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Single Slot Coin Door dilemna
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codemonkey76:

--- Quote from: BadMouth on December 03, 2013, 09:44:02 am ---Why not just map the controls in MAME to require one of the start buttons to be held down when a coin is inserted.
Map P1 coin to: P1 start button+coin switch
Map P2 coin to: P2 start button+coin switch
etc.

Only issue is that if they don't hold down a start button, then don't get a credit.
Not a big deal since this isn't for commercial use.

Personally I'd just have the coin door for looks and add a coin button next to the start button.

--- End quote ---

I would like the coin door to get some use and if i have coin buttons on the control panel, it will never get used, wheras, if i had a switch that could be toggled between coins and free play, it would see use. I am leaning towards just putting insert coin buttons on the control panel due to the dificulties. :-(
lukensteinz:
Another option is using 4 small push buttons mounted on the coin door face plate.
I'd go with that instead of on the control panel.

Also if you have a coin mechanism which can lockout coins, then just wire it to reject coins unless selected player button is pressed.

Personally I'd go with my second option, be well worth the effort.
Even combine that with having player # buttons on the coin door ^_^

Sent from my Sony Xperia using Tapatalk.

Slippyblade:
As cheap as coin doors are, I'd just have 4 coin slots.
codemonkey76:

--- Quote from: Slippyblade on December 03, 2013, 02:09:17 am ---You would need to be using a 4 player encoder or have your keyboard/gamepad hack ready.  These diagrams assume a common ground.  With this setup if you dropped a coin without having a button down NOTHING will happen.

--- End quote ---

I think you are on the right track with this slippyblade, where does the VCC come from though, there is no "power pin" that I know of, on the keyboard encoder, to get a coin you just connect GND to coin1, or coin2, etc.

yotsuya:
This was unintentionally the funniest thing I read today.  >:D
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