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Author Topic: Will this combination of controls and the required interfaces work okay together  (Read 1137 times)

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Bursk

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I'm sure I read something about certain controls and interfaces e.g. I-Pac, GP-Wiz49 etc not working correctly together.  I think I've finally decided on the designs for my two swapable CPs, so I need to know whether everything will work fine together, or if I'm going to have to redesign them.  I'm currently undecided on the number of admin buttons e.g. start, coin, menu etc but that's not really an issue at this stage.

Here's what I've decided on - WARNING!  Really crappy 'pictures' are included:

CP 1
-----
2xp360s (maybe with stainless steel handles and stainless steel dust covers);
2x7 player buttons
Trackball (2 of player 1s buttons prob be mapped as left and right mouse buttons for use in Windows.  I still plan to build a sliding drawer into the cab, below the area where my CPs will be mounted, for wireless keyboard and mouse).

And here's the layout:

 ( )  ...           ( )  ...
  "   ...   (TB)    "   ...
  "  .                "  .

CP 2
-----
1x49 way (with rotary function) on left;
1 true analog stick (w/ 2 buttons) on right;
2x Spinners;
4 player 1 buttons
3 player 2 buttons (which makes 5 player 2 buttons when you include those on the analog stick)

And here's the layout:

( )            [.]
 "   ...  O    =   ...  O
 "  .           =

CP 1 is for fighters and normal 8-way joystick games, plus TB games.  CP 2 is for 4-way games, 49-way games, analog games, spinner games, 360 degree driving games and rotary games.  I figure that the analog stick will work decently enough in 2 player 49-way games, and the analog stick plus a spinner will work decently enough in 2 player rotary games.  Make sense so far (if not, please do tell me)? 

The reason I've put 3 buttons to the left of the player 2 spinner is because Blasteroids uses 3 buttons.  As far as I can tell, this is the most that any 2P Sim spinner game or 360 degree driving game uses.  None of the 49-way games use more than 4 buttons per player.

If any 2P Sim rotary games use more than two buttons (i.e. those available on the analog stick), perhaps a combination of buttons 1+2 pressed together could be configured as button 3.  I haven't yet checked the max number of buttons needed for 2P Sim rotary games, so that's next on my 'to do' list.

I think that's pretty much it, although I've probably forgotten to mention something.  I haven't yet made a list of the interfaces I'll need, but at this stage I just need to know if what I've proposed is feasible, considering the combination of controls and interfaces I'll be using/have to use.

I'd also like to thank Kremmit, NoOne=NBA= and markrvp for their help several months back.  I wouldn't have got this far without them.

NoOne=NBA=

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I don't see any glaring problems, giving it a quick read.

You could save yourself a bit of money, and ditch the wireless keyboard/mouse, in favor of wired ones.
If they're going to be IN the cabinet anyway, what's a bit of wire?

Bursk

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I don't see any glaring problems, giving it a quick read.

You could save yourself a bit of money, and ditch the wireless keyboard/mouse, in favor of wired ones.
If they're going to be IN the cabinet anyway, what's a bit of wire?

Ha!  Excellent point.  I can't quite believe I never thought of that.  :)

What do you think of the CP designs?