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Arcade Controller Mod Guide: Home System Adaption

by CRTGAMER Thu Aug 05, 2010 12:04 am

Arcade Controller Mod Guide: Home System Adaption
A Two Part Guide, a set of Gamepads then a Zaxxon Arcade Controller Mod in the second Reply.


My other controller mods:
Tatsunoko vs Capcom Fight Stick Mod Stage One - Dual Stick Select
Arcade Spinner Mod: Tempest Inexpensive Method
Twin Stick Mod Guide: Console Arcade Method
NES R.O.B Interactive Mod Guide

For a great FPS controller get a Spitfish EdgeFX.

Another PS1 and PS2 Mouse approach:
PS2 Smart Joy Frag Mouse and Keyboard Adaptor Review and Mod

MODIFY YOUR CONTROLLER TO THE PC, MAC AND HOME CONSOLES
I decided to do another article concerning a more elaborate mod, adapting an existing controller work as a PC Keyboard and to function on multiple systems. Here are two different controller Mod setups, each offering a unique capability. You can use these ideas on your own favorite controller or custom build assembly. The modded controller pics are at the bottom and in the second Reply.

PC and MAC computers:
Most emulators support USB controllers, but there are EMUs, Flash Games and Home Brews that only rely on the old standby keyboard. Luckily most use ARROW keys for movement and SPACE BAR, CTRL and ALT/OPTION Keys for fire.


TWO PLAYER GAME PAD KEYBOARD ENCODER FOR PC AND MAC

SIMPLE USB METHOD
The I-PAC USB Keyboard encoder is a great easy way to adapt any digital controller. A simple matter of attaching arcade controller to the appropriate labeled wires. The Encoder is then attached to the computer via USB as a spare keyboard. Unfortunately because of DOS incompatibility and driver issues, this is not an option for me.
http://www.ultimarc.com/ipac1.html
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ALL OPERATING SYSTEM METHOD
I use an older keyboard encoder with a PC PS/2 connector. This allows full compatibility with all operating systems and no drivers are needed.

PC PS/2 Cable plugs - Purple for Keyboard and Green for Mouse.
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Add a PC PS/2 to USB Adaptor for the MAC
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I removed the small encoder PCB out of an older keyboard and ignore the matrix layout. The matrix could be traced, but chance of not following the traces correctly. Best to remove the PCB and do an actual test method. I hook up the keyboard PCB to the PC and tested the contacts connecting two pins at a time with a wire while running a keyboard test program such as Checkit 3.0. A word processor could be used, but identifying the special keys won't work. A careful and patient jump of the wire to get the results, two contacts at a time. Decide what keys you would like to use. Identify each key say pin 3 and 6 for the letter X, and write it down on a sheet of paper. Eventually you will have a long list for all the buttons.

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Encoder is small enough, I found easy to enclose it in its own plastic project box. Since there are LED lights on the encoder, easy matter of mounting to expose the NUM, CAPS and SCROLL LOCK Lights. A cosmetic bonus that also indicates power available. But wait, what if you are playing Mame and want to play another Arcade game rom? Throw an ESCAPE button in the box and solder that one up too. Menu ARROW Keys and RETURN Keys are part of player one controller.

MAME DEFAULT KEY
The goal is to get the desired default old DOS MAME control layout. This includes the ARROW Keys, CTRL, ALT, SPACE, LEFT SHIFT and RETURN keys which should cover most games. Note that current versions of Mame moved the coin and start buttons around. Having the RETURN and ARROW keys comes in handy to control the Mame menu from the Game Pad.

PLAYER ONE
R1 - Coin (RETURN)
L1 - Start (1)
Up - Up Arrow
Down - Down Arrow
Left - Left Arrow
Right - Right Arrow
Button D4 - Left Control
Button E5 - Left Alt
Button F6 - Spacebar
Button A1 - Left Shift
Button B2 - Z
Button C3 - X

Image

PLAYER TWO
R1 - Coin (5)
L1 - Start (2)
Up - R
Down - F
Left - D
Right - G
Button D4 - A
Button E5 - S
Button F6 - Q
Button A1- W
Button B2 - C
Button C3- V

Keyboard ghosting not a problem as long as not too many buttons are pressed at one time. With two player controllers attached, could present problems, though I have had good results. I think because most of the two player games only uses the first two or three fire buttons as in METAL SLUG.

