Author Topic: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]  (Read 137152 times)

Offline spurgurgle

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #240 on: December 09, 2010, 02:37:47 AM »
it would still us radio..... but wireless pads are just as responsive as wired ones.......

Sigs made by Ken and blazin from the AM Art team cheers guys.....
Spurgurgle d.t com
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Offline hyper999

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #241 on: December 09, 2010, 08:42:28 AM »
i have a friend who is AMAZING at cod and he refuses to play with wireless pads as he says that the extra like 1uS in response time is crutial but i cant tell the differenc other than i dont have to search for batteries all the time lol

@yasin did you use the matrix hex code?

Offline yasin

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #242 on: December 12, 2010, 03:06:35 PM »
There is just 1 topfire hex file, right? I tried to install it in both ways(CG/matric).

Offline Modded Matt

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #243 on: December 13, 2010, 06:50:20 AM »
there is only one hex file, the chip will test and set its outputs according to what controller type you have, however, you must wire it according to your controller type.

Offline FastBrad

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #244 on: January 14, 2011, 02:13:02 PM »
Hey guys, any word on the progress of t0pmap

Offline hyper999

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #245 on: January 14, 2011, 02:24:13 PM »
i havent heard anything he said before christmas that he was gonna get on with it though

Offline FastBrad

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #246 on: February 05, 2011, 08:21:22 PM »
t0ps, or spurgs, any news on t0pmap or t0pfire 3.0 Since the release of BOPS, my viking legacy pad is basically, an expensive rapid fire mod.  The fast reload doesn't work the quickscope macro don't work either.  Using my trusty Flex pad atm, but hangin out to build something new.
Cheers.

Offline hyper999

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #247 on: February 06, 2011, 03:38:29 AM »
no news, t0p has been inactive for nearly a month.

Offline lecrack65

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #248 on: February 07, 2011, 12:54:34 AM »
hello to all
could someone explain clearly how the user settings because I did not understand
thank you in advance who will have the patience to explain :beg:

Offline Famas

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #249 on: February 07, 2011, 03:14:50 AM »
theres a clear video at the front page witch expalins everything

Offline lecrack65

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #250 on: February 07, 2011, 05:26:59 AM »
sorry but if I ask someone to explain it is because even with the video I did not understand :beg:

Offline leebron

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #251 on: March 10, 2011, 01:38:26 PM »
have som problem with my cg controller.
i have solder everything right, and the rapidfire modes works but when i hit the right trigger every led blinks, the leds are acting strange. (blinking, circles like sync)

guessing there is something wrong with the voltage and resistors.
using 10k, pin1-4 and 100ohm on the leds, nothing more.

thanks!
Dont hate the player, hate the game.

Offline FastBrad

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #252 on: March 11, 2011, 02:16:46 AM »
have som problem with my cg controller.
i have solder everything right, and the rapidfire modes works but when i hit the right trigger every led blinks, the leds are acting strange. (blinking, circles like sync)

guessing there is something wrong with the voltage and resistors.
using 10k, pin1-4 and 100ohm on the leds, nothing more.

thanks!

Then You haven't wired it correctly, or you have a short somewhere. The bottom line is, if you wire it correctly, and double check your work, then presto, you have a modded pad.
Check ya install dude.

Offline Anonamous

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #253 on: March 13, 2011, 08:12:25 AM »
Even though I know that there arent going to be any more versions. I would like to say that changing modes takes WAY TOO LONG. It says in the instructions that you hold it for 3 seconds to change modes, its mor like 6 or 7 seconds then about 15 seconds to enter custom programming. maybe 1 one-thousand, 2 one-thousand, 3 one-thousand would be closer to how long you have to hold it.

But otherwise this is a great code. I love how you can turn each trigger on and off as you please. It makes it so easy when using akimbos because you can still aim with your primary and then when you switch guns, simply and quickly press the tactile. Its great!

