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Defender cabinet cp layout for hyperspin

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jilted:
Hey there Retro!  My BYOAC mentor!  ;D

I'm mostly interested in the classic arcade games, but the last games I got into in the arcade were Killer Instinct and KI2.  I have to be able to play those properly.  I do enjoy most of the 2p fighter games though.  The initial layout was based off measuring the space needed on my x-arcade stick.  It has 8 buttons per stick.  Also because the u360's have 8 inputs.  Seems silly to waste 1 per stick!  The more I think about it, The more excited I get about making a 2 player Smash TV controller.  As far as the "other buttons" I just figured it would be handy to have an ESC if I am screwing around with random stuff, and I have been utilizing the pause feature for as long as I have been playing with mame.

RetroACTIVE:
Well the U360 does support 8 buttons I think it's likely you would use at max 6 for play 1 for credit and 1 for start per player.  If you are going to add anymore buttons you may opt to throw an IPAC in there.

It's soooo tempting to fill it up but less is more...  one shift button can do wonders  if you have a nicely illustrated CPO. 

Use a wireless keyboard for all the other MAME dashboard stuff.

jilted:
**  Long post, lots of info.  thanks in advance for any input!  **


OK!  So after a long delay, I finally scored a 19" CRT for the cabinet!  That (and work) were my holdups for this project.  I really didn't want to put an LCD in it.  I ended up finding a wells gardner d9500 series with no burn in.

SO...... back to the control panel.

I still want to take advantage of the ease of replacing the cp on a defender cab and be able to have multiple ones.  Even though I will probably only use the "fighter" setup and maybe for a second panel, a dual smash tv one!  A third would probably be a single stick/spinner/trackball one.

My mind still changes over and over but I keep coming back to putting the "default" buttons on the cab itself and not the panel to keep things uncluttered.  To do that I'm figuring I'll need a multi encoder setup.  one for the cabinet itself, and one for the panel (unless I use ultrastiks).

I'm still learning so feel free to call me out on anything or provide input because I don't know best!

For the cabinet buttons, I understand that if I use ipac's i can use shift functions for extra buttons but if I use ultrastiks, I won't necessarily have an ipac on the panel itself. Here's what I am thinking for cabinet buttons:
a.  P1 and P2
b.  coin1 and coin2 (is coin 2 really necessary?)  ((also I may do the coin return hack))  (((also the actual coin mechs work too so why not connect those also)))
c.  I like the idea of a dedicated esc and pause since for instance, I may not have any buttons on a dual smash tv stick.  (I'm still a newb on hyperspin but I believe it supports esc via certain button combinations right?)
d.  pinball flippers and bumps

For the first panel (fighter style)
a.  2 sticks
b.  at least 6 buttons for each player.
c.  maybe a spinner?  seems like one could fit.

I did find a fighter panel online (see attachment) that someone did on a defender cabinet that actually included a trackball.  So a dual fighter alone should fit fine and actually be fairly comfortable.  Keep in mind that most probably the only other player will be a 3 year old haha!  I doubt I will be having a anyone over that will care to play.


Ok now on to hardware... the panel is 3/4" think so I know that is something to take into consideration.

Since I was considering ultrastiks, I was also considering goldleaf buttons for a full no click experience.  also, since the ultrastiks support button inputs, no encoder required.  good/bad idea?

The other consideration so far is a mag stick plus so I can get the true 4 way feel also.  I am not a woodworker, is it easy to make these sticks work fine on a think panel?  If I go that route, standard microswitch buttons and an ipac on the panel for full click experience.

Feel free to make other recommendations as well thanks!



PL1:

--- Quote from: jilted on July 20, 2013, 12:46:57 am ---b.  coin1 and coin2 (is coin 2 really necessary?)  ((also I may do the coin return hack))  (((also the actual coin mechs work too so why not connect those also)))

--- End quote ---
There are a few games like Gauntlet and TMNT where the coin slot used determines which player receives the credit.

You can wire the original coin mech switch in parallel with a switch behind the coin reject.

That way, you can coin up by using a token or pressing the coin reject.


--- Quote from: jilted on July 20, 2013, 12:46:57 am ---c.  I like the idea of a dedicated esc and pause since for instance, I may not have any buttons on a dual smash tv stick.  (I'm still a newb on hyperspin but I believe it supports esc via certain button combinations right?)
d.  pinball flippers and bumps

--- End quote ---
If you're using more than one encoder, you shouldn't need shifted functions unless you really want them.

For lots of good info on pinball flippers and nudge, Use BYOAC's search for posts with "flippers" or "MagnaSave" by author "PL1" -- lots of good info including wiring tips.

Don't forget to include a plunger/ball launch (enter) button as well.

+1 on the Goldleaf buttons, especially for the flippers.


Scott

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