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| sirwoogie:
I don't have my diagram of my CP at the moment, but I can tell you what I did. Realize this is all personal preference, and really depends on your tastes. The only true way to get this right is to build a mock of the CP complete with your parts. I did things on paper that I changed once I did my test CP. A sheet of MDF is pretty cheap, but you could do it with cardboard as well. I provided a "function" key that was designated the pause (p) key and shift1/shift2. I know I would be pausing alot when using my arcade, and having a quick key for this is good for me. Then, I provided player1/player2 start and coin buttons. I have 9 free inputs prior to wiring my coin door, but I could always double-wire them if necessary if I had run out. I've made all shift keys be player 1 side only as I don't want other people to have access to those keys. Here is a sample of my layout: [*]shift + player1 start = escape [*]shift + coin1 = tab [*]shift + p1sw1 = ~ [*]shift + p1sw2 = enter [*]shift + p1sw3 = F2 [/list] and so on. This way, the only accidental key you have is pause on the function key. |
| Tiger-Heli:
Just as an aside, the shift button has a basic function as well, so all 56 inputs are available. |
| PiNPOiNT:
Alright, ill think about how i can re arrange and get rid of some more buttons if possible, i think i will go with 1 main button for sure (PAUSE) cause i can see myself using that alot, and shift + pause, could probably be "EXIT Game" ill save some more buttons by adding the save/load state button over the same one. just like it is native to mame quick question: does Visual Pinball support more then just 2 flippers? does it support upper flippers like some tables have? and if so, does it use a different in put? or do the upper flippers just trigger when you push the normal flipper buttons? |
| Tiger-Heli:
>does Visual Pinball support more then just 2 flippers? Yes! > does it support upper flippers like some tables have? Yes! > and if so, does it use a different in put? Yes! > or do the upper flippers just trigger when you push the normal flipper buttons? No! But what you might consider is that none of your "Arcade" buttons will be used by VP, so the flippers could share inputs with P3 and P3, unless you are worried about someone messing up your games by pressing the other buttons. |
| sirwoogie:
--- Quote from: Tiger-Heli on July 12, 2004, 11:28:05 am ---Just as an aside, the shift button has a basic function as well, so all 56 inputs are available. --- End quote --- Yup, I was thinking of mentioning that, but thought my post made that clear enough. ;) Furthering the shift key choice.... make the shift key something you don't rely on being timly. The iPAC will pause on that key depress to see if you hit anything else. Don't for instance make the shift key p1sw1 or a key that is used a lot for a game. You'll get a slight delay in that stroke, and it also won't be key repeatable as quick as you would want. For VP, I would recommend doing something for the plunger key (normally enter). Either remap it, have a frontend reprogram the IPAC, or make a completely seperate input. Having the plunger key being a shift key will be annoying IMO. I also agree with Tiger on the daisy chain of inputs. Many people do that to save on inputs, much like your case here. I did this for my utility joysticks (top fire, 4-way) as they all used P1 input, but I didn't want to waste iPAC space on them. You just get creative with your wiring and connectors. |
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