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Author Topic: q*bert knocker  (Read 11828 times)

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SirPoonga

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Re: q*bert knocker
« Reply #40 on: June 15, 2005, 11:20:07 am »
oh yeha.  I will still do the serial port thing if I can figure it out.  It's cheaper than buying an LED board.  But if you are getting an LED board it probably would be smarter to use that.

gl.tter

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Re: q*bert knocker
« Reply #41 on: June 15, 2005, 12:12:15 pm »
I've just added the knocker signal to my internal LSE build.  You'll be able to map this to any keyboard LED out-of-the-box with any MAME version that supports my code.

You should also be able to use it with any hardware controller that will support the LSE signals (depending on how they implement it).

Question for you, is there any other game that uses a knocker?  There's partial knocker code in MAME for Reactor... ?
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SirPoonga

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Re: q*bert knocker
« Reply #42 on: June 15, 2005, 12:20:47 pm »
No, nothing else uses the knocker to my knowledge.  I think the partial code in reactor is just because it is in the same driver with qbert.
When you say any keyboard LED, you mena and LED on one of these LED boards?  because I use the three keyboard LEDS from my ipac.

gl.tter

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Re: q*bert knocker
« Reply #43 on: June 15, 2005, 12:56:13 pm »
No, nothing else uses the knocker to my knowledge.
author of the Quake2 and Half Life Act Labs lightgun conversions:


SirPoonga

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Re: q*bert knocker
« Reply #44 on: June 15, 2005, 01:02:28 pm »
ok, what is LSE.  becuase this still sounds like I can't use it unless I get an LED board that has more than 3 lights.  I use all three led lights from the IPAC.  So I very well can't put the knocker on any of those because then it will get triggered on gmaes that trigger that.

Where do I get your stufF?

gl.tter

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Re: q*bert knocker
« Reply #45 on: June 15, 2005, 01:59:14 pm »
author of the Quake2 and Half Life Act Labs lightgun conversions:


SirPoonga

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Re: q*bert knocker
« Reply #46 on: June 15, 2005, 02:05:44 pm »
So is your framework available for use?

gl.tter

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Re: q*bert knocker
« Reply #47 on: June 15, 2005, 04:16:59 pm »
So is your framework available for use?

The source code isn't released yet, but will be soon.
author of the Quake2 and Half Life Act Labs lightgun conversions:


SirPoonga

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Re: q*bert knocker
« Reply #48 on: October 24, 2005, 04:55:04 pm »
Alright, ressurecting this thread as I willbe able to work on it in the near future.

To power the solenoid I think I am going to try this:
Radioshack part #273-1668
13.5-30VDC/1000mA AC-to-DC Adapter

That should proved the power needed, and it uses your choice of adaptoplugs.  So to interface it with the computer I will use the ledwiz, a relay circuit that adaptor can plug into (no hacking wires, nice!).

Now, using radioshack parts, I'd need one of these relays???  Assuming ledwiz outputs 5v.
275-240
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Re: q*bert knocker
« Reply #49 on: October 24, 2005, 05:25:38 pm »
FYI to control a solenoid with my board you would need a way to turn a 0-20 or 4-20 mA input current into the voltage necessary to activate your solenoid.

Something like this.
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SirPoonga

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Re: q*bert knocker
« Reply #50 on: October 24, 2005, 05:32:03 pm »
That's cool budda.  For me I am going to use the ledwiz as it is usb.  but for others who want to do a knocker that is good info.

Randy just PMed me the led wiz does to 5v per output.  So, those relay's form radioshack should work, I hope.

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Re: q*bert knocker
« Reply #51 on: October 24, 2005, 10:16:44 pm »
Just a thought, 3 9V batteries in series would supply 27 VDC.

Not as elegant as a power supply, but cheap and plentiful...

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Re: q*bert knocker
« Reply #52 on: October 24, 2005, 11:59:34 pm »
John at www.johnsretroarcade.com helped me get mine working.

check my post for some discussion of this.

http://forum.arcadecontrols.com/index.php?topic=26333.0

SirPoonga

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Re: q*bert knocker
« Reply #53 on: October 25, 2005, 12:10:28 am »
Yep, I was involved in that thread.  As I said in many other qbert knocker threads, I don;t want to use the keyboard LEDs because I use those.  I don;t want to use parallel port because I won;t have a parallel port.  USB is the only route and I have been waiting for one of these LED boards to come out.

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Re: q*bert knocker
« Reply #54 on: October 25, 2005, 09:05:17 am »
Anyone ever use one of these with pinmame?
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Re: q*bert knocker
« Reply #55 on: October 26, 2005, 06:15:52 am »

 An interface with pinmame would be the bomb.   One could then
BYO-Pinball machine.   

 Use the monitor as a backbox wiith score, animations...ect.   

 I think many would love to have such a device. 

 Randys led controller sounds like a great start.   Have not read all the specs...
so not sure it has enough functionality to handle all that would take place
in a full pinball machine.

 IE: One may want 555 bulbs in some spots, and flasher lamps - instead of just leds.  And not sure how many things can be controlled at once.    IE:  a pin may control 15 coils, 150 lights,  5 flashers...ect.

 I really want to make a few mini pins.. maybe 3/4th scale.

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Re: q*bert knocker
« Reply #56 on: October 27, 2005, 03:08:00 pm »
A While ago I had to get a computer to control several things Via radio using encoded signals, ended up using a program called LPT Port Control (cant remember where I downloaded it from)  but it is programmable from vb C++ or C# so should be able to control it from anything....

hope it helps (I know its not serial control though)

SirPoonga

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Re: q*bert knocker
« Reply #57 on: October 27, 2005, 03:18:57 pm »
yeah, you said LPT port.  LPT port you don't need anything special to control.  But I won't be having a parallel port on my computer.  So USB is the only way to go.