Superslab - User Manual
Superslab - User Manual
User Manual
Revision 2
Table of Contents........................................................................................................................................3
Package Contents....................................................................................................................................... 4
Superslab Breakdown............................................................................................................................5
Specifications............................................................................................................................................... 6
Settings Page............................................................................................................................................... 7
Accessing the Settings Page................................................................................................................ 7
Device Information Tab.........................................................................................................................7
Controller Setup Tab............................................................................................................................. 8
Lighting Setup Tab...............................................................................................................................12
Button Mappings Tab.......................................................................................................................... 13
Controller Audit Tab............................................................................................................................ 16
Modifier Coordinates Tab...................................................................................................................17
Reset Tab............................................................................................................................................... 19
Custom Profiles......................................................................................................................................... 20
Lighting Configuration............................................................................................................................ 22
Terminology.......................................................................................................................................... 22
Real-Time Lighting Settings...............................................................................................................22
Light Modes...........................................................................................................................................24
Color Patterns.......................................................................................................................................24
Saving & Resetting Lighting Configurations.................................................................................. 24
Updating the Superslab.......................................................................................................................... 25
Updating the Firmware.......................................................................................................................25
Forcing a Firmware Update................................................................................................................25
Customization............................................................................................................................................ 26
Installation of Artwork........................................................................................................................26
Installation of Foam Keypress Dampers..........................................................................................28
Troubleshooting........................................................................................................................................ 31
Settings Page Cannot Be Accessed.................................................................................................. 31
Keycaps Are Getting Stuck.................................................................................................................31
Controller Does Not Work With A Game.........................................................................................33
Inputs Do Not Work As Expected..................................................................................................... 33
Warnings......................................................................................................................................................34
Warranty......................................................................................................................................................34
Revision Table............................................................................................................................................ 35
You must click the "Save" button in a tab before leaving for any changes to take effect. When
a save is performed, the slab flashes with a green, expanding circle.
Input Mode
The Superslab can appear as different controllers when connected to computers and
consoles. For the button mappings corresponding to each controller type, see the
Button Mappings section.
Gyro Orientation
Tilt When this mode is enabled, hold the device flat horizontally.
Directional controls are mapped based on tilt (Like a ball rolling on
a surface)
Up: tilt forward
Down: tilt backward
Left: tilt to the left
Right: tilt to the right
Steering Wheel When this mode is enabled, hold the device upright and use it like a
steering wheel. Directional controls are mapped based on rotation
(Like a steering wheel)
Left: rotate counterclockwise
Right: rotate clockwise
Pick the Coordinate System that corresponds to the game that you will be playing.
Different games represent the analog stick vector space using different mappings. For
example, the Melee analog stick vector space uses value increments of 0.0125 units,
whereas Project+ uses increments of 0.01 units. The total number of possible
coordinates in the analog stick vector spaces also varies from game to game.
If the wrong Coordinate System is selected, the controller may still appear to function
properly in any given game. However, the slab will be outputting the wrong analog
stick coordinate values for the game you are playing. That is, the slab coordinate map
will not be congruent with the in-game coordinate map.
Melee Configures the slab to use the analog stick coordinate space
for playing Melee
● Allows for up to three (3) modifiers
● No C-Stick Angles*
● Allows combinations of any two (2) modifiers to
simulate additional modifiers (up to six total)
Ultimate Configures the slab to use the analog stick coordinate space
for playing Ultimate
Project+ Configures the slab to use the analog stick coordinate space
for playing Project+
Melee Legacy Configures the slab to use the analog stick coordinate space
for playing Melee in the style of rectangle controllers with
two modifiers
● Allows for up to two (2) modifiers
● Configured for C-Stick angles*
● Mod combinations are illegal. If two modifiers are
pressed, the output is zero modifiers pressed
Generic Controller Configures the slab to use an analog stick coordinate space
suitable for playing other analog games
*C-Stick angles are increased angle options that are made available by holding a
modifier, an analog stick diagonal, and an C-Stick direction.
Option Functionality
Neutral When two opposing directions are held, the resulting output
is a centered stick position
Override When two opposing directions are held, the resulting output
is the most recent direction that was pressed
Override w/o When two opposing directions are held, the resulting output
Reactivation is the most recent direction that was pressed
First Input When two opposing directions are held, only the first
Priority direction pressed is output
Selected Colors
Up to four colors can be used at a time. Color 1 is always present, and others are added
in order as the Selected Colors parameter is changed using the M6 + M4 key combo.
See Real-Time Lighting Settings
Color Proportion
This allows colors to appear more or less relative to each other.
There are always transitions between colors. These cannot be removed. However,
transitions can be minimized by increasing the Color Proportions. For example, if you
are trying to recreate a three-color flag on your slab with discrete edges between
colors, then increase the Proportions of all the colors.