If your controller has no internal PCB such as a custom build, then just match up each pair of wires from the controller switches to the appropriate pins you wrote down. If you have a controller with a PCB, be sure the traces are isolated from each button. Again two wires per button needed so be sure to leave enough trace for a solder pad.

All the wires together are daunting nightmare to follow, so just go two at a time. Bear in mind you may have say four wires going to pin five of the keyboard encoder. Best to solder the four wires to a single lead first then to the pin on the keyboard encoder.

A great site, goes into detail of soldering wires to a gamepad:
http://www.slagcoin.com/joystick/pcb_wiring.html

Image

You can go an extra measure and give the controllers each its own connector. This will be an advantage for future custom controllers. Idea is as not having to make up additional keyboard encoder boxes. Or in the case of TWO controllers if one fails, simply swap the connecters. Note that connectors won't work for a sound card game port, only this custom arrangement.


TWO PC PS2 KEYBOARDS WITH ONE COMPUTER

Okay here is how to get two PC PS2 keyboards to work. This also is fully compatible to DOS, WIN and MAC, no drivers needed.
Not just a cable splitter, but a full microprocessor inside, independent of drivers:
www.xkeys.com wrote:Connect any two standard PS/2 type keyboards to a single keyboard port on your computer. An internal microprocessor transmits data from the active device to the port. Switching between the two devices is instantaneous.

http://xkeys.com/index.php

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There are also various KVM auto switch boxes. Another great option, be careful of driver compatibility. Could be an issue if USB powered especially for DOS Mame.
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A PC Keyboard related note
If you play any games with the keyboard, the WINDOWS key between the CTRL and ALT keys can be frustrating. The Caps Lock Key too can be annoying sometimes. You can disable both Windows Keys or just maybe just the left key with a simple Registry fix.

Win XP - http://johnhaller.com/jh/useful_stuff/disable_windows_key/

Win 7 - http://www.howtogeek.com/howto/windows- ... d=noscript


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On to the Zaxxon Multi System Mod, see the next Reply.
Attachments
PC MAC PS2 Keyboard Encoder 02a.jpg
ONE WIRE AT A TIME TO ENCODER ITS UNDER THE BLACK TAPE, TWO WIRES PER KEY, A CRAP LOTTA WIRES. ESC BUTTON ON THE RIGHT.
PC MAC PS2 Keyboard Encoder 02a.jpg (113.33 KiB) Viewed 13680 times
PC MAC PS2 Keyboard Encoder 03a.jpg
ONE WIRE AT A TIME TO EACH BUTTON CONTACT, TWO WIRES PER BUTTON. ISOLATE BUTTON TRACES.
PC MAC PS2 Keyboard Encoder 03a.jpg (102.64 KiB) Viewed 13668 times
PC MAC PS2 Keyboard Encoder 04a.jpg
DOS-WIN-MAC KEYBOARD GAMEPADS WITH CONNECTORS - BOX HAS ESCAPE BUTTON KEY AND NUM-CAPS-SCROLL LOCK LIGHTS.
PC MAC PS2 Keyboard Encoder 04a.jpg (159.42 KiB) Viewed 14310 times
Last edited by CRTGAMER on Sun Jan 18, 2015 9:37 am, edited 59 times in total.
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Re: Arcade Controller Mod Guide: Home System Adaption

by CRTGAMER Thu Aug 05, 2010 12:05 am

ZAXXON ARCADE CONTROLLER MULTI SYSTEM MOD

The actual Mod pics at the bottom of this Reply.

Same principles as the above post, but I wanted this one to be independent of that plug in encoder box. Consequently this Arcade Stick got its own PC PS2 Keyboard encoder. But I also wanted to add PSX compatibility and why not throw in the old Atari 2600 and Commodore VIC20-C64 Game port as well. The big break here was no PCB in the Zaxxon Controller, just a matter of following each button. but wait a minute not enough! All the Zaxxon Arcade Controller has is three fire buttons, four direction buttons and two player start buttons at the base. The three fire buttons are actually only one lead, One on the stick and the other two for right hand or left hand players.

Image

MAME and the PSX family has a lot more buttons. So I had to go from Zaxxon controller of nine buttons to PSX fourteen buttons. There is also the layout of left and right handed player on the Zaxxon Controller. A shopping list from HAPP Controls was in order.

