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Author Topic: Castle Crashers Arcade Cabinet Specs?  (Read 10834 times)

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Fursphere

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Castle Crashers Arcade Cabinet Specs?
« on: November 08, 2013, 05:26:05 pm »
So I did a lot of googling and found some old threads on the subject, but they're mostly just "holy crap is that cool" threads / posts / articles.  No substance.

Good pictures here:
http://forum.arcadecontrols.com/index.php/topic,106374.msg1127686.html#msg1127686

Even a build video here:


But totally lacking on details.  Does anyone have / know any additional information on the thing?   I've got the skills and the space to build something like this - just need more information.

Monitor size?  (looks like a 32" - but it could be a 40' ?)
Interface?  I'm almost guessing they used Ultrastiks for the "gamepad" type interface (vs keyboard encoding)
The PC under the hood isn't an issue.  Its a Steam game - so that basically takes care of itself. 
Plans?  While I can draft my own - the thing looks to be 2x 24" cabs bolted together.  if somebody had the plans (or something close) it may speed things up for me. 

I love how they built it as two separate cabinets, then "bolt together" on site - makes the idea of moving the thing a lot easier to understand.  :)

Has anyone else tried building something this big (successfully?) on the DIY side of things?

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #1 on: November 08, 2013, 05:35:23 pm »

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #2 on: November 08, 2013, 05:38:53 pm »
If you are going for something -that- wide, any wide screen up to 46" will fit. I say get the screen you want and design around it. It looks about as wide as my 6 player x-men, and I can shoe-horn a 50" if I decase it. I like the idea of it being two cabinets bolted together for transportability.

But good lord, the button layout  :o



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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #3 on: November 08, 2013, 05:47:07 pm »
Melissa carved the side art for that.  :cheers:

http://forum.arcadecontrols.com/index.php/topic,102652.msg1086723.html#msg1086723

Yes, the side artwork on that cabinet is awesome.  I'm not sure I'm going to be able to replicate that!  :D

As far as putting the biggest monitor that will fit inside - I actually don't think that's the best plan.  The bigger you go, the further back you need to be comfortably "see" the entire monitor with cranking your head or just plain "being too damn close".   The way that 32" sits ('m guessing at the size) - It probably sites in there deep enough that all four players can see it, but don't feel like its too close.  The bezel is built in a way that supports that theory. 

Although if they are indeed 2x 24" cabinets, I can do some math and figure out exactly how big it is - assuming I can find a straight on view of the cabinet. 

....and the button layout is crazy.  I'd probably do something that supports other four player games as well.  Go go TMNTs!  :D

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #4 on: November 08, 2013, 05:51:49 pm »
Actually, the button layout makes sense when you look at it this way...

http://blog.thebehemoth.com/castle.cabinet.layout.jpg

EDIT: 

From some random pictures I've found, and some blog comments - its possible that this control panel was a straight PS3 controller hack and running on a PS3.    No PC at all.

So..  I'm going to have to fire up this game tonight on my computer (Steam) and figure out what does and doesn't work.   Having to buy 4x Ultrastiks will be expensive. 
« Last Edit: November 08, 2013, 07:30:04 pm by Fursphere »

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #5 on: November 08, 2013, 08:31:08 pm »
Haven't played it since installing because there's too many buttons to remember for a simple hack and slash game.  :-\


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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #6 on: November 08, 2013, 09:33:33 pm »
7 (8 with a start button?) buttons is too many?  :)

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #7 on: November 08, 2013, 10:04:39 pm »
7 (8 with a start button?) buttons is too many?  :)

For a hack and slash, yes.  And those 7 buttons don't even cover all the moves, you have to remember combos on top of that.
It's not like a fighting game where there are three different punch buttons.  All of these buttons have completely different functions.

IMO, we don't need a separate button that is only used to pick up stuff.

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #8 on: November 08, 2013, 10:52:21 pm »
Meh - I played it a bit today and its mostly just jumping and hitting the two attack buttons.   Very similar to Street Fighter in that sense.  Sure, there is complicated stuff you CAN do, but you mostly just mash the same buttons over and over again.  hehe

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #9 on: November 09, 2013, 09:19:25 am »
I took a closure look at that build video last night, and did a lot of hunting around the internet for more pictures.  Based on this picture (which I ripped from the build video) it really does look like a 32" screen - but each cabinet looks to be 26" wide or wider! 

