![]() ![]() Games which run at higher graphics resolutions need rotary controller with a proportionally high pulses per turn. You need to be able to traverse the screen an about a quarter turn (depends on the knob size too) so 200 * 4 = 800 pulses per turn minimum. The paddle (Vaus) in original arcade Arkanoid has a movement of about 200 pixels form one end of the screen the the other. For the Arkanoid controller the resolution is the important spec. To decide on whether a rotary controller is suitable for Tempest, you need to find the maximum RPM you need and find out if the controller is reliable at that speed. The trouble is that most arcade style spinners that you can buy are optimised for Tempest, but the vast majority games that support paddles/spinners (or games that support single axis mouse control and would benefit from a rotary controller), whether for arcade, console, or PC play more like Arkanoid. An optimal Arkanoid spinner has high resolution, low weight, and stops dead when you release it. An optimal Tempest spinner has low resolution, is capable of high speed, has some weight to it, and spins freely when released. If you want to make a new rotary controller, probably not using potentiometer tech (so no end stop to worry about) you still have to decide whether you want to optimise for Tempest or Arkanoid. They use optical serrated discs and spin 360 degrees with no end stop. Spinner controllers are pretty much only found on arcade machines. That's what the Atari consoles, Sega Master System, Playstation (Namco Volume Controller) used. Paddle controllers are made from potentiometers and have 180-270 degrees of rotation. Rotary controllers are traditionally divided into two categories by the tech they used. I'm going to go for a desktop setup rather than something hand held since I'm probably going to need more than one fire button for newer games, so I'll need a hand free for that. I'll probably use an RP2040 for the brains and USB connectivity, and I'm hoping to pack it into something the size of a Vectrex controller. So this tells me I'm going to need to find a decent mouse sensor module that is up to the task, and find some spec sheets on that sensor so I can make sure I find a micro controller that can handle it, and however many buttons I'm going to need. ![]() Besides, so long as the sensitivity is set correctly, I can still reasonably achieve any ratio of rotation to mouse movement I want anyway. But, I'll go the more traditional/proper route using a sensor. Well, if a potentiometer with limit range was mapped to a joystick axis, and that joystick axis was set to something like a "mouse region" mode so the position of the dial directly translated to the position of the mouse on screen, that'd be quite playable. ![]()
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