The CV 4-pin power port is unique to the CV, so there is no easy and quick solution to coming up with a Roller Controller style power adapter and sacrificing these RC power adapters is in no way an option because it would require far too many seeing as there are a lot of us CV Nuts out here that would buy your proposed CV Gamepad. In fact, many of use would probably be looking at purchasing at least two.
Didn't think so but had to ask just in case easier options were possible. Still I think I could mill out of a basic plastic shell along the lines of those plug ends you buy in hardware stores IE. two halves with screws to hold it together rather than a single molded piece and a little bigger too. Can't really fix molded plugs, you just cut them off or replace the whole cord in most cases.
Well I appreciate everyone's interest and I hadn't even thought of selling them, probably best I focus on just making one at the moment. Still if all goes well and the gamepad is awesome I wouldn't be adverse to making more however I'm really not the guy to do it, "Slow as molasses in January." comes to mind in me making them. So if anyone with better facilities than me is interested in making a bunch I could ship them the required molds and such if I'm successful with the 2 to 4 I plan to make.
Seems like the Spinner has low power needs and almost made it into the stock controller, shame it didn't since that would have given it a leg up over the competition at the time if it were built in rather than sold separately. Companies always bank on people buying their accessories but in the long run most people just use the stock controllers, the irony of that statement isn't lost on me. ^_^
Just talking to my tech minded buddy and he showed some interest despite his busy schedule and we got to talking about paddles versus spinners, the tech difference is very real especially with voltage needs but perceptibly to gamers its just a thing that turns, one that stops at a point and one continuously turning. Still sticking with a knob for my design, other than large Super Sprint steering wheels or Missile Command trackballing I can't think of many examples where multiple long 'strokes' of excessive spinning aids many games compared to basic tank control of short turn increments.
How and what kind of output it offers is pulses in the Left and Right variety not unlike the 2600 Driving Controller from what I read as far as circuit and resistor needs.
The Roller Controller is a beefy unit where I can see why it needs more power so I might be able to avoid a similar device with a spinner instead of a paddle.
Still a power junction box does open up more options but I wonder how much better a separate power supply would be for it in the long run as some have done with the Roller Controller. One thing you can say about the Roller Controller is its a solitary experience compared to 4 player paddle games like Warlords. Trackballs ain't cheap but 2 could have fit on that chassis and probably a built in keypad in the middle, although the ambidextrous fire buttons are a plus on the Roller Controller.
Still a trackball for every player would be cool even if they have to be smaller than a Pool ball. Best places I can think of is on the bottom and you work it with your thumb or on the back and you use your index or other fingers. Mostly I'm just trying to have things work in conjunction together rather than isolate controls IE. grip patterns and joystick/fire button access.
What's funny about the Super Action Controller is the shape and grip in that I always think of swinging my arms with it like a boxing glove or some king of virtual sword handle. Actually not unlike the Power Glove or rather the more accurate Wii-mote I perceive its operation.
Another comparison I was observing was how gamepads especially the dual analog type are not unlike RC remotes in operation so there are some older parallels to that type of ergonomics beyond Nintendo's influence.
Based on the design layout something like Ikari Warriors should be possible if I put in a switch to swap the functions of the 2 D-pads so Move is on the right d-pad, tank turn with the knob holding it like a radio dial, and fire with the right shoulder buttons. Just thinking of ways to squeeze more control options out of it. Also that might help people with left and right hand preferences if it could switch.
Joystick looks good on the SAC and that speed control through the spinner and the multiple character toggle sounds interesting. I will say the grip steadies the base well for joystick use but it does require squeezing trigger buttons like the stock controller which I always find odd for digital buttons, works better for analog triggers.
http://ludopad.over-...e-35073672.html Here's a page on a bunch of controllers with vastly different designs to check out, seems to Translate okay if you don't "Parlez-vous francais?".