Image Image

http://www.happcontrols.com/pushbuttons/pushbuttons.htm

Might as well go all the way and keep the controller a Righty-Lefty as well, double the order of buttons. Hey, that coin Reject Button is a must have, added with a microswitch it become an active button not just a coin slot-return drop.

Orange is the "de-facto" standard! Not these colors:
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This one! Well the one I got says HAPP, at least its orange.
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I use a good quality Unibit step drill, careful not to step too far! Be sure of clearance under the panel when planning your layout. This baby is a monster, eats right through that steel!

Yes, there are bigger sizes. ¾ size for clarity.
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The goal is to get the desired default old DOS MAME control layout. Note that current versions of Mame moved the coin and start buttons around. Having Return, TAB and P comes in handy, can Pause and operate the Mame config menu from the square buttons.

Okay the single player button layout, looks great on paper:

MAME
Coin - Coin Reject
Start - Blue Player 1 and 2
Up - Up Stick
Down - Down Stick
Left - Left Stick
Right - Right Stick
Left CRTL - Red and Stick Button
Left ALT - Orange Buttons
SPACEBAR - Yellow Buttons
Left SHIFT - Green Buttons
Z X TAB-Menu P-Pause - Four Square Red buttons

PSX (PS1 PS2)
Select - Coin Reject
START - Blue Player 1 and 2
Up - Up Stick
Down - Down Stick
Left - Left Stick
Right - Right Stick
X - Red and Stick Buttons
CIRCLE - Orange Buttons
SQUARE - Yellow Buttons
TRIANGLE - Green Buttons
L1 L2 L3 L4 - Four Square Red Buttons

ATARI 2600 - COMMODORE VIC20 C64
Up - Up Stick
Down - Down Stick
Left - Left Stick
Right - Right Stick
Fire - Red and Stick Buttons

Trick is how to implement three different systems with so many wires to cross? The Atari 2600 is the easiest, having only five buttons, four direction and one fire. That adds up to five wires plus one wire for a return ground. But to utilize all the buttons for MAME and PSX, toggle switches out of the question. Relays might work but different voltage requirements of the three systems and relays might fail over the years. Just leaves a connect cable as an option. A fifteen pin game port plug not large enough. Need 28 pins, so IDE connecter arrangement is used.

A side issue of mini LED on top of the trigger wouldn't work either due to varying voltages. Only two wires go to the stick trigger, I think the light would flash when you pull the trigger. Hypothetical anyways as the trigger handle is hard to bust apart.

The basic wiring layout goes from 1 to 4.
1. Zaxxon Arcade Stick buttons.
2. Male IDE Connector.
3. Three female IDE Connectors.
4. Three system PCBs with matching connector, PC, PSX and the 2600 (No PCB).

To prevent electrical shorts and chafing, that huge old Keyboard encoder has to be isolated. A project box was too bulky so I bagged it up, not pretty but it works. Bagging up bottom of Joystick kept those wires from pinching too. For the PSX PCB, just kept the original controller housing as a shield.

To cover the bottom an old Impact Printer Sound Isolation Box (anyone remember those?) was utilized. A cut here and there along with a couple of piano hinges for a beautiful smoked plastic "hide ugly wires" housing.

There were ten of these Zaxxon Control Panels at Industrial Liquidators years ago, all gone. If only I bought more then just the one. Shoulda bought them all! This works beautiful on a PC especially in DOS MAME as well as Windows and Mac OSX. Also supports the nine pin joystick port of the Atari 2600 and Commodore Computer line and of course the PS1 and PS2. Recently celebrated this controller with the discovery of PS2 ZAXXON Arcade unlockable under Sega Genesis Collection!

With adaptors, works great for Gamecube, XBox and Wii as well!

ImageImage

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MAYFLASH CUBE JOYBOX
GameCube ..... PS1/PS2
A ................... X
B ................... Square
Y ................... Triangle
X ................... Circle
Z ................... R1
R ................... R2
L ................... L2
C-stick ......... Right Analog
D-pad .......... D-pad
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I really like the Cube Joybox, It has a undocumented capability of certain Playstation controllers DPad and four Face Buttons also working as the Analog Sticks of the Gamecube Controller. This allows use of an Arcade Stick on GC games that would not normally work with just digital controls. Even better, the pre Duel Shock PS1 Flightstick which has limited Playstation game support works with every single Gamecube and Wii GC Controller game! :shock:

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All PS1 pre duel shock games now can be played with an Arcade stick. This leads to a sort of Hidden Gems, similar newer games that utilize analog controls do not work with an Arcade stick. That is unless you go the Gamecube adapter route.

