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Author Topic: Rough digital CP mockup. Thoughts?  (Read 2561 times)

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MrDetermination

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Rough digital CP mockup. Thoughts?
« on: February 10, 2015, 11:34:58 am »
  • I took a large piece of paper and kept messing with layouts until I arrived at a panel ratio of 29"x13". 
  • I used the Slagcoin Sega 1 and 2 templates and made some three button rows too. 
  • The four way at top is just Slagcoin 1 again with most of the buttons removed.
  • The edge of the buttons nearest the sides are 1 1/4" (on the top).
  • Moved P2's buttons right because: 1) 90% of the time I'll be playing solo and would prefer the space. 2) I'm a 6' guy and would be cramped w/another 6' guy if I moved the P2 buttons further in.  3) Moving P2 off to the right like this lets me rest my right hand for the 4 way buttons.  Still have clearance on the right side of P1's 8-way to access the 4 way stick.
  • The middle set of three buttons there would be additional control buttons.   Too cramped?

harveybirdman

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Re: Rough digital CP mockup. Thoughts?
« Reply #1 on: February 10, 2015, 11:44:27 am »
you have too many admin buttons and 8 buttons per player is excessive.

I downloaded hundreds of PSX ISO's when I first started this hobby and do you know how many I play? Maybe one in the last three years.  Any more than 6 buttons and you are ruining aesthetics (IMO) for the sake of what may be only a handful of playtime.

Also what games do you HAVE to have a four way for?  Are they super important to you?  enough to justify playing them on a separate project? 

Start by asking yourself what do I want to play on this the most, then design.


Generic Eric

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Re: Rough digital CP mockup. Thoughts?
« Reply #2 on: February 10, 2015, 11:45:49 am »
  • I took a large piece of paper and kept messing with layouts until I arrived at a panel ratio of 29"x13". 
  • I used the Slagcoin Sega 1 and 2 templates and made some three button rows too. 
  • The four way at top is just Slagcoin 1 again with most of the buttons removed.
  • The edge of the buttons nearest the sides are 1 1/4" (on the top).
  • Moved P2's buttons right because: 1) 90% of the time I'll be playing solo and would prefer the space. 2) I'm a 6' guy and would be cramped w/another 6' guy if I moved the P2 buttons further in.  3) Moving P2 off to the right like this lets me rest my right hand for the 4 way buttons.  Still have clearance on the right side of P1's 8-way to access the 4 way stick.
  • The middle set of three buttons there would be additional control buttons.   Too cramped?
Consider swappable control panels or build another game with a 4 way stick.

8 is too many.  That is too much; play console games on your console.  Also, don't have a single 4 way and 2 8 ways.

yotsuya

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Re: Rough digital CP mockup. Thoughts?
« Reply #4 on: February 10, 2015, 11:59:57 am »
Consider swappable control panels or build another game with a 4 way stick.
Or use 4-8 Way Switchable joysticks like the MagStik (http://www.ultimarc.com/controls.html).

Generic Eric

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Re: Rough digital CP mockup. Thoughts?
« Reply #5 on: February 10, 2015, 12:02:11 pm »
  • The edge of the buttons nearest the sides are 1 1/4" (on the top).

Now flip that over, and figure out how you are going to mount the CP to the structure of the arcade.  I did not give myself enough room and the panel has flex. The top edge of the horizontal plane of the control panel provides lateral support for the cabinet. Also supports the weight and downward force of the player in a vigorous game of pong.  Not to mention, it is near the bezel and may support it.

Step 1:  Get a box
Step 2:  Cut a hole(s) in that box
Step 3:  Put your sticks in that box

Vigo

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Re: Rough digital CP mockup. Thoughts?
« Reply #6 on: February 10, 2015, 12:06:28 pm »
Consider swappable control panels or build another game with a 4 way stick.
Or use 4-8 Way Switchable joysticks like the MagStik (http://www.ultimarc.com/controls.html).

