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Author Topic: Cuphead dedicated cab (feasibility study stage)  (Read 3741 times)

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Ian

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Re: Cuphead dedicated cab (feasibility study stage)
« Reply #80 on: October 20, 2017, 01:09:51 pm »
Every normal man must be tempted at times to spit on his hands, hoist the black flag, and begin to slit throats.

yotsuya

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Cuphead dedicated cab (feasibility study stage)
« Reply #81 on: October 20, 2017, 01:55:49 pm »

Look at this!



This one. Right here.^^^^

Looks like side art and isnít a ---smurfy--- collage jumble.
« Last Edit: October 20, 2017, 02:08:27 pm by yotsuya »
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tommyinajar

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Re: Cuphead dedicated cab (feasibility study stage)
« Reply #82 on: October 20, 2017, 02:12:01 pm »
Another Cuphead cabinet video was just posted at the The CRT Collective Facebook page.

 Not trying to pile on- but Yes, that seems to be tossed together rather hastily with leftover parts.
Not quite bad enough for here though..
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Malenko

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Re: Cuphead dedicated cab (feasibility study stage)
« Reply #83 on: October 20, 2017, 02:55:19 pm »

Look at this!

This one. Right here.^^^^

Looks like side art and isnít a ---smurfy--- collage jumble.

and its easy enough to get rid of those annoying watermarks too.
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Re: Cuphead dedicated cab (feasibility study stage)
« Reply #84 on: October 21, 2017, 02:29:02 pm »
How many buttons do you need for each player? I've heard you need a button for the mid-air jump in addition to the jump, sounds stupid if true. Would it be possible to map those two to the same button?  :cheers:

Ian

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Re: Cuphead dedicated cab (feasibility study stage)
« Reply #85 on: October 21, 2017, 02:51:50 pm »
How many buttons do you need for each player? I've heard you need a button for the mid-air jump in addition to the jump, sounds stupid if true. Would it be possible to map those two to the same button?  :cheers:

There is Shoot, Jump, Dash, Weapon select.
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Re: Cuphead dedicated cab (feasibility study stage)
« Reply #86 on: October 26, 2017, 11:13:00 pm »
have you got anywhere with that iPAC?

I'm trying to get CupHead setup on my cab with iPAC but there are a few problems
mainly, that CupHead is one of those games that requires separate devices per player. So player 1 can use a keyboard but player 2 must use a joystick.

Someone else also mentioned the hard mapping of the Z key for world interactions, and that's true (and annoying) but it's also true that you need the enter key for menu navigation and the escape key to back out of menus.

I thought I'd solve this with Vjoy. just make profiles to map the keyboard keys to virtual joysticks. while that solves the 2-player issue, it doesn't solve the menu navigation and Z-key issues as for whatever reason cuphead ONLY accept joystick inputs from a 360 controller for those things... normal joysticks (and thus vjoy) aren't supported in the menu  and over-world interactions.

people on the steam forum are using x360ce to get around these problems with normal joysticks... I haven't figured out how to integrate that into my setup yet... for you you might be better off just pad hacking some 360 controllers to avoid the ridiculous joystick emulation mess that is trying to use modern pc games with a keyboard encoder.

pbj

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Re: Cuphead dedicated cab (feasibility study stage)
« Reply #87 on: October 27, 2017, 10:25:34 am »
Keyboard encoders have been obsolete for using joysticks on modern PC games and replaced by the Xbox 360 controller for several years now.

Stop screwing around with your ipac.


ballboff

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Re: Cuphead dedicated cab (feasibility study stage)
« Reply #88 on: October 27, 2017, 12:33:55 pm »

I like this one...

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