Wow!
Impressive work.
I'm guessing those boards and drives are still available from the people in France?
Impressive work.
I'm guessing those boards and drives are still available from the people in France?
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Yeah I paid for them back in May with a build date estimated for late July. It took about 2 weeks longer but yah, they are actively making them.Wow!
Impressive work.
I'm guessing those boards and drives are still available from the people in France?

Oh one thing I want to put out there too is that I do not think there is a way to use the number key pad on the cabinet.
I have looked at the manual how it's wired up to the schematics and it looks like it's just 7 wires, but for 12 buttons. So it's not just like I can use some extra buttons and wire them up 1:1 to some kind of button inputs on the UFFB. I don't fully understand how it works after looking at the schematics.
I did ask the creator about it just to hear what he thinks though.
View attachment 846173
That's all just the software profile for hyper spin. It's completely configurable.Looks like it was wired like a lamp matrix for a pinball machine.
The number pad can be connected to an Arduino and configured as a matrix pad.Oh one thing I want to put out there too is that I do not think there is a way to use the number key pad on the cabinet.
I have looked at the manual how it's wired up to the schematics and it looks like it's just 7 wires, but for 12 buttons. So it's not just like I can use some extra buttons and wire them up 1:1 to some kind of button inputs on the UFFB. I don't fully understand how it works after looking at the schematics.
I did ask the creator about it just to hear what he thinks though.
View attachment 846173
Yeah that's definitely above my pay grade to figure that out lol. There is already an Arduino on the UFFB too.The number pad can be connected to an Arduino and configured as a matrix pad.
I can check later but I am like 99.9% positive that when I was playing Rush 2049 that I pressed a number key on my keyboard and heard the distinct phone button sound. As for like direct input with the actual hardware, that you'd have to wire up yourself. The add on board that I got for Rush 2049 does NOT support it however. I talked to the creator Aganyte, and he told me that he didn't want to do that because he had no way to test it out and he wasn't sure how to do it properly without some trial and error. I am actually debating getting one of the USB keypads on Amazon for like $10 and opening it up and just seeing if I can put the guts behind the actual one on the bezel. I will post if I do end up doing that.@purbeast
Do you know if the projectR emulator supports the keypad funtionality?
Also, two more things that I didn't see on Aganyte's thread, or Mackie's tutorial thread... can ProjectR be configured to boot straight into Rush2049, and can it be configured for coin inputs, both features preserving the coin op arcade "feel"
I saw in your gameplay video that you launched the games from the desktop... I surmise that is mostly because of dialing in and troubleshooting the setup?
Thank You again for blazing this trail! Awesome work!
Dylan
CHOPI can check later but I am.....
Thank You for your speedy response... you have filled in a couple more blanks!.......so I could interface with the settings and switching games and stuff.
Ah so the 3x4 explains why there are 7 wires huh. Now it makes sense!CHOP
Thank You for your speedy response... you have filled in a couple more blanks!
Re the keypad... the 2049 keypad is wired up as a 3x4 matrix... if the inputs in projectR correspond to keyboard strokes, it may be possible to hack a usb keyboard encoder, or interface it to a programmable arcade control interface that the PC recognizes as a keyboard... one potential solution that comes to mind is a modified Arduino Pro Micro setup that @DonPanetta put together for his FixIt Felix kits he offered a while back(Don... I'm not sure exactly how it was programmed, but I suspect the .ino can be modified to output specific keyboard strokes for gpio pins mapped as a matrix?)
Or perhaps the DeamonBite Arcade Controller used on another project I stumbled onto recently.
Thanks Again, Great Work!
Dylan
@purbeast
Do you know if the projectR emulator supports the keypad funtionality?
Also, two more things that I didn't see on Aganyte's thread, or Mackie's tutorial thread... can ProjectR be configured to boot straight into Rush2049, and can it be configured for coin inputs, both features preserving the coin op arcade "feel"
I saw in your gameplay video that you launched the games from the desktop... I surmise that is mostly because of dialing in and troubleshooting the setup?
Thank You again for blazing this trail! Awesome work!
Dylan
I haven't had the chance to look over the .ino to see what you did for FIF... obviously it is just an interface to generate keystrokes to feed to WinBlows from the arcade button/joystick switches... each switch input generates a corresponding keystroke... I am out of town without my laptop this week, so I can't look now... does the 'duino drop an ascii code onto the USB bus for each individual input?(of course i recognize this may be an oversimplification of the actual mechanics involved, but basically?) And is that defined for each input in the hard code... IOW if you want to change an input/output relationship, is it a simple matter of changing the specific output definition for a given input(or matrix condition)?You can use an arduino for this (there are tons of examples online for using matrix keypads with an arduino) your biggest hurdle is going to be decoding and configuring the keypad matrix.
I may well have answered my own question with the example below:I haven't had the chance to look over the .ino to see what you did for FIF... obviously it is just an interface to generate keystrokes to feed to WinBlows from the arcade button/joystick switches... each switch input generates a corresponding keystroke... I am out of town without my laptop this week, so I can't look now... does the 'duino drop an ascii code onto the USB bus for each individual input?(of course i recognize this may be an oversimplification of the actual mechanics involved, but basically?) And is that defined for each input in the hard code... IOW if you want to change an input/output relationship, is it a simple matter of changing the specific output definition for a given input(or matrix condition)?
Thanks for helping!
Dylan
I haven't had the chance to look over the .ino to see what you did for FIF... obviously it is just an interface to generate keystrokes to feed to WinBlows from the arcade button/joystick switches... each switch input generates a corresponding keystroke... I am out of town without my laptop this week, so I can't look now... does the 'duino drop an ascii code onto the USB bus for each individual input?(of course i recognize this may be an oversimplification of the actual mechanics involved, but basically?) And is that defined for each input in the hard code... IOW if you want to change an input/output relationship, is it a simple matter of changing the specific output definition for a given input(or matrix condition)?
Thanks for helping!
Dylan
I suspected your encoder was individual GPIOs to ground... I wouldn't have expected it to be a matrix. The only question I had was the mechanics in getting the inputs to yield a specific output. The "Keyboard.Press('x')" noted in the example I found online was the missing piece for my understanding.The code i used for Fix it Felix is a direct GPIO pin to ground configuration. It does not rely on a key matrix in any way. Because you are looking to repurpose an already existing key pad matrix then you will need to decode the matrix pinout before you can properly remap them to keyboard strokes.
Unfortunately I don't know much about the Rush keypad but as long as its a standard 4x3 keypad with the correct 8 corresponding pins, you should be able guess which pins are which without much fuss. Either that or replace the existing keypad with a more generic unit.