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KeyWiz 1.5 & Assigning 2 buttons to one command???

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stace:

If Gauntlet requires two credit buttons (its only a two player cp) then I can accomodate but it will mean I'll have to try and pair up a different two  buttons so I don't go over my 32 input quota.

I will use a button wired to 'Enter' in mame and could potentially wire in another button into the 'Enter' input for pinball (assuming pinball accepts enter, or can be configured)


Does that make sense?

Tiger-Heli:


--- Quote from: stace on November 13, 2007, 12:11:01 pm ---If Gauntlet requires two credit buttons (its only a two player cp) then I can accomodate but it will mean I'll have to try and pair up a different two  buttons so I don't go over my 32 input quota.
I will use a button wired to 'Enter' in mame and could potentially wire in another button into the 'Enter' input for pinball (assuming pinball accepts enter, or can be configured)
Does that make sense?

--- End quote ---
Still not following you.

Enter is Input N on the default Keywiz codeset.

If you don't want a dedicated button for Enter - you can reprogram that to something else (and assign a start menu shortcut to load the new codeset) and there's your extra input.  You can then use Shazaaam!-Button 1 to send enter.

If you do want a dedicated button for Enter and Coin 2 you just get one of the $1.50 adapters are use it to wire a button to send Shazaaam!-Terminal J (Default P2 Start) and you now have 33 inputs.

Hope that made sense!!!


Green Giant:

A much easier method for the 2nd player coin button is to just map it in mame.

You can map the player one and player two coin buttons to the same button.  Only difference is that when either player hits coin it will add one coin for both players.

You don't really have to worry about the default keywiz settings as everything can be changed.  Just hit tab, go into the default key settings and assign to your hearts delight. 

As for multiple buttons to the same input, it works great.  I have two pause buttons for each player wired to the same input.  I also have two exit buttons wired up in series to the same input so that both buttons are required to exit, keeps sore losers from quitting.  Just make sure if you want the buttons to act independently, wire them in parallel.

stace:

OK COOL

Thanks  :cheers:

SavannahLion:


--- Quote from: stace on November 13, 2007, 12:11:01 pm ---If Gauntlet requires two credit buttons (its only a two player cp) then I can accomodate but it will mean I'll have to try and pair up a different two  buttons so I don't go over my 32 input quota.

--- End quote ---

Just a thought, don't take this the wrong way.

What is it that you're doing to a 2 player CP that you need to start pairing up inputs?

Is there a possibility that you can reconsider your CP design? For instance, a properly designed CP shouldn't need any admin controls at best or would need enough to be counted on one hand at worst. Too many more and you risk having your CP look like a skittles bag barfed all over it.

Most cabinets, once set up and configured, never need most of their admin functions. A keyboard hidden away inside can be pulled out for those rare times when you do need to do some admin functions.

Not all inputs need to be fed through the KeyWiz. For instance, there aren't very many reasons to justify feeding volume controls through the keywiz.

Tiger_Heli already mentioned it, but it seems to have been ignored as an option. If you absolutely must have all those additional keys. Consider leveraging the Shazaaam! function of the KeyWiz. WIth careful wiring or purchase of an adapter, the Shazaaam! allows you to eek out an additional 24 inputs on top of the existing 32. Randy has updated his schematics (or I finally have a grasp on what the Shazaaam! actually does) to better illustrate the Shazaaam! function.

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