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His unique take on two of gaming's most iconic controllers is certainly worth checking out, and he has plenty of similarly themed body horror pieces on his Instagram. PS1 controller skin Metallic Dragon Fire Red. While there have been a ton of different horror-themed controller designs, none quite hit the same level of body horror as those sculpted by Adams. However, his controllers benefit from being sculptures, as the glossy paint job adds to their fleshy design. There are plenty of similarities between the temes of Gemini Industries controllers and Adams' fleshy nightmares. The most notable, the Fleshy Freak, had two faces erupting from the controller's grips and a red artery-like cord extending from the top. There was also another horror-themed line of controllers that matched the concepts in Adams' work. Gemini Industries manufactured these unique designs for the PlayStation 2, and they really stepped up the body horror for some of them.
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RELATED: How to Secure Your Twitch Chat With Phone and Email Verification Recently, Adams posted two unsettling sculptures that are body horror recreations of Nintendo 64 and PlayStation controllers that are just as disturbing as fantastic. Adams' art leans heavily into the world of body horror, with plenty of clay sculptures designed to look fleshy and organic. Michael Adams, known as crookedsmile.claywork on Instagram, shares his amazing horror-themed cultures with his community. While there have been a fair amount of official horror-themed controllers, none are quite as grotesque or quite as impressively made as some recent fan-made controllers.
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Between questionable physical designs, strange mechanical decisions and even the occasional branded visual paint job, video game controllers can be some of the most bizarre yet most iconic pieces of technology out there. If the ID was unknown, the game would just not work with that controller, since it wouldn't know how to interpret the data either.Custom controller designs are especially popular, especially those for Nintendo and PlayStation systems, but some truly push the definition of strange. That's why games like WipeOut that predate the Analogue Controller / Dual Shock, don't support it, but support Namco's NegCon for example. Same from up to down (and multiply those to understand how many positions in total were).Įach controller type, had an ID, (0x41=PSX Original, 0x23=Namco NegCon, 0x73=Analogue/DualShock Red LED, 0x53=Analogue Green LED/Joystick) they would send so the game would know how to interpret the data. That meant from left to right, each analogue stick had 256 positions. Each analogue took up 2 bytes for X and Y axis.
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The dualshock, used 6 bytes, it used the 2 unused bits to fill in for the 元 and R3 analogue in clicks, and the 4 extra bytes was for the analogue movement, with 1 full byte accounting for 1 axis. The digital controller used 2 bytes in total (=16 bits) because there are only 14 buttons in the original psx controller and they could be only on or off (so 2 bits go unused). In a digital controller, one button will be 1 bit.
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So, what they do is, they send 8 bits (each bit can either be on/off, so it's ideal for transmitting button states) of information each time (8 bits = 1 byte, they always send a full byte), and repeat as many times as necessary. The data of button presses, go over one single pin, pin 1, the other pins are used for power, to sync data, etc. The controller uses 9 pins, although 2 go unused. They did plan for different controllers/inputs, but mostly to account for lightguns and joysticks (which, again, used wildly different data). You have to keep in mind the analogue sticks had not been planned ahead of time. Additionally, there are other red controllers such as SCPH-110 RQ, but they are transparent and not solid red. As for PlayStation 2, there is a red controller exclusive to the SCPH-90000 CR boxed console bundle, although I'm not sure what its unique item number is. The first PSX games weren't programmed to account for the analogue input and the extra data would just mess with the game in unpredictable ways, because each time the PSX tried to read the controller data, the controller sent 6 bytes of data, instead of 2 bytes. For PlayStation, SCPH-1080 URJ exists, although this controller predates DualShock. In short, yes, the controller is very different in Analogue mode.