ProGCC User Guide
ProGCC is a conversion kit made in-house designed to take the ergonomics and form-factor of a Pro Controller and turn it into a highly reliable wired controller experience for competitive-level gameplay. This controller sports 5 separate trigger modes to ensure compatibility with a wide library of classic and modern games.
This project is source-available and the documentation/code is free for hobbyist use - See the github here!
This controller kit is tested with
- GameCube to USB adapter for Wii U/Nintendo Switch
- Mayflash 4 port adapter
Other adapters may work, though your results may vary.
This product uses a USB type C connector to connect to a GameCube controller port. This product will not work with a typical USB port and the controller is not wireless.
Alternative cables that are compatible:
Different modes and settings are accessed by holding down a specific button combination while plugging the controller into the console.
Stick calibration is identical between V1 and V2.
Unplug the controller. Hold Minus or Capture while plugging in to enable stick calibration mode.
In stick calibration mode, both sticks can be swirled around 5-6 times. Press + (plus) to save the configuration. Controller will connect immediately after saving.
The software snapback has 15 levels of adjustment. When you increase the filter, the more that snapback is reduced. When you adjust this value to be very high, your stick may start to feel slow/sluggish. The default value is 0 (no software snapback reduction applied).
We recommend adjusting this one value at a time while using our HHL JoyPad test software to check the results.
With the controller already plugged in...
- Hold Minus and single press ZL/ZR to decrease/increase snapback filter on X axis.
- Hold Minus and single press L/R to decrease/increase snapback filter on Y axis.
The instructions below are for V2 only. For V1, see the Button Combinations on how to adjust deadzone.
Software deadzone is adjustable on the fly on V2 boards. There are 16 levels of adjustment, with the default level being 4. We recommend decreasing this as much as possible without the joystick becoming jittery.
Stick deadzone is the range in which the analog stick will not put out any values. This specific implementation is a scaled deadzone, meaning that you will not lose any analog range by applying deadzone.
With the controller already plugged in...
- Hold Minus and single press Dpad Up/Down to increase/decrease the deadzone by one.
While plugging in...
- Hold ZL/L : Leftmost trigger mode
- Hold ZR/R : Rightmost trigger mode
- Hold L/R : Default trigger mode
- Hold ZL/ZR : Full trigger mode
- Hold - (minus) : Stick calibration mode
- Hold + and - : Reset to defaults
- Hold + (plus) : Enable/disable rumble (OFF BY DEFAULT)
- Hold B : Enable Smash Ultimate mode
- Hold Y : Enable/Disable Xbox button layout (ABXY positions changed)
For v1 specifically:
- Hold D-Up : Increase stick deadzone
- Hold D-Down : Decrease stick deadzone
Rumble is disabled by default. Hold + while plugging in the controller to enable/disable rumble. The setting is saved each time you toggle the option.
This kit supports LRA rumble motors. The LRA motors found in both Joy Con controllers and Pro Controllers are compatible with this kit. Simply solder the wires to the + and - terminals on each side of the stick board. Hold + or Home while plugging the controller in to enable/disable rumble.
On the original GameCube controller, L and R have analog input, meaning you could do a half press or 'light' press. The value of the light press is 128. This will not act as light shield in Melee.
This kit implements different trigger modes to let you experience the entire library of GameCube titles without any compatibility issues.
- Leftmost trigger mode: ZL is full L trigger press, L is light trigger press.
- Rightmost trigger mode: ZR is full R trigger press, R is light trigger press.
- Default trigger mode: ZL/ZR act as full trigger press, L/R are mapped as 'Z'
- Full trigger mode: ZL/ZR act as full trigger press, L/R act as light analog press
- L is mapped to left dpad so it can be re-bound to something else in Smash Ultimate from R being mapped to Z
- ZL/ZR are mapped as shield presses. It performs both the digital/analog press simultaneously
For controllers experiencing snapback which is not resolved by adjusting software, there is a snapback module built in to the PCB. These are enabled/disabled through soldering. Bridge the connections together for your desired snapback reduction.