I used my 24" cab as a base, then centered a 32" screen on one edge (using the 32" screen in my driving cab for reference) and came out with what would be about 9" of "bezel" on each side of the monitor.

Now, when you look at the cab in the picture, you can see the bezel is wider than the far right 4th player controllers - which is about 7" wide using a slagcoin template for reference.  So I'd guess that bezel is at least 12", if not wider.  So my best guess is that cabinet is around 60" wide.  (32" screen + 24" worth of bezel + 6" worth of wood).

That's ridiculously big.   But that's probably why it looks comfortable for 4 adults to play on it too.  I'll have to think about this one some more. 

Oh, and if you watch the video closely it becomes pretty clear that they just took 2x X-Arcade tank sticks apart and transferred the guts over to their control panel.

Castle Crashers only supports a keyboard for Player 1 - so you need game pads.  Luckily I sent out an email to Andy @ Ultimarc and I can plug two A-Pacs into the same PC without issue to get a total of 4x gamepads (or buy 4x Ultrasticks - its almost the same cost in the end)

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #10 on: November 09, 2013, 10:25:47 am »
Why spend so much time building something that nasty and put that little baby screen in it?  Looks like they could go 15" larger diagonally.  That would really rip your face off with the image the edges might not even fit inside your periphery

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #11 on: November 09, 2013, 10:30:39 am »
Why spend so much time building something that nasty and put that little baby screen in it?  Looks like they could go 15" larger diagonally.  That would really rip your face off with the image the edges might not even fit inside your periphery

Go stand in front of a 47" LCD screen - about a foot or two away - and tell me how your eyes feel about 30 minutes later.  :)

I think they could have gone to a 37" screen in that cabinet (it might be a 37" screen for all I know.   I'm just guessing at 32" from the fact that I have two of them and they "appear" to be the same size).   

There are some factory built (I use that term loosely) MAME cabinets on the market with 47" screens - and they're horrible.  Its too much screen. 

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #12 on: November 09, 2013, 12:12:59 pm »
Loved that vid! But, man - just highlights how much work these bloody things are! Even on timelapse - seems to take ages. I'm at the paint + wire stage + shudder to think how many hours i spent tripping over things; navigating round my hedge; packing-away-set-up-again-cos-of-rain... Nice workshop these guys had - not a patch on my small terraced garden though :)

Love the bit where the router comes out and there's an instantaneous explosion of MDF dust!

One thing though... t-molding on before paint and sideart?


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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #13 on: November 09, 2013, 08:31:59 pm »
I recently re-purchased this game on steam (previously had it on xbox live) and had issues getting anything bit a straight xbox 360 controller via USB to map correctly. You cannot re-assign controls in the game, either.

Now my frustration was getting other gamepads to work, so as long as your cabinet controls can mimic the 360 layout you should be fine. My future CP will have a 2x4 for all four players, so I don't plan on this being an issue.

As far as longer screens go - I had access to a 50" Kuro so it's making it in there come hell or high water  :lol  My CP is also a bit deeper than that CC cabinet, so I'm not too worried. It's about the distance most modern arcade games give you for larger screens and close to the width the original  play-field was. Plus, you can always adjust the size of the picture depending on the game being played. The cab will be a multi-purpose rig and most likely be used as a TV of sorts in the game room, so the bigger the better. >:D

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #14 on: November 09, 2013, 10:13:19 pm »
I recently re-purchased this game on steam (previously had it on xbox live) and had issues getting anything bit a straight xbox 360 controller via USB to map correctly. You cannot re-assign controls in the game, either.

Now my frustration was getting other gamepads to work, so as long as your cabinet controls can mimic the 360 layout you should be fine. My future CP will have a 2x4 for all four players, so I don't plan on this being an issue.

