{"id":761,"date":"2025-08-04T06:07:16","date_gmt":"2025-08-04T02:07:16","guid":{"rendered":"https:\/\/www.jrtwine.com\/blog\/?p=761"},"modified":"2025-08-04T06:12:00","modified_gmt":"2025-08-04T02:12:00","slug":"latest-version-coinerup","status":"publish","type":"post","link":"https:\/\/jrtwine.com\/blog\/latest-version-coinerup\/","title":{"rendered":"Latest Version of CoinerUp!"},"content":{"rendered":"<p style=\"text-align: left;\">So more than a decade ago while I was in-between jobs (pay <strong>close attention<\/strong> to the <a href=\"https:\/\/www.jrtwine.com\/blog\/?p=100\">manager red flags post<\/a>) I tried my hand at a simple Arduino solution for using the <em>Konami code<\/em> in creative ways and I settled upon using it in a way to credit a game without having to add an external button, hang wires outside of the coin door, or make odd use of the coin return button.\u00a0 Its first external name was <em>Konami Kredit<\/em>, which in hindsight had too many letter &#8220;K&#8221;s in it and I could not really use <em>Konami<\/em> in the name like that, anyway.<\/p>\n<p>It <em>worked<\/em>\u00a0(<em><strong>sometimes<\/strong><\/em>) but it was a bit clunky to use the whole code just for a single credit, it used the larger &#8220;standard&#8221; Arduino devices (maybe it was even a Mega) and the units cost a bit back then. I lost interest trying to get it working on a different, smaller microcontroller but had problems reliably pulling the coin signal down to GND.<\/p>\n<p>Fast-forward to recent times and I ended up with an excess amount of <strong>ATTiny88<\/strong> boards due to an ordering error and I was looking for ways to make them useful.<\/p>\n<p>So I dusted off the old idea and came up with a solution that allows for either <em>chorded<\/em> inputs: holding down multiple switches simultaneously; or a simplified version of the <em>Konami Code<\/em> that only used the joystick-specific part of the pattern (<code>UUDDLRLR<\/code>). Toss in a small amount of configuration and <em>voila<\/em>, the <em>CoinerUP!<\/em> (which is vocalized the same way &#8220;<strong>Batter Up!<\/strong>&#8221; is said at a baseball game) was resurrected.<\/p>\n<p>The <em>CoinerUP!<\/em> supports selection between different trigger modes that use <em>chorded<\/em> inputs (i.e. activating 2, 3, or 4 switches simultaneously) or the joystick part of the Konami Code, and a configurable amount of credit signals sent for each trigger event.<\/p>\n<p>Adding a simple transistor in an open collector configuration neatly resolved the lingering &#8220;pull strength&#8221; issue, which only seems to have gotten worse with the newer hardware.<\/p>\n<p>It is the perfect way to add free-play capabilities to a game without having to add an external button or leave the coin door open where someone can hurt themselves.<\/p>\n<p>Initial PCB designs that use two different ATTiny8<code><strong><em>x<\/em><\/strong><\/code> modules, a fully customizable 88 and a smaller, pre-configured 85 version are shown here:<\/p>\n<p><a href=\"https:\/\/jrtwine.com\/blog\/wp-content\/uploads\/2025\/08\/T88-01v1.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-medium wp-image-765\" src=\"https:\/\/jrtwine.com\/blog\/wp-content\/uploads\/2025\/08\/T88-01v1-206x300.png\" alt=\"\" width=\"206\" height=\"300\" srcset=\"https:\/\/jrtwine.com\/blog\/wp-content\/uploads\/2025\/08\/T88-01v1-206x300.png 206w, https:\/\/jrtwine.com\/blog\/wp-content\/uploads\/2025\/08\/T88-01v1.png 540w\" sizes=\"auto, (max-width: 206px) 100vw, 206px\" \/><\/a><a href=\"https:\/\/jrtwine.com\/blog\/wp-content\/uploads\/2025\/08\/T85-01v1.png\"><br \/>\n<img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-medium wp-image-766\" src=\"https:\/\/jrtwine.com\/blog\/wp-content\/uploads\/2025\/08\/T85-01v1-199x300.png\" alt=\"\" width=\"199\" height=\"300\" srcset=\"https:\/\/jrtwine.com\/blog\/wp-content\/uploads\/2025\/08\/T85-01v1-199x300.png 199w, https:\/\/jrtwine.com\/blog\/wp-content\/uploads\/2025\/08\/T85-01v1.png 557w\" sizes=\"auto, (max-width: 199px) 100vw, 199px\" \/><\/a><\/p>\n<p>The larger one exposes <em>jumpers<\/em> on the outer row of pins that configure the input mode, the number of coin pulses that it generates, and the duration of the pulses.<\/p>\n<p>The smaller one is pre-configured for a specific input mode, number of coin pulses, and duration.<\/p>\n<p>The programmed modules will also likely be available for anyone they wants to do the hard-wiring themselves.<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>So more than a decade ago while I was in-between jobs (pay close attention to the manager red flags post) I tried my hand at a simple Arduino solution for using the Konami code in creative ways and I settled upon using it in a way to credit a game without having to add an [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[20],"class_list":["post-761","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-arcade"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 5.0.1.1 - aioseo.com -->\n\t<meta name=\"description\" content=\"So more than a decade ago while I was in-between jobs (pay close attention to the manager red flags post) I tried my hand at a simple Arduino solution for using the Konami code in creative ways and I settled upon using it in a way to credit a game without having to add an\" \/>\n\t<meta name=\"robots\" content=\"max-image-preview:large\" \/>\n\t<meta name=\"author\" content=\"James R. 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