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Author Topic: New Product: GP-WizRX™ - with new Roto-X Technology!  (Read 8495 times)

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RandyT

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New Product: GP-WizRX™ - with new Roto-X Technology!
« on: June 22, 2007, 02:40:53 am »
This will hit the store by the end of the weekend;


Introducing the new GP-WizRX™ with integrated Roto-X™ Technology. 



In addition to the standard, high-performance features of the GP-Wiz, the GP-WizRX includes the most advanced rotary joystick implementation available.  Costly specialized interfaces with limited capabilities are no longer required to use mechanical rotary joysticks, thanks to GroovyGameGear's exclusive Roto-X Technology.

Features:

  • Dual, Independent Auto-Sensing Rotary control support.  If Rotary control is not sensed, the respective inputs will revert to standard button operation.
  • User tunable pulse output.  Match the pulse timings to the application for best performance.
  • Unique Dual-mode Selectabiliy.  Standard CW / CCW and exclusive "8-Way" mode.  Finally, games with "Front Line-type" controls can be played with a standard rotary joystick!
  • Compatible with any rotary switch with pin quantities in multiples of 3 + Ground.  (3, 6, 9, 12, etc.)
  • Fully Buffered.  Each rotary has it's own dedicated 20 action circular buffer.
  • Easy to use Software.  May be used interactively (shown above) or silently via the command line. Software use is optional.  Standard rotary function does not require its use.

The GP-Wiz  portion now has an intuitive "1 player per side" layout, with recommended control assignments linked to the board labels.  A total of 32 inputs are available, with each rotary control using only 3 inputs.  In "8-way" rotary mode, an additional input will be borrowed for output purposes.  Rotary controls may be disabled through software, even after auto-sensed activation.  This allows for up to 2 buttons to be shared with each rotary control if desired.


Price as shown: $37.95  (6' USB cable included)


I just want to add a quick note of thanks to everyone who has supported our endeavors with purchases at the GGG store.  Your patronage is, as always, greatly appreciated and it's what allows us to keep doing what we do.  :cheers:

RandyT
« Last Edit: June 24, 2007, 02:24:21 pm by RandyT »

Mamed for life

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #1 on: June 22, 2007, 02:54:59 am »
Ooh, nice! Now all I need is one of these and two sticks that will work like a u360 and rotate, and I'll be all set. Any idea where (or more importantly, when) I might be able to get a couple of those, Randy?  ;D

Patiently waiting!

Thanks!

MfL
« Last Edit: June 22, 2007, 02:57:16 am by Mamed for life »

Xiaou2

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #2 on: June 22, 2007, 02:59:43 am »
 Congrats.

  Im confused however...

   How does the things 'Auto-sense' a rotary controller?

 I believe a typical rotary control is merely a series of switches.   

 If that is the case... and you just pressed a series of buttons in the
correct timing and order... it would register as a rotary input,  so would
output a simple set of left or right arrow key hits(?)  instead of button hits
that you wanted.


   

RandyT

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #3 on: June 22, 2007, 03:07:12 am »
   How does the things 'Auto-sense' a rotary controller?

 I believe a typical rotary control is merely a series of switches.   

Yes, at least one of which is closed.  ;)

RandyT

vrf

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #4 on: June 22, 2007, 03:25:47 am »
Neat design!

I do like Heavy Barrel...

Xiaou2

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #5 on: June 22, 2007, 05:05:14 am »
ok, so basically, its checking a timer to see if a button has been held down long enough
to be considered a Rotary.   Still, this may represent a problem,  as there are games
in which you might hold down a button a long time period. 

 I realize there is the software disable..  but in all honesty,  thats not the best
option for some, because they may not want to exit their front-ends ect to
change it often. 

 How about a hybrid idea, where the software can enable
or disable the rotary function based on a user defined key sequence and or
combination of held down keys?  (obviously getting rid of the Auto mode, or
having the option of turning the  Auto mode off and thus able to use the
manual mode)

 

Havok

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #6 on: June 22, 2007, 07:50:22 am »
Hmmm... I think I may have to build a panel that can take this and play Gondomania...

Nice job Randy!

Any plans for a QD version? I am in the process of wiring my swappable panels to all use 25 pin serial cables...

RandyT

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #7 on: June 22, 2007, 10:17:10 am »
ok, so basically, its checking a timer to see if a button has been held down long enough
to be considered a Rotary.   Still, this may represent a problem,  as there are games
in which you might hold down a button a long time period. 

Steve,

It doesn't work anything like what you are saying, and I'm not even entirely sure what you are basing your comments on.  After initialization of the unit at power-on, you can never...let me repeat that ...never activate the rotary through any kind of button presses, either in-game or outside of one.  There are no problems with the current functionality whatsoever.   Believe it or not, I actually give the practical functionality of my designs much consideration while planning / implementing them. :)

Quote
...thats not the best option for some, because they may not want to exit their front-ends ect to change it often. 

