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Author Topic: TOKN KB16 ENCODERS  (Read 23737 times)

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tonyarcade

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TOKN KB16 ENCODERS
« on: May 25, 2005, 11:23:42 am »
Can anyone speak to these??

They are on Ebay for virtually nothing and promise easy installation.

Are they easy to use, dependable? A good cheap option???

Thanks

Tony
Looking for a cheap/free cab in Mich. Please help.

monkeybomb

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Re: TOKN KB16 ENCODERS
« Reply #2 on: May 25, 2005, 11:59:51 am »
Thanks

I was leaning toward the KeyWiz Max, but they were selling mega cheap on Ebay so I figured worth a question.

Tony
Looking for a cheap/free cab in Mich. Please help.

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Re: TOKN KB16 ENCODERS
« Reply #3 on: May 30, 2005, 09:24:23 pm »
Tony,
Check out the eBay feedback for TOKN KB16 and KB32.
Its pretty clear from the unfiltered feedback that people are very happy with the product.
You get to see the unfiltered feedback, out in the clear for all to see
which is something that the other offerings seem to be hesitant to do.
Be aware of slanted emails and postings from competitors, especially ones that contain Tiger in their name.
The KB16 is targeted for a single joystick alternating player setup.
1 joy, 8 gameplay buttons, and 4 control (esc, coin, 1p start, 2p start).
If you're looking for dual joystick with more inputs, check out KB32.
The area where TOKN excels is its speed and active passthrough for daisychaining.
You can connect a keyboard or even connect them together for multiplay. Another key feature is local key storage
in on board EEPROM. Just plug and play, its already loaded with the MAME default keycodes.
If you are considering other encoders and they don't say EEPROM, well guest what, they don't have it! Keep an eye out for the www.retroblast.com TOKN KB16 review that is coming up soon.
eBay free bid starting at a quarter, posted daily, can't beat it!
Cheers and best of luck in your MAME ventures.
Matt

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Re: TOKN KB16 ENCODERS
« Reply #4 on: May 30, 2005, 10:20:20 pm »
LOL, yes e-bay feedback is the best way to pick a keyboard encoder.

And watch out for tiger-heli he gets money for every guy that he helps get the best product. ::)

No need to come out swinging.  There's room for your encoder in the market.  Not everyone goes high end.  You can be like the Wal-mart for encoders.
« Last Edit: May 30, 2005, 11:31:30 pm by monkeybomb »

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Re: TOKN KB16 ENCODERS
« Reply #5 on: May 30, 2005, 10:56:06 pm »
I think one of the smartest moves you could make in this hobby is to heed the advice of Tiger-Heli.  I tried to match wits with him one time and got my "wits" handed to me.  He really knows his stuff, has been a great mentor to many on these boards, and is very helpful and honest about his opinions on all products.  Anyone who slams Tiger-Heli goes straight to the top of my S%*T list.

Ebay is not the best place to judge a product's worthiness.  I have seen I-pacs go for over their retail price on Ebay.  People who don't know better will buy whatever they see listed.  If the Tokn encoder is the only one you ever used, then you would probably give it good feedback.  Feedback is based more on a seller's ability to deliver a product as advertised than an endorsement of a particular product.  When the Tokn encoder is praised by people who actually have cabinets presented on this board, then I'll take a look at it.  However, right now we already have two manufacturer's lines of products with more features backed by great customer support. 

A money back guarantee is great, but if my choice is a working encoder or a refund, I'll choose an encoder I know that works. 

And just in case anyone questions whether or not I know enough about these products to comment, I have an I-pac 4, Minipac, GP-Wiz 32, and GP-Wiz 49.  I've tried products based on the product, and not the seller, so I'm always looking for the best product.

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« Last Edit: May 31, 2005, 04:09:28 pm by saint »

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Re: TOKN KB16 ENCODERS
« Reply #6 on: May 31, 2005, 06:53:10 am »
Thanks all for the vote of confidence!!!
Be aware of slanted emails and postings from competitors, especially ones that contain Tiger in their name.
MattP is no doubt referrring to my comments in this thread, which he doesn't want you to read: 
http://forum.arcadecontrols.com/index.php/topic,37064.0.html

I just want to point out that I am not a competitor.  I wrote a web page reviewing different encoder options, was sent the info on the Tokn16 to include (and am in the process of doing so), and apparently Mattp doesn't like my conclusions, but they would have been the same with or without his prior contact.

