viletim wrote:Sparda wrote:Hi Tim, any news on your controller project ?

It's ticking along... at about half way through the development cycle right now.
It takes a parallel input, that is one button per wire of 30 switches (enough for any arcade control panel, even mahjong) 24 of which come from the JAMMA harness via the box header. The other six from an assortment of kick harness headers. I've got CPS1, CPS2, MK1 and MK2 at the moment. I think that's all of them really - unless I add that insane Namco thing.
The output be parallel, or can emulate a number of console controller protocols depending on what is plugged into the output which takes the form of another box header. I will have cables available to connect between the output and the game console itself.
I will definitely have support for:
Sega Master System
Sega Mega Drive
Super Nintendo
Sony Playstation 1 and 2
Nintendo Gamecube
Standard USB Joystick
Sony Playstation 3
Microsoft Xbox
I may have support for:
PS/2 Keyboard
Neo Geo
PC Engine
I will probably not support:
Sega Saturn (unable to obtain proprietary connector)
Sega Dreamcast (unable to obtain proprietary connector)
Microsoft Xbox 360 (encrypted)
Nintendo Wii (use Gamecube port instead, no need to wave an arcade control panel around in the air)
And the parallel output which I have previously mentioned. By parallel output I mean the terminal block board can be connected here for a one wire per button output like Neo Geo. It sounds a bit useless, parallel input to a parallel output, but it makes sense when you consider hacked game pads can have their buttons remapped, and third party controller encoders (such as the "PS360" Xbox 360 interface board that somebody was talking about a while ago) can be totally integrated.
Controls can be configured easily with an on screen menu system. Internal software (some like to call it firmware) will be upgradable by USB. When I say console support I mean for two players, just to make it clear.
That's all off the top of my head, and should give you a general idea of what to expect.
Hey Viletim,
I`ve developed with some friends the project called Dual Strike, which is might worth a look for your controller project. We`re working on Dual Strike now since let`s say about 2 years and I`m now in hardware revision 3,
http://www.arcadeforge.de/?page_id=127
From the beginning Dual Strike is open source and some spin off project exists so far down in the SRK Forum (Teasy, Teasy Strike, Dual Strike SMD, EX Strike)
I`ve decided on UPCB compatible 20pin connector for connecting "impossible" to implement consoles protocols (xbox360 security, dc VMU).
This connector is used on other device like a LED RGB controller (
http://sparky.32teeth.org/). For all strike devices refer to (
http://strike-devices.net/) as well.
So by just adding such a 20 pin connector to your board you could benefit from
- Dual Strike PCB (PS3 with home button, PC HID Joystick, Keyboard, Mame Keyboard Encoder, xbox1 and hacked Pads like xbo360, all consoles are detected
automatically 
even a trackballs are supported)
- RGB LED Controller Sparky (connect to ARC EYEs, solderless RGB LED PCB for seimitsu clear pushbuttons)
- TEasy (solderless piggyback interface for xbox360 TE PCBs)
- UPCB (generic console support via dedicated cables , no autodetect)
- EX Strike (Strike connector expander)
Here`s the documentation of Dual Strike (
https://docs.google.com/Doc?docid=0AV5u ... ZnZo&hl=en)
What do you think?