...or depending on what games you want to focus on playing, analog sticks. They can emulate a 4 way joystick pattern. I haven't tried it, but the U360 also has a physical 4 way restrictor kit. http://www.ultimarc.com/ultrastik_info.html

MrDetermination

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Re: Rough digital CP mockup. Thoughts?
« Reply #7 on: February 10, 2015, 01:40:26 pm »
Generic Eric made me laugh.

So, I thought I was pulling back from what Knievel had done in many ways.

I can give up console games (drop to 6).  And how about 4 and 4 for the admin buttons?

Oh, and I really want a 4 way for Pac Man but don't really want to mess with swapping it out based on game.

AzureKnight

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Re: Rough digital CP mockup. Thoughts?
« Reply #8 on: February 10, 2015, 01:58:45 pm »
What 8 admin buttons are you planning?

Generic Eric

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Re: Rough digital CP mockup. Thoughts?
« Reply #9 on: February 10, 2015, 02:16:17 pm »
Oh, and I really want a 4 way for Pac Man but don't really want to mess with swapping it out based on game.

Consider the switchable 4 to 8 joystick.

lilshawn

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Re: Rough digital CP mockup. Thoughts?
« Reply #10 on: February 10, 2015, 02:25:44 pm »
for admin... do coin1, coin2, and escape

if you are doing a token/coin door then a simple escape to get back to the main menu is all you really need for admin. Everything else can be handled by a keyboard either left inside the machine or plop a USB on the outside so you can plug one in.

if you SERIOUSLY need more admin buttons than that, set up a "shift button" and repurpose the 12 player buttons you have going on there for them.

lamprey

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Re: Rough digital CP mockup. Thoughts?
« Reply #11 on: February 10, 2015, 02:44:02 pm »
You need to do what is right for you. I agree with some of the opinions and disagree with others. People have certain things they like or don't so those are the opinions you'll get. Other advice is universal: like not rotating player 3 & 4's joysticks. The advice I'd give you is to do some planning. Make a list of game you want to play and see what controls you need. You'll probably hear the word franken-panel come up. The general consensus is that they are bad. However, if you do things tastefully, they aren't all that bad and alleviate the need to swap control panels.

MrDetermination

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Re: Rough digital CP mockup. Thoughts?
« Reply #12 on: February 10, 2015, 02:51:11 pm »
No coin door.

I'm thinking:
Left side = Start, Coin, Esc, Pause
Right side = Pause, Enter, Coin, Start

The idea of having to go to a keyboard to menu and/or switch games seems nuts to me.

Though I can see dropping down to three each side and doing the shift thing.  I guess that would be Start/Shift - Coin/Esc - Pause/enter

harveybirdman

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Re: Rough digital CP mockup. Thoughts?
« Reply #13 on: February 10, 2015, 03:01:30 pm »
No coin door.

I'm thinking:
Left side = Start, Coin, Esc, Pause
Right side = Pause, Enter, Coin, Start

The idea of having to go to a keyboard to menu and/or switch games seems nuts to me.

Though I can see dropping down to three each side and doing the shift thing.  I guess that would be Start/Shift - Coin/Esc - Pause/enter

The idea of two pause buttons seems nuts to me!

Imagine the scene you and your buddy are half way through Double Dragon when he feels his morning coffee start to kick in, better have his own pause button so he doesn't have to explain that he's going to destroy your bathroom with a bran muffin deuce...

That makes way more sense that him just asking you to pause the game  ::)

Also why do you need enter?
« Last Edit: February 10, 2015, 03:11:50 pm by harveybirdman »

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Re: Rough digital CP mockup. Thoughts?
« Reply #14 on: February 10, 2015, 03:10:33 pm »
No coin door.

I'm thinking:
Left side = Start, Coin, Esc, Pause
Right side = Pause, Enter, Coin, Start

The idea of having to go to a keyboard to menu and/or switch games seems nuts to me.

Though I can see dropping down to three each side and doing the shift thing.  I guess that would be Start/Shift - Coin/Esc - Pause/enter
The "shifting" is encoder specific.  Please identify the encoder. 

It's cool if you want to focus on art or stick placement now.  But how you select a game is going to be based on 2 factors,
- The front end you are using.
- The keyboard encoder you are using.