The TOKN16 isn't a horrible product, but it is more expensive than the KeyWiz ECO for half the number of inputs, no shifted inputs, not programmable from software, etc.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
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Re: TOKN KB16 ENCODERS
« Reply #7 on: May 31, 2005, 09:32:10 am »
Can anyone speak to these??

They are on Ebay for virtually nothing and promise easy installation.

Are they easy to use, dependable? A good cheap option???

Thanks

Tony


Seems to me that this encoder would be ideal for a hot-swappable panel application. If you can get them for $20 shipped on Ebay, you could put one in each panel and you could swap them seamlessly with only a PS/2 cable connecting the panel to the PC.
I have changed my nickname to "Cakemeister". Please do not PM the Buddabing account because I do not check it anymore.

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Re: TOKN KB16 ENCODERS
« Reply #8 on: May 31, 2005, 09:40:11 am »
Seems to me that this encoder would be ideal for a hot-swappable panel application. If you can get them for $20 shipped on Ebay, you could put one in each panel and you could swap them seamlessly with only a PS/2 cable connecting the panel to the PC.
As long as you can get by with only 16 inputs per panel.  However, a better option for this is probably the GP-Wiz, as this is USB so is designed for hot-swapping, 32 inputs, and multiple boards can be used together without custom programming (of the boards).
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re: TOKN KB16 ENCODERS
« Reply #9 on: May 31, 2005, 11:42:54 am »
The review on retroblast.com is up.

http://www.retroblast.com/reviews/tokn16.html

Kevin rules (imho of course).

-b
Nothing witty here...move along.

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Re: TOKN KB16 ENCODERS
« Reply #10 on: May 31, 2005, 04:15:27 pm »
Tiger:

I just checked the PCB layout on the TOKN16 - I'm not positive, but it does look like it is a matrix-style grounding, and not a common ground. It may have well been the luck of the draw that the grounds I combined worked.

Kevin
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Re: TOKN KB16 ENCODERS
« Reply #11 on: May 31, 2005, 04:16:24 pm »
This thread has been truncated by saint, roughly about the point where it became a train wreck. In hopes of avoiding charges of being biased:

- The gist of what was removed was a question as to the bias of Kevin's review, and the defense thereof. It degenerated from there.
- Please feel free to repost anything related to the topic at hand, the merits of the TOKN KB16 encoder, including comparisons to other products as deemed relevant.
- Please refrain from flaming one another.

Thanks!

--- saint
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Re: TOKN KB16 ENCODERS
« Reply #12 on: May 31, 2005, 04:18:47 pm »
Tiger:

I just checked the PCB layout on the TOKN16 - I'm not positive, but it does look like it is a matrix-style grounding, and not a common ground. It may have well been the luck of the draw that the grounds I combined worked.

Kevin
Cool, thanks for checking that out, Kevin.  8)

Thanks for keeping the thread more civil, Saint  :D
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Re: TOKN KB16 ENCODERS
« Reply #13 on: May 31, 2005, 04:28:12 pm »

Kevin, the GP-Wiz products probably shouldn't be included in the review.  They are not Keyboard encoders, rather GamePad style encoders (That's where the GP in the name comes from.)  The Eco with the pin header is the "No-Solder Eco", if that's what you were looking for.

FWIW,

RandyT

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Re: TOKN KB16 ENCODERS
« Reply #14 on: May 31, 2005, 04:33:13 pm »

Kevin, the GP-Wiz products probably shouldn't be included in the review.
Kevin Steele, Former Editor and Publisher of RetroBlast! and GameRoom Magazine

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Re: TOKN KB16 ENCODERS
« Reply #15 on: May 31, 2005, 04:33:55 pm »
Tiger:

I just checked the PCB layout on the TOKN16 - I'm not positive, but it does look like it is a matrix-style grounding, and not a common ground. It may have well been the luck of the draw that the grounds I combined worked.

Kevin
Cool, thanks for checking that out, Kevin.  8)

So that means that each button has it's own ground on the PCB?
ie.

JU  JD  Jl  JR  C1  B1   B2 ... etc
GU GD Gl GR G1  GB1 GB2 ...

Quote
Thanks for keeping the thread more civil, Saint  :D


Agreed.  Thanks Saint :)
Nothing witty here...move along.

