PS2 -> 360: XConverter360

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emphatic
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Re: PS2 -> 360: XConverter360

Post by emphatic »

Anyone have a J-Pac + Ultimarc PS2 adapter they can try with these?
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RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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Elaphe
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Re: PS2 -> 360: XConverter360

Post by Elaphe »

My arcade sticks use pcbs from cheap third party PSX pads. Since they are not PS2 pads but PS1 pads, will I find any problem with these adapters? Here (http://sdtekken.com/tech-area/converter ... erter-360/) they say they are compatible with official PSX pads. And btw, what's the best site to buy them from Europe?
IkagiKontono
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Re: PS2 -> 360: XConverter360

Post by IkagiKontono »

I know a lot of people in this thread claim this thing's lagless and no doubt they're right, but I just thought I'd share some of my own data with you folks so that you all can have a definitive answer.

First off, here's a link to my original post on the lag testing on SRK Forums.
http://forums.shoryuken.com/showpost.ph ... tcount=821

And here's a supplementary link (also from SRK) which is basically a mini-FAQ written by me as to how to use these converters that require a wire Xbox 360 controller to serve as a bypass for Microsoft's annoying (but seriously good) security scheme.
http://forums.shoryuken.com/showpost.ph ... tcount=553

Okay, now without further ado...


Okay folks, I now have my hands on an Xconverter 360 courtesy of Truckasaurus who traded it to me for my Innovation Dream Connection 2. I sure hope he's as happy as I am when his Innovation converter arrives at his doorstep, because I'm incredibly pleased with the Xconverter 360! :mrgreen:

I couldn't wait a minute longer for MarkMan to give us his review of the Xconverter 360. I knew for fact that it was at the very least compatible with everything any fighting game player would ever want to play on, be it pad or stick, but I wanted to know about the lag. Well, I can now officially confirm that the Xconverter 360 doesn't lag a wink! How did I confirm this you may ask? I became MarkMan Jr. for a day and performed a test using the Dojo training mode in Virtua Fighter 5 ONLINE for the Xbox 360. The Dojo has a neat input display feature where it can count two very important things that would really matter for a fighting game player.

- Once you press a button, it measures how many frames you hold it down until you release the button.
- When you release the button, it measures how many frames pass between the time you released the button to the next button press.

Using the built in turbo function on my Hori Real Arcade Pro 2 SA, I set the Punch, Kick, and Guard buttons to full turbo, let it sit there for a while, then turned the turbo function off to check the numbers. In MarkMan's reviews of the inPin Play Converter and the Pelican PlayStation 2 to PlayStation 3 converters, you may have noticed that he had a small chart near the tail end of his review which had numbers taken directly from VF5's Dojo mode. You'll also notice that the Pelican and inPin converters both have a bunch of 1s and 2s in those charts, typically more 1s than 2s.

That's absolutely great! Having a 1 or 2 frame difference between the button presses and releases means that your converter is perfectly lagless. "Why don't we see any 0s?" you may ask? It's because for any game, any button press or release takes up their queue in 1 frame. If say you pressed the Guard button on frame 1, and tried to release the button on frame 1, the effects of releasing the button don't actually show up until frame 2. It's the same for basically every game.

So, here were my numbers, taken from 2 sets of 3 separate trials of 8 rapid fire inputs. Basically, the same number of trials that MarkMan did when he was testing the inPin against the Pelican.

Experiment Set 1

Trail 1: [ 1, 1, 2, 1, 1, 2, 1, 2 ]
Average: 1.375 Frames

Trail 2: [ 2, 1, 2, 1, 1, 1, 1, 1 ]
Average: 1.25 Frames

Trail 3: [ 1, 1, 2, 1, 1, 1, 1, 1 ]
Average: 1.125 Frames

Test Average: 1.25 Frames


Experiment Set 2

Trial 1: [ 1, 1, 1, 1, 1, 2, 1, 1 ]
Average: 1.125 Frames

Trial 2: [ 1, 3, 1, 2, 1, 1, 2, 1 ]
Average: 1.5 Frames

Trial 3: [ 1, 1, 1, 1, 1, 1, 1, 1 ]
Average: 1.0 Frames

Test Average: 1.20833333... Frames :shock:


I was INCREDIBLY surprised to see the results from Experiment 2, Trial 3. I tried this test at my friend's house using his PlayStation 3 copy of Virtua Fighter 5 and my inPin and I only saw a continuous stream of 1s only once in about 20 trials. I was REALLY lucky to see that rare of a data set in the first 6 experiments I did with this Xconverter 360.

