There's info here for  making arcade controls like spinners from 
mice. A cheaper less time-consuming method is to hack an old analog 
joystick and use the potentiometers in it as a spinner. You can find 
spinner-like controls to fit on them at home depot - a standard 
dimmer switch dial should fit the potentiometer. Just spray paint/add 
some washers as weights. The only difference is that the spinners 
have a limit as to how far left/right they can be turned, whereas the 
mouse hacks can be spun indefinitly left or right.  

http://www.arcadecontrols.com/arcade.htm

St�


On April 27, 2002 04:34 pm, you wrote:
>I'm thinking about building a device which is capable of having
>joysticks, buttons, trackballs, spinners, etc.  for as many as 4
>players.  Maybe even one or more analog
>yokes.  This would be a device specific to Xmame (or MAME if
> somebody wanted to support it there), not just regular PC
> peripherals.  Sort of an all-in-one MAME cabinet device.
>
>Is there an established framework for input devices in Xmame?  Maybe
>some documentation which I have not yet found?  I've been
>looking through the source files in src/unix, and I cannot readily
>identify all of the places where I would have to have hooks to my
> code.
>
>For one thing, I cannot find anything really useful on the subject
> of spinners.  On one hand, I imagine a spinner must be abstracted
> from a trackball/mouse.  On the other hand, Input (general) shows
> separate entries for "Dial" both with V and without) and "Track". 
> They happen to both be mapped by default to joystick axes.  The
> answer to this dictates whether my device makes the spinner(s)
> available separately or makes it simply talk over a trackball axis.
>  Are there any games which require both a trackball and a spinner? 
> If there is no separation of trackballs and spinners now, will
> there conceivably be in the future?
>
>Is this stuff unique to Xmame or is it also in MAME?
>
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