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Re: TOKN KB16 ENCODERS
« Reply #16 on: May 31, 2005, 04:48:58 pm »
Tiger:

I just checked the PCB layout on the TOKN16 - I'm not positive, but it does look like it is a matrix-style grounding, and not a common ground. It may have well been the luck of the draw that the grounds I combined worked.

Kevin
Cool, thanks for checking that out, Kevin.
Kevin Steele, Former Editor and Publisher of RetroBlast! and GameRoom Magazine

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Re: TOKN KB16 ENCODERS
« Reply #17 on: May 31, 2005, 06:49:03 pm »
I just checked the PCB layout on the TOKN16 - I'm not positive, but it does look like it is a matrix-style grounding, and not a common ground. It may have well been the luck of the draw that the grounds I combined worked.

...<snip>...

 ... but suffice it to say - you need the dedicated ground wire for each switch.


Many would consider this a pretty important "con" for the device.  What's your take on it?

RandyT

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Re: TOKN KB16 ENCODERS
« Reply #18 on: May 31, 2005, 07:58:56 pm »
Tiger:

I just checked the PCB layout on the TOKN16 - I'm not positive, but it does look like it is a matrix-style grounding, and not a common ground. It may have well been the luck of the draw that the grounds I combined worked.

Kevin
Cool, thanks for checking that out, Kevin.  8)

So that means that each button has it's own ground on the PCB?
ie.

JU  JD  Jl  JR  C1  B1   B2 ... etc
GU GD Gl GR G1  GB1 GB2 ...

No, it's more like a matrix:



Line 1 is connected to every even bottom pin, Line 2 to every odd bottom pin. Line 3 is acutally a different line for each set of four pins. That's a bit cluttered (and rushed) explanation, but suffice it to say - you need the dedicated ground wire for each switch.

Kevin

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Re: TOKN KB16 ENCODERS
« Reply #19 on: May 31, 2005, 07:59:40 pm »
I just checked the PCB layout on the TOKN16 - I'm not positive, but it does look like it is a matrix-style grounding, and not a common ground. It may have well been the luck of the draw that the grounds I combined worked.

...<snip>...

 ... but suffice it to say - you need the dedicated ground wire for each switch.


Many would consider this a pretty important "con" for the device.
Kevin Steele, Former Editor and Publisher of RetroBlast! and GameRoom Magazine

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Re: TOKN KB16 ENCODERS
« Reply #20 on: May 31, 2005, 08:23:58 pm »
All,
The TOKN KB16 design is implemented using a 2 ground multiplex.
gnd1 appears on all odd pins, gnd2 appears on all even pins.
You can reduce the number of wires and run a ground bus as long as you keep this in mind.
The gnds were provided on every pin as a convenience when wiring from a floppy cable.
The easiest thing to do though is just to follow the wiring diagram. A round floppy cable is
best in this case as you don't have to split it like a flat cable. For the thrifty, round cables
are dirt cheap at svc.com starting at 69 cents.
Cheers,
mattp

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Re: TOKN KB16 ENCODERS
« Reply #21 on: May 31, 2005, 08:33:00 pm »
All,
The TOKN KB16 design is implemented using a 2 ground multiplex.
gnd1 appears on all odd pins, gnd2 appears on all even pins.
You can reduce the number of wires and run a ground bus as long as you keep this in mind.
The gnds were provided on every pin as a convenience when wiring from a floppy cable.
The easiest thing to do though is just to follow the wiring diagram. A round floppy cable is
best in this case as you don't have to split it like a flat cable. For the thrifty, round cables
are dirt cheap at svc.com starting at 69 cents.
Cheers,
mattp

Thanks for clarifying that, Matt!

What's the maximum length you can get rounded floppy cables? I think I've seen 24-inch floppy cables, which should be long enough for wiring any single or two-player panels.

I can just see it now: first rounded cables, then braided covers, then UV-reactant coating -- I just hope the panel designers don't go all "case modding" on us!  'Course, I do want lighted blinky buttons ;)

Kevin
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Re: TOKN KB16 ENCODERS
« Reply #22 on: May 31, 2005, 09:13:25 pm »
hey Kev how'd you know I was gonna use Braided UV reactive covers for my wires?  Heatshrink to boot too.  ;)  Now if I can simply fit a window in my CP....

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Re: TOKN KB16 ENCODERS
« Reply #23 on: June 01, 2005, 07:40:01 am »
Is there a major "con" that I'm overlooking?
Kevin
Theoretically, there should be a performance hit b/c the microcontroller has to search the matrix rather than having a dedicated input to each switch.  (But that's in theory, virtually every keyboard uses a matrix based encoder and they've been sucessfully hacked to arcade controls).

