Introduction

This page reflect my initial I-PAC plans and not my current KeyWiz planning design.

Buttons shown are reprogrammed I-PAC Defaults. They may be changed for individual games. Buttons in red are available, Green are coin inputs, yellow are start, orange are pause. Buttons in white are not connected in this configuration.

Buttons in Teal might conflict, but will be never used in a conflicting manner in this configuration. Conflicting buttons are shown in various colors with the buttons they conflict with.

Standard Setup - Primary panel plugs into Port 1. Secondary Panel plugs into Port 2 and is only used when required. Used for Crazy Climber, Asteroids, Space Duel, and Two player sh’umup’s, also the joystick doubles as a 2-position or 4-position shifter for driving games.

standardsetup.png (7284 bytes)

CONFLICTS: Primary Panel Pause conflicts with P2B5. P2B5 is mapped to P for single panel games. For dual panel games, P2B5 is re-mapped to "I" and the Secondary Panel Pause button is used.

NOTES: This is the most often used setup.  First off, I did not steal this button layout from Tim Eckel of arcadeathome, although after I decided that I liked it the best, I realized that it was the same one he uses.

If you play MAME for any length of time without a controller, you will get used to using the arrow keys on the keyboard for player movement.  It actually makes games like Frogger easier.  If you like this, the diamond of buttons 1 through 4 on the primary panel may be used instead of the joystick.  (Either way can be set up to work if one family member prefers one control and one the other.)  For two-button games like 1942 or Tiger-Heli, buttons 1 and 2 on the Primary panel are used.  For two-player two button games like 1943 and Top Gunner, the Primary panel is used for player 1 and player 2 uses buttons 1 and 2 on the Secondary panel.  For three button games like GunSmoke or Ajax, buttons 4 through 6 on the Primary panel are used. For Defender/Stargate, Primary panel buttons 3 through 6 are used by the right hand and the thumb uses button 1 for Reverse.  For Space Invaders, either the joystick or Primary panel buttons 5 and 6 are used for base movement and button 1 is used for Fire.  For Asteroids and Asteroids Deluxe, Primary Panel buttons 1 and 3 are used for rotation with buttons 5 and 6 for Thrust and Fire and Button 4 for Hyperspace/Shields.  For Crazy Climber, Robotron, and Karate Champ, both joysticks are used.

Street Fighter and Ikari Games - SF Panel Plugs into Port 1. (A DPDT switch turns the rotary joysticks on or off, unless I go with optical joysticks, in which case these won’t be required.) For Pinball, Joystick 1 is used for tilt, JS2 Down is used for plunger. For Baby Pac-man, Joystick 1 is used for motion, JS 2 Upper row of buttons are used for tilt. Mame controls for Street fighter are: Punch Light - L Ctrl, Punch Medium - L Alt, Punch Hard - Space. Kick Light (L Shift) Kick Medium or High- Z Kick Hard or Roundhouse - X (Like you would expect).

sfikarisetup.png (9666 bytes)

CONFLICTS: Pinball buttons conflict with the arcade buttons. Joystick rotation conflicts with buttons 4 and 6, thus the DPDT switches. Pause button conflicts with P2B5. P2B5 is mapped to P for games that don’t use P2B5 and "I" for games that do. For games that use P2B5, the (remapped) 1P-P1B1 I-PAC shift function is used.

I use a custom rotary joystick which requires no external interface (other than the I-PAC). You could skip the rotary joystick, in which case you don’t have to worry about DPDT switches. Or you could go with Happ optical rotary joysticks or mechanical rotaries and Druin’s interface.

NOTE: I purposely added the rotary joysticks on this panel and placed the buttons along the bottom row of the panel first. This is done to save wear and tear on the IKARI sticks as I rarely play IKARI, and almost never play SF. If you are heavily into either game, you might want to set this up with a more conventional button assignment (1-3 on the top row), and/or move the rotary joysticks to the primary panels and use regular Happ joysticks on this panel.

Things to consider: The optical rotaries require much more below panel depth. If the optical rotaries are on this panel, you can use one USB mouse and MAME Analog+, if mounted on the primary and secondary panels, you will need to use two USB mice and MAME Analog+. For Druin’s interface, you need a +5V input through Pin 1. I don’t know if Druin is still selling single joystick interfaces, so you might need to keep the joysticks on this panel.

