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Old 23 November 2016, 19:42   #121
Swevicus
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555 seems simple enough... found the autofire circuit, by the way.
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Old 24 November 2016, 01:45   #122
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Here are the colour codes for the $2,49 Megadrive joypads as promised:
1. yellow
2. orange
3. red
4. brown
5. black
6. green
7. blue
8. grey
9. white
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Old 24 November 2016, 11:56   #123
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Thank you.
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Old 29 November 2016, 23:34   #124
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OK, guys - I'm closer to getting the correct parts this time (definitely going for a Sanwa JLF for the joystick, while the button will either be a Sanwa OBSF-30 or a Seimitsu PS-15 - yes, I said "button", singular - another redesign has occurred). The original plan was to have each part of the controller a different colour (red enclosure, orange dust cover/shaft cover, yellow ball-top handle, green/blue left fire button and indigo/violet right button), but the different coloured parts are hard to source (and it looks like an explosion in a rainbow factory like the 6th Doctor's jacket).



This (hopefully) final design is based on Suzo's "The Arcade", quite possibly THE Atari/Commodore controller of the 70s/80s home computer era. The idea is to have a black trapezoidal enclosure (112 x 61.46 x 39.2 mm at the narrow end, 112 x 78.96 x 39.2 mm at the wide end), with a red ball-top joystick and a green/blue pushbutton.

When I have perfected the 1-button version, I will start work on the 2-button model.
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Old 09 December 2016, 19:02   #125
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New aluminium enclosure for my Atari joystick-on-a-budget has arrived - now I just have to wait for the joystick and button (Sanwa parts) to arrive... the enclosure is too small for the autofire circuit, so it looks like I have no choice but to exclude autofire and keep the circuit as a spare for a future project.
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Old 13 December 2016, 12:28   #126
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Someone beat you to it. http://www.thingiverse.com/thing:918504
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Old 13 December 2016, 15:44   #127
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Yes, I know that - however, it's 3D printed... and I'm not sure how well a 3D printed design will hold up compared to a conventional hand-built one (3D printers are expensive as hell, too) - it's a good effort, though - I will give the creator that. I'm starting to think that the Albatros (tabletop design - joystick in the centre with a button either side of it) may be the most feasible, since oddly-shaped enclosures are few and far between (and my woodcutting skills are adequate, to say the least).

Last edited by Swevicus; 13 December 2016 at 16:33.
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Old 13 December 2016, 19:46   #128
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http://amigakit.leamancomputing.com/...oducts_id=1172
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Old 13 December 2016, 19:50   #129
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Is that joystick a Sanwa JLF? Looks like it (that would justify the high price as well as the (presumably) metal enclosure).
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Old 02 January 2017, 14:27   #130
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Sorry I didn't read the whole thread Something very useful is to add a third button that acts as the "UP" direction.
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Old 02 January 2017, 20:04   #131
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Quote:
Originally Posted by torturedutopian View Post
Sorry I didn't read the whole thread Something very useful is to add a third button that acts as the "UP" direction.
Not a bad idea. If there are only 2 buttons on the joystick (to save space and/or cost idk) then maybe a switch for button 2 where the options would be "button 2, joystick up". As long as these switches arent too complicated it should not be too hard to do.
There have however been earlier suggestions to switch between SEGA, MSX etc.. Not sure were we standwith those features thb.

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Old 02 January 2017, 20:37   #132
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I made a joystick where each button could be mapped to up, down or fire. I had the C64 in mind at the time so it didn't support 2nd button. Still the theory is the same.

PDF drawing is attached.

And the original thread on lemon64
http://www.lemon64.com/forum/viewtop...asc&highlight=
Attached Files
File Type: pdf joystick.pdf (82.7 KB, 66 views)
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Old 03 January 2017, 00:38   #133
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Quote:
Originally Posted by gazj82 View Post
I made a joystick where each button could be mapped to up, down or fire. I had the C64 in mind at the time so it didn't support 2nd button. Still the theory is the same.

PDF drawing is attached.

And the original thread on lemon64
http://www.lemon64.com/forum/viewtop...asc&highlight=
Brilliant! This should be standard on C64/Amiga (and any 1 button DB9 machine) from now on.
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Old 03 January 2017, 01:22   #134
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It should be preferable to simply have a switch to map the second button as either up or second button, since the only games which could make use of the "up" mapping would be platformers, and platformers which support the second button uses it as the jump button.
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Old 03 January 2017, 03:43   #135
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Originally Posted by idrougge View Post
It should be preferable to simply have a switch to map the second button as either up or second button, since the only games which could make use of the "up" mapping would be platformers, and platformers which support the second button uses it as the jump button.
Not quite. The "up" button would also be of major use on many racers that use "up" to accelerate, for example. Some games use "up" for jump/accelerate and make use of the other fire buttons. Future games may as well. IMO, it's always better to have permanent A and B buttons plus a third "up" button.
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