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Author Topic: Control Panel Design Help  (Read 3059 times)

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Tsch

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Control Panel Design Help
« on: June 30, 2009, 03:19:13 am »
Hi there!
Recently I've decided to build a MAME cabinet, even though I've never done something like this before.
Anyway, this is the "All-in-One" control panel I came up with.
-The red button in the top-left is the exit button.
-The 3 white buttons in the middle are pause, start, and Menu
-The 2 white buttons above the red 6 are left/right keys for asteroids.(rotate left/right)
-Everything else is self explanatory I think.

Before I go making any purchases I want to make sure everything is covered and I can play any game I can think of from any emulator and also PC games, as well as use it with itunes like in
[youtube]http://www.youtube.com/watch?v=AZEGJ-zolH4[/youtube]

Also, anything else (tips/pointers) for a first timer making a MAME Cabinet completely from scratch, minus the TV and CPU, would be appreciated.
« Last Edit: June 30, 2009, 03:21:32 am by Tsch »

Ginsu Victim

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Re: Control Panel Design Help
« Reply #1 on: June 30, 2009, 12:58:19 pm »
I would not put the exit next to the Player 1 start. During heated gameplay, you might reach for start and hit exit by mistake.

One thing I did with my exit was to stretch the spring out (to about 8 inches, but that's too much). This made the exit harder to press. I have to push down much harder now to exit a game, so this has helped me not accidentally end my game.

dirkomatic

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Re: Control Panel Design Help
« Reply #2 on: June 30, 2009, 02:13:26 pm »
I think you could remap the default keys to asteroids so that the layout would work for you (perhaps mapping two of the P2 buttons for thrust/fire) without the extra buttons.

Ginsu Victim

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Re: Control Panel Design Help
« Reply #3 on: June 30, 2009, 02:40:03 pm »
Or just map it to left / right on the joystick. Not authentic, but a helluva lot easier to play.

LeedsFan

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Re: Control Panel Design Help
« Reply #4 on: June 30, 2009, 05:31:00 pm »
You can get rid of those exit, pause, start and menu buttons altogether. You may know this already (not sure as you said you were a beginner) but if you use an IPac, MiniPac or whatever then the Player 1 Start button is used by default as a "shift" key. When Player 1 button is pressed and held and then Player 2 is pressed it works as Escape. Other buttons on your panel can be programmed to be TAB, pause etc.etc. Just helps to keep the panel looking as clean as possible.

My panel is basically similar to yours. I have Trackball and spinner with two "mouse" buttons next to the spinner. I didn't even need those buttons really. But I have no "admin" buttons at all on my panel. I can still pause, TAB, exit etc using the Player 1 button as a "shift" key. Also helps if kiddies are playing so they can't easily press stuff they shouldn't.

Those asteroid buttons can be programmed to use any two of your other buttons. So you can get rid of those as well. You could use two of the red buttons for left/right and three blue buttons for thrust/fire/hyperspace. Every game in Mame can be programmed through the TAB menu to take any of your buttons on the panel. No need for all those extra buttons. Unless you really want them for personal preference...... that's different of course.  :cheers:

Tsch

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Re: Control Panel Design Help
« Reply #5 on: June 30, 2009, 06:02:06 pm »
Oh alright  :)
I did a bit of revision based off the advice you all gave me and added in a dedicated 4-way joystick

I moved the exit button and pause buttons up, and got rid of the asteroids buttons,select button, and menu button , I'm going to map them to other keys. I also added in some mouse buttons.

Is there any reason for coin buttons or will p1/p2 start buttons be enough? Also, what's the most efficient way to map my buttons?

dirkomatic

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Re: Control Panel Design Help
« Reply #6 on: June 30, 2009, 06:33:55 pm »
Coin buttons are necessary.  Actually, some games require specific coin input for specific players (I believe TMNT is that way.)

As for button mapping, you can do it on a game by game basis as needed or I believe you can set up a ctlr file, but I've never done that...

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Re: Control Panel Design Help
« Reply #7 on: June 30, 2009, 06:37:13 pm »
OK... think about actually using the panel. As you play marble madness etc. with the trackball and you frantically try to move up in the game... where is your hand gonna go? Right into your 4 way stick.  :hissy:

If you use Ultimark U360 sticks you can have them programmed on the fly in the background with proper maps. No need for a dedicated 4-way stick. When the U360 is programmed with a 4-way map that's all it can do... move 4 ways. No accidental diagonals like you get with 8-way sticks.