Compatible Arcade Stick Games
Note that there are a lot more, I just listed a few that work very well.

PS1
NAMCO MUSEUM SERIES
WILLIAMS ARCADE CLASSICS
MIDWAY ARCADE CLASSICS
BLASTO
ASSAULT RIGS (Perfect game for Zaxxon Mod)
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PS2
REZ
MIDWAY ARCADE TREASURES
ZAXXON (Wow! Arcade in Sega Genesis Collection)
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DREAMCAST
ARCADE COLLECTIONS
NEO GEO 4 ALL (Metal Slug!)
MAME 4 ALL
All the EMUs
REZ
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PC and MAC
MAME DOS, WIN, MAC
RAINE
NEO GEO
FINAL BURN
SYSTEM 16
All the EMUs
RETROCADE DOS (The coolest EMU)
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VIC20 - C64
GYRUSS
OMEGA RACE
ZAXXON
SHAMUS
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ATARI 2600
SLOT RACERS
DEMON ATTACK
YARS REVENGE
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I better stop, this list could take a lotta pages.

ZAXXON Arcade controller has Left and Right player buttons.
Attachments
Zaxxon Controller 04a.jpg
LOTTA WIRES. RIGHT SIDE ABOVE BLUE PS1 CONTROLLER, MICRO SWITCH ADDED FOR THE COIN REJECT DROP BUTTON.
Zaxxon Controller 04a.jpg (221.73 KiB) Viewed 13619 times
Zaxxon Controller 03a.jpg
OLD COMPUTER LAND IMPACT PRINTER SOUND BOX. THREE IDE CONNECTORS TO SWITCH FROM PC-ATARI 2600-PSX.
Zaxxon Controller 03a.jpg (143.88 KiB) Viewed 13596 times
Zaxxon Controller 02a.jpg
COIN DROP BUTTON HAS LIMIT SWITCH ADDED FOR PSX SELECT BUTTON, LITTLE RED SQUARE BUTTONS ARE L1-L2-R1-R2 OF PSX.
Zaxxon Controller 02a.jpg (133.71 KiB) Viewed 13568 times
Last edited by CRTGAMER on Thu Jan 03, 2013 1:25 pm, edited 24 times in total.
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Re: Arcade Controller Mod Guide: Home System Adaption

by CRTGAMER Fri Aug 06, 2010 4:42 pm

Over 300 views and no comments? Maybe my write up makes no sense and everyone in shock? :D

EDIT
Another closer pic detailing the internals. A view of the added micro switch to the mechanical Coin Reject button on the bottom right. You can see how the PSX controller is soldered up, right at the pads. One wire popped off the left direction pad, a simple in place pencil solder repair.
Attachments
Arcade Controller Mod 17_2.jpg
Arcade Controller Mod 17_2.jpg (57.32 KiB) Viewed 11440 times
Arcade Controller Mod 03_1.jpg
Arcade Controller Mod 03_1.jpg (67.3 KiB) Viewed 11427 times
Arcade Controller Mod 18_1.jpg
Arcade Controller Mod 18_1.jpg (251.5 KiB) Viewed 11524 times
Last edited by CRTGAMER on Sat Dec 25, 2010 11:38 am, edited 4 times in total.
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Re: Arcade Controller Mod Guide: Home System Adaption

by crux Fri Aug 06, 2010 5:33 pm

The more I think about it, the more I like the idea of the first mod. Though I'm generally happy enough to use a keyboard, it sometimes take a lot of adjustment for certain homebrew titles that would probably be better suited for a pad. I've never tested many of them though - I always assumed I could use a standard pad with them had I wanted to. If not, the keyboard controller could really come in handy.

The Zaxxon controller I don't entirely see the appeal of though. Very cool, of course, but I just don't see why I'd want it outside of a small handful of games. You mentioned Metal Slug, for instance, which I really wouldn't want to play on such a giant stick. I mean, it's essentially an 8-way flight stick. I suppose it would be cool to use on the old arcade games that used that kind of setup, but otherwise I'd rather stick to a Happ or Seimitsu stick.