3-Player, two to four pushbutton games - Primary Panel plugs into Port 1, SF panel plugs into Port 2 (2-button games use buttons 1 and 2 on the Primary Panel, 3 or 4 button games use buttons 3 through 6 or 4 through 6).

3playersetup.png (12313 bytes)

CONFLICTS: Buttons 1 and 2 conflict with the middle upper row buttons on the SF panel, but are never used in the same game. Joystick rotation is okay for two button games, but must be turned off (DPDT switches) for 3 or 4 pushbutton games. P2B5 is mapped to "I" in this setup. Both pause buttons cause conflicts. The (re-mapped) I-PAC 1P-P1B1 shift function is used to pause the game.

2-Player - Dual Joystick or 4-Player, two pushbutton games - Primary Panel plugs into Port 1, Secondary panel plugs into Port 2, SF panel plugs into Port 3. Joystick rotation is automatically disabled. - NBA JAM, Karate Champ, Gauntlet, High Impact Football, etc.

dualjoysticksetup.png (16909 bytes)

CONFLICTS - P2B5 is (re) mapped to "I" and P1B8 is (re) mapped to "V" in this configuration. Primary Pause Button conflicts with SF Joystick 1 Buttton 2. Secondary Panel Pause Button Conflicts with Joystick 4 Down. Joystick 4 conflicts with unused P1 and P2 buttons.

4-Player, 6 pushbutton games (requires I-PAC/4 controller) Requires optional 2nd Street Fighter panel. First Panel plugs into Port 1 and Second plugs into Port 4. Use DPDT switch to turn off Joystick rotation. (I don’t know if MAME supports this or not, I know there are some (real) games out there with this setup). BTW, some will say MAME only supports 4 buttons max for players 3 and 4, but it supports 28 buttons (10 P1 and P2 and 4 P3 and P4) and you could easily rename and remap these in a new driver.

4player6buttonsetup.png (16590 bytes)

CONFLICTS: None :-)

5-Player, two to four pushbutton games (requires I-PAC-4 controller) Requires optional 2nd Street Fighter panel. Primary Panel plugs into Port 1. SF into Port 2, SF2 into Port 4. Joystick rotation conflicts on games using more than 2 buttons, disable with DPDT Switches. 2-button games use buttons 1 and 2, Three or four button games use buttons 3 through 6.

5playersetup.png (19287 bytes)

CONFLICTS: None :-)

6-Player, 2 pushbutton games. Requires I-PAC/4 controller and second SF panel. Primary Panel to Port 1, Secondary to Port 2, SF1 to Port 3, SF2 to Port 4. Joystick rotation is automatically disabled.

6playersetup.png (23726 bytes)

CONFLICTS: None :-)

Tank or Tron games - Assault Panel Plugs into Port 1. Sarge Add-on Panel plugs into Port 2 and is only used for games that require it (Sarge, Vindicators). Left Assault joystick is used for Tron, Gorf, Zaxxon. Both Panels are used for Xenophobe. Also, button mapping matches other setups, so you could use either this setup, or the primary panels for games without changing the game configuration options.

tanksetup.png (8490 bytes)

CONFLICTS: The third buttons conflict with the right Sarge joystick movement buttons, however, this arrangement allows you to play either: 3-player 3-button trigger stick games using the Assault Panel and the left joystick of the Sarge Panel; 4-player, 2-button trigger stick games using the four trigger sticks without the buttons; or games requiring two 2-button vertical joysticks per player with the right Assault button 3 and the left Sarge button 3 available as an additional button for each player.

The pause button for Assault conflicts with the left thumb button on the Sarge Panel. The Pause button for Sarge cannot be used with 3-player button games or 4 two button 8-way joystick games. These require the I-PAC shift functions.

NOTES: If you only play Sarge and Vindicators, you can set the Sarge panel up for two-way motion only (cut slots for the joysticks and don’t wire up the side switches). Then you will only need two OSCAR 2-way restrictors.

