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RGB Buttons on a 4p build
RandyT:
--- Quote from: PL1 on February 05, 2013, 06:54:42 pm ---The 2 KeyWiz option will be more expensive and since the KeyWiz has to reload any changes to the default keymap on bootup, it isn't the best choice for this particular build.
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A: You can't use two KeyWiz's on one computer. PS/2 doesn't allow for that. The best option for this many inputs is a KeyWiz for P1, P2, and admin, with an add-on GP-Wiz for everything else. This provides 2 independent processors for handling all of those inputs. It also provides for actual keyboard input where it will matter most for highest compatibility. 99.9% of the time, it is unnecessary to change the mapping, even for this kind of layout.
B: Unlike another item recommended here, every input on GGG controllers has it's own dedicated I/O line on the chip, i.e. they are not matrixed controllers. Most of the time, with proper diodes and internal code, matrixes can work ok. But there are some devices which require an actual ground, like a P360 joystick, and will not work properly with these types of controllers. I have also seen at least one post by an individual with unresolved EMI issues affecting a 4 player cabinet, which isn't surprising. A matrixed design is more susceptible to these, as a glitch on any part of the matrix can fire multiple unwanted inputs. For what it's worth, if I decided to make a KeyWiz as a matrixed controller, it would be able to provide 144 inputs, but there's reasons why we don't do it, and it's not because it's not capable of it.
C: $51.90 buys the two of the above Eco boards, which provides dual processors and 80 dedicated inputs. If soldering isn't an issue, then it's very high on the "bang for buck" scale. With industrial quality screw terminals, that number goes to $73.90. Regardless of the version, it also has an added bonus of supporting 2 rotary joysticks, if that is something of interest.
There are many options out there, so it's important to do the research and pick the one which will be right for your particular build and performance expectations.
Kupoppo:
--- Quote from: RandyT on February 06, 2013, 10:53:09 am ---A: You can't use two KeyWiz's on one computer. PS/2 doesn't allow for that. The best option for this many inputs is a KeyWiz for P1, P2, and admin, with an add-on GP-Wiz for everything else. This provides 2 independent processors for handling all of those inputs. It also provides for actual keyboard input where it will matter most for highest compatibility. 99.9% of the time, it is unnecessary to change the mapping, even for this kind of layout.
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Actually I was looking at 2 of the GP's due to the computer understanding them as joypads. That way I can prevent using a keyboard encoder entirely, plus I just generally prefer this as a solution. Is it possible?
RandyT:
--- Quote from: Kupoppo on February 06, 2013, 04:13:40 pm ---Actually I was looking at 2 of the GP's due to the computer understanding them as joypads. That way I can prevent using a keyboard encoder entirely, plus I just generally prefer this as a solution. Is it possible?
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Absolutely. There is a common issue among all joypad based controllers, but it is not insurmountable. Some applications outside of MAME (where this isn't an issue) have hardcoded functions attached to specific keys. ESC is a common key requirement where this is the case. To use a button for this function on a joypad based controller, an extra piece of free 3rd party software is required. This is why I usually recommend a KeyWiz as the primary encoder on systems where a PS/2 port exists, as it takes this out of the equation.
There are a lot of folks out there using only a joypad based controller on their systems, so it's not a big issue. It's just something you should be aware of.
Kupoppo:
Oddly enough, it's exactly that reason but on the opposite side of the spectrum which makes me prefer joypads. In order to keep immersability maximized I'm developing my own custom frontend to act as a game selection interface. Command line executions occur behind the scenes and launch the appropriate program. This way I can prevent the user from accessing menus, and keep immersion high by displaying games across multiple platforms with a single uniform UI. There will be no save states and cheat codes on my machine >:D
While I know I can re-map any keys and control what they can and can't access, it just seems cleaner to me to not give them access to begin with. I can hardcode a few functions to trigger off of keys if I have to, but mostly I'm planning on wrapping all that functionality inside the custom front-end software :)
RandyT:
Front ends with this functionality are in short supply it seems. Be good to have another with fully integrates joypad support!