Build Your Own Arcade Controls Forum

Main => Consoles => Topic started by: chris.arney on June 05, 2012, 08:06:19 pm

Title: New Xbox USB Interface Board!!
Post by: chris.arney on June 05, 2012, 08:06:19 pm
I've been wanting to build an arcade cab for years, and have only now started working towards one. I decided to use an Xbox, but wasn't satisfied with the various ways of connecting buttons and joysticks to the Xbox. Not that any of them are bad, just none of them were exactly what I was looking for, so I decided to build my own. I wanted to have something that was clean to connect to (unlike soldering directly to an existing gamepad). I also wanted one board that everything plugged into. So, here is my first stab at it! Xbox CoinOps USB Joystick (http://www.youtube.com/watch?v=1RS9XQjfFnE#) Let me know what you think!!!
Title: Re: New Xbox USB Interface Board!!
Post by: sharpfork on June 06, 2012, 10:33:04 am
Cool project:

I asked you a bunch of questions on the coinops forum.  Here, I'll just say I'm sure folks would like more info about price and two player model.

I'll point out a few of my opinions:
Title: Re: New Xbox USB Interface Board!!
Post by: chris.arney on June 06, 2012, 07:57:37 pm
I'm going to design it to support up to 4 players on one cable on the Xbox and PC. PC support is easy. Right now I know very little about the PS3 USB interface. I have researched the DC controller protocol in the past. It's kind of weird, but I think I could eventually add support for it.

I hadn't seen the DualStrike before. It's the closest to what I was looking for when I started looking around for what I want in an arcade cab. I'm going to have to research it further.

I don't know what it'll cost yet. I haven't finished selecting the final processor or all of the features. I'm leaning towards an ARM.

I'm not really trying to make tons of money off of this. This is more for fun. It seems like a really nice challenge. I'm open to suggestions for features, etc...
Title: Re: New Xbox USB Interface Board!!
Post by: sharpfork on June 06, 2012, 10:13:29 pm
I'm going to design it to support up to 4 players on one cable on the Xbox and PC.

For 4 players, you are likely going to have to have 4 xBox cables, one plugged into each controller port.  Some emus might let you remap but not all of them will.  I'd think about doing two cables since not many folks run 4 player cabs.  Those who do just buy two.

You should talk with degenatrons too.

Title: Re: New Xbox USB Interface Board!!
Post by: chris.arney on June 07, 2012, 10:54:49 am
For 4 players, you are likely going to have to have 4 xBox cables, one plugged into each controller port.  Some emus might let you remap but not all of them will.

Which Xbox emulators don't let you remap buttons? I'm interested in having the ability to support multiple players on one connector, so I can do a 4 player cab with 2 light guns. That's not to say that a person would have to use one to support 4 players, but that's what I want.
Title: Re: New Xbox USB Interface Board!!
Post by: johnm on June 07, 2012, 11:27:42 am


Wouldn't you need an individual pin for every action? common, 4 for joystick, a,b,x,y,white,black, start and back and 4 optional for triggers and stick buttons. Thats a lot of inputs for 4 player support on one board.
Title: Re: New Xbox USB Interface Board!!
Post by: 404 on June 07, 2012, 11:38:11 am
I think this is a great idea considering there is practically nothing like it at the moment. I will however have to agree with PBJ to an extent. The issue here is that the xbox is quite old and xbox controllers are very cheap these days. Depending on the hardware used, it might just be cheaper to hack an old controller.

the tech enthusiast in me is still interested in this.
Title: Re: New Xbox USB Interface Board!!
Post by: chris.arney on June 07, 2012, 11:49:09 am
Yep, that's a lot of buttons! It's going to be somewhere around 100 for all the player buttons and other controls. I've got a good solution for that, but I haven't been able to prototype anything else yet. So I'm not going to talk about it till I know it works. But I don't want to do a matrix or anything. I'm waiting for another development board to get in to try a couple of other ideas.

My primary goal is to fit my needs, then adopt it to a wider crowd. I'm not trying to make a million bucks, so if no one wants one, I just won't sell any. No big deal. I mostly just want it to fund itself, and my cab. I do think I've got some great ideas that people will love, but I don't really like to talk about them much till I get them working.
Title: Re: New Xbox USB Interface Board!!
Post by: sharpfork on June 07, 2012, 11:57:58 am
Which Xbox emulators don't let you remap buttons? I'm interested in having the ability to support multiple players on one connector, so I can do a 4 player cab with 2 light guns. That's not to say that a person would have to use one to support 4 players, but that's what I want.

So the xBox is expecting each player to be plugged in a separate port.  Unless you have some magic like code that drives a multitap type device that allows you to push something like p2 button X through Player 1's port, you are going to have trouble.  I found that some emus support keyboard encoders so hooking up an iPac via USB worked but not predictably.  It only really worked in the mame core.  Console emus didn't let me map to anything other than standard gamepad buttons.

I think this is a great idea considering there is practically nothing like it at the moment... The issue here is that the xbox is quite old and xbox controllers are very cheap these days. Depending on the hardware used, it might just be cheaper to hack an old controller.
If it is super cheep or open source that folks could program an AVR for, focusing on the xBox 1 only would be OK.  If you can solder, a pad hack is way more cost effective.  I am finding s and duke controller for about $3 US these days.  This kind of solder-less solution would be cool for people who are building coinOps based cabs.

If I knew how to code for this kind of thing, I'd either:
http://etokki.com/Xtokki360 (http://etokki.com/Xtokki360)
http://dx.com/ps2-playstation-2-to-xbox-controller-converter-24856?item=2 (http://dx.com/ps2-playstation-2-to-xbox-controller-converter-24856?item=2)
http://dx.com/p/ps2-to-wii-controller-adapter-54000?item=15 (http://dx.com/p/ps2-to-wii-controller-adapter-54000?item=15)
http://dx.com/p/ps2-to-ps3-controller-converter-cable-50cm-32611?item=17 (http://dx.com/p/ps2-to-ps3-controller-converter-cable-50cm-32611?item=17)

Title: Re: New Xbox USB Interface Board!!
Post by: degenatrons on June 07, 2012, 12:29:34 pm
Hey,  AVR boards are a good place to start,  as some come with bootloader and built in USB lines.

I have tried running a cut down version of dualstrike firmware for xbox only on an AT90USB162 (Minimus AVR) but the board was not up to the job. 

I will be trying the same on an ATMEGA162 board (Pro Mini Arduino).  They arrived in the post today.  These are super small.  No USB plug,  but that is no big deal.
This is the same hardware as DualStrike uses so I am hoping for more success with this chip.

I am happy to discuss stuff if you need to bounce ideas.  I won't be competing against you, lol ;)  If you need any help then just give me a shout.  It is great that people are still actively developing on this console.
Title: Re: New Xbox USB Interface Board!!
Post by: sharpfork on June 25, 2012, 04:11:22 pm
Any updates?
Title: Re: New Xbox USB Interface Board!!
Post by: chris.arney on June 26, 2012, 11:55:35 am
This has spawned a whole new project for me. I've planned out the new project, but have only received some boards to start working on the software this week. So I probably won't have any new updates for a while. But I'm really excited about this new project! It's way more awesome than I was originally planning. It's using processors that I've never played with before. It's gonna be awesome! But it'll probably also be a little slow getting started.
Title: Re: New Xbox USB Interface Board!!
Post by: sharpfork on June 26, 2012, 03:15:35 pm
it'll probably also be a little slow getting started.

When you get an idea of price, let us know.