As far as longer screens go - I had access to a 50" Kuro so it's making it in there come hell or high water  :lol  My CP is also a bit deeper than that CC cabinet, so I'm not too worried. It's about the distance most modern arcade games give you for larger screens and close to the width the original  play-field was. Plus, you can always adjust the size of the picture depending on the game being played. The cab will be a multi-purpose rig and most likely be used as a TV of sorts in the game room, so the bigger the better. >:D

I just checked out your 6 player Xmen cabinet thread.   Cool stuff!   I think you should really MAME it though (PC in general really - so you can play whatever you want on that monster)

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #15 on: November 09, 2013, 11:21:00 pm »
Oh yes that is the plan, believe me. But I considered it a personal challenge to try and incorporate the original PCB into the build, as well. That little part has been a big cluster f after another, so now I'm more determined to make it happen. I'll have the original CP restored and maybe hanging on the wall for that rare occasion 6 people actually all want to play the original game. Otherwise it will be my monster Mame cab, hence the title...

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #16 on: November 09, 2013, 11:23:59 pm »
It must suck being short.
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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #17 on: November 11, 2013, 11:01:08 am »

too much screen.
[/quote]

I don't fully understand that series of words you put together...  I think you're implying that a tv could be too big... but that doesn't make any sense

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #18 on: November 11, 2013, 11:11:40 am »
Quote
too much screen.

I don't fully understand that series of words you put together...  I think you're implying that a tv could be too big... but that doesn't make any sense

When you sit in front of a screen you want to be far enough away from it that you don't have to move your head to watch something move across the screen.  You should be able to see the entire screen.  At least thats my opinion.

When I built my sit-down driving cabinet, I set the 32" screen approx. 32" from where my eyes would be while I was sitting down (the seat does slide back and forth for adjustments).   This puts the field of view perfect for me while I'm playing games.

If it was a 42" screen, I most likely would have moved back even further - around 42" to get the same effect.

Now put a 50" screen 24" from your face.   The field of view is too narrow - you have to turn your head to see the edges of the screen (or at least constantly flick your eyes back and forth).   (For TV viewing your actually supposed to double the size in distance - so 55" = sit around 110" from the screen).

Now factor in three other players who also need to see the full screen at all times in an arcade style setup.  A lot of cabinets are only 36" deep - maybe 40" deep.  You'd have to mount the 32" all the way in the back of the cabinet to get a good field of view for all the players.   If you put a 42" or 47" (or bigger!) you'll just be too damn close to it.

At least, that's how I think of these things.  :)   

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #19 on: November 14, 2013, 09:38:20 am »
I am totally obsessed with this cabinet - but I keep coming back to the idea that its to big - even for my garage "arcade" (it'll be a proper arcade someday.. . I swear....)

Has anyone ever put any thought into building two identical cabinets (24" or 26" wide I guess) and then slaving them together?

Meaning Cabinet 1 is a full on emulation cabinet.  Cabinet #2 is a full on emulation cabinet.   But with some KVM magic, and Cabinet #1 dual port video card screen mirroring, you could turn Cabinet #2 into screen 2, players 3 and 4 off of Cabinet #1.   (I hope that makes sense).

As much as I love the giant single purpose cabinet, I think a set of twin cabinets with the capability of being linked together for 4 player fun seems a lot more functional.  And when the kids/adults want to play different arcade games - there are two full cabinets running - instead of empty player slots. 

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #20 on: November 14, 2013, 02:04:41 pm »
Youd need 2 pcs to play 2 emulators simultaneously, but in cabinet 2 you could use a KVM to switch between Monitor 2 from cabinet 1 and the cab 2 pc, you would want the KVM to also route your buttons to the appropriate PC im assuming you have USB encoders, so use a usb KVM.  you'll have headaches with the gamepad deivces not always getting the same ID# but with some playing around and possibly xpadder you should be able to pull it off.  Sounds like a cool idae - 6 player XMEN would look badass if you had 2x CRT's...  or ---steaming pile of meadow muffin---, throw 3 of them together and get Darius going as intended.

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #21 on: November 14, 2013, 02:15:27 pm »
I have plenty of PCs laying around...   so a 2nd PC for the 2nd cabinet (when its in stand alone mode) would be simple. 

2nd Cabinet in slave mode...

Wire Monitor, USB encoder (A-Pac), and sound to KVM - "PC1" is PC in 1st Cabinet (2nd monitor output), "PC2" is 2nd Cabinet PC.   In theory, PC1's USB encoder (A-Pac would be online first, so it would be gamepad #1 and #2, then when you flip the KVM, it'll connect A-Pac #2 and should map to Gamepad 3 and 4.

Something like this:  http://www.iogear.com/product/GCS1102/
USB port 1 - A-Pac
USB port 2 - ???

