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Blinky Atari LED
shardian:
It would be neat to make an interface for volcano buttons. The code wouldn't be that complicated. you'd basically have a counter that keeps track of credits and start presses. A credit switch hit would increase the count 1 and a start button hit would decrease the count by one. a count =1 would blink p1 led, and a count = 2 or greater would flash both led's. Of course, count would have to be set to zero as a minimum. If you know a coding person, they could whip up a simple circuit for you in no time. I bet there would even be a few people willing to pay $20 or so for a simple volcano button interface that would enable flashing for all games.
Kevin Mullins:
--- Quote from: FrizzleFried on November 06, 2007, 02:10:48 pm ---Do they stay solid lit before coin-up?
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Only when there was a problem with the game pcb.
ahofle:
--- Quote from: shardian on November 06, 2007, 03:56:02 pm ---It would be neat to make an interface for volcano buttons. The code wouldn't be that complicated. you'd basically have a counter that keeps track of credits and start presses. A credit switch hit would increase the count 1 and a start button hit would decrease the count by one. a count =1 would blink p1 led, and a count = 2 or greater would flash both led's. Of course, count would have to be set to zero as a minimum. If you know a coding person, they could whip up a simple circuit for you in no time. I bet there would even be a few people willing to pay $20 or so for a simple volcano button interface that would enable flashing for all games.
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How would you shut them off when the game is over? I suppose you could put in some kind of switch to detect the player slamming their fist on the control panel in anger to assume 'game over'. ;D
shardian:
--- Quote from: ahofle on November 06, 2007, 04:32:41 pm ---
--- Quote from: shardian on November 06, 2007, 03:56:02 pm ---It would be neat to make an interface for volcano buttons. The code wouldn't be that complicated. you'd basically have a counter that keeps track of credits and start presses. A credit switch hit would increase the count 1 and a start button hit would decrease the count by one. a count =1 would blink p1 led, and a count = 2 or greater would flash both led's. Of course, count would have to be set to zero as a minimum. If you know a coding person, they could whip up a simple circuit for you in no time. I bet there would even be a few people willing to pay $20 or so for a simple volcano button interface that would enable flashing for all games.
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How would you shut them off when the game is over? I suppose you could put in some kind of switch to detect the player slamming their fist on the control panel in anger to assume 'game over'. ;D
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Hey, I'm no programmer. I took classes in basic and C++, and I've programmed with a basic stamp before. I know enough to create flow charts and the basic idea of what the script would do.
Anyways, I don't think you can get input from MAME, but can probably get input from the front end easy enough, such as when the FE kicks back in after exiting the game. Or, you could just set the "exit button" to zero out the count if you wanna keep it simple. ;)
ahofle:
You can get input from MAME (that's how ledutil works currently to blink my player 1 and 2 start buttons exactly like the original did). The problem is he is using a 60 in 1 board.