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I need mouse buttons on my CP ;(

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DaveMMR:

--- Quote from: EVEGames on August 22, 2010, 10:49:58 am ---I have that kind of set-up - Player 1 Start is my Shift - and I have problems with it all the time.  It can happen any time you are playing a two-player game... player 2 is mashing away at the buttons, your guy (player 1) loses a life and you need to tap Player 1 Start to get back into the game.  If you don't tell player 2 to stop playing for a second, there's a good chance you will unintentionally trigger a shifted function, as you hit shift and he hits a random button at the same time.  And if you are using a shifted function to "insert quarters", you really have to tell player 2 to stop while you do that, or you're hosed.  
There are ways around this... like don't map any shifted functions to any of Player 2's buttons, or have a dedicated shift button other than Player 1 Start.

-EVEGames

--- End quote ---

The problem is that you have the buttons that trigger the function the OPPOSITE of the start button you're using for shift.

My shift is Start Player 2 and only the Player 2 Buttons are the ones that trigger any function.   Pressing start usually means you're not playing anymore and have no need to pound on your own buttons.  (BTW - This is not only by choice but by design.   My buttons are hooked up to the U360 and, as far as I know, one can't shift the other's buttons and vice-versa.  As you pointed out, it's better that way anyhow.)


--- Quote ---2 buttons will be mounted under my CP for LMB/RMB along with a couple more (TAB etc..)

Thanks for your input guys, but shifted buttons aren't the right route for me.

Too much scope for accidental triggering of unwanted input and I have plenty of free inputs available to cover my requirements.
--- End quote ---

I bought a Radio Shack button for "Exit" (used to be shifted but way too much trouble explaining to people how to quit out and that DID lead to accidental presses like entering the menu, etc.)   You can get them pretty small so they don't take up much real estate (unlike a regular button).  

DeLuSioNal29:
You could always add a 4 way on the top somewhere?  Any pics of your control panel?  I made the two buttons for the 4 way the mouse buttons.  I can easily assign them in MAME to be buttons 1 and 2 along with the normal 1 and 2 on the 8 ways.  My console emulators use the 8 ways so I don't have any issues assigning those normal buttons.

D

jimmy2x2x:
This is where I am at the moment



Its a scrap piece of wood which I am using until I finalise the CP

I am thinking of possibly moving the spinner to underneath P2 joystick to give a little more room for Golden Tee, boxing off the underside of the extrusion where the trackball is and having p1 coin/start + 'P' button of the left wall of this box, p2 coin/start on the right side, mouse buttons on the left underside, 2 admin on the right underside

the 'P' button will pause in game, or when held down for 3 seconds will exit the current emu, held down for 5 seconds in Maximus it will shut down the cab.

EVEGames:

--- Quote from: DaveMMR on August 22, 2010, 09:26:37 pm ---The problem is that you have the buttons that trigger the function the OPPOSITE of the start button you're using for shift.

My shift is Start Player 2 and only the Player 2 Buttons are the ones that trigger any function.   Pressing start usually means you're not playing anymore and have no need to pound on your own buttons.  (BTW - This is not only by choice but by design.   My buttons are hooked up to the U360 and, as far as I know, one can't shift the other's buttons and vice-versa.  As you pointed out, it's better that way anyhow.)

--- End quote ---

Very true, Dave, and that's a good solution.  My problem is, I have Shifted values for every button on my control panel (including my pinball flippers and plunger button).  It may seem over-the-top, but if you like Commodore64 or Amiga games like I do, you really need a full set of Function keys (F1 - F12).  Before someone points out that C64 only went up to F8, which is true, I use a C64 emulator which requires F10 to get into the menu (to swap disks), and WinUAE requires F12 to do the same.  You also commonly need to enter 'Y' or 'N', and the numbers 0 - 9.  The down side to all this?  Sometimes Player 2 accidentally triggers something funky in MAME when Player 1 hits Start.  The upside?  I rarely ever need to pull out a keyboard, even when running computer emulators.  ;)

-EVEGames

DaveMMR:
Well then, yeah, you need to shift the whole lot of them (which, to me, is still better than a cluttered panel but I can see the problem there).

I have not researched this but I wonder if anyone ever thought about an "on-screen" keyboard for these emulators for the sake of arcade cabs.  This way, you hit one button and an on-screen C64 keyboard pops up for those keys you hit once or twice during a game.  Or another solution, being able to map individual buttons for a particular game.  I can't imagine wanting to play "Maniac Mansion" or similar on the cab, it can be useful for action games that need the occasional keyboard interaction.   

I don't know - just thinking out loud there.

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