Main Restorations Software Audio/Jukebox/MP3 Everything Else Buy/Sell/Trade
Project Announcements Monitor/Video GroovyMAME Merit/JVL Touchscreen Meet Up Retail Vendors
Driving & Racing Woodworking Software Support Forums Consoles Project Arcade Reviews
Automated Projects Artwork Frontend Support Forums Pinball Forum Discussion Old Boards
Raspberry Pi & Dev Board controls.dat Linux Miscellaneous Arcade Wiki Discussion Old Archives
Lightguns Arcade1Up Try the site in https mode Site News

Unread posts | New Replies | Recent posts | Rules | Chatroom | Wiki | File Repository | RSS | Submit news

  

Author Topic: Number of CP Player Buttons (6 or 8)  (Read 2156 times)

0 Members and 1 Guest are viewing this topic.

StriderDSO

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 69
  • Last login:May 11, 2019, 10:15:34 am
Number of CP Player Buttons (6 or 8)
« on: September 22, 2011, 06:59:05 pm »
I'm just wondering what consoles/games I would need more than six buttons on my CP for? Other than running MAME, I plan on playing other consoles/systems, such as Vice64, NES, SNES, SegaMS, Genesis, etc. However, if possible I'd like to keep the buttons to a minimum. I've seen some control panels with eight buttons, and I'm curious what these are used for?

Thanks a lot.
(\__/)
(='.'=) This is Bunny. Copy and paste him into your
(")_(") signature and help him on his quest for world domination.

ragnar

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 455
  • Last login:August 16, 2022, 10:40:56 am
Re: Number of CP Player Buttons (6 or 8)
« Reply #1 on: September 22, 2011, 08:28:13 pm »
Mine had 9 to fully support the N64 controller.  You can see my CP by clicking on my signature.  The two right most buttons could have been convex instead of concave to make them feel different.  It isn't bad having 9 in my configuration.  It looks silly but is totally functional for what I wanted.

7 button layouts are fairly common.  Logic to them is that you get a simple 6 button layout that handles fighters.  And those 6 support pretty much everything.  The 7th goes in the thumb position to support Neo Geo.  The Neo Geo had 4 buttons in a single row.  Mame supports Neo Geo natively since Neo Geo was both an arcade and home system.  The 7 button layout is very popular.

Just my thoughts.  To be honest, I don't know why some people do 8 buttons (2 rows of 4) granted that is pretty much what I did with the additional thumb button.

The best page ever on button layouts!
http://www.slagcoin.com/joystick/layout.html
« Last Edit: September 22, 2011, 08:32:29 pm by ragnar »
MY FIRST BUILD:

StriderDSO

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 69
  • Last login:May 11, 2019, 10:15:34 am
Re: Number of CP Player Buttons (6 or 8)
« Reply #2 on: September 22, 2011, 09:08:18 pm »
So the N64 requires 9 buttons to be considered complete, eh? What joystick did you use with N64 in mind (seeing as it's an analogue controller, right?)?

Oops, nvm, I just got to the point in your build thread where you mentioned using two U360s.
(\__/)
(='.'=) This is Bunny. Copy and paste him into your
(")_(") signature and help him on his quest for world domination.

ragnar

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 455
  • Last login:August 16, 2022, 10:40:56 am
Re: Number of CP Player Buttons (6 or 8)
« Reply #3 on: September 22, 2011, 09:24:44 pm »
ya, two u360s.  If I had to redo it, I'd do with two Mag-Stik Pluses and drop analog support altogether:
http://www.ultimarc.com/controls.html

Basically, once you add restrictor plates to the u360s, the analog control is not fine grained enough to play N64 games.  It is doable and you do get used to it.  It just is not worth it.

I'd love to do 3 more cabs over time.  One of them would be for analog games only and utilize two flightsticks w/ 9 buttons.  This would be my N64 specific cab.  I'd probably make that my lightgun cab also.

Time will tell what the future brings though.

For what it is worth, people on these forums told me to ignore consoles altogether and make a good Mame cab.  They were right.  Simply said, you can not do a cab that does it all.  All you can do is pick the games you want to support and design around that.  If N64 is your target system and not Mame, consider some flightsticks.

MY FIRST BUILD:

StriderDSO

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 69
  • Last login:May 11, 2019, 10:15:34 am
Re: Number of CP Player Buttons (6 or 8)
« Reply #4 on: September 22, 2011, 09:34:31 pm »
Yeah I started out with the 'do-it-all' mentality, but have been changing my mind as of late. Went down from 4 player to 2 player, thinking of removing the spinner, etc. However, I do want to be able to play a few consoles, specifically NES, SNES, SegaMS, and Genesis, as well as some of my old favourite C64 games.

So I've noticed everyone is adding the restrictor plates to their u360s - is this really necessary? How do they play without them (keeping in mind fighting games are high on my list) - what is your opinion of them without them?
(\__/)
(='.'=) This is Bunny. Copy and paste him into your
(")_(") signature and help him on his quest for world domination.

ragnar

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 455
  • Last login:August 16, 2022, 10:40:56 am
Re: Number of CP Player Buttons (6 or 8)
« Reply #5 on: September 22, 2011, 09:50:03 pm »
The systems you mentioned do not have N64 in the list.  All of those are digitial.

What you do have .... please verify my numbers:

NES: 2 buttons (plus start/select)
SNES: 6 buttons? (plus start/select?)
Genesis: 3 buttons (acutally 6 with the upgraded controller) and start
SegaMS: no idea
C64: ?????????? See what the games you want need.

