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PL1:

--- Quote from: Nephasth on January 17, 2013, 03:20:15 pm ---
--- Quote from: PL1 on January 17, 2013, 02:29:23 pm ---The biggest problem with shifted functions still remains that you can accidently trigger unintended functions during multi-player gaming.

--- End quote ---

If your shift button is easily accessable...

--- End quote ---

With all due respect, Nep, accessibility is not the major issue here.

My point assumes that your encoder outputs shifted keystrokes like these:
Menu (Tab) = Shift + P1 Joy Right
P2 Coin (6) = Shift + P2B1

If P1 is moving to the right when P2 Coin (6 = Shift + P2B1) is pressed, the encoder will also combine the Shift with P1 Joy Right and bring up the Menu. (Tab = Shift + P1 Joy Right)

This will not happen if your encoder has discrete inputs and you use MAME for combination button functions such as P1 Start (1) + P2 Start (2) = Exit


Scott
Nephasth:
Depends on your encoder I guess. My Lono2 has different modes (set on start up) to handle the shift function in different ways. In one mode, there is only one shift input on P1's header that turns all the other inputs (across all 4 headers) into possible shifted functions. However, in another mode, each header (player) has it's own shift input that only turns the other inputs in that particular header into possible shifted functions. So the multiplayer thing isn't an issue with the Lono2.
PL1:
Good info about the Lono2.

It has 72 inputs so odds are you don't need to use shifted functions to increase your inputs unless you have a SERIOUS Franken-panel.   >:D

Not so much luck avoiding shifted functions if you're trying to use a single KADE for a 2-Player 6-Button setup -- I recommend adding a second KADE instead.

If the KADE team finds a reasonably-priced AVR with 24+ inputs , that will be a huge leap forward.


Scott
Nephasth:
The best reason to use a shift function is to keep the number of buttons on a CP at a minimum.
GrandJudge:

--- Quote from: Felsir on January 17, 2013, 04:10:54 pm ---Do you want a TMNT themed cab or do you want to replicate the arcade art? The jump and attack labels are covering parts of the artwork and I haven't been able to find that background so removing those labels will be a hard thing to do.

So I looked for some high quality graphics of the Turtles and fired up Photoshop, as an example of about 30 minutes of work. You can make artwork that matches the style and layout of your cabinet. In my opinion the joystick/button layout should come first and the graphics should be build around that.
--- End quote ---

Yeah, I am interested in replicating the arcade art as long as it is possible. I have seen a couple of neat control panel art for TMNT that may work. If that is the case I will just have to possibly rethink the rest of the art too. Was really hoping for that original CP art without those white holes in it, so I could place the buttons where I wish. Good art though!


--- Quote from: PL1 on January 17, 2013, 04:26:41 pm ---If P1 is moving to the right when P2 Coin (6 = Shift + P2B1) is pressed, the encoder will also combine the Shift with P1 Joy Right and bring up the Menu. (Tab = Shift + P1 Joy Right)

This will not happen if your encoder has discrete inputs and you use MAME for combination button functions such as P1 Start (1) + P2 Start (2) = Exit
--- End quote ---

Ahh good point. I will have to experiment with buttons on some cardboard and figure out how I really want to do that yet.
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