2019-09-23 (M) PillarGame

Having an automated clock was a neat project and resulted in a unique project I am proud of, but the original intention was a game, and this will become a game in a different plan. Had I known how this would go, I would have named it PillarClock on the first day. I wanted to make a game on my own, so I could exercise some of the functions we would need.

Early in this project, I built an Arcade controller, but it wasn’t used for the clock. I love building arcade hardware, but there is only so far a MAME console will go if you are not a gamer. I decided to make a simple controller that would interactively work the functions.

The arcade hardware was presently a slab of plastic with a joystick, and a pair of buttons on the top and the wires below that could connect to header pins. Like the clock module, this module would have its own controller that sent out serial commands. The stand was an old computer monitor riser with the top removed so it could accept some machine screws. All I needed was four holes in the plastic sheet.
Drilling holes for arcade controller

To maintain the black appearance, some screw covers were added, but there were only four, so I will have to get more to cover the other screws. Arcade joysticks like this one usually attach with wood screws from below, but the thin plastic would not work well with that configuration.
Mounted arcade pad

Headers were installed on a controller with double-sided ones on the power connections. The PillarGame table was the work surface as well as the future playing surface.
Arduino with pins

The arcade wires were installed months ago, and I installed male headers for that reason. Only the data lines were given female headers, and that was so it could accept the USB adapter. This arrangement was copied from the clock module.
Arduino mounted to arcade controller

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