Keyboard hacks will have ghosting and blocking issues, but a dedicated encoder can avoid this through diodes.  (I am NOT implying this is a problem with the KB16).

Practically, there is a drawback in that you typically cannot use Perfect 360 joysticks or Druin's rotary interface with non-common ground encoders, but since the KB16 basically uses two grounds, this is probably possible, although you would have to choose which inputs you wired to carefully.

Hope this helps.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re: TOKN KB16 ENCODERS
« Reply #24 on: June 01, 2005, 07:47:48 am »
Kevin, the GP-Wiz products probably shouldn't be included in the review.  They are not Keyboard encoders, rather GamePad style encoders (That's where the GP in the name comes from.)  The Eco with the pin header is the "No-Solder Eco", if that's what you were looking for.
FWIW,
RandyT
Not to be difficult, but I disagree.  Kevin is also comparing it to the I-PAC VE and differentiating it on the basis of USB-PS/2 connection.  If you wanted a reasonably priced (cheaply priced) 32-input USB encoder, the GP-Wiz no-solder ECO version fills that niche nicely (and still for more inputs and less money than the TOKN KB16).

So I personally would include the GP-Wiz non-solder ECO by virtue of it being less expensive and more inputs than the KB16 for those that want a USB option.

Of course, if I continue on, the GP-Wiz49 non-solder ECO (without the analog stick) is also less expensive and more inputs even not counting the 49-way interface part, but I guess we have to stop somewhere (although I didn't when my updated review comes out!!!)  :D
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Re: TOKN KB16 ENCODERS
« Reply #25 on: June 01, 2005, 09:22:05 am »
Is there a major "con" that I'm overlooking?
Kevin
Theoretically, there should be a performance hit b/c the microcontroller has to search the matrix rather than having a dedicated input to each switch.
Kevin Steele, Former Editor and Publisher of RetroBlast! and GameRoom Magazine

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Re: TOKN KB16 ENCODERS
« Reply #26 on: June 01, 2005, 09:36:31 am »
The IPAC VE is included because it's Ultimarc's "economy" keyboard encoder - I was trying to compare apples to apples, i.e. each company's "Economy Encoder". I tend to agree with Randy that the comparison chart should be just keyboard encoders, not a mix of gamepad and keyboard encoders.
Kevin
Actually (stepping on ice here so I don't touch off a flame war - with anyone).  I think Ultimarc's "economy" keyboard encoder would be the mini-pac at $29 vs. $34 for the VE.  Also a better comparison choice b/c of the IDE header as opposed to screw terminals, but you need to also point out the addition of a trackball and spinner interface for only $5 more than the TOKN KB16.

I think the VE was introduced as a direct response and competitor to the KeyWiz MAX.

BTW, half the time I forget about the mini-pac since it never used to be linked from Ultimarc's home page, but anyway . . .

I still think the GP-Wiz is competitive in this field, but if you and RandyT both disagree, I guess I'm outvoted (not that I could directly change the page anyway).
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
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Re: TOKN KB16 ENCODERS
« Reply #27 on: June 01, 2005, 09:55:00 am »
Well, considering the MiniPAC is next on my review list, I guess I should have considered it (I'm still not used to it being "officially" available from the main page, either!)

I just consider it a different sort of beast for some reason due to the integrated optical encoders. It's still a keyboard encoder at heart, though. ;)

Kevin
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Re: TOKN KB16 ENCODERS
« Reply #28 on: June 01, 2005, 10:40:06 pm »
Is there a major "con" that I'm overlooking?
Kevin
Theoretically, there should be a performance hit b/c the microcontroller has to search the matrix rather than having a dedicated input to each switch.  (But that's in theory, virtually every keyboard uses a matrix based encoder and they've been sucessfully hacked to arcade controls).

Keyboard hacks will have ghosting and blocking issues, but a dedicated encoder can avoid this through diodes.  (I am NOT implying this is a problem with the KB16).

Practically, there is a drawback in that you typically cannot use Perfect 360 joysticks or Druin's rotary interface with non-common ground encoders, but since the KB16 basically uses two grounds, this is probably possible, although you would have to choose which inputs you wired to carefully.

Hope this helps.