Are you using mame now to play emulated arcade games?
Are you using a frontend to launch games?  Which one?

You may consider making your control panel look like any game you might use in an arcade.  Consider thinking about ways to conceal the extra buttons under the control panel or above the marquee.

What games are you playing? Build the bfauska! to test your game selection.

I've played games with unlimited continues.  Its not as fun. When my kids and nephews started to play, they just coined up, because they liked the sound. 

Its not that you can't have them on there, but it will feel more authentic when you are done, if they aren't.

But really, have fun.  Build what you are going to use, not what you think will entertain others. 
« Last Edit: February 10, 2015, 03:18:07 pm by Generic Eric »

MrDetermination

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Re: Rough digital CP mockup. Thoughts?
« Reply #15 on: February 10, 2015, 03:13:02 pm »
I haven't decided on a front end yet but I'm going to use an ipac2.

PL1

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Re: Rough digital CP mockup. Thoughts?
« Reply #16 on: February 10, 2015, 03:20:02 pm »
The two pause buttons are a bit much for a 2 player panel.   ;D

You shouldn't need an enter button if the FE and emulator software is re-configured a bit.

There is a pro/con list here in the FAQ that may help you decide on shifted functions vs. dedicated buttons.


Scott

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Re: Rough digital CP mockup. Thoughts?
« Reply #17 on: February 10, 2015, 03:50:12 pm »
You shouldn't need an enter button if the FE and emulator software is re-configured a bit.
Why? Isn't an Enter-button the most logical way to select games/emulators? How else would you do it?

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Re: Rough digital CP mockup. Thoughts?
« Reply #18 on: February 10, 2015, 03:54:41 pm »
You shouldn't need an enter button if the FE and emulator software is re-configured a bit.
Why? Isn't an Enter-button the most logical way to select games/emulators? How else would you do it?

Geez what about Player 1 start for starters...  :dunno

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Re: Rough digital CP mockup. Thoughts?
« Reply #19 on: February 10, 2015, 03:55:03 pm »
.
« Last Edit: February 12, 2015, 07:34:05 pm by Louis Tully »

PL1

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Re: Rough digital CP mockup. Thoughts?
« Reply #20 on: February 10, 2015, 03:57:22 pm »
You shouldn't need an enter button if the FE and emulator software is re-configured a bit.
Why? Isn't an Enter-button the most logical way to select games/emulators? How else would you do it?
P1 Button 1 is another common choice since you're using the joystick to navigate through the menus and hghlight the desired game.   ;D


Scott

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Re: Rough digital CP mockup. Thoughts?
« Reply #21 on: February 10, 2015, 03:58:55 pm »
The "shifting" is encoder specific.  Please identify the encoder. 

Some encoders do have that function, but Mame has internal shifting allowed in the mapping functions. Per Scott's Con that encoder shifting disables other buttons, I prefer to just map the combo in Mame.


I'm thinking:
Left side = Start, Coin, Esc, Pause
Right side = Pause, Enter, Coin, Start

The idea of having to go to a keyboard to menu and/or switch games seems nuts to me.

I've never had a keyboard or any admin buttons available on any of my machines. Never had a problem, combo keys are easy peasy. All you have to teach guests is that Start + Button 1 adds a coin.

PL1

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Re: Rough digital CP mockup. Thoughts?
« Reply #22 on: February 10, 2015, 04:10:19 pm »
Just use the Scott button... err.. The PL1 start button.
Close but no cigar.   ;D

Quote from: PL1 Wiki User page
Sometimes mistakenly referred to as "Player 1".


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Re: Rough digital CP mockup. Thoughts?
« Reply #23 on: February 10, 2015, 04:28:36 pm »
I've never had a keyboard or any admin buttons available on any of my machines. Never had a problem, combo keys are easy peasy. All you have to teach guests is that Start + Button 1 adds a coin.

