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KeyWiz 1.5 & Assigning 2 buttons to one command???

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Tiger-Heli:

--- Quote from: SavannahLion on November 13, 2007, 02:16:13 pm ---WIth careful wiring or purchase of an adapter, the Shazaaam! allows you to eek out an additional 24 inputs on top of the existing 32.

--- End quote ---
I agree with SavannahLion, but I do want to clarify, the adapters can give you an addition 24 ADMIN inputs.  You can't use them for action inputs b/c when you send the Shazaaam! input, it Shazaaam!'s any other input as well.

stace:
OK This is how its looking.......

Keywiz Has 32 Inputs

My config - Not all on the CP!

Player 1
Joystick    - 4 inputs
6 buttons - 6 Inputs

Player 2
Joystick    - 4 inputs
6 buttons - 6 Inputs

Enter        - 1 Input
Exit           - 1 Input
Pause       - 1 Input

Tab           - 1 Input

Player1     - 1 Input
Player2     - 1 Input

Coin1        - 1 Input
Coin2        - 1 Input


Pinball

Left Flipper - 1 Input
Left Nudge - 1 Input

Right Flipper - 1 Input
Right Nudge - 1 Input

Plunger        - 1 Input


Total of 33 Inputs  :banghead:

Fozzy The Bear:

--- Quote from: stace on November 13, 2007, 02:44:01 pm ---Pinball

Left Flipper - 1 Input
Left Nudge - 1 Input

Right Flipper - 1 Input
Right Nudge - 1 Input

Plunger        - 1 Input

--- End quote ---

OK I see where you're going wrong.... Pinball...  I hit my head against a wall with this one for a while as well. Till the guys on here straightened me out with it..

Look at it this way... You're not going to be using your six buttons per player when you're playing pinball.  Connect your pinball buttons to the same contacts as your normal player 1 (six buttons) and player 2 (six buttons). That gives you 12 inputs to use. Then all you have to do is map the controls in your pinball game to use those inputs.  OR if the particular pinball game doesn't have mapable controls, then create a pinball profile for the keywiz itself and you can play your pinball game with your pinball buttons.

Best Regards,
Julian (Fozzy The Bear)

Tiger-Heli:
Fozzy typed faster than me.

I would combine the pinball inputs.

Most likely map left flipper and nudge in parallel with P1B5 and P1 B6 and right flipper and nudge with P2B5 and P2B6.

Only drawback to this is if someone mashes the flipper buttons in a 6-button game (Street Fighter) or mashes the 5 and 6 buttons in a pinball game, it would be bad, but classic games with 3-buttons would be unaffected.

That takes you down to 29 inputs, so you should be good.

Keywiz uses MAME defaults, so if you're Pinball Emu keys are assignable, just reset them to match the MAME inputs.

If they aren't, you just need to re-program the KeyWiz to match - you will need to do this each time you re-boot, but you can run the programming utility from a shortcut, so it happens in the background.

Post back if you have more questions.

SavannahLion:
Whoops, forgot to mention that. Thank you Tiger-Heli.


--- Quote from: stace on November 13, 2007, 02:44:01 pm ---Enter        - 1 Input
Exit           - 1 Input
Pause       - 1 Input

Tab           - 1 Input

--- End quote ---
I was going to suggest Shazaaam!, the above. You'll go down to 29 inputs. Use the data lines from Player and Coin 1 & 2 to minimize any conflicts during play when hitting the Pause button.

But Tiger-Heli's and Fozzy's method don't require the use of diodes. Mine would.

Hell, now that I think about it. You could gain even more free inputs if you combine all our techniques.

In any case, If you need help with wiring, let us know.

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