All,
The TOKN KB16 is not implemented in what would be called a traditional keyboard matrix.
There is no row and column scan or search and there are also no ghosting issues. No diodes are needed nor used.
Rather it is a two ground multiplex with high speed interleaved byte latching on a single microcontroller port.
Very effective and very fast for getting port status to the microcontroller and keycodes to your game session.
These are details that the user need not worry about. Its just an implementation detail that is unique to
the TOKN KB16 encoder. Hopefully someone will do some benchmark tests in the near future. Now that would
be interesting. Hey Mr. Kevin Steele, do you own a square wave generator that can simulate some high speed
button mashing?
Cheers,
Matt

« Last Edit: June 01, 2005, 10:43:20 pm by mattp »

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Re: TOKN KB16 ENCODERS
« Reply #29 on: June 02, 2005, 03:09:03 am »
Thanks all for the vote of confidence!!!
Be aware of slanted emails and postings from competitors, especially ones that contain Tiger in their name.
MattP is no doubt referrring to my comments in this thread, which he doesn't want you to read: 
http://forum.arcadecontrols.com/index.php/topic,37064.0.html

I just want to point out that I am not a competitor.  I wrote a web page reviewing different encoder options, was sent the info on the Tokn16 to include (and am in the process of doing so), and apparently Mattp doesn't like my conclusions, but they would have been the same with or without his prior contact.

The TOKN16 isn't a horrible product, but it is more expensive than the KeyWiz ECO for half the number of inputs, no shifted inputs, not programmable from software, etc.
The KeyWiz ECO isn't a horrible product either, but it doesn't have connectors, you have to solder it, it doesn't have a keyboard passthrough, it doesn't have a diagnostic LED, it doesn't have EEPROM as non-volatile storage of keycodes sets, its not plug and play, and you have to purchase a USB keyboard or else you have to unplug your keyboard every time you plug in your ECO. There goes your cost savings.


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Re: TOKN KB16 ENCODERS
« Reply #30 on: June 02, 2005, 04:17:41 am »
it's not plug and play

I think you mean it's not hot-swappable.

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Re: TOKN KB16 ENCODERS
« Reply #31 on: June 02, 2005, 06:35:27 am »
All,
The TOKN KB16 is not implemented in what would be called a traditional keyboard matrix.
There is no row and column scan or search and there are also no ghosting issues. No diodes are needed nor used.
Rather it is a two ground multiplex with high speed interleaved byte latching on a single microcontroller port.
Very effective and very fast for getting port status to the microcontroller and keycodes to your game session.
These are details that the user need not worry about. Its just an implementation detail that is unique to
the TOKN KB16 encoder. Hopefully someone will do some benchmark tests in the near future. Now that would
be interesting. Hey Mr. Kevin Steele, do you own a square wave generator that can simulate some high speed
button mashing?
Cheers,
Matt
Thanks for the clarification.  Is it safe to assume that the KB32 uses a 4-ground multiplex?
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re: TOKN KB16 ENCODERS
« Reply #32 on: June 02, 2005, 07:25:26 am »
Good summary Mark, I just have a few things to add.
it's not plug and play
I think you mean it's not hot-swappable.  I have yet to see a modern encoder that is not Plug & Play (meaning the computer recognizes it as a keyboard without the need for additional drivers).
Actually, what you mean is it's not USB - in other words hot-swapping is not officially supported by the specification.  Neither is the KB16, but I understand that you were trying to make a point for the keyboard pass-thru.  Having said that, I hot-swap the KeyWiz all the time, and one of the best uses posted so far for the KB16 (individual encoders for swappable panels by Buddabing) would require hot-swapping of the KB16.
Quote
It is my understanding that that is how your board also works, except that your board only supports 16 inputs as compared to the 32 inputs supported by the Keywiz.
There are other differences - in order of importance to an arcade cabinet user:

32 useable inputs for the KeyWiz as opposed to 16 useable inputs for the KB16.

24 Shifted inputs for admin keys for the KeyWiz as opposed to 0 for the KB16.  (And KeyWiz admin keys can be activated automatically with a single button using RandyT's adapters).

Keycodes can be loaded from software (stored codesets can be loaded from a batchfile prior to launch) for the KeyWiz as opposed to manual input from a keyboard prior to application launch for the KB16.

Two codesets (the default MAME compatible and one programmed one) are always loaded and available by pressing the Shazaam! key and moving the joystick left or right (unique to the KeyWiz).