Offline spurgurgle

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #254 on: March 18, 2011, 10:02:24 AM »
Even though I know that there arent going to be any more versions. I would like to say that changing modes takes WAY TOO LONG. It says in the instructions that you hold it for 3 seconds to change modes, its mor like 6 or 7 seconds then about 15 seconds to enter custom programming. maybe 1 one-thousand, 2 one-thousand, 3 one-thousand would be closer to how long you have to hold it.

But otherwise this is a great code. I love how you can turn each trigger on and off as you please. It makes it so easy when using akimbos because you can still aim with your primary and then when you switch guns, simply and quickly press the tactile. Its great!

it was made this way so that there's no chance of changin modes by accident....

com on how often do u actually have to change the mode mid game.... i generally only use one mode per game..... and it has the quick on off function which in my view and the view of the otehrs who help'd t0p with the dev of this code is far more important then quick mode changes....

and who said there wont be another version of this code... ya never know when t0p might turn up with a new code.....

Sigs made by Ken and blazin from the AM Art team cheers guys.....
Spurgurgle d.t com
"I'm kinda like a typo, not quite right, but most people still understand me"

Offline Anonamous

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #255 on: March 20, 2011, 11:26:30 AM »
it was made this way so that there's no chance of changin modes by accident....

com on how often do u actually have to change the mode mid game.... i generally only use one mode per game..... and it has the quick on off function which in my view and the view of the otehrs who help'd t0p with the dev of this code is far more important then quick mode changes....

and who said there wont be another version of this code... ya never know when t0p might turn up with a new code.....

I know, I really like the quick on and off, but its just a pain to cycle through the modes when you need to lol

Offline leebron

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #256 on: March 24, 2011, 01:17:19 AM »
Hi, can someone tell me if this needs to wired up diffrent on the new cg2 board? Do i need optocoupler? To turn off? If i must. Where do i wired it up on the board?
Thanks
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Offline drummerdude

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #257 on: March 24, 2011, 03:52:56 AM »
Im pretty sure it isnt wired up different and you dont need an optocouptler.

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Offline Phantom

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #258 on: March 24, 2011, 04:00:25 AM »
Its that same install as the cg board but you will need an optocoupler if you want the RF to turn on/off with the controller.

https://www.acidmods.com/forum/index.php/topic,34805.0.html

That thread shows you how to wire it up correctly.

Offline leebron

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #259 on: March 24, 2011, 06:56:28 AM »
Ok thanks, ihave soldered everything right and so the optocoupler. cg2.
it works.. but the optocoupler make my leds blink(acting strange), i have 4blue leds, should i still use 4,7ohm for the resistor to tp8? (tried with none first)
iknow I should read datasheet and count it out, but iam just asking if anyone knows.
4n25coupler fvoltage 1,5v

Got it working like à charm. Thanks
« Last Edit: March 24, 2011, 08:22:22 AM by leebron »
Dont hate the player, hate the game.

Offline FastBrad

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #260 on: March 24, 2011, 08:39:38 PM »
Ok thanks, ihave soldered everything right and so the optocoupler. cg2.
it works.. but the optocoupler make my leds blink(acting strange), i have 4blue leds, should i still use 4,7ohm for the resistor to tp8? (tried with none first)
iknow I should read datasheet and count it out, but iam just asking if anyone knows.
4n25coupler fvoltage 1,5v

Got it working like à charm. Thanks

I use the 4n25, and I have found that 20ohm resistor from the 1.8 switched works a treat.  Gives me a f voltage of 1.18v which is just under its typical value.  Best bet is just trial an error.

Offline BoostedGTI

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #261 on: March 29, 2011, 02:43:50 AM »
Ok I'm stumped :eyebrow: on this one. I'm not new at this at all and I've played around with the 3 mode rapid fire on my ps3 controller which works good as well as the flex rapid fire on my 360 controller. I downloaded this 8 mode hex and went to do a install of this tonight on my CG controller. My points are perfect (not new to soldering either) and my wires are correct. I can scroll through the modes, enter/exit edit mode for mode 8, but the RT is acting up. I don't have the chip on wrong or upside down and I'm using the correct parts ect.

