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Author Topic: Button Layout  (Read 3390 times)

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jaywv1981

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Button Layout
« on: December 29, 2015, 03:48:36 pm »
Hello, I am building a 4 player cabinet with LED buttons that light up showing the layout for each particular game.  For my middle two controllers I was going to go with the standard 7 button layout but since I'll have some left over buttons from my order I thought I might add two more buttons at the top for MK.    Does anybody see a problem with this layout?  It has all three layouts in one (MK, Neo Geo and Street Fighter).







harveybirdman

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Re: Button Layout
« Reply #1 on: December 29, 2015, 04:40:27 pm »
What two buttons are you talking about for MK?

jaywv1981

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Re: Button Layout
« Reply #2 on: December 29, 2015, 04:45:06 pm »
In the top picture the red buttons would represent the classic MK layout.  The top two buttons would be added to be the high punch and high kick buttons.

BadMouth

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Re: Button Layout
« Reply #3 on: December 29, 2015, 04:55:46 pm »
Maybe the spacing in real life would be closer than in the pic, but it looks like quite a stretch in the pic.
Interesting idea, but I'd map both center buttons to block and call it done.

Even though the active buttons will be lit, you can't see which ones are lit while looking at the screen.
With the extra row, I'd be afraid of losing track of which buttons I'm supposed to be using.

harveybirdman

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Re: Button Layout
« Reply #4 on: December 29, 2015, 04:56:02 pm »
Sorry when you don't host your pictures here, we can't always see them.

Here's my .02, don't do more than 7.  If you are that concerned about having the proper button spacing of MK (which sucked in real life IMO) then Build a MK only cab.


jaywv1981

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Re: Button Layout
« Reply #5 on: December 29, 2015, 04:59:01 pm »
Thanks for the input.  The more I think about it the more I think I will just stick to the 7 button layout.  This is what I was shooting for but it seems like over kill.


harveybirdman

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Re: Button Layout
« Reply #6 on: December 29, 2015, 05:02:50 pm »
It's pretty ugly IMO, always remember what it's going to look like when you AREN'T playing MK, stick to seven.

paigeoliver

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Re: Button Layout
« Reply #7 on: December 29, 2015, 05:42:50 pm »
Just use the Street Fighter layout as is, the confusion that 7th button adds overall isn't worth the hassle of getting the MK3 run button in the right place (this coming from someone who has the 7th button).
Acceptance of Zen philosophy is marred slightly by the nagging thought that if all things are interconnected, then all things must be in some way involved with Pauly Shore.

jaywv1981

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Re: Button Layout
« Reply #8 on: December 29, 2015, 06:38:13 pm »
Thanks again for the input.  Is it worth keeping the seventh button for Neo Geo games? 

harveybirdman

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Re: Button Layout
« Reply #9 on: December 29, 2015, 07:52:54 pm »
Plenty of people justify the seventh button for an accurate Neo Geo layout but most games are easily playable using a Capcom layout and few NG titles use all four buttons anyway.

The truth is there really is a reason why people are always saying try things out in cardboard first.  Better to beta test and be happy with what you come up with than wishing you'd done it different and buying more wood.

wp34

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Re: Button Layout
« Reply #10 on: December 29, 2015, 08:03:05 pm »

The truth is there really is a reason why people are always saying try things out in cardboard first.  Better to beta test and be happy with what you come up with than wishing you'd done it different and buying more wood.

Harvey is right. This can't be said enough. You will be real glad you did a mock up first.

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Re: Button Layout
« Reply #11 on: December 29, 2015, 08:04:43 pm »
Plenty of people justify the seventh button for an accurate Neo Geo layout but most games are easily playable using a Capcom layout and few NG titles use all four buttons anyway.

The people who actually played enough Neo Geo fighters to care are both incredibly rare and will still mop the floor with you even if the layout is wrong.
Acceptance of Zen philosophy is marred slightly by the nagging thought that if all things are interconnected, then all things must be in some way involved with Pauly Shore.

haynor666

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Re: Button Layout
« Reply #12 on: December 30, 2015, 06:06:02 am »
I prefer 6 button layout though not in line but rather like this http://forum.arcadecontrols.com/index.php/topic,90108.msg946088.html#msg946088

BadMouth

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Re: Button Layout
« Reply #13 on: December 30, 2015, 08:51:22 am »
I have a Neo Geo themed cab with 4 in the top row.

After playing on it for some time, I've found that I prefer using the first 3 in the top row and hitting the first button in the second row with my thumb for the D button rather than using the original 4 in a row layout.
I have MAME mapped so either can be used.

So even though I have the 7th button and have a neo geo themed cab, I don't use it for the Neo Geo games.

What I have found it useful for are any fighting games where you can TAG to bring a different character in.
It's nice to have a button that works accross different arcade and PC games rather than trying to remember the original button or combo.

jaywv1981

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Re: Button Layout
« Reply #14 on: December 30, 2015, 11:16:32 am »
I'm considering the slanted layout like in that link.  If I do a straight SF style do you have your Button A on the second row like this?



Also, I could do the Mortal Kombat like this as far as the LED colors.



BadMouth

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Re: Button Layout
« Reply #15 on: December 30, 2015, 11:34:06 am »
I'm considering the slanted layout like in that link.  If I do a straight SF style do you have your Button A on the second row like this?



No, I have D there.
A is the first in the top row.
Not trying to recreate the original layout.

I like this for the Namco fighters as well instead of the original square.
My thumb and first finger are left kick and left punch.
My middle finger and ring finger are right punch and right kick.
The buttons are easier to reach and it makes sense in my mind.

That's how I would do MK3.
For some reason I don't play MK3 as much as the first two.

jaywv1981

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Re: Button Layout
« Reply #16 on: December 30, 2015, 11:58:59 am »
Thanks, having D on the 2nd row is easier anyway as that is the default button 4.

Now I have a question as far as the outside two controllers.  I've read on here that you shouldn't angle them but wouldn't you have to angle them a little bit?

Like TMNT for example:



PL1

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Re: Button Layout
« Reply #17 on: December 30, 2015, 12:11:47 pm »
Now I have a question as far as the outside two controllers.  I've read on here that you shouldn't angle them but wouldn't you have to angle them a little bit?
Buttons, yes.

Joysticks, no. (green is good, red is bad)



http://newwiki.arcadecontrols.com/index.php?title=FAQ#Orientation


Scott

jaywv1981

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Re: Button Layout
« Reply #18 on: December 30, 2015, 01:15:14 pm »
Gotcha...that makes sense.  Thanks a lot.

jaywv1981

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Re: Button Layout
« Reply #19 on: January 13, 2016, 01:40:46 pm »
I have wired up my buttons in an old X Arcade controller that has the Street Fighter style 6 button layout and I feel like it is very comfortable.  I think I'm going with that. 
I'm getting ready to drill the holes in the actual cabinet this weekend.  I'm loving the RGB LED thing...really liking having games like TMNT have the correct colors for each character (blue, orange, purple, red from left to right).   I did a few custom ones such as rampage....I think the default for it is red joy sticks for all three characters but I made player 1 brown for George, player 2 green for Lizzie and player 3 grey for Ralph.  I also made Frogger's controls green and Ms. Pacman's pink.  I even made the joystick that cycles through HyperSpin cyan to match the graphic at the bottom of the screen.

Couple of minor issues:
1) The green LED in one of my joysticks doesn't work but Paradise Arcade is sending me a replacement.
2) "Orange" as defined by LED Blinky looks yellow to me so I made a custom orange by editing the colors.ini file