This methodology is no different than the functionality currently in front ends that allow DRS settings to be altered on a per game basis.  Many good front ends nowadays offer support for advanced hardware through this idea.  However, barring the use of the special "8-way" mode, the unit is ready to go at boot and requires no software.

Nice job Randy! Any plans for a QD version? I am in the process of wiring my swappable panels to all use 25 pin serial cables...

Thanks.  Yes, as well as eventual Eco versions.

RandyT
« Last Edit: June 22, 2007, 10:26:05 am by RandyT »

SavannahLion

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #8 on: June 22, 2007, 10:22:30 am »
Edit: Damn, Randy beat me to the answer

Kaytrim

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #9 on: June 22, 2007, 10:36:31 am »
Man Randy you keep getting closer and closer to making my dream CP a reality.  Just one more item anxiously being waited for. :cheers:

Havok

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #10 on: June 22, 2007, 11:31:52 am »
Man Randy you keep getting closer and closer to making my dream CP a reality.  Just one more item anxiously being waited for. :cheers:

Tron joysticks!

 ;)

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #11 on: June 22, 2007, 11:47:56 am »
I don't think I like you anymore Randy.  :hissy: :hissy:

Why don't I just send you my CC in the mail. Or maybe I should just have my pay check deposited into your bank account.

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #12 on: June 22, 2007, 01:05:46 pm »
Just to clarify in my mind.

I understand it's possible to disable the rotary through software, I assume the reverse it true, enable the rotary joystick the same way. But is this done after intialization of the controller? Can we "force" the controller to enable and check for rotary joysticks?

Let's say we have the following scenario.

We have a modular control panel and one of these modules is a rotary.

Assume an FE that can toggle the rotary state via software. We power the system with a pair of 8-ways in place, GP-WizRX checks for and doesn't find rotaries, so it reverts to the non-rotary default. At some point, I decide I want to play a rotary game, so I swap out the 8-ways for rotaries.  Since I didn't power down or reset the system, does manually enabling the rotary force the GP-WizRX to initialize itself for rotaries? Or does the controller have to be powered down/reset?

RandyT

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #13 on: June 22, 2007, 02:07:21 pm »
Assume an FE that can toggle the rotary state via software. We power the system with a pair of 8-ways in place, GP-WizRX checks for and doesn't find rotaries, so it reverts to the non-rotary default. At some point, I decide I want to play a rotary game, so I swap out the 8-ways for rotaries.  Since I didn't power down or reset the system, does manually enabling the rotary force the GP-WizRX to initialize itself for rotaries? Or does the controller have to be powered down/reset?

You have full control via the software.  Even if the rotaries are not recognized at boot, simply selecting anything but "disabled" from within the software and clicking the "GO" button will enable the rotary function.

RandyT

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #14 on: June 22, 2007, 02:15:31 pm »
Assume an FE that can toggle the rotary state via software. We power the system with a pair of 8-ways in place, GP-WizRX checks for and doesn't find rotaries, so it reverts to the non-rotary default. At some point, I decide I want to play a rotary game, so I swap out the 8-ways for rotaries.  Since I didn't power down or reset the system, does manually enabling the rotary force the GP-WizRX to initialize itself for rotaries? Or does the controller have to be powered down/reset?

You have full control via the software.  Even if the rotaries are not recognized at boot, simply selecting anything but "disabled" from within the software and clicking the "GO" button will enable the rotary function.

RandyT

And then it could also be done via your front end using the DRS technology.  Right Randy?

TTFN :cheers:
Kaytrim

RandyT

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #15 on: June 22, 2007, 02:58:40 pm »
And then it could also be done via your front end using the DRS technology.  Right Randy?

Well, not the DRS per se, but by the same methods.  If the front end supports the execution of a program with command line switches before launching a game, it could happen transparently.  Otherwise, the software would need to be manually executed or placed in shortcut, etc...

RandyT

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #16 on: June 22, 2007, 08:51:48 pm »
ok, I'm sold.  when can i order?  and will the rotary function work under Linux?  Everything is done on the hardware side?   so it wont matter what os is used?
« Last Edit: June 22, 2007, 10:13:16 pm by ElfShotTheFood »

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #17 on: June 23, 2007, 06:59:17 pm »
Isn't there a stick to go with this still to come?

RandyT

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #18 on: June 24, 2007, 10:34:44 am »
ok, I'm sold.  when can i order? 

I'll be working on completing the documentation and adding the item to the store today, so sometime tomorrow at the latest.

Quote
and will the rotary function work under Linux?  Everything is done on the hardware side?   so it wont matter what os is used?