Oscar Spinner, Oscar Discs of Tron Spinner, and Hackball - USB plug-n-play standalone. Eventually, two Hackballs will be built.

spinnersetup.png (4600 bytes)

Yoke Panel - Star Wars - Road Blasters - Hydra. Probably hooked up USB, but shown here for gameport/I-PAC or USB. Plugs into Port 1 if using I-PAC. Actually, Dual Strike controller allows programming of inputs, so USB controls will match I-PAC controls. Gameport version is unlikely. Function buttons are optional, but will probably be included.

yokesetup.png (6764 bytes)

Steering Wheel, Pedals - Plug-n-Play to USB for wheel, Pedals will most likely go through gameport or maybe USB through Dual Strike Hack. They will be switchable for single or dual-axis mode. I was originally planning to have the pedals also hook into the I-PAC with microswitches, but am abandoning this idea, as microswitch arcade pedals are simulated properly by pots and MAME Analog+ improves handling of pot controlled pedals.

wheelsetup.png (4197 bytes)

Tron Panel - (Optional) This was my original solution for Tron. It was abandoned when I realized that I could use the Assault panel for Tron. The original plan was that this could also double as a right-hand stick for BattleZone. I am showing it again here as it is an optimal solution for positional gun games (T2, Op Wolf), by replacing the joystick with a hacked arcade positional gun. I-PAC panel 1 inputs are shown, and would connect the same way as the primary and secondary joysticks, but the actual stick would probably use another dual strike hack and use the same layout as the Star Wars Yoke as shown. A second stick could be made (for dual gun games) and would not have the 1P Start button.

tronsetup.png (6196 bytes)

Mortal Kombat Panel (optional) - Plugs into Port 1. This is an optional panel that I don’t plan to build as Mortal Kombat can be played pretty easily using a Street Fighter style control with, for example the corner buttons of the 3x2 arrangement as the corners of the 5-die pattern, the upper middle button as the center button of the 5-die pattern, and the lower middle button as the additional MK button (Run). I left the pinball buttons on this panel in case someone wanted to build this panel and not the SF one. This panel could be built using the rotary joysticks with a similar button mapping to my Street Fighter Panel, however, it is not very practical for SF or rotary joystick style games. For this reason, I am treating this panel as an additional panel for authentic MK freaks and assuming the SF panel will be built also. For reference, MK uses the following button functions, moving left to right and top to bottom and MAME uses the following mapping - High Punch - P1B2, High Kick - P1B1, Block - P1B3, Low Punch - P1B4, Low Kick - P1B5, Run- P1B6.

mksetup.png (7361 bytes)

CONFLICTS: The Pause button conflicts with P2B5 and can’t be used for most games.

Vindicators Panel - (Optional) This was my first fix for the Vindicators problem. It would be a good idea for someone that has more desk space or wants fewer little panels. Also, someone with a full size cabinet might want to add this with a spinner for a Tron/Tank Games panel. The original idea was that the panels’ 2nd stick would be for Tron, the inner sticks for Assault or Battlezone and all four sticks for Vindicators, etc. The buttons are mapped to the trigger and thumb buttons of the outer sticks so you can use the inner sticks with the buttons for 2-player Xenophobe, and all four sticks without the buttons for Vindicators. As shown, the panel plugs into Port 1. A better solution is to eliminate the middle buttons, wire the left sticks to one cable and the right sticks to a second cable and use the identical layout to my Assault and Sarge panels.

vindicatorssetup.png (7470 bytes)

CONFLICTS - The pause button conflicts with the J4 trigger.

Ikari Panel - (optional). This was abandoned because adding six more buttons provides much more usefulness. Button mappings are the same and behave the same way as the lower row of buttons on the SF panel. Pinball flipper buttons are not shown, but could be easily added.

ikarisetup.png (6430 bytes)

BattleZone Panel - (Optional) The panel below was my original BattleZone style secondary panel. The idea was that either the Right joystick and button 1 or the sqaure arrangement of the buttons could be used for Battlezone and the four keys in a square could also be used for Q-Bert. In the end, I decided that I would rather have the two panels match and I was spending too much effort and compromising too much to have multiple ways to play one game (Battlezone).

battlezonesetup.png (7201 bytes)

NOTES: Actually, the principal reason for abandoning the BattleZone panel layout was 2-player 3-button games. For 2-button games, the spacing is a little farther apart, but buttons 1 and 2 work equally well on either panel. For 3-button games, buttons 4 through 6 work great on the primary panel, but there isn’t a convenient layout for the BattleZone panel. This will be more of an issue if MAME ever supports a cheat that I recommended that would allow player one to use the left joystick and player 2 to use the right joystick without messing each other up, but I doubt that will ever happen.