I'm going to go out on a limb and say that I would expect direct input to a microprocessor line (KeyWiz) to perform better than multiplexed connections (KB16), but I suspect the KB16 is not noticeably slow in typical applications, and I have never seen a head-to-head test of any encoder on performance issues.

KB16 uses EEPROM, KeyWiz uses SDRAM but KeyWiz software can be used to load the last used keycode, creating a Virtual EEPROM mode.

Wiring is sortof a toss-up, but not a big deal either way.  With the KeyWiz, you can run a single ground wire to all of your microswitches and back to the encoder.  With the KB16, you either run individual grounds, or you run at least two separate ground wires to connect your microswitches.  The practical implication of this is that I could hook a Perfect 360 or Druin interface to any input on a KeyWiz.  On a KB16, I would have to carefully make sure that all the inputs were on the same ground bank.  In reality, this is probably not a concern, as with 16 total inputs, it is usually not practical to do dual Perfect 360's, etc. 
Quote
I haven't seen anyone attack your products here without first being provoked by one of your BS statements.  Knock it off.
Well, in fairness, I probably have attacked the product without being provoked first by one of his statements, but that is because it stacks up so poorly.  To summarize - these are the only situations where the KB16 excels over the KeyWiz Eco:

As mentioned above, the unit could be useful as a dedicated controller attached to removable panels.  Here, EEPROM is the determining factor.

For a single player (or two player alternating) cabinet - the unit would be acceptable, if the price is lower than the KeyWiz, otherwise you could just use a KeyWiz and not utilize some of the features.

EEPROM is an advantage, but not in the ways most people think it is.  If you hot-swap controls, SDRAM encoders will revert to default settings.  In the case of the KeyWiz, this is the MAME-compatible keyset, and in MAME you can reassign keys to match ANY default keyset.  So where this would really come into play would be if you principally used the encoder with PC games or older Emu's that didn't allow reassignment of keycodes AND you wanted to hot-swap the encoder.   In this case, the KeyWiz will require you to activate it's software either from a desktop shortcut or a batch file prior to loading the game, and an EEPROM-based encoder will not require this.  But I think that is a small minority of the users here.

To make this short and sweet:  For the same price point, the KeyWiz ECO is basically the same unit as the KeyWiz Max (with the switchable pass-thru and screw terminals removed), and the KB16 is - for all practical purposes - very similar to a 16-input programmable keyboard hack.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
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mattp

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Re: TOKN KB16 ENCODERS
« Reply #33 on: June 02, 2005, 07:38:25 am »
it's not plug and play

I think you mean it's not hot-swappable.  I have yet to see a modern encoder that is not Plug & Play (meaning the computer recognizes it as a keyboard without the need for additional drivers).



And while it's true that the very least expensive KeyWiz Eco requires soldering, you can see from the picture below that there is a version for $3 more that uses an IDE cable to connect to the inputs.  It is my understanding that that is how your board also works, except that your board only supports 16 inputs as compared to the 32 inputs supported by the Keywiz. 

Therein is the great Equalizer.   When I'm playing my arcade machine with a fellow gamer, I am not using the keyboard, I am not trying to figure out why the encoder doesn't work by looking at the LED, and I am not admiring the EEprom memory chip.  What I am using is more than 16 inputs during a 2 player game of Mortal Kombat.

I don't have a problem with your product and I am happy you are so proud of it.  What I do have a problem with is you badmouthing established products which do a good job, at the same time trying to tell new users on this forum that your product is exactly what they need.  A quick glance at the project pages shows that 90% of the projects built here would have non-working controls if powered by a TOKN KB16.

I haven't seen anyone attack your products here without first being provoked by one of your BS statements.  Knock it off.
Mark
The previous quote was simple and fair reply to Tiger-Heli's statement.
He emphasized ECOs strong points by pointing out what the TOKN KB16 did not have.
More inputs and a program to hot swap keysets, all great features, no argument there.
The reply basically did the same, ie pointed out things that ECO lacked that would be a weighing
point when evaluating your cost and feature set.
No one is trying to piss you off here, nor are any attacks being made.
I'm simply balancing some of these quotes that have been posted so that everyone has a clear view of what's going on.
The hot plug statement refers to the fact that ECOs need run a program every time you replug the encoder
which is a very valid point if you are using a PS2 keyboard. This is where the functionality of NVM comes
to play. If you can not see the value in that, then I can not help you. Did you buy a USB keyboard or are you
unplugging and replugging your PS2 keyboard? If so, how much did you pay for it?
Matt

