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Warlords 4 LED (start button) support

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SirPoonga:
howard, right, you expanded on what I said.
"Though it probably would be better if on a per game basis (which can be done with something like ctrlr files) to dictate which pin on the parallel port is going to be used for which led in the game. "

Again, wait until the LED stuff is out.
You could get mor than 8 from a parallel port.  There's control pins that can be set.
If you make a simple PIC circuit and use the ctrl pins like a shift you can create more TTL level outputs.

Buddabing:
No need to reinvent the wheel. Gl.tter has already worked all this out in his Light Signal Engine.

SirPoonga:

--- Quote from: Buddabing on August 12, 2005, 04:18:13 pm ---No need to reinvent the wheel. Gl.tter has already worked all this out in his Light Signal Engine.

--- End quote ---
Right, isn't he just working on a way to signal to the LEDS.  IE a software interface to the leds?

How mame is going to do it needs to be figured out to.  Like I said, best thing to so is probably write an add-in that works in the osd_set_leds that detects the game, looks up something like the ctrlr files but define what led does what, and use glitter's stuff to actually light the led.

Howard_Casto:
Well the thing is....  the only reason to use the parallel port over the serial or usb ports is the cost factor.  Using the straight data pins the cost is about 3 bucks tops.  The more complicated the circuit, the greater the cost. 

I for one would rather spend all my money on super bright leds and solenoids/relays rather than a 50 dollars for an "ipac-like" interface board.   Although there are definately more than 8 possible output costants, I seriously doubt that any one game (or one mame cab)  uses more than 8 controllable outputs.  Plus you still have the keyboard leds if you are a glutton for punishment, so that's 11.

Buddabing:

--- Quote from: Howard_Casto on August 12, 2005, 04:29:01 pm ---Well the thing is....
--- End quote ---

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