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Author Topic: mame coin button ect  (Read 4002 times)

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G1zm0

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mame coin button ect
« on: May 26, 2008, 05:35:13 am »
nearly got a machine up and running, its 6 buttons per player with trackball and 1 & 2 player start,
its got a coin mech mars ms , take different denominations of coins.

    my question ,is i ve saw machines with 2 mechs on them will 1 mech be ok for 2 player games? ir do i need to add a credit button?
 also admin keys for tab, escape, pause ( and anything else i think of), should i add buttons for these or just shift them?
dont want lots buttons on cp?

i should be able to use joy stick for menu down ect

GAJoe

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Re: mame coin button ect
« Reply #1 on: May 26, 2008, 09:53:17 am »
One coin mech is fine for a lot of games, but some two player games did look for the second player coin switch before they'd count the second player start.  There are ways to trigger the second player switch without having a mech, like making a paper or cardboard chute that makes the coin fall across the second player coin switch.

It's really a matter of personal preference, but for me having lots of extra MAME only buttons on the control panel looks cluttered and ugly.  I am considering putting an ESC button in an out of the way place on the bottom of the panel, but that's about it.

CrazyKongFan

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Re: mame coin button ect
« Reply #2 on: May 26, 2008, 10:41:06 am »
Yeah, if you want to play games like Gauntlet/Gauntlet II, Teenage Mutant Ninja Turtles and Simpsons, they require separate coin inputs for each player. I'm sure there are others, but those are ones I'm familiar with.

Ginsu Victim

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Re: mame coin button ect
« Reply #3 on: May 26, 2008, 10:55:31 am »
Yeah, if you want to play games like Gauntlet/Gauntlet II, Teenage Mutant Ninja Turtles and Simpsons, they require separate coin inputs for each player. I'm sure there are others, but those are ones I'm familiar with.

All 4-player Konami games (like TMNT, Simpsons, etc) also have 2-player versions that let you select your character and require only one coin mech.

G1zm0

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Re: mame coin button ect
« Reply #4 on: May 26, 2008, 11:03:56 am »
thanx guys i will make a out of way player 2 credit button and use shift keys and maby a admin button under cp, wonder if i put the coin 2 pulse to coin 1 pulse if that would work.

although each coin would trigger 2 coins, maby put switch so i can turn coin  2 on/off

GAJoe

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Re: mame coin button ect
« Reply #5 on: May 26, 2008, 11:18:22 am »
thanx guys i will make a out of way player 2 credit button and use shift keys and maby a admin button under cp, wonder if i put the coin 2 pulse to coin 1 pulse if that would work.

although each coin would trigger 2 coins, maby put switch so i can turn coin  2 on/off

Yeah, that was something I was going to mention.  You can wire the coin 1/coin 2 to the same switch and it will insert two coins.  I'm not sure, but I think there were some games, though, that would start a two-player game if you put coins in both slots and only hit Player 1 Start.

Do you have a coindoor or just a mech?

Zobeid

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Re: mame coin button ect
« Reply #6 on: May 26, 2008, 11:39:42 am »
I have two coin mechs and I have them wired up as two distinct buttons.  However, the only game I've played where this is helpful at all is Gauntlet.

Some games don't recognize the coin 2 input.  Other games treat it, by default, as a multiplier and give you 2 or 4 credits when you trip it.  To reduce the confusion I globally configured MAME to recognize both mechs as coin 1.  Then I went into Gauntlet and configured it to recognize coin 2.

IF you only have one coin slot, you could easily go into a game like Gauntlet and configure it to accept a button on the CP as coin 2, or coin 3, etc.  So it's still possible to play them.  You don't really need a special, dedicated button for that.  (Although I suppose you might want one if you expect to play those games a lot.)