Put a Tron spinner on it and I'm sold though. :)
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Re: Arcade Controller Mod Guide: Home System Adaption

by racketboy Fri Aug 06, 2010 6:38 pm

CRTGAMER wrote:Over 300 views and no comments? Maybe my write up makes no sense and everyone in shock? :D


I'm kinda in shock. (in a good way, of course)
I've viewed it a few times just trying to take in the beauty :)
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Re: Arcade Controller Mod Guide: Home System Adaption

by CRTGAMER Fri Aug 06, 2010 7:45 pm

racketboy wrote:
CRTGAMER wrote:Over 300 views and no comments? Maybe my write up makes no sense and everyone in shock? :D

I'm kinda in shock. (in a good way, of course)
I've viewed it a few times just trying to take in the beauty :)
Thanks! Feel re-assured now as I add to it.

crux wrote:The more I think about it, the more I like the idea of the first mod. Though I'm generally happy enough to use a keyboard, it sometimes take a lot of adjustment for certain homebrew titles that would probably be better suited for a pad. I've never tested many of them though - I always assumed I could use a standard pad with them had I wanted to. If not, the keyboard controller could really come in handy.

The Zaxxon controller I don't entirely see the appeal of though. Very cool, of course, but I just don't see why I'd want it outside of a small handful of games. You mentioned Metal Slug, for instance, which I really wouldn't want to play on such a giant stick. I mean, it's essentially an 8-way flight stick. I suppose it would be cool to use on the old arcade games that used that kind of setup, but otherwise I'd rather stick to a Happ or Seimitsu stick.

Put a Tron spinner on it and I'm sold though. :)

Just examples to give ideas. You can mod your own favorite controller. Gut it out to work with keyboard encoder or a multi system capability.

I was lucky in finding the nostalgic Zaxxon Arcade Stick. I do admit not the best stick for an intense stick re-active game such as Robotron or Streetfighter. But since I acquired one, the bug hit me to make it function, instead of just sitting as a Retro wall trophy. Stick does work fine in single player Metal Slug since most of the fast action is mainly mashing the buttons. On my Twin Stick sister article I modded a BLAZE DUAL SHOCK which handles most of the Arcade games except for DOS EMUs.

The Tron Spinner is a great Idea! I would love to play Tac Scan or Omega Race with one. I envision modding an older ball mouse wheel to large volume knob. A PC-PS2 mouse connection to maintain the all Operating System compatibility. Or perhaps a Trakball for more versatility? Sacrilege to cover the Zaxxon instructions though, hmmmm what to do? Above the green buttons maybe, two toggle switched for righty-leftys?

Or maybe the Spinner in Tempest, thinking about that Atari 5200 TEMPEST.

Image

Right now I have an older PC-PS2 Logitech Trakball and USB Macally Trakball to feel that void. Of side note for Trakball games such as Centipede, Missile Command and Reactor, get a Trakball. A more authentic way to play over the Mouse. A large Trakball such as the Macally fits nicely.

If the Spinner route then a huge solid Jog dial size or the 2600 driving mod with heavy nuts epoxied inside?
ImageImage

EDIT
Maybe attach that knob to the end of mouse wheel sensor? Even have that Jog finger detent. In the pic below would be the bottom sensor. Lets see, if mouse moves right, sensor wheel lookin down from the pin side would mean spinner would turn clockwise. Same direction as the Tempest knob, this could probably work!

Hey, these ball mice are getting scarce!
Attachments
Macally Trackball.jpg
Macally Trackball.jpg (26.91 KiB) Viewed 11901 times
Mouse Internal.jpg
Mouse Internal.jpg (57.99 KiB) Viewed 13066 times
Last edited by CRTGAMER on Sat Nov 20, 2010 7:30 pm, edited 2 times in total.
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Re: Arcade Controller Mod Guide: Home System Adaption

by Droid party Thu Sep 23, 2010 12:45 am

Look at you go Mr Hacky Mchackerson. That ps1 controller you've butchered for an arcade stick setup has given me some ideas. I've been considering building my own fighting stick using an old ps1 controller and a ps1 to usb converter for pc use, now I've seen my theory in use it's given me the inspriration to give it a shot. All I need now is to find a way to get some decent buttons and stick sent to Australia.
JT wrote:Yeah, like vampire aliens invade and hit us all with a ray beam that paralyzes all of our arms. The only way to deactivate the ray beam and fight back the vampire alien threat is with a complicated series of foot patterns on the device's control board that looks remarkably like a DDR pad. We will all praise this man for saving our lives and buy him a mountain of stuffed animals.
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Re: Arcade Controller Mod Guide: Home System Adaption