For some reason when connecting pin 7 to the middle point for RT, it completely disables my ability to do anything with the RT..until I click on the the RF then it just go nuts and shoots rapid fire without pulling the trigger. I can then remove the wire from that point and my RT works fine like it normally would on a regular controller. I'm using an iron @ ~600*F and I know I didn't fry the point because everything is fine until I re-connect pin 7 to the point. I've tried about 1/2 dozen resistors to try and figure this out but I donut understand whats up.

I know the LT is working fine because I can aim just fine, then clicking the left tactile it jumps trying to rapid aim lol

I've done some testing with my basic multi meter and its showing a reading for pin 7 but nothing for pin 6. I'm guessing this is not correct since LT work and RT does not.   


I'm stumped. Any ideas? I'll post some pics of this if thats helpful, I'm 99.9999% sure I have everything correct.  :faint:
I will be very thankful for any input on htis because I've spent the past 6 hours non-stop trying to get this fixed without having to ask for help.  :sadno:
« Last Edit: March 29, 2011, 02:46:52 AM by BoostedGTI »

Offline Modded Matt

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #262 on: March 29, 2011, 04:57:40 AM »
try reprograming your chip with the cg code, and not the matrix code...just a hunch.

otherwise the actions you are speaking of sound like the trigger pins are shorted together.

Offline spurgurgle

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #263 on: March 29, 2011, 09:02:01 AM »
try reprograming your chip with the cg code, and not the matrix code...just a hunch.

otherwise the actions you are speaking of sound like the trigger pins are shorted together.

there is only one code for topfire, it read what pad type you have and sets itself accordingly,

have you got the 10k pull up resistor form pin 1 to 4.....????

to me it sounds like your trigger is shorting.... if all else fails try putting a new pot on the trigger.... or do a complete reinstall....

Sigs made by Ken and blazin from the AM Art team cheers guys.....
Spurgurgle d.t com
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Offline FastBrad

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #264 on: March 29, 2011, 04:34:10 PM »
Being you have a cg pad, you didn't solder the 330 ohm resistors to the pots did you?  They are omly required for the matrix install
 

Offline BoostedGTI

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #265 on: March 29, 2011, 06:35:52 PM »
Nope, none of my points are bridged. I like to call all my soldering points Microsoft points because they look stock. No resistors to the triggers, it didn't call for any on this board. And I did put a 10K resistor from pin 1 to 4. I don't understand whats going on.

One thing I noticed on the schematics there is a #330 if you look closely under the left trigger wire? May this be my mistake? I'm going to try another install fresh on another controller, then on an old board to see if I can figure this out. I'll keep ya'all posted on my findings. I'm about 99% sure everything is right, I'm really stumped.

Thank you all very much for the trouble shooting so far!

Offline Modded Matt

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #266 on: March 30, 2011, 05:07:41 AM »
disregard the 330 from that pic, its reminents from the matrix pic.it sounds like your trigger pins are shorted, post your install pics.

Offline BoostedGTI

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #267 on: April 01, 2011, 10:38:39 AM »
Here is my first install not fully fished but shows pin 7 going to the RT.




I got the install to work great on an old board. This is my 2nd fresh install on a different new board with the same exact results. RT is acting up. Not sure whats going on?


« Last Edit: April 01, 2011, 10:43:06 AM by BoostedGTI »

Offline BoostedGTI

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #268 on: April 01, 2011, 10:55:14 AM »
Old board install, worked awesome! Same install just added a few parts, 2-330ohm resistors & 2-diodes for the LED wires. I don't understand why this is happening on my new board controller. Good thing I have 4 controllers lol.


Offline frenulem - No.5417

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Re: t0pFire - Fully Loaded Rapidfire System [FREE-RELEASE][*2.0 Revision 7*]
« Reply #269 on: April 01, 2011, 01:00:10 PM »
Curious why you used a diode....on a diode, excuse me if there is some other reason because i havn't read your past posts

 

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