So there you have it folks! Korean technology pulls clutch for us again! Buy the Xconverter 360 with absolute confidence and don't forget to thank laugh while you're at it! 8)
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Elaphe
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Re: PS2 -> 360: XConverter360

Post by Elaphe »

Thanx a lot for the tests. Now I know it's time to buy this adapter, and also an Xbox360 :D
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antron
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Re: PS2 -> 360: XConverter360

Post by antron »

I think a converter could have really bad lag and still pass that test, but would be unlikely. It shouldn't delay the signal when it had the ability to process a fast steam.
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Thunder Force
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Re: PS2 -> 360: XConverter360

Post by Thunder Force »

stuntman wrote:Looks like the same converter available here:

http://www.goldenshop.com.hk/AI-trad/xb ... verter.htm

I've no experience with their service, but thought I'd mention it as an alternative supplier.
Google also turned up that this online store currently has a supply of these (just fyi, as I have no experience with their service either, but I've just ordered one). Thanks to OP for making us aware of this adapter.
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Elixir
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Re: PS2 -> 360: XConverter360

Post by Elixir »

antron wrote:I think a converter could have really bad lag and still pass that test, but would be unlikely.
Mind explaining how exactly?
I haven't actively browsed/used this forum in many years and it's no longer an accurate representation of me.

I have retired from genre-specific content creation after 13 years, but I'll always love this little genre in my own personal way.
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antron
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Re: PS2 -> 360: XConverter360

Post by antron »

the game has no idea when you actually pressed the buttons.

let's say your rapid fire controller sends 5 presses 2ms apart. the converter could delay them all by the same amount, say two weeks. so weeks later the game receives 5 presses 2ms apart.

but why would a converter delay everything, when it has the ability to process seperate pulses that are just 2ms apart? pressure from a project manager to complete development even when the engineer isn't finished, is one scenario.
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Re: PS2 -> 360: XConverter360

Post by emphatic »

These can also be bought on eBay from Asian sellers.
Image | My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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KidQuaalude
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Re: PS2 -> 360: XConverter360

Post by KidQuaalude »

My XConvertor360 arrived yesterday from Renchi. Works great with my 3rd party PS1 stick. Excellent value for money.
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Shelcoof
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Re: PS2 -> 360: XConverter360

Post by Shelcoof »

wonder if these converters will work after the system update?
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drunkninja24
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Re: PS2 -> 360: XConverter360

Post by drunkninja24 »

Shelcoof wrote:wonder if these converters will work after the system update?
Don't see why they wouldn't.
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Re: PS2 -> 360: XConverter360

Post by gray117 »

antron wrote:the game has no idea when you actually pressed the buttons.

let's say your rapid fire controller sends 5 presses 2ms apart. the converter could delay them all by the same amount, say two weeks. so weeks later the game receives 5 presses 2ms apart.

but why would a converter delay everything, when it has the ability to process separate pulses that are just 2ms apart? pressure from a project manager to complete development even when the engineer isn't finished, is one scenario.
I don't think this is exactly accurate in this case - aside from lag that maybe picked up from encoding/combining/synching signals [which would sequentially lag each input - and could factor into this] I believe these tests are also conducted to test a lag via scan frequency by which the converter looks to pick up new inputs - this was a problem with the xfps - presumably timing problems may reveal themselves - particular problems with rapid fires/vf style combos.
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emphatic
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Re: PS2 -> 360: XConverter360

Post by emphatic »

X-Gaming (X-Arcade) has announced that "they" have an adapter for 360 now. It does however require a PS2 adapter and a wired 360 pad. I wonder... :roll:

http://www.xgaming.com/htm/x-arcade-pla ... ailxbox360
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RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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Re: PS2 -> 360: XConverter360

Post by drunkninja24 »

emphatic wrote:X-Gaming (X-Arcade) has announced that "they" have an adapter for 360 now. It does however require a PS2 adapter and a wired 360 pad. I wonder... :roll:

http://www.xgaming.com/htm/x-arcade-pla ... ailxbox360
They're pretty much just reselling these cheap converters:

http://forums.shoryuken.com/showthread.php?t=202601

I have one, and it works great, though X-Gaming, as usual, is ripping people off with "their" deal.
Masamune69500
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Re: PS2 -> 360: XConverter360

Post by Masamune69500 »

antron wrote:
Dave_K. wrote:So is the consensus to not hack a 360 madcatz contoller anymore? I know so many people that have done this and don't remember hearing of these problems. Checking shoryuken.com I see people mentioning "late version madcatz" pad hacks...would this be ones that don't have the problem? Antron didn't you do this on your xb360 cab I played on?