by CRTGAMER Sat Dec 18, 2010 8:30 pm

Droid party wrote:Look at you go Mr Hacky Mchackerson. That ps1 controller you've butchered for an arcade stick setup has given me some ideas. I've been considering building my own fighting stick using an old ps1 controller and a ps1 to usb converter for pc use, now I've seen my theory in use it's given me the inspriration to give it a shot. All I need now is to find a way to get some decent buttons and stick sent to Australia.
As in the Zaxxon Controller above, you can make a multi system controller with the IDE cable "Toggle Switch". For PC an I-Pac or PCB out of a keyboard. Advantage this way is all the games that only use a keyboard will work. The OP shows dual controller pads using a keyboard PCB.

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

EDIT
The Together Retro Tempest thread and new Tron movie is teasing me so I am once again thinking about a spinner add on for my Zaxxon controller. A start by gutting a ball mouse and using a cabinet knob with the encoder wheel attached with a yellow electrical butt connector. Encoder stem can be cut shorter once I get the alignment worked out. The space between the washers and jamnuts were greased and did test run in the Zaxxon Panel without any bearings.

Arcade Controller Mod 07.jpg
Arcade Controller Mod 07.jpg (191.02 KiB) Viewed 11550 times

In testing the encoder wheel, there is very little room for wobble. The plastic "shutters" have to stay in the right position and distance to work the sensor. A larger custom sensor hub with deeper grooves will be more forgiving of slight off wobble. Larger diameter will also have a higher gear ratio, increasing the spin sensitivity. No soldering needed because the entire Mouse PCB is mounted. This spinner mod is electrically a snap, but mechanically a real pain. The small handle allows for a faster spin, but I may rethink this after trying out a glass sliding door roller for a good center bearing. A larger handle and thicker threaded rod will be more robust and give a better feel.

In the Zaxxon panel, I first drilled a small hole just below the stick to allow for both left and right handed player. With the spinner knob below the Zaxxon stick, neither is in the way of the other. But games such as Wacko and especially Tron require both the stick and spinner controls. There is also the headache of aligning the mouse PCB sensor precisely with the spinner assembly already mounted, a tight location. So now, I think its better to build and align the entire assembly separately before installing. The larger assembly might also mean a remote solder mount of the sensors for clearance. Once I piece together the entire Spinner assembly on the bench with testing, then I'll commit to drilling the multiple mounting holes in the Zaxxon panel.

Image

I will probably mount the spinner on the traditional left side of the Joystick. There are buttons already on the right as well as a trigger on the stick. The problem of not covering the Zaxxon instructions vs comfortable placement on the panel. Most the spinner games actually will work fine where the knob is now, offering left and right hand game play. Tron stick/spinner combo though not ergonomically the ideal location, is workable but definitely need a larger spinner knob for my big paws.
Attachments
Arcade Controller Mod 08.jpg
Arcade Controller Mod 08.jpg (223.82 KiB) Viewed 11538 times
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Re: Arcade Controller Mod Guide: Home System Adaption

by CRTGAMER Fri Dec 24, 2010 11:30 pm

I decided to go with a larger Encoder Wheel with larger shaft and knob. Tested and it works! Once I mount the controller and go a few rounds of OMEGA RACE, I'll post an Arcade Spinner Guide.

EDIT
I added a few pics to the 3rd Reply above.
Coin Reject micro switch and the PSX controller soldered pads.

crux wrote:Put a Tron spinner on it and I'm sold though. :)

I can now answer this! :mrgreen: :mrgreen:

Mounted the Spinner housing in the Zaxxon Arcade controller and the Spinner works beautiful! I took some pics during the assembly. I have to crop and reduce the JPGs to fit the post as well as the story to write. Its Christmas eve and this is a very nice present that I wrapped up on. :mrgreen:

I wrote the completed Arcade Spinner Mod here:
Arcade Spinner Mod: Tempest Inexpensive Method
Attachments
Arcade Controller Mod 16.jpg
Arcade Controller Mod 16.jpg (191.2 KiB) Viewed 11250 times
Arcade Controller Mod 17_1.jpg
Arcade Controller Mod 17_1.jpg (146.85 KiB) Viewed 11904 times
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