, the UltraStik is a true
high-resolution analog "flight-stick", but can be used in MAME as either an
analog or a digital stick, depending on the game.
Using more than one UltraStik 360.
Up to 4
UltraStik 360s can be used on one PC. If you are using more than one UltraStik
via USB, you MUST do the following before connecting player 2,3 or 4
joysticks.
Assigning an ID:
When the joysticks are supplied,
all are set to an ID of ONE. You must change as required so IDs in use are
unique. This is how to do it:
Plug ONE UltraStik 360 into the PC via
USB.
Start the UltraMap software.
Click on "Assign ID" Select the
required ID, 2, 3 or 4.
Unplug and reconnect the USB cable.
Repeat with
each joystick as required.
After each one has been assigned with a unique
ID, all can be connected to USB.
You can check in Control Panel, Gamepad
Devices and each one should show up as shown below:
Using Custom Mappings
In analog mode, MAME (or other application) decides on how to
interpret analog joystick movements in games which do not require analog. But
think how much better it would be if the joystick could be programmed to give
YOU control over this! You could tell the joystick that it should behave
exactly like a 4-way stick, or an 8-way stick, or a 45 degree rotated 4-way
stick (Q-Bert) or any other profile you wish! The UltraStik does exactly this,
and gives you total control of the behaviour of the stick. The Ultrastik 360
does this by internally overlaying a 9x9 matrix over the analog position
information.
After you have created as many profiles as you wish,
you can instruct the stick to use the correct profile for the game by using the
UltraMap program on-the-fly to tell the stick which to use. There is no
waiting, the switchover is instant.
The full movement of the stick is
divided into a matrix of 9X9 cells. Note that in common with all analog sticks,
the motion path of the stick is circular so some squares are not accessible.
You can define every cell as one of the following types:
- Center: When moved to any of these squares, the stick is centered as
far as the PC can see.
- Up, Left, Right, Down: These directions can be selected to tell the
PC which direction to activate. Just like a switch-type stick.
- Diagonals: Four diagonal locations can be selected. Just like a
switch-type 8-way stick
- Sticky: This tells the PC that no change should be detected in the
location of the joystick. This type of square is usually defined in between
directions on a 4-way map to give some "hysterisis" or "play" between the
directions.
- Analog: This type of square sends the analog position to the PC.
Obviously in a full analog mode, all squares in the matrix are defined as
analog.
You can combine any types of cell in a joystick map.
Using the
UltraMap software, you can first define as many maps as you wish and save them
with appropriate names. Then select each as required when you start a game.
Mappings are held in Flash ROM in the joystick. Note that the Flash ROM uses
"block sparing" technology so that in the unlikely event that a block of ROM
fails to write, a spare, previously unused block is brought into use. The
last-used map is retained after power-off.
Check out the programming
page for full details of how to use the UltraMap software.
Using the special Mouse Pointer Map
One of the maps
supplied with the UltraMap program is called "Mouse". If you download this map,
the joystick will be transformed into a mouse pointing device Try it!
Use of the 10-pin I/O port
(Optional)
This 10-pin header can be used in two modes.
The post auto-detects which mode you are using.
Input
Mode: In this mode, you can connect 8 buttons to this connector, using
the optional wiring harness. Each button appears as a gamepad 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, Gamepad Devices, the 8 buttons will still be shown there, but
they are inoperative.
The connections for the 10-pin header are as
below:
| Wire |
Input Mode |
Output Mode |
| Black |
COM Connect to COM terminals on all buttons |
GND. Connect to I-PAC if required |
| Brown |
Button 1 NO |
not used |
| Blue |
Button 2 NO |
Down Digital. Connect to I-PAC if required |
| Orange |
Button 3 NO |
Right Digital. Connect to I-PAC if required |
| Yellow |
Button 4 NO |
Left Digital. Connect to I-PAC if required |
| Green |
Button 5 NO |
Up Digital. Connect to I-PAC if required |
| Red |
Button 6 NO |
5 Volt supply. Not required if USB is connected |
| Grey |
Button 7 NO |
Raw analog. Not used at present |
| 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 pushbuttons. 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.
The supplied wires are 18
inches (450mm) long.
Customizing the joystick
Restrictor Plates

Note that the restrictor plates are designed to
be a one-off fit, not suitable for regular removal and refitting
We
expect most people will find the UltraStik 360 to be perfect for all gaming
applications including analog and any variation of digital. But we recognise
that some people would prefer a different "feel" to the stick with a mechanical
limit on it's movement. So there are three restrictor plates available.
4-8 Way restrictor: This can be fitted in either 4-way or 8-way mode
and provides a mechanical limit for those people who prefer this. You can
easily adjust from 4 to 8-wy by turning the plate 45 degrees.
Round
Restrictor: For those who want to use the stick in full analog and digital
programmable mode, but prefer a stick with limited mechanical movement, a round
restrictor can be fitted.
Note that fitting the restrictors requires some
dismantling so these are a semi-permanent fixture.
Octagonal
Restrictor: This can be left in place and used in either 4 or 8-way mode
with no need to move the plate between each mode. Octagonal restrictors are
used on Sanwa joysticks and have a great following.
To
fit either restrictor:
Remove the 4 screws holding the PCB to the
joystick body.