"Disable Lights" checkbox When checked, the slab's lights for the presently selected
profile will be turned off by default on plug in. (Lights can
be turned on again with M6 + M1 key combo)
"High Power Lights" checkbox When checked, allows the lights to use more power. (This
enables 1000mA current draw, see Specifications)
Right Stick C-Stick Right stick Right stick Right stick Right stick I, J, K, L
(Up/Down/Left/Right) Keys
* DNE — Does Not Exist
**LRAS — L + R + A + Start macro
Trigger Actions
For Input Modes with analog triggers, when the corresponding Superslab button is
pressed, then the trigger level values reported correspond to the values in the table
below.
Note: These values only apply to controllers that have analog triggers. Switch,
DirectInput, and Keyboard Input Modes only have on/off trigger press states.
Trigger Left Soft Press Depresses the left trigger to a level of 49/255
Trigger Left Medium Press Depresses the left trigger to a level of 94/255
Trigger Right Soft Press Depresses the right trigger to a level of 49/255
Trigger Right Medium Press Depresses the right trigger to a level of 94/255
Mask Actions
Mask button actions remap some button actions to other button actions and only
operate while the button assigned to a "Mask" button action is held.
Mask: Left Stick to D-Pad Remaps the Left Stick buttons to the D-Pad
Mask: Right Stick to D-Pad Remaps the Right Stick buttons to the D-Pad
Mask: D-Pad to Left Stick Remaps the D-Pad buttons to the Left Stick
Mask: D-Pad to Right Stick Remaps the D-Pad buttons to the Right Stick
Mask: Left Stick to Right Stick Remaps the Left Stick buttons to the Right Stick
Mask: Right Stick to Left Stick Remaps the Right Stick buttons to the Left Stick
Lighting Action
Button M6 is the only button that can be set to control the Superlab's Lighting.
See Lighting Configuration
Modifiers Preamble
Modifiers adjust the reported analog stick position. On a GameCube controller, when
the analog stick is used, all possible stick positions are mapped to a finite number of
points within a 2D circle. Because the Superslab only has 20 Action Buttons, every
possible value of the analog stick cannot be mapped to individual Superslab buttons —
there are simply more stick positions than there are buttons. Without modifiers, the
Superslab directional buttons (stick up, down, right, left) would only be able to report
the four cardinal directions (north, south, east, west) and the four diagonals created by
simultaneously pressing two perpendicular directions (NW, NE, SW, SE).
The analog stick position at any given time can be visualized as a line from the center
of the circle to a point within the circle that corresponds to the analog stick's current
position. Each additional modifier button allows for eight new possible analog stick
positions:
● Four additional magnitudes along the cardinal directions. For example, to
facilitate running/walking.
● Four additional positions for the diagonals. For example, to make steeper or
shallower angles.
Modifiers Description
The default cardinal direction intensity values for these modifiers are
Modifier 1: X: 0.6625, Y: 0.5250
Modifier 2: X: 0.3375, Y: 0.7375
Modifier 3: X: 0.4125, Y: 0.4125
The default diagonal vector coordinate values (both up and down) for these
modifiers are
Modifier 1: (X: 0.6750, Y: 0.3125)
Modifier 2: (X: 0.3250, Y: 0.7625)
Modifier 3: (X: 0.6625, Y: 0.4125)
A5: Modifier 3
A6: Modifier 1
A7: Modifier 2
For visual reference only, the approximate diagonal angles created by the default
analog stick modifiers are shown below. Note that only one of four diagonals is
displayed for each modifier.
Combining Modifiers
Multiple modifiers can be pressed simultaneously to allow for even more analog stick
positions.
Modifiers Addendum
On a standard controller, positioning the analog stick on a specific coordinate within
the 2D circle would require very fine and precise movement, which is generally difficult
to do in fast-paced gameplay. The discrete, on/off behavior of a digital controller like
the Superslab allows for a specific analog stick coordinate to be reproduced with
perfect accuracy every time. For many games, being able to consistently reproduce a
specific analog stick position can lead to a unique competitive advantage. For this
reason, please be aware of your community's rulesets and guidelines.
Factory Reset
When a factory reset is performed, each profile button is illuminated as it is reset, and
then the slab flashes with a white, expanding circle.
When the Superslab is plugged in with no buttons held, the Profile corresponding to
button A1 is launched by default.
When the slab's Settings Page is active, the button that illuminates white on the slab
corresponds with the Profile that is currently being configured.
This means that the profiles are highly versatile and can be used for a variety of
purposes.
For example:
● If you play on different consoles, then you can configure different
Controller Setups so that the Superslab is compatible with each console.
● If you play different games, then you can configure different Button
Mappings for each game.
● If you play different characters within a game, then you can have
profiles with changes to Button Mapping and Modifier Coordinates that
are customized for the desired characters.
Recommended: Also save different Lighting Configurations to match
the characters' color schemes.
● If you play the same character on different stages, then you may also
want to save profiles with different Modifier Coordinates.
● If you just want all the same Superslab functionality but different
lighting effects, then you can make several Profiles with all settings the
same, but with only different Lighting Configurations.
Consider saving profiles based on their function. That is, profiles that are configured
around similar usages may be easier to remember if they are assigned to a cluster of
buttons. For example, different consoles’ profiles to the left-hand buttons, different
character profiles to the right-hand buttons, or different lighting effects profiles to
the right-hand thumb cluster.