I'm just making suggestions based on my own panel. Of course if you really want a separate 4-way then that's all well and good. A genuine Pacman 4-way stick will give that really authentic feel of the actual arcade cabinet. Some people will insist on that whereas other people (like me) are quite happy with the 100% playability the U360 gives. But I'd move any 4-way you install well away from the trackball.

Tsch

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Re: Control Panel Design Help
« Reply #8 on: June 30, 2009, 07:05:26 pm »
Revision #2
Added in coin buttons, and moved 4-way to avoid hand smashing

I think I'm going to keep the dedicated 4-way for cost effectiveness.

What kind of interface would be best for this project? Would the I-PAC 2 work?
http://www.ultimarc.com/JShopServer/section.php?xSec=2
« Last Edit: June 30, 2009, 07:07:42 pm by Tsch »

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Re: Control Panel Design Help
« Reply #9 on: June 30, 2009, 07:26:08 pm »
You don't really need coin buttons either. I've not come across any game yet that needs separate coin buttons.... I could be wrong though. To input coins on my panel I just press and hold player 1 button (shift) and then press the top left button for Player 1. Just keep pressing like that for more credits. Then release buttons and press Player 1 or 2 as normal on an arcade cab.

If you insist on the 4-way I'd move it up top... kinda inline with the player 1+2 buttons. Should be far enough away from the trackball. It was too close before. You could then place a couple of buttons next to it if you wanted to (though not necessary). I'm just thinking about how comfy it will be to play. You don't wanna be reaching too far for the buttons if you use any on the player 2 side with the 4-way. Nor do you wanna be reaching too far up the panel to reach the stick in the first place. I've n idea how big you gonna be making this. Making a mock up with cardboard is a good idea to get a hang of how things might "feel".

I'm not an expert on the interface to use. Personally on mine I used a Minipac. It's an all in one keyboard and optical interface for use with trackball/spinner. The Minipac isn't listed on the link list you posted..... but if you look on the right side of that webpage it's listed there as a separate item.

Tsch

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Re: Control Panel Design Help
« Reply #10 on: June 30, 2009, 08:48:27 pm »
Alright, I moved the 4-way and added some buttons near it.

Do you know anything about the I-PAC 2? Can I hook a trackball up to it or do I need to buy a separate interface? What about the mouse buttons, how do you wire those?
And the mini-pac, can that do everything I'd need it to with this layout?

smalltownguy

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Re: Control Panel Design Help
« Reply #11 on: July 01, 2009, 12:33:47 am »
Yes, the mini-pac will drive that current layout. My current control panel uses two 4/8 way sticks with 6 buttons each, 2 coin buttons, 2 admin buttons (p1 & p2 start) that are lit with LED's, trackball, and 2 mouse buttons. All of it -- including the LEDs -- are driven by the minipac, and I have room to spare.

If you get the mini-pac, I would highly recommend getting the wiring harness to go with it. It's a HUGE time saver.

Man, will my cab EVER be finished?

Ginsu Victim

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Re: Control Panel Design Help
« Reply #12 on: July 01, 2009, 09:48:31 am »
You don't really need coin buttons either. I've not come across any game yet that needs separate coin buttons.... I could be wrong though. To input coins on my panel I just press and hold player 1 button (shift) and then press the top left button for Player 1. Just keep pressing like that for more credits. Then release buttons and press Player 1 or 2 as normal on an arcade cab.

There are plenty of games that need separate coin inputs. If he plans on having guests play his cab, he needs it to be as straight-forward as possible, and COIN is not an admin button. It doesn't have to be on the panel, though. He could place it on the cab itself where the coin door would normally be. GroovyGameGear's NovaGemCDR Coin Drop Replacement is a great way to simulate coin inputs.


Tsch

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Re: Control Panel Design Help
« Reply #13 on: July 02, 2009, 12:01:05 am »
Thanks for all the help everyone, I think I finally got the control panel sorted out, now then, what kind of wire will I need for wiring this all up to the mini-pac? Is there a certain kind that works best/easiest to use, or maybe the cheapest that will do the job?

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Re: Control Panel Design Help
« Reply #14 on: July 02, 2009, 02:56:12 pm »
The mini-pac works best with the wire harness Ultimarc sells for it.

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Re: Control Panel Design Help
« Reply #15 on: July 03, 2009, 12:57:52 am »
The mini-pac works best with the wire harness Ultimarc sells for it.

^^ This!

I got the harness with my Minipac too. The daisy-chained earth wires are a Godsend! Saves so much fiddling about.