Remove the 4 screws securing the support brackets to the
body. (you will need a screwdriver which reaches through the holes in the top
of the brackets)
Place the restrictor plate over the holes and secure using
the silver-colored pillars. You can leave the 4-8 way restrictor free enough to
be turned by hand if you wish. You might need to use one of the thumb-nuts to help turn the pillar.
Re-fit the PCB and secure with the four white
thumb-nuts.
In the UltraMap software, go into "options" and tell the
software which type of restrictor is fitted.
You can see that, using the
test feature in UltraMap, the stick movement is still full-scale even though a
restrictor is fitted.
Ultrastik With restrictor fitted:
Use of maps when a restrictor is
fitted:
When using a restrictor plate, provided you have told the
software you have this fitted, a scale factor will be used which results in the
joystick being able to travel to the edge of the defined map matrix, just as if
there were no restrictor. But there will of course be cells in the matrix which
are not accessible and you need to be aware of this when creating maps. You can
test a map instantly using the test feature in UltraMap.
Long Handles and/or Replacement Spring:
There are
two possible methods:
If your stick is not yet fitted to a panel, remove the
4 screws on the front of the faceplate and remove the swivel assembly.
If
your stick is already fitted to a panel, remove the PCB by unscrewing the 4
screws.
Lift off the magnet assembly from the end of the shaft. Remove the
E-Ring. CARE: we advise to avoid spring-loaded parts being lost, place a
cloth over the joystick when removing the E-ring. Swap the shafts and/or
springs over and re-assemble.
Locking the threaded
handle top.
If problems are experienced with the handle unscrewing,
there is a screwdriver slot available on the end of the shaft, to old the shaft
stationary while tightening the handle. This is accessible by removing the PCB
and the magnet assembly. After using this slot, check that no burring of the
end of the shaft has occurred, which might prevent the magnet assembly from
seating. Remove any burr using a fine file if necessary.
LED Indicator
The LED flashes to indicate correct
operation. In the center of the travel, the LED should flicker slightly. As the
joystick is moved away from center, each flash becomes longer. The axis which
the LED monitors, is changed when the stick is moved to full travel in each
axis.
Firmware Upgrade
The UltraMap software
can be used to download new firmware to the joystick. Firmware updates will be
available for download.
Calibration
The
UltraStik 360 requires no calibration. In Analog mode, the setting of "dead
zone" in MAME and also any calibration of gamepad joysticks in Windows, will
affect the stick, so if you get any strange behaviour, check these are set to
default settings.
Magnet Issues: Will my monitor be
affected?
The UltraStik 360 contains a magnet (a Neodymium Iron
Boron Radially Polarised Magnet to be exact!). We have done extensive testing
and have found no problems with monitor screens being discoloured by the magnet
in the UltraStik, provided the joystick is mounted at a "normal" distance from
the screen in an upright cabinet. The only possible exception might be in small
cocktail tables where the joystick is practically touching the monitor tube. We
will be investigating a shielded version for this case. Note that it is not
possible to permanently damage a monitor by the presence of a
magnet.
Mounting Dimensions (Note that the
optional longer handles add 10mm to the shaft length)
Firmware Upgrade Version 2.4
New shift button
functionality!
To Upgrade download this
file and copy to the UltraMap install folder.
First, check your
existing firmware level by doing the following:
Open Control Panel, System,
Hardware, Device Manager, and expand the "HID Device" entry.
Right click on
"HID Compliant Game Controller" and click "Properties"
Click "Details" and
in the drop-down select "Hardware IDs"
There will be a "REV" number
displayed which will be 0102, 0103, 0203 etc. For example 0102 means ver
1.2.
If your version is 1.2 or lower do not proceed, but email for further
information. Otherwise:
Run UltraMap and select "Tools", Upgrade Firmware"
and follow the instructions on screen. You will need do download a map to
complete the process after the firmware download. You will also need to
re-assign IDs other than "1".
The new shift button functionality works like this:
Button 8 is the shift button
This button has its normal function,
unchanged
In addition to its normal function, when held down, it will
activate "virtual buttons" 9-15. Any other buttons pressed will register as
9-15 instead of 1-7.
In MAME you might wish to configure, for example,
button 9 as "coin". Then holding button 8 and pressing button 1 will generate
the "coin" signal.
You can test all button functions by going to Control
Panel, Game Controllers, Properties.
This firmware does not contain any
other chnages from 2.3 and if you do not wish to have the shift function you
can use 2.3 version.
Troubleshooting Calibration Problems (not centering)
The Ultrastik 360 self-calibrates but if there is some problem which has put the offset too far out, this will fail.
To check, do the following:
First make sure that the device has not been calibrated in Windows. To do this go to Control Panel, Game Controllers.
Click on the device and "Properties"
On the "settings" tab, click on "reset to default".
Make sure an analog map is downloaded to the stick
If the stick is still not centering correctly, check the LED.
First, switch the LED to the Y axis by moving full-travel up or down.
Then observe the LED. The flashes of the LED should be shortest when
the stick is centered in the up-down direction.
Then switch the LED to the X axis by moving full-travel left or right. Again the flashes should be shortest in the center.
If the LED is not behaving correctly, this can be caused by bent PCB mounting brackets or some other alignment problem. Email for assistance if required.