Although I've never plugged a gamepad into a KVM - I'll have to test that.  I think it'll work - but warrants further research.

http://www.amazon.com/TRENDnet-2-Port-Switch-Audio-TK-204UK/dp/B00180H41O

That one is (much) cheaper, and has four USB inputs - states Keyboard, mouse and "other high speed USB devices" - so...   I'm guessing anything USB will work?  lol

----

I like the idea of dual-spanned monitors, but the bezel / gap in-between screens completely ruins it for me.  The only way to really make it work currently is with projectors - and that gets crazy.

Darius (Darius twin?) is a 3 screen game?  Or a 6 player game?  (or both?)
« Last Edit: November 14, 2013, 02:26:00 pm by Fursphere »

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #22 on: November 14, 2013, 02:17:27 pm »
X-men has already been rereleased on Xbox 360 and PS3, no need to emulate with two CRTs.

 :P

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #23 on: November 14, 2013, 02:52:38 pm »
The darius I play in MAME seems to be trying to utilize 3 screens - that one game is not really worth the effort though unless you have some other 3-screeners in mind you desprately want to play. You'd need a video card that will output to 3 monitors simultaneously too and I dont think those are cheap.
I would assume most USB KVM's are going to be a straight USB passthrough, unless you get one that is specifically labeled keyboard and mouse on the ports I bet you'll be okay switching through a KVM.


The 2 screens in an original xmen cabinet are mounted down in the cab and focused with mirrors to create the illusion of one giant screen, you could probably come up with something that would recreate that but you'd need the carepentry skills to mount everything down in the cabinets and angle the mirrors correctly.  You'd need to flip the screens L<>R too at that point but I think you have more than a few easy ways to handle that.

Would be a cool project, put up some pictures if you pull the trigger.

« Last Edit: November 14, 2013, 02:55:25 pm by bimm25e »

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #24 on: November 14, 2013, 03:17:44 pm »
The 2 screens in an original xmen cabinet are mounted down in the cab and focused with mirrors to create the illusion of one giant screen, you could probably come up with something that would recreate that but you'd need the carepentry skills to mount everything down in the cabinets and angle the mirrors correctly.  You'd need to flip the screens L<>R too at that point but I think you have more than a few easy ways to handle that.

Would be a cool project, put up some pictures if you pull the trigger.

If I did this - you'd have to ask yourself why you're just not using one huge screen inside (32" - 42" or something).  And technically, a lot of the big screens do picture in picture where it can do two streams side by side - so..  dual video card outputs, two inputs, picture in picture - and you've got your dual monitor X-Men recreation on one huge screen   :)

And even if there is a "GAP" between the two screens, you could probably use the Nvidia software (no idea about ATI) to correct this, moving the two images together where they're almost seamless. 

Although I'm not sure if this would be better than just having a single monitor instead??  Unless the emulation flat out requires two monitors to get that wide image.
« Last Edit: November 14, 2013, 03:26:36 pm by Fursphere »

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #25 on: November 14, 2013, 04:41:06 pm »
Unless the emulation flat out requires two monitors to get that wide image.

Nah, MAME gives you the option of having two or three rendered screens on one physical screen with a gap or seamless, etc.
The HLSL effects also apply to each "screen" separately, so they can look like two or three old bulbous CRTs (of course then, they have a seam).
For the horizontal games, I prefer to have them seamless though.

Punch Out! is cool with the physical widescreen monitor rotated vertical and the two rendered horizontal screens stacked on top each other.
« Last Edit: November 14, 2013, 04:45:27 pm by BadMouth »

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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #26 on: November 14, 2013, 09:23:38 pm »
youd either need 2 screens or an expensive video merging box if you want to run 2 pc's on one tv side by side



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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #27 on: November 14, 2013, 10:00:54 pm »
youd either need 2 screens or an expensive video merging box if you want to run 2 pc's on one tv side by side

My 55" Visio will do picture beside picture HDMI and a Composite input (but not two HDMI inputs side by side....   it might do HDMI/VGA though?).


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Re: Castle Crashers Arcade Cabinet Specs?
« Reply #28 on: November 15, 2013, 09:02:06 am »
Yeah i donno what your specific model of tv will do..... sounds like it would be easy enough for you to to test though....