And would this Xconverter work with an ultimarc PS2 -> JPAC setup?
I have one pad hack like that, and an official MS one. I don't foresee many problems with the madcatz one. I heard about the DOJBLEX menu issue, but I don't expect many games to be that poorly written.

the JPAC can work as a PS2 controller emulator and could possibly work with this 360 adapter.
Did somebody finally tried this converter with a JPAC, I would be very interested
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Re: PS2 -> 360: XConverter360

Post by KBZ »

I'm gonna guess that this doesn't work with the upcb's ps2 output
=/
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Re: PS2 -> 360: XConverter360

Post by Jeneki »

emphatic wrote:X-Gaming (X-Arcade) has announced that "they" have an adapter for 360 now. It does however require a PS2 adapter and a wired 360 pad. I wonder... :roll:

http://www.xgaming.com/htm/x-arcade-pla ... ailxbox360
I got to try out that converter last weekend. It worked fine with a regular PS1 Hori stick, so you don't need an actual X-Arcade unit to use that converter despite how they label it on their website. I'm not a fan of X-Arcade buttons/sticks myself.
Typos caused by cat on keyboard.
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Re: PS2 -> 360: XConverter360

Post by Thunder Force »

drunkninja24 wrote:
Shelcoof wrote:wonder if these converters will work after the system update?
Don't see why they wouldn't.
They do.
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Re: PS2 -> 360: XConverter360

Post by system11 »

Cool topic - just ordered one of these.
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Aquas
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Re: PS2 -> 360: XConverter360

Post by Aquas »

I've got one on it's way as well. I'm gonna feel cool playing Super Street Fighter IV with my HRAP down the line... well, and the other shooters on the system.
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Re: PS2 -> 360: XConverter360

Post by Udderdude »

Finally got my hands on one of these. I ordered from http://www.gameshop.com.sg/

Works great.
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Re: PS2 -> 360: XConverter360

Post by elvis »

Elixir wrote:
Jockel wrote:Is this thing available somewhere else?
for a cheaper price? :mrgreen:
No.
Seems to be available direct from Joytron for a few bucks less.

Probably not worth it for folks in the US. But I'm paying international shipping either way.
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Re: PS2 -> 360: XConverter360

Post by Jockel »

emphatic wrote:Anyone have a J-Pac + Ultimarc PS2 adapter they can try with these?
Works.
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Re: PS2 -> 360: XConverter360

Post by antron »

Jockel wrote:
emphatic wrote:Anyone have a J-Pac + Ultimarc PS2 adapter they can try with these?
Works.
until the ultimarc adapter flakes out?
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emphatic
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Re: PS2 -> 360: XConverter360

Post by emphatic »

antron wrote:
Jockel wrote:
emphatic wrote:Anyone have a J-Pac + Ultimarc PS2 adapter they can try with these?
Works.
until the ultimarc adapter flakes out?
He he. Ultimarc "rule", don't they?
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RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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emphatic
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Re: PS2 -> 360: XConverter360

Post by emphatic »

I just found this on eBay: http://cgi.ebay.com/PS2-to-Xbox-360-Con ... 4a9d60cd8f

I wonder how good it is...
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RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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Re: PS2 -> 360: XConverter360

Post by drunkninja24 »

emphatic wrote:I just found this on eBay: http://cgi.ebay.com/PS2-to-Xbox-360-Con ... 4a9d60cd8f

I wonder how good it is...
I have two of those connected to the 360 in my cab (via padhacked PS1 controllers). They work great with no lag (testing on SRK confirmed this).
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emphatic
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Re: PS2 -> 360: XConverter360

Post by emphatic »

drunkninja24 wrote:
emphatic wrote:I just found this on eBay: http://cgi.ebay.com/PS2-to-Xbox-360-Con ... 4a9d60cd8f

I wonder how good it is...
I have two of those connected to the 360 in my cab (via padhacked PS1 controllers). They work great with no lag (testing on SRK confirmed this).
That's awesome. Cheaper, and no need at all for wired 360 controllers, right?
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RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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Re: PS2 -> 360: XConverter360

Post by elvis »

antron wrote:the game has no idea when you actually pressed the buttons.
I think it was Nuki who did a bunch of tests using a 60FPS camera, a LED connected to a button, and a series of games (Capcom Classics Collection 2 compared to the Arcade and Dreamcast versions of SSF2:T).

They were damned good tests. He went frame by frame and literally counted the lag between diode lighting up and something happening on screen. I've been meaning to do the same tests myself to compare various MAME drivers and configurations (standard PC and LCD monitor versus 15KHz output on an arcade CRT using Windows and Linux) against actual arcade PCBs to answer a few long standing questions.

But anyways... that's all a little off topic...
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