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Re: TOKN KB16 ENCODERS
« Reply #34 on: June 02, 2005, 07:49:31 am »
All,
The TOKN KB16 is not implemented in what would be called a traditional keyboard matrix.
There is no row and column scan or search and there are also no ghosting issues. No diodes are needed nor used.
Rather it is a two ground multiplex with high speed interleaved byte latching on a single microcontroller port.
Very effective and very fast for getting port status to the microcontroller and keycodes to your game session.
These are details that the user need not worry about. Its just an implementation detail that is unique to
the TOKN KB16 encoder. Hopefully someone will do some benchmark tests in the near future. Now that would
be interesting. Hey Mr. Kevin Steele, do you own a square wave generator that can simulate some high speed
button mashing?
Cheers,
Matt
Thanks for the clarification.  Is it safe to assume that the KB32 uses a 4-ground multiplex?
So we're moving on now and starting a KeyWiz Max vs TOKN KB32 Texas death match?
Can the crowd handle it?


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Re: TOKN KB16 ENCODERS
« Reply #35 on: June 02, 2005, 07:59:11 am »
The previous quote was simple and fair reply to Tiger-Heli's statement.
He emphasized ECOs strong points by pointing out what the TOKN KB16 did not have.
More inputs and a program to hot swap keysets, all great features, no argument there.
The reply basically did the same, ie pointed out things that ECO lacked that would be a weighing
point when evaluating your cost and feature set.
No one is trying to piss you off here, nor are any attacks being made.
It was also highly inaccurate in implying that you have to solder with the KeyWiz ECO when in fact the IDE header version is less expensive than the KB16 and uses the same input methods.
Quote
I'm simply balancing some of these quotes that have been posted so that everyone has a clear view of what's going on.
What you fail to realize is that I think everyone DOES have a clear view of what's going on.
Quote
The hot plug statement refers to the fact that ECOs need run a program every time you replug the encoder which is a very valid point if you are using a PS2 keyboard. This is where the functionality of NVM comes to play. If you can not see the value in that, then I can not help you.
Not true.  As stated above, ECOs need to run a program every time you need to use a non-standard codeset to support a program that doesn't have re-mappable inputs.  For MAME and general emulation use, this is NEVER.  The only times I have re-programmed my KeyWiz is to launch Microsoft Train Simulator or Auran Trainz.  And in these cases, I simply run the KeyWiz software from a batch file as opposed to programming every input every time to use a KB16 (and then back for MAME use).
Quote
Did you buy a USB keyboard or are you
unplugging and replugging your PS2 keyboard? If so, how much did you pay for it?
Bought a PS/2 to USB keyboard adapter for $4.95, so yeah, I guess for a desktop controller or to have a keyboard permanently connected, it's an extra $5 for double the number of inputs and the other advantages.
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.

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Re: TOKN KB16 ENCODERS
« Reply #36 on: June 02, 2005, 10:03:23 am »
Forget the adpater, if you want a no frills keyboard, you can get a plain USB keyboard for $5. If you wait a while, Office Max will have one Free after rebate before too long.  Getting a USB keybaord or swapping would be a very slight disincentive I guess, but not enough of one to sway most buyers' purchase.

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Re: TOKN KB16 ENCODERS
« Reply #37 on: June 02, 2005, 10:41:27 am »
Hee hee, Ultracade just had all the auctions for those things removed because they had the word "Mame" in the title.

Or at least most of them are gone, the one I was bidding on go Vero'd.
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Re: TOKN KB16 ENCODERS
« Reply #38 on: June 02, 2005, 10:49:51 am »
Hee hee, Ultracade just had all the auctions for those things removed because they had the word "Mame" in the title.
How is he still getting away with that?
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Re: TOKN KB16 ENCODERS
« Reply #39 on: June 02, 2005, 10:54:37 am »
I still find 5 auctions available -
Hee hee, Ultracade just had all the auctions for those things removed because they had the word "Mame" in the title.
How is he still getting away with that?
If Foley says he is the copyright holder and E-bay takes his word for it and pulls the auction before the seller can protest it . . .
(I'm assuming, not active on E-bay).
It's not what you take when you leave this world behind you, it's what you leave behind you when you go. - R. Travis.
When all is said and done, generally much more is SAID than DONE.