Me either. There are a dozen other ways a guest can screw up your setup, why give them the keys to the kingdom?  :cheers:
***Build what you dig, bro. Build what you dig.***

harveybirdman

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Re: Rough digital CP mockup. Thoughts?
« Reply #24 on: February 10, 2015, 04:32:16 pm »
I've never had a keyboard or any admin buttons available on any of my machines. Never had a problem, combo keys are easy peasy. All you have to teach guests is that Start + Button 1 adds a coin.

Me either. There are a dozen other ways a guest can screw up your setup, why give them the keys to the kingdom?  :cheers:

or for that matter why make a panel that is so convoluted they can't intuitively understand what does what....

EDIT: That sounded like a knock against shift functionality, it wasn't meant to be....

« Last Edit: February 10, 2015, 04:39:45 pm by harveybirdman »

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Re: Rough digital CP mockup. Thoughts?
« Reply #25 on: February 10, 2015, 08:01:16 pm »
My plans are 7 buttons (6 is good for most games, but that 7th button is nice if you like NEOGEO games, since it uses a 4 button across layout), plus a single P1 and P2 button. P1 acts as a shift key, as people have been mentioning. My buttons have translucent sufaces (they're LED buttons), so I made inserts that indicate both the button number in MAME and the shift function they become when P1 is held down.

I also used an Ultimarc Mag-Stik Plus, so I can switch between 4 and 8 way from the top of the control panel. The stick is a little more money, but I don't have to buy a 3rd 4-way stick, nor do I need to use the space for the 3rd stick - plus I find having the 3rd stick way up at the top of the control panel really uncomfortable.

I'm actually thinking about putting 8 LEDs around the sticks and a microswitch along the edge of the stick to kick in when the stick is switched to 8-way mode that will kick on the corner LEDs around the stick. The 4-way LEDs would always stay on, of course. Still toying with that idea. :)

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Re: Rough digital CP mockup. Thoughts?
« Reply #26 on: February 12, 2015, 10:18:01 am »
Unlike some folks here, I don't like using shift even though my encoder supports it. My last cab used it and it just wasn't for me. So in addition to controllers I now have on my CP: P1 and P2 start (P1 works for Select with Hyperspin and Mame), one Pause (I can't imagine needing two), and an Exit. For Coin 1 and 2 I put 2 of the lit faux coin return buttons from GGG on the front of the cab where the coin door would be. I like the feel off bending down to put in a credit (just a little semi authentic to me) and it takes a couple of buttons off of the CP too keep it from getting too crowded.
One thing to note - I still use button combos to get to settings or exit my front end because even though I am personally not a fan of shifting, I still wanted to hide those functions.
« Last Edit: February 12, 2015, 10:21:25 am by dislecksea »

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Re: Rough digital CP mockup. Thoughts?
« Reply #27 on: February 12, 2015, 10:41:33 am »
Here's mine:

P1 Start starts from the front end
P1 Down and P1 Start exits
P2 Down and P2 Start pauses
P2 Coin and P2 Start brings up the config in mame

Vigo

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Re: Rough digital CP mockup. Thoughts?
« Reply #28 on: February 12, 2015, 11:47:14 am »
Unlike some folks here, I don't like using shift even though my encoder supports it. My last cab used it and it just wasn't for me. So in addition to controllers I now have on my CP: P1 and P2 start (P1 works for Select with Hyperspin and Mame), one Pause (I can't imagine needing two), and an Exit. For Coin 1 and 2 I put 2 of the lit faux coin return buttons from GGG on the front of the cab where the coin door would be. I like the feel off bending down to put in a credit (just a little semi authentic to me) and it takes a couple of buttons off of the CP too keep it from getting too crowded.
One thing to note - I still use button combos to get to settings or exit my front end because even though I am personally not a fan of shifting, I still wanted to hide those functions.

Although I don't use faux buttons, I hear ya on the coin door bit. I put in a real coin door when possible and wire it up so I can put in coins. Often disable combo button credits as well to force myself to use coins.

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Re: Rough digital CP mockup. Thoughts?
« Reply #29 on: February 12, 2015, 12:34:36 pm »
Vigo, I considered that, but given that I have been "working" on my cab off and on for years, I decided it was just a bridge too far for me. Hats off too you though.