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Author Topic: Joystick with integrated Simon game for coin-operated arcades  (Read 1731 times)

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gambaman

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Joystick with integrated Simon game for coin-operated arcades
« on: September 20, 2017, 12:21:51 pm »
I was a bit dissapointed with my first arcade cabinet. Although I employed genuine arcade joysticks and a vintage CRT display you didn’t get the same feeling that playing the original arcades. When playing the original, death was dramatic: if you "died" in the game and you wanted to continue playing you had to spend a valuable coin. In my cabinet you was able to get a credit just by pressing a button so in practical terms you have unlimited lives and the feeling was lost. To solve this I devised a joystick system with an integrated credit counter. The system disables the insert coin buttons unless credits are available and includes a little challenge that must be won in order to obtain them. The challenge is the Simon electronic game created by Ralph Baer and Howard J. Morrison in 1978. As in the original Simon game there are several skill levels. The number of credits obtained when the game is won will depend on the selected skill level. You can see the project at https://www.hackster.io/user3853574654/arcade-joystick-x4-plus-simon-game-384309 and https://github.com/gambaman/ArcadeJoystickX4PlusSimonGame. You can also see a video demo at .
« Last Edit: September 21, 2017, 03:20:19 pm by gambaman »

pbj

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Re: Joystick with integrated Simon game for coin-operated arcades
« Reply #1 on: September 20, 2017, 01:15:10 pm »
How hard would it be to modify your code to make this a standalone game?


yotsuya

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Re: Joystick with integrated Simon game for coin-operated arcades
« Reply #2 on: September 20, 2017, 01:33:10 pm »
That’s why I use tokens.
***Build what you dig, bro. Build what you dig.***

gambaman

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Re: Joystick with integrated Simon game for coin-operated arcades
« Reply #3 on: September 20, 2017, 02:10:27 pm »
How hard would it be to modify your code to make this a standalone game?

Just remove or comment out these lines in gamepad.c:


   usb_init();
   while (!usb_configured()) /* wait */ ;
   wait_for_miliseconds(1000);
   // Wait an extra second for the PC's operating system to load drivers
   // and do whatever it does to actually be ready for input
   configure_polling_interrupt();