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Old 19 June 2017, 12:37   #21
CFou!
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Quote:
Originally Posted by robinsonb5 View Post
Can you gear them down?
It is already very slow (5 RPM) to have a lot of engine torque.
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Old 19 June 2017, 12:47   #22
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Exclamation

Quote:
Originally Posted by idrougge View Post
One that extends out of the cabinet. Nothing fancy, just a stick attached to the monitor's axis.
with current cabinet design is difficult...

I tried with the two engines (12V 5rpm) separated by 90 ° (one below the other to the right (see photo).

The CRT screen rotates about 95% of the path to go from the horizontal position to the vertical position. After the engines block because of the friction.

The rim that is the support for the monitor is slightly veiled.

As a result, there is more friction than expected (I have already tried to unveil the wheel with a little success.

I will try to reduce frictions...
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Old 21 June 2017, 20:23   #23
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Quote:
Originally Posted by robinsonb5 View Post
Can you gear them down?
no it's already very slow motor beetwenn 3.5 & 5RPM
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Old 25 June 2017, 00:44   #24
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Thumbs up

Hi guys,

It's seems works now !

for that:
1) i have removed one of the roller wheel (3 roller wheel to support rim now)

2) I also reduce thickness from the roller wheels to limit the friction.


with to motor 12v 5rpm rotation is good but Holding the 2 motors with the hands!!

The next step is to fix the 2 motors!!!

thanks for your advices.

When I finished I will post on this thread the VariCAD schematics file of this arcade cabinet.
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Old 25 June 2017, 02:13   #25
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Awesome news CFOU!

Cool setup you have there; I'm most definitely jealous
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Old 29 June 2017, 19:44   #26
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Quote:
Originally Posted by DamienD View Post
Awesome news CFOU!

Cool setup you have there; I'm most definitely jealous
The motor is fixed (now only 1 motor is necessary !!),

The wiring of the switches is finished.

The calibration of the limit switches is finished (see picture)!

Now I can choose the CRT monitor position (horizontal or vertical) using a switch

Best regards
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Old 29 June 2017, 19:52   #27
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Sweet
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Old 30 June 2017, 19:59   #28
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Thumbs up

you can see video of the first test of motorized CRT MONITOR using following URL:
[ Show youtube player ]

and here motor system with spring for better contact between rim and motorized wheel
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Old 03 July 2017, 20:37   #29
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here first game test in video:
[ Show youtube player ]
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Old 04 July 2017, 11:31   #30
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Quote:
Originally Posted by demolition View Post
Seems excessive to rotate something as big and heavy as a CRT, but can understand the desire to have the feature. :-) Besides the degaussing required after every rotation, could it also not give convergence problems in general? I mean the tube is adjusted for one orientation and when rotated, it won't be optimal any longer. Perhaps the errors are small enough to not be severe though.

For games in portrait mode, do they use the same tubes as regular landscape mode CRTs, i.e. with vertical scanlines or do some have horizontal scanlines in portrait-oriented tubes?
Most generic JAMMA arcade cabinets have a monitor that can be rotated. Usually not via motor, though, as the operator would turn the monitor at the same time as swapping the board.

You need a monitor chassis with a degauss button, yes. Alternatively wait for the chassis to cool down and autodegauss itself. The tube's adjustments don't come into play otherwise.

The portrait mode monitors are exactly the same monitors as in horizontal games, just mounted in the vertical position, so vert games have vertical scanlines. The monitor is merely sideways.
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Old 21 July 2017, 23:45   #31
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Quote:
Originally Posted by Jope View Post
Most generic JAMMA arcade cabinets have a monitor that can be rotated. Usually not via motor, though, as the operator would turn the monitor at the same time as swapping the board.

You need a monitor chassis with a degauss button, yes. Alternatively wait for the chassis to cool down and autodegauss itself. The tube's adjustments don't come into play otherwise.

The portrait mode monitors are exactly the same monitors as in horizontal games, just mounted in the vertical position, so vert games have vertical scanlines. The monitor is merely sideways.
a degauss button is not needed.

Indeed, I just have to press 2 times the standby button of the remote control to demagnetize/degauss

Last edited by CFou!; 22 July 2017 at 00:06.
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Old 21 July 2017, 23:56   #32
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it's finished soon !

it"s already full working in pixel perfect mode with main arcade games and megadrive/genesis games.
(Snes working but not using groovymame)

i finish marquee too (i caught choose 10 different marquees)

here 2 marques first marquees.

to do :
add Lightphasers support
try to do X-arcade - amiga joystick adaptator (to include real amiga in the cabinet)
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Old 13 September 2017, 09:28   #33
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Hi guys,

Cabinet are finished since 1 month.

I will soon modify VariCAD schematics with last minute modifications and release it.

I must just found time for that
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Old 13 September 2017, 16:34   #34
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Please post photos and videos, very interested in seeing how it turned out!
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Old 13 September 2017, 19:02   #35
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Quote:
Originally Posted by CFOU! View Post
it's finished soon !

it"s already full working in pixel perfect mode with main arcade games and megadrive/genesis games.
(Snes working but not using groovymame)

i finish marquee too (i caught choose 10 different marquees)

here 2 marques first marquees.

to do :
add Lightphasers support
try to do X-arcade - amiga joystick adaptator (to include real amiga in the cabinet)
LOL, Wife's cousin has similar (if not the same) printer.
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Old 13 September 2017, 23:32   #36
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How are you connecting the real amiga to arcade controls and real amiga to arcade screen?
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Old 16 September 2017, 20:37   #37
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Please post photos and videos, very interested in seeing how it turned out!
soon i'am finishing to update VariCAD 2D/3D schematic
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Old 16 September 2017, 20:47   #38
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How are you connecting the real amiga to arcade controls and real amiga to arcade screen?
not yet done.

Actually CRT monitor & hidden keyboard are common with amiga/PC.
Common mouse is possible but i prefer mouse/joy auto-switch adaptor.

Xarcade adaptor is not done, i am looking for Xarcade/PS adaptator schematic to adapt it.

I had contacted Xarcade team but of course it want not release schematic....
and official Xarcade/amiga adaptor is not planned


Badly XArcade/PS adaptor connected to PS/amiga ports not work....
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Old 16 September 2017, 20:56   #39
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I'm pretty sure the XArcade Tank Sticks are just keyboard inputs. Except the rollerball version. That's just a mouse. And what I mean it, that is pretty much how they are seen by a PC. The roller ball probably doesn't use the PS2 protocol.

so I'm thinking, if you had a USB keyboard adaptor like the one I have, and the USB version of the tanksticks, this could solve your issue.

I don't know what can be done about the roller ball though. you might need to throw a dev board in between for interfacing and injecting the PS2 protocol through your PS2/Amiga adaptor.

Last edited by Sinphaltimus; 16 September 2017 at 20:57. Reason: Fixed typos
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Old 26 January 2018, 23:57   #40
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Schematics

Hi,

I joint the schemas promised.

It uses the excelent 2D/3D VariCAD software.

The unit used is the centimeter (0.39 in)

The default grid at like unit 5 cm (1.97 in).

regards,

ps:
soon photos of the finished cabinet
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Last edited by CFou!; 27 January 2018 at 00:02.
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