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GaryMcT's 2-player generic control panel layout
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OC_Ryan:
Hey Gary,

I'm working with the same size CP and I was going to see what you came up with before I drilled out my holes in my CP. You have any pictures of your finished control panel? Maybe along with visio or any other type of diagrams with some measurements? It would sure ease a lot of the pain for me!

Thanks,
Oliver
GaryMcT:

--- Quote from: OC_Ryan on August 03, 2009, 07:36:25 pm ---Hey Gary,

I'm working with the same size CP and I was going to see what you came up with before I drilled out my holes in my CP. You have any pictures of your finished control panel? Maybe along with visio or any other type of diagrams with some measurements? It would sure ease a lot of the pain for me!

Thanks,
Oliver

--- End quote ---

I have sketchup files.  Mine isn't done yet though, but I can give you what I have.  I think I'm likely to move the thumb button down a bit, and add a 2 or 3 inch lip on the front to give more palm space.  I'll put up the sketchup file later along with a picture of the latest prototype.  I think the last picture up here is where it is at right now with the two changes that I mentioned.
GaryMcT:
Here's the current sketchup file:

home.comcast.net/~g.mctaggart/defender custom control panel9.skp

Might want to ignore two buttons at the top. . those were there as a test to see how useful the slot where the Defender joystick fits in would be for putting some buttons.  Not so good.  Things that are going to change beyond this:

1) The thumb buttons are moving lower
2) There will be tiny admin buttons on the top row that can fit in 3/4" wood/MDF without sticking out the bottom since there is no clearance for anything up there.
3) There will be a 2" or 3" lip on the front to give more wrist space. . there isn't enough as there is, and it falls in a really bad spot on my hand.
4) The panel height is actually a bit short here. . . this is the height of the bottom of the panel, where the top is 1/8" taller.  I made it shorter for the prototyping so that I don't have to deal with the angled cut or route.

I'm going to start on a new prototype soon with all these changes soon if you want to wait.
GaryMcT:
I'm excited!  I'm quickly getting to the point where playing games on my machine doesn't drive me crazy!

I fixed triple buffering in D3D with Mame.  It was waiting on vsync even though it didn't need to with triple buffering.  This makes all the audio sync problems with triple buffering go away! :)  I don't know how to fix it with ddraw yet (or if it can be fixed).  I'm really glad I didn't have to go to Linux to get something that I'm happy with (yet at least).  I think triple buffering will keep me from wanting to go nutso and use linux to get the correct resolution *and* refresh rate.

The only thing visually that I need to fix now is to:
1) fix a few resolutions here and there that aren't good. . mostly the ones that are letterboxed for vertical games.  I plan on having a vertical cab for these in the long term, but I should be able to do something better for now.
2) fix the desktop 800x600 mode that went south when I used soft15khz. . . need to figure out what the modeline is for that.  The one that the vidcard had in the fiirst place was fine.
3) possibly set up a 1024x768 interlaced mode?  I think d9500 supports that. . not entirely sure.
4) fix the pixel centers in D3D mode.  It shouldn't be too hard to get the pixels to line up exactly like the do in ddraw.  I may have to do this if I can't figure out how to triple buffer properly in ddraw.

Now onto the next control panel prototype!!!!  :)  Errr, more like on to Robotron for tonight.
GaryMcT:
OK, so my patch for fixing sound-syncing with triple-buffering isn't a 100% improvement.  You still get some occasional tearing.  I'm definitely using it as it's better than sound not syncing.

Here's the thread I started about this with the diffs:

http://forum.arcadecontrols.com/index.php?topic=95005.0

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