The hardware works fine under any OS with no modification of parameters being necessary for normal use.   IOW, standard rotary function is recognized and "just works" at power on, but no "8-way" mode, disabling of the rotary function, or adjustment of timing parameters can be done outside of Windows.  I'll be looking into a Linux solution for this down the road a bit.



Isn't there a stick to go with this still to come?

I'll be looking into that possibility, but no, not for this interface.  This interface is designed to be used with the HAPP 8-way stick with 12-position mechanical rotary, the hard to find LS-30 varieties, or one of your own making (like the kit Floyd offered for the MIdway 49-ways)

There will be a stick and a different interface that will also include the Roto-X technology coming down the pike shortly.

RandyT
« Last Edit: June 24, 2007, 10:39:50 am by RandyT »

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #19 on: June 24, 2007, 01:55:32 pm »
Right. I got this confused with your imminent 49-way project.

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #20 on: June 24, 2007, 11:05:54 pm »
 :(   I wont be able to order one until wednesday.  but i am willing to test any linux software for it when you get around to it.    :cheers:

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #21 on: June 24, 2007, 11:58:40 pm »
(like the kit Floyd offered for the MIdway 49-ways)

Just for clarity's sake, the rotary adapter kit is still being offered.  :)
« Last Edit: June 25, 2007, 12:01:14 am by fl0yd »

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #22 on: June 25, 2007, 12:45:42 pm »
quick question

Is there a command line version to change settings?

And I'm assuming you can pass all 12 inputs to the system if this is set to disabled right?

So in theory, we could use Analog+ mame on the games that they have direct input support for... Then use the normal settings on all the games it doesn't support?  (did that make sense??)

Also, who was looking at the snk games in mame to try and get better support recently?  I thought I saw some people talking about it?

Anyway, cool item, I might have to rewire my dual snks and try yours!  I love the switching capabilities!

RandyT

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #23 on: June 25, 2007, 02:19:59 pm »
(like the kit Floyd offered for the MIdway 49-ways)
Just for clarity's sake, the rotary adapter kit is still being offered.  :)

Cool! Thanks for the update.:)

Is there a command line version to change settings?

Same piece of software.  If you use command line parameters, it does everything quietly.

Quote
And I'm assuming you can pass all 12 inputs to the system if this is set to disabled right?

Only 3 inputs are used per rotary control.  Every third one is connected together.  And yes, every one of the 3 may be used as normal button inputs when the rotary is disabled and physically disconnected.  If the one wishes to share inputs with the rotary without disconnecting, you can simply turn it to the third position and positions 1 and 2 become available for button use.  Up to 4 usable inputs can be recovered for non-rotary games using this method.

Quote
So in theory, we could use Analog+ mame on the games that they have direct input support for... Then use the normal settings on all the games it doesn't support?  (did that make sense??)

Also, who was looking at the snk games in mame to try and get better support recently?  I thought I saw some people talking about it?

Derrick Renaud is "da man" on this one.  Thanks to his hard work, you can now have 1-click:1 move precision with the official builds.  :cheers:

RandyT

P.S.  They are now on the store for whomever might have been waiting.

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #24 on: June 25, 2007, 08:03:59 pm »
so how many games had optical rotary?  and for those that did.. wasnt the movement of the character still the same as the switch type other than the feel of the stick?   I was just wondering how this interface would work with games that originally had optical rotary...   Forgotten Worlds didnt use rotary sticks did it?

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #25 on: June 26, 2007, 07:02:20 pm »
so how many games had optical rotary?  and for those that did.. wasnt the movement of the character still the same as the switch type other than the feel of the stick?   I was just wondering how this interface would work with games that originally had optical rotary...   Forgotten Worlds didnt use rotary sticks did it?

The mechanical and optical rotary games were different.  In general, the games with optical (.50 Caliber) had 12 positions the character could face in the game, and had 24 teeth per rotation.  The games with 12-way mechanical had 8 positions the character could face.  (The games with 8-way mechanical had 8 positions.)  I haven't tested it, but I think the character rotated 2 times per stick rotation in optical rotary games.  (With 12 & 8-way mechanical rotaries, the characters rotated 1.5 and once per respective stick.)  So in addition to the clicking, the mechanical sticks would turn the character slower. 
(Besides that, they would work.)

Forgotten Worlds used a rotary button (AKA push spinner) and a normal 8-way stick.
Robin
Knowledge is Power

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Re: New Product: GP-WizRX™ - with new Roto-X Technology!
« Reply #26 on: June 27, 2007, 02:29:16 am »
ahh.. I see..  So with this interface you can play games in Mame that had optical rotary and although its not technically correct Mame would still handle it the same way so that its playable right?  The interface is just sending Mame a keypress for one "click" left or right isnt it?