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TOKN KB16 ENCODERS
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mattp:
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
KevSteele:

--- Quote from: mattp 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

--- End quote ---

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
AmericanDemon:
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....
Tiger-Heli:

--- Quote from: KevSteele on May 31, 2005, 07:59:40 pm ---Is there a major "con" that I'm overlooking?
Kevin

--- End quote ---
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.
Tiger-Heli:

--- Quote from: RandyT 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

--- End quote ---
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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