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Started by mrbee - Last post by PL1

This video gives you some good information about relay modules that might help you find one with the right features.

It focuses on Arduinos, but your coin recognizer signal will work like an Arduino output configured for "active low".



Would this one be better? https://www.aliexpress.com/item/1005006151364343.html?spm=a2g0o.order_list.order_list_main.17.59d51802fa9FNl-
Looks like this one is "active high".

This video of a similar module shows it being triggered by 12v at 4:00 - 4:15 so it is an "active high" device.
- I don't see any jumpers for changing the input between "active high" and "active low" mode on either of the boards.



The coin mech I will be using is a TW-131
That model looks like a standard 12v "active low" coin recognizer.

The good news is that these devices have an adjustable pule width so no worries about the coin signal not being long enough to trigger a relay.

You will need a 5v Zener diode if the input is 5v.
- Connect the cathode (band side) to the signal line.
- Connect the anode to ground.
- These connections reverse-bias the diode and allow it to work as a voltage regulator.
- The signal line to the left of the diode will be at 5v.



So if i connect the trigger line from the coin mech into this modules trigger connection, and also the trigger connection into a zero delay - you are saying that this would surge 12v into the zero delay unit?
The output on the coin recognizer is 12v so without a 5v zener diode to regulate the output down to 5v, it will fry any 5v encoder.

The larger problem is that your coin recognizer is "active low", but most ZD encoders are "active high".

To test if your ZD encoder is active high or low, put the black lead of your multimeter on the USB outer shell (ground) and put the red lead on one of the tied-together "common" input connector pins -- they are the ones closer to the edge of the board.
- If you have a 5v "common", it is an "active high" device.
- If you have a 0v "common", it is an "active low" device.

You can see the wide light-green "common" backplane running along the outer edge and connecting with the outboard pin of each wire pair connector on the near side of the board.


-----------------------

To use your active low coin recognizer with an active high ZD encoder and an active high time-delay relay, you need to add a second relay module that is active low as shown in the attached image.


Scott

Started by argonlefou - Last post by purbeast

Yeah I have a pretty unique setup with my happ 45 guns running on a USB2GUN board which makes Windows see actual light guns as analog sticks.

Thanks though I will see if I can find some kind of "key2mouse" type of thing to map my V key to the middle mouse button for this.

3   Main Forum / Re: Dynamo Cabinet identification helpon Today at 08:22:55 pm

Started by 04silvy - Last post by 04silvy

After scouring on and off all day it appears front cab is a dynamo HS-16.  Kind of an ugly cab but seems rare nonetheless. Also seems to have lived it's life as only police trainer.  The rear cab however was definitely something with joysticks originally, then target terror , then police trainer.  I still am stumped on the joystick and button layout.  So if anyone knows what layout looked like this it'd be much appreciated.  Figured I'd post the info about the HS-16 just for future help for someone.

4   Main Forum / Re: Dynamo Cabinet identification helpon Today at 07:38:06 pm

Started by 04silvy - Last post by 04silvy

Also just in case this gets engagement.. I do believe the back cab was a HS-27 but what game would it have been . I flipped the CP up and it looks like had 2 joysticks and 3 buttons inline and a start button for each player. 

Started by mrbee - Last post by mrbee

Would this one be better? https://www.aliexpress.com/item/1005006151364343.html?spm=a2g0o.order_list.order_list_main.17.59d51802fa9FNl-
The coin mech I will be using is a TW-131

So if i connect the trigger line from the coin mech into this modules trigger connection, and also the trigger connection into a zero delay - you are saying that this would surge 12v into the zero delay unit?

I will have to use a multimeter when this arrives and see what voltage its outputting from the trigger point i think is best.
thank you for your advice!

I think this one ive linked is better than the module i linked first, mainly because it has an independent trigger connection. but will have to see.
If the coin mech data line isn't sending a strong enough signal, i will fit a manual lever switch so that the coin will fall and that switch and send the signal to the module and have the data line for the coin mech go to the zero delay unit.

Started by argonlefou - Last post by argonlefou

Oh....sorry this is my fault, I (wrongly) assumed that your gun was an IR-based gun

It looks like you have an analog-based mounted gun, if you have to choose a joystick like Device

Unfortunately, virtual buttons were not added for that kind of device....only for mouse-alike guns😞

7   Main Forum / Dynamo Cabinet identification helpon Today at 12:15:18 pm

Started by 04silvy - Last post by 04silvy

Hi all.  Been a long time lurker but first post.  I need help identifying a couple dynamo cabs.  The one in the back I'm pretty sure is a HS-27 . But the one in the front with the angle monitor kind of stumps me.  Any ideas?