I'd guess that 6 buttons is what you need for consoles.  I'd just do the 7 button layout that is like mine.  Neo Geo is well worth it.  You don't need analog.  I'd you those Mag Stik pluses.

If you'd expect to have alot of people over, consider a 4P CP.  If not, just save the money.

Beyond all this, see what your musts are for Mame.  I kinda regret not doing a trackball.  Thing costs big bucks though so I can't so I am that upset.
MY FIRST BUILD:

StriderDSO

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 69
  • Last login:May 11, 2019, 10:15:34 am
Re: Number of CP Player Buttons (6 or 8)
« Reply #6 on: September 22, 2011, 10:27:16 pm »
Well, I think I'll go with the seven buttons. I'm still debating whether or not to use an analogue stick, or just get a MagStik - the cost savings would be nice! Thanks for the input.
(\__/)
(='.'=) This is Bunny. Copy and paste him into your
(")_(") signature and help him on his quest for world domination.

ragnar

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 455
  • Last login:August 16, 2022, 10:40:56 am
Re: Number of CP Player Buttons (6 or 8)
« Reply #7 on: September 22, 2011, 11:53:55 pm »
If I had to do it again, I'd do magstiks.

Remember, you are going to have hundreds of games playable.  What you are missing out on no analog is inconsequential.  Your probably going to get 95%+ of the games you want from a magstik pro.  But those games will be better with a magstik.

If you ever do a second cab, you could do it as a dual flightstick setup that supports N64.  Just a thought but it is one that I am currently having for myself.
MY FIRST BUILD:

ragnar

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 455
  • Last login:August 16, 2022, 10:40:56 am
Re: Number of CP Player Buttons (6 or 8)
« Reply #8 on: September 22, 2011, 11:55:06 pm »
Let me add this.  I do have a u360.  I am not upset over it.  I should be clear over that fact.

If this is your first build, I think you'd be happy any way you go.  You can't get everything out of one build.  It's best to come to terms with it.
MY FIRST BUILD:

codefenix

  • Trade Count: (0)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 85
  • Last login:July 26, 2013, 10:53:44 am
    • My MAME Cabinet Build
Re: Number of CP Player Buttons (6 or 8)
« Reply #9 on: September 23, 2011, 08:51:45 am »

NES: 2 buttons (plus start/select)
SNES: 6 buttons? (plus start/select?)
Genesis: 3 buttons (acutally 6 with the upgraded controller) and start
SegaMS: no idea
C64: ?????????? See what the games you want need.

I'd guess that 6 buttons is what you need for consoles.  I'd just do the 7 button layout that is like mine.  Neo Geo is well worth it.  You don't need analog.  I'd you those Mag Stik pluses.

If you'd expect to have alot of people over, consider a 4P CP.  If not, just save the money.

Beyond all this, see what your musts are for Mame.  I kinda regret not doing a trackball.  Thing costs big bucks though so I can't so I am that upset.


I'll chime in.  My cab uses 8 buttons per player.



I got a shot of my panel before painting it, mostly because I was excited to see how the controls would look in the panel.



Each player has six colored buttons, the white player-start button, and an extra black button, for a total of eight.  On console emulators, the white button is for start and the black button is for select/mode.  The third black button in the upper left is ESC.  This setup works wonderfully for Mame and for 8-bit and 16-bit console emulators.

Speaking to the buttons each system needs:

NES: 4 buttons - A, B, Start, Select
SNES: 8 buttons - X, A, B, Y, R, L, Start, Select
Genesis: 8 buttons - A, B, C, X, Y, Z, Start, Mode
SMS: 2 buttons - 1, 2 (the 1 button doubles as start IIRC)
C64: 1 button on some, 2 on others, plus a keyboard.  I'd forget about putting this in a cab.

The trackball is the X-Arcade USB / PS/2 assembly.  Costs a mere $60, works great, and I love it.  I believe it's the same assembly used in their Tankstick.

If I had to do my control panel again, I believe I would move my extra black buttons down closer to the colored buttons, going for that 7-button layout that Ragnar mentioned.  It would certainly be more conducive for 4-button NeoGeo games.  Aside from that I'm really pleased with how it turned out.



Donkbaca

  • Our reptillian overlords would be pleased
  • Trade Count: (+1)
  • Full Member
  • ***
  • Offline Offline
  • Posts: 2648
  • Last login:May 09, 2012, 06:28:10 pm
    • Slim built MAME/Xbox cab
Re: Number of CP Player Buttons (6 or 8)
« Reply #10 on: September 23, 2011, 02:15:11 pm »
Here is my take:

Get one of these:
http://www.ebay.com/itm/PC-Wireless-Controller-Receiver-Microsoft-Xbox-360-/200638803958?pt=AU_Video_Game_Accessories&hash=item2eb7012ff6

Its the best 10 bucks you could spend on a cab that will open up lots of options.

You could add xbox 360 pads - they have 2 analog inputs plus back and start plus 8 buttons each.  Tons of inputs, they work great for every console you can think of, they even work with the N64, though I don't like playing the N64 games due to the goofy layout of the N64 controller. 

With that little receiver you can also add a couple of these:
http://www.ebay.com/itm/Microsoft-Xbox-360-Tekken-6-VI-Fight-Stick-Game-Limited-Edition-Arcade-Wireless-/330616839774?pt=Video_Games_Accessories&hash=item4cfa4c9e5e#ht_855wt_1083

and bam instant 4 player cab.  Everything is wireless, no mess, no clutter.