italie |
MAME owes italie many thank yous, hah
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Reged: 09/20/03
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Posts: 15246
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Loc: BoomTown
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Re: Quick market survey - USB controller "controller"
12/15/11 05:39 AM
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- If two trackballs are supported, that should equate to 4 spinners (warlords). > Wiring could probably be slaved off the same inputs, with a toggle pin to kill the > signal to the unused devices. A button setup could be programmed to scroll thru the > devices, enabling or disabling them in sequence. Possible LED lights up the active > controls. > > - I dont think there are any games that use a trackball and a spinner together, so > alternating them would be a nice way to have more controls off one controller board.
yeah, you could dice up the 4 axii any way you wanted really.
> - True arcade motor support would be nice. Such as being able to drive a real > high-current force feedback wheel, or outrun shaker motor directly. Other desired > outputs, would be 30v coil output support for both T2 guns, Qbert knocker, and maybe > at least 3 coils for pinball support. (left&right flippers, and one coil for anything > else activated) > > Andys board only outputs 5v I believe.. and so unless you are a guru of > electronics.. which most of us are not... theres no good solution for easy plug and > play wiring up of coils & motors. No kickback on Time Crisis guns, T2 guns...etc. > Which is quite sad. Howards 'Mamehooker' supports the devices.. but we need a way to > actually interface with them hardware-wise.
If MAME throws an output, I'm sure they could be integrated. I wouldn't so much be concentrating on powering items like that, but I could very easily throw out trigger lines to support external relays. PWM controlling is also possible
> - Does that mean each wheel has 3 analog pedals with it? > Two Race Drivin machines linked would equate to 12 pots: > > 2 ten turn wheel pots > 2 analog gas pedal > 2 analog brake pedal > 2 analog clutch pedals > 2 shifter X pots > 2 shifter Y pots > > Not only would making a device to read a 10 turn pot be completely Epic.. (people & > mfgs would start building their own race-drivin wheels.. or maybe use of 900 degree > wheels?), but also, the analog shifter design of Race Drivin is far superior to any > switch based shifter. Its durable as hell, and could be programmed using custom > software, to be used in many different gear configurations. (just have to swap the > top mounted restriction plate)
I'm not sure where you get all of those pots from, shifter and clutch pedals were generally digital inputs on most racing games. I could probably handle up to 24 independent pot inputs with some creative muxing, but that is something I'd really have to work with carefully.
> - What about true 12 position mechanical rotary joysticks for games like Time > Soldiers and Ikari Warriors? > > - And 49 way optical joystick support? for Sinistar alone, its worth it.
My thoughts are to have all the input settings hot flash-able via a GUI, so as long as you don't mind chewing up 10 inputs or so per controller it would be completely possible.
> as well. I might even toy with the idea of wireless or bluetooth if they seem worth > it. > > - IMO, I could care less about wireless. That just means money spent on batteries. > Also, wireless stuff only last so long before they eventually give out. >
Just a thought. Might be worth it for smaller setups, and with the rising popularity of HTPCs
> Other things desired, that currently are not on the market: > > A custom pinball controller device: > - hooks to pc > - programs it via pc, upload to onboard ram/flash chip > - easy programming mode: drag and drop w/ pulldowns & checkboxes. minimalist if/then > basic, similar to gary kitchens game maker of the c64 days, if needed. (no defining > variable crap, or difficult/complex commands & scripts needed, but still able to make > great things) > - Advanced Language support for the Gurus. > - 5 speaker output. Surround + Sub. > - Lighting: Flashers, Leds, Typical pinball bulb lamps > - Able to activate videos / music / sounds from a pc, if desired. (lcd based backbox > animations) > - Large number of high current coil and motor support. > - Hall, Optical, and Mechanical swtich support.
This ~would~ be the coolest farking thing in the world, but would require ungodly amounts of tech if you were going to make it even partially universal. Kinda like a programmable Ne-Wumpf, right?
> - Use of webcam via pc, for taking pics, and or possibly as an additional sensor, > using advanced kinnect style captures. > (possible used overhead, as a failsafe that can tell when a sensor / device is no > longer working properly.. and the game can adjust to compensate) > - coil power output adjustment ability. Can tweak strength of voltages, for machine > thats losing some power.. and or to adjust the coils precisely for better gameplay. > > Theres a lot of interest in real pinball now, partially because of virtual pinball / > pinmame. However, theres no easy to set up way to replicate a real machine.. nor > design your own machine. Partly because most artistic / creative people just dont > have a programmers mind. Or dont have the easy to wire electronics needed to realize > something. You could say that its like keyboard/joystick encoders: Once they became > available... all sorts of people started making their own arcade controllers. > > This is something that could save Pinball from disappearing completely, and the new > interest would spur new part runs... rather than stock vanishing completely, and > never being re-ran.
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