Started by argonlefou - Last post by purbeast

Okay I am a bit confused as to how to set the virtual button to the keyboard but also have my joystick set for my lightgun for P1 device.

It seems like from the GUI if I pick the Keyboard device, and set virtual mouse middle button to V, then I have to save it with the keyboard set as the device.  In that case, my guns don't work since I don't have the joystick set for the P1 device. 

I tested it out with the keyboard set as the device and the pedal does in fact do the bullet time as expected, but my guns aren't working since the joystick is not set to the device.

The I tried switching back to my joystick for the gun while having the virtual key set in the keyboard config, but then just the guns/tracking works fine and the pedal doesn't.

Am I missing something as to how you can mix these configs?

Started by argonlefou - Last post by purbeast

Speaking of Virtua Cop, I got Virtua Cop 3 working on chihiro and everything is working great with demulshooter.

I was wondering though if anyone knows what the bullet time button the controller is. 

My gun only has button 1 and button 2 - shoot on screen and off screen - so I don't have the 3rd mouse wheel button on my controller.  I do however have a pedal and wanted to map my pedal to whatever button controls the bullet time if it's possible.  I tried figuring it out but so far no luck.  I have my p1 start button on my cab mapping to the start button on the controller and that works fine.  My pedal is mapped to the V button via a JPAC interface if that matters.

Thanks.
I don't have all the details by memory but as DemulShooter is handling the Bullet Time command with the middle click button, chances are high that it's been disabled (orverwritten) from the native buttons procedure.

If that's the case, the easiest thing you can do is enabling Virtual Buttons in DemulShooter GUI for your Lightgun, then mapping the middle click button to [V] (your pedal keyboard key)
That way your pedal should trigger DemulShooter's middle click event (even if you don't have a 3rd button on your lightgun)

Awesome thanks I will give that a go later on.

And yeah you are correct that the middle mouse button is mapped to it.

When I was messing with mapping the controller to other keys, the Y button on the controller reloads, which is mapped to the right click button on the mouse.  So I thought that you could use both bindings on the controller as well as the default mouse button.

Started by mrbee - Last post by PL1

I have one of these 12v rotating lamps used for construction vehicles, doctors on call and so on.

im building an aliens inspired power loader crate cabinet and the lamp will be placed on the very top.

what id like to happen is when someone inserts a coin, itl trigger the switch pulse, and that would send a signal to a 12v power relay which will turn the lamp on for a certain time and automatically turn off.

its just to give it some character and atmosphere.

ive had a look at this component here https://www.ebay.co.uk/itm/193600567517?mkcid=16&mkevt=1&mkrid=711-127632-2357-0&ssspo=UdLxmPhjSYW&sssrc=4429486&ssuid=PWCfUs5fQ1G&var=&widget_ver=artemis&media=COPY

Just wondering if this would be suitable for this or if there is a better alternative?
Here are my concerns with this module:

1. It's a 12v module.
- If the trigger switch circuit is using 12v, it will fry your 5v encoder unless you use a zener diode to regulate it down to 5v the same way you connect a 12v coin recognizer mech to an I-Pac.
- If there is a 5v version of the module, get that one instead.  Use 5v for the operating power.  Connect 12v to COM and connect NO to beacon to Ground.

2. Not sure if this is an "active low" device like an I-Pac where ground triggers the input or if it is an "active high" device like some -- but not all -- of the "ZD" encoders.
- You can't combine "active low" and "active high" inputs, so you will need an encoder with the same type of inputs as the relay control input.
- There's no datasheet on the e-Bay listing and I didn't find any schematics or useful YouTube videos with this exact type of module so you might have to use a little trial and error to figure out which one it is.  I can walk you through the process.

3. As long as #1 and #2 are OK and the coin switch pulse is long enough to trigger the relay, it should do exactly what you want.
-------------------
Another thing you can do with the relay is wire the NC terminal to some white 12v LED cab lights to Ground.  This will give you white cab lights that are normally on, but when you coin up, the cab lights shut off and the beacon turns on.  To further enhance the effect, wire a strobe or some red LED cab lights in parallel with the beacon.


Scott
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