Profiles 9-20 are set to XInput with standard mappings by default, but with different
lighting configurations.
Terminology
Term Definition
Brightness Maximum brightness of lights on the board
Color Proportion This is a value assigned to each Selected Color which represents how much
or how often the color appears relative to the other Selected Colors and
the transitions. Transitions between colors always have Proportion values
fixed at 255
Examples:
● If all colors have a Proportion set to 0, then transitions will
be the only thing visible as colors will not be held at all
● If all colors have a Proportion set to 255, then transitions
between colors will be seen for equally as long as the
Selected Colors themselves
● If all colors have a Proportion set to 5000, then the
transitions will barely be visible since there will be 5000
counts of each Selected Color for 255 counts of transition
Lighting Button "Lighting Button" control functionality can only be mapped to button M6.
However, button M6 can be remapped to any generic button function.
Light Mode The Light Modes determine how the lights are turned on/off and dimmed.
This is unrelated to color. For example, lights can be always on, activated
by keypresses, or activated by the gyro.
Mode Speed The Mode Speed controls how quickly the mode plays out.
Color Pattern Color Patterns are an overlay of color how the colors cycle.
(aka Pattern)
Pattern Direction Direction of color movement: in/out, up/down, left/right,
clockwise/counterclockwise.
Pattern Periods The number of color animation cycles visible on the board at a given time.
(can be fractional)
Pattern Speed Changes how quickly the colors cycle through.
Selected Color(s) User-specified colors selected in the Lighting Setup Tab of the Slab
Settings Page.
Transitions In a Color Pattern, when one color changes to another, are 255 units of
representation (proportion) assigned to gradually changing the colors
through color space from one to the next. Transitions cannot be removed.
However, transitions can be minimized by maximizing Color Proportions.
While pressing and holding the Lighting Button, press any of the button combos specified in
the table below to modify the slab's lighting configuration.
M6 + M1 Lights On/Off
M6 + M4 Cycle through the number of colors from the Settings Page that are
used
All On, Scintillate, and Breathing are passive animations that run continuously.
Ripple and Afterglow are triggered by Action Button presses.
Gravity Ball is controlled by the on-board accelerometer.
Color Patterns
There are 8 Color Patterns. Holding M6 and then pressing M2 will cycle through Patterns:
1. Radial
2. Fan Blade
3. Horizontal Swipe
4. Vertical Swipe
5. Button Spin
6. Tie Dye
● Each LED goes through its own color cycle independent of the other 3 LEDs
around the button. Each LED starts in a random offset of the same color cycle.
7. Flat
8. (GCC Button Layout)
● Only available when the Profile is set to "GameCube" as the Input Mode
● Overrides all colors chosen in the Settings Page
To reset the lighting configuration of a Profile, go to the Settings Page and click the "Reset
Profile Lighting" button under the "Lighting Setup" tab.
Note: This does not reset the Selected Colors. Only the parameters changed using the
M6 button are reset.
Installation of Artwork
Download the slab artwork template from https://prong.studio/superslab/art_template
Artwork should be printed on a sheet of 14" x 8.5" (legal size) paper in order to fit on the slab.
Step 1:
Peel the protective coatings off of the front and back faces of the Clear Acrylic Top Layer.
Step 2:
Use the two provided hex keys to remove all six screws.
Step 4:
Place the Clear Acrylic Top Layer over the artwork.
Use the two provided hex keys to tighten all six screws to hold the Superslab together.
Warning: Do not overtighten the screws! This could cause the acrylic top layer to crack!
Note: This process requires attention and can be challenging. Keypress dampers are fragile
and may tear, so 12 extra dampers are included.
1. Use the two provided hex keys to remove all six screws so that the circuit board is
accessible.
2. Carefully remove all of the white Action Button keycaps. Try to prevent the switches
from opening. If a switch does pop open, make sure not to lose the spring.
3. Delaminate a foam keypress damper from the white paper sheet to expose the
adhesive backing. Discard the square cutout from the center.
Note: USING YOUR FINGERS TO MANIPULATE THE FOAM KEYPRESS DAMPER AFTER
THIS POINT IS NOT RECOMMENDED.
6. Use the second provided hex key to push the foam toward the switch and onto the
circuit board at the four edges shown below. Ensure that the foam does not obscure
any part of the LEDs. Partially obscured LEDs may emit light unevenly.
Top View
Gently press these four points down to adhere them to the circuit board.
8. Use a hex key to press down on the foam corners as shown below.
Top View
9. Work your way around the foam damper until all corners and edges are properly in
place.
Top View
On some computers, connecting might take a long time. You may temporarily see an error
message while waiting for the page to load. In this case, please try waiting at least one minute
without disconnecting or refreshing the Settings Page.
Features: Features:
✓ Screw is flush with top surface ✖ Too Deep
✓ Symmetrical ✖ Asymmetrical
Features: Features:
✓ Screw is flush with top surface ✖ Too Deep
✓ Symmetrical ✖ Asymmetrical
Warranty
https://prong.studio/pages/returns