Soulcade Controller Scheme Visualizer — Quick Setup Guide

How to Use Soulcade Controller Scheme Visualizer: Step‑by‑StepSoulcade Controller Scheme Visualizer (SCSV) is a tool designed to help players view, edit, and share controller mappings and layouts for Soulcade-supported games. Whether you’re customizing button layouts for accessibility, sharing optimal setups with teammates, or troubleshooting input issues, the visualizer turns abstract mappings into clear, shareable images. This guide walks through everything from installation to advanced tweaks, with practical tips so you can create and export neat, playable controller schemes.


What you’ll need

  • A PC compatible with Soulcade and SCSV (Windows recommended).
  • The Soulcade client and any game you plan to map.
  • A controller recognized by your system (USB, Bluetooth, or an emulator-backed virtual device).
  • Optional: image editor (Photoshop, GIMP, or free alternatives) if you want to polish exported visuals.

1. Installing and launching the visualizer

  1. Download Soulcade and the Controller Scheme Visualizer module. Soulcade typically packages the visualizer as part of its tools section or offers it as a downloadable plugin.
  2. Install Soulcade following the standard installer prompts. If the visualizer comes as a plugin, place it in the Soulcade tools/plugins folder and restart the client.
  3. Launch Soulcade and open the Tools or Controller Settings menu. Look for “Controller Scheme Visualizer,” “Scheme Editor,” or similar. Click to open the visualizer window.
  4. Connect your controller before opening the visualizer if you want immediate auto-detection of inputs.

2. Understanding the interface

The visualizer interface generally contains these main areas:

  • A controller diagram canvas showing a controller outline (e.g., gamepad, arcade stick, fightpad).
  • A mapping list or table that shows which physical button corresponds to which in-game function.
  • Controls for selecting different controller templates or creating a custom template.
  • Export and import options for saving/loading schemes.
  • Preview and test mode to validate inputs in real time.

Tip: Spend a few minutes clicking each UI element to see hover tooltips and quick descriptions — many versions include helpful inline hints.


3. Selecting a template or creating a custom controller

  1. Choose a template that matches your hardware (standard gamepad, Xbox/PlayStation layout, arcade stick). Templates define the canvas and available input hotspots.
  2. If your controller is nonstandard, select “Custom” or “Create new template.” You can usually drag and drop hotspots or place new buttons on the canvas to match your controller’s physical layout.
  3. Name the template clearly (e.g., “My Fightstick V2 — 8-button”) so you can reuse it later.

Example: For a 6-button arcade stick, pick an arcade template and remove or reposition any extra hotspots from the default 8-button layout.


4. Mapping buttons step-by-step

  1. Open the mapping list. Each row typically represents a game action (Jump, Attack, Dash, Start, etc.).
  2. Click the action you want to map. The visualizer will highlight the corresponding hotspot on the controller canvas (or prompt you to select a hotspot).
  3. Press the physical controller button you want assigned to that action. The visualizer records the input and updates both the mapping table and the visual canvas label.
  4. Repeat for all in-game actions. Use modifiers (Shift, L1+X) if the game supports chorded inputs — the visualizer should allow multi-input mappings.
  5. Use the “Test Input” or “Preview” mode: press mapped buttons and watch the visual highlights to confirm the correct mapping.

Pro tip: Map crucial actions first (movement, primary attack, block) then fill in situational buttons. This reduces rework when rearranging later.


5. Advanced mapping features

  • Layers/Profiles: Create multiple profiles for different game modes (training, tournament, casual). Toggle quickly between layouts without rebuilding mappings.
  • Macros: Some visualizers allow chaining inputs into a macro (e.g., special combo sequences). Use sparingly — many tournaments disallow macros.
  • Conditional mappings: Assign different functions to the same button depending on held modifiers or controller modes (analog vs. digital).
  • Hotkeys and toggles: Map a button to switch profiles or toggle a turbo/rapid-fire mode if supported.
  • Snap-to-grid and alignment tools: Keep your canvas tidy by snapping hotspots to a grid and using alignment options for symmetry.

6. Importing and exporting schemes

  1. Export formats: common options include JSON (for re-import), PNG/SVG (visual share), and platform-specific profile files.
  2. To export a visual image: choose PNG for raster images or SVG for scalable vector versions you’ll edit in an external editor. Ensure resolution settings match your intended use (e.g., 1920×1080 for web posts).
  3. To share functional mappings: export the native profile or JSON so others can import the exact mapping into their SCSV or Soulcade client.
  4. Importing: use “Import Profile” to load shared files. Verify the imported profile against the physical layout before use.

Example filenames: soulcade_scheme_myfightstick_v1.json and soulcade_scheme_myfightstick_v1.png — keep both for shareability and editing.


7. Troubleshooting common problems

  • Controller not detected: ensure drivers are installed, try a different USB port, and check Windows’ Game Controllers settings. For Bluetooth devices, re-pair the controller.
  • Buttons map incorrectly: open Windows’ controller properties or an external test tool to confirm raw input reports; then remap in the visualizer.
  • Exported image missing labels: verify export settings include labels and that layers are visible (SVG exports may hide certain layers by default).
  • Macros/advanced features not working in-game: confirm Soulcade/game allows those features; some anti-cheat systems block macros.

If problems persist, export the profile JSON and open it in a text editor to inspect mappings — names and button codes can reveal mismatches.


8. Design tips for clean, shareable visuals

  • Use clear, short labels (A, B, X; Jump; Grab).
  • Keep consistent typography and contrast — dark text on light hotspots or vice versa.
  • Group related buttons with matching colors (movement, attack, utility).
  • Include a small legend or notes section in the exported image describing any modifiers or special behaviors.
  • When sharing online, provide both the visual PNG and the functional profile file so others can try the exact setup.

9. Accessibility considerations

  • Prioritize large, easy-to-reach buttons for primary actions.
  • Use high-contrast colors and simple fonts for visibility.
  • Create a profile with doubled-up functions if a player has limited mobility (e.g., map Jump to both a face button and a shoulder button).
  • Provide alternative profiles for left-handed players or for controllers with missing buttons.

10. Example workflow — set up a training profile for a fighting game

  1. Select an arcade stick template and create hotspots matching your stick.
  2. Map direction inputs to the stick/gate and assign light/medium/heavy attacks to the top three face buttons.
  3. Map Start and Select to convenient shoulder buttons for quick access.
  4. Create a “Training” profile layer that adds macros for common combos (if allowed) and toggles for input display.
  5. Export the profile JSON (functional) and PNG (visual) and name them clearly: fight_training_profile_v1.json / fight_training_profile_v1.png.

11. Security and tournament rules

  • Be aware tournaments often ban macros, auto-fire, and other automation. Use the visualizer’s advanced features responsibly and disable prohibited features before competing.
  • Keep shared profile files from untrusted sources under review; they may embed unexpected macros.

12. Final checklist before sharing a scheme

  • Confirm all buttons map as intended using the visualizer’s test mode.
  • Export both visual and functional files (PNG/SVG + JSON/profile).
  • Add a short README: controller model, template used, purpose (training/tournament), and any special instructions (e.g., “disable macros for tournament use”).
  • Tag versions clearly (v1, v1.1) when iterating.

If you want, I can:

  • create a ready-to-use sample JSON profile for a specific controller model, or
  • design a polished PNG layout for sharing (tell me your controller model and button preferences).

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