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InterAct Accessories Quantum FighterPad - Programming Methods; Programming Procedures; Advanced Programming Techniques

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The AUTO function has been set to any one of the fire buttons on the Quantum
FighterPad. The AUTO LED will be off if no button is set to auto-fire.
The Auto-fire function is successfully set. The AUTO LED will flash when a button set to
auto-fire is pressed.
PROGRAMMING METHOD
The Quantum FighterPad is fully programmable, allowing you to customize your Quantum
FighterPad to your own preference. The directional buttons (,,,), standard fire buttons (X,
Y, A, B), extra fire buttons (Z, C) are all programmable. The "START", "AUTO", "PROGRAM", "L"
and "R" buttons are not programmable.
Each programmable button can be set as one or as a series of fire buttons, allowing you to
program the special moves from some games into one button. Since dynamic memory allocation
technique is used, the total number of programmable fire buttons is 50. That is, each button can
be assigned any number of fire buttons so long as the total number of fire buttons assigned does
not exceed 50. For example, a button has been programmed with 30-fire buttons, there will only
be 20 program spaces available to be programmed into the rest of the buttons. Therefore, the
dynamic memory allocation technique enables the memory to be optimally used.
Programming Procedures
The programming procedures are listed below.
1. Press the PROGRAM button until a "beep-beep" is heard to turn program function ON.
The PROGRAM LED will flash, indicating that the program function is active.
2. Select the button to be programmed by pressing that button until the PROGRAM LED
stops flashing and is constantly lit, which indicates that the button pressed has been
accepted. At the same time, the Quantum FighterPad will generate a "beep"
3. Press the button(s) to be programmed into the selected button until a "beep" is heard
and the PROGRAM LED blinks once. The maximum is 50 buttons in one button.
Programming more steps than allowed will cause an error entry and will not be
accepted by the Quantum FighterPad. An incorrect entry will be noted by 3 quick "beeps"
and the PROGRAM LED will flash rapidly. When the memory is full, the Quantum
FighterPad will not accept further input.
4. When finished programming, press the PROGRAM button until a "beep-beep" sound is
heard, turning the programming function to OFF. The PROGRAM LED will be
extinguished.
5. Repeat procedures 1 to 4 for programming the next button.
Advanced Programming Techniques
The ability to implement some special moves successfully depends very much on the timing
control. Button Hold Time and No Button Time are the crucial factors for many special moves. To
work around this challenge, the Quantum FighterPad is equipped with a simple way to enable
you to set these two time settings.
Button Hold Time is the length of time during which a button is kept pressed. No Button Time is
the length of time or "space" during which no button is pressed before the next button is
pressed.
Programming the Button-Hold Time
In some games, the special moves may require that a particular fire button be held for a certain
amount of time. This can be achieved by programming button-hold time into the step. The
Quantum FighterPad allows you to program this time into the combination by programming the