I seem to be in disagreement with the rest of the board, FWIW, but.
Can someone explain what is meant by numbering and what exactly does
1 2 3 mean?
4 5 6
Using a Capcom style layout (2 rows of three buttons), the top left button is set as button 1
What is the difference between the above layout and
4 5 6
1 2 3
Using a Capcom style layout (2 rows of three buttons), the bottom left button is set as button 1
Why are certain layouts better for certain games? eg, fighters and classics?
The
4 5 6
1 2 3
layout is better for classics b/c you don't have to reach over the lower row of butttons, the
1 2 3
4 5 6
is better for SF b/c that's the way the arcade was set-up.
In reality, depending on whether you play more fighters or classics, you will pick one layout and re-program MAME to match.
e.g. For 7 button layouts what is the difference between:
4 5 6 and 4 5 6
1 2 3 1 2 3
7 6
First off, the thumb button is really only used for NeoGeo 4-button games, the layout on the left ensures no duplicate inputs, but uses two more inputs on your encoder. The layout on the right frees up two more inputs for admin functions, but there is a possibility of accidentally throwing a punch if you hit the thumb button by mistake.
How does the numbering correspond to the inputs on an encoder?
In general, the numbering relates to MAME inputs, and not to an encoder.
For example,
1 2 3
4 5 6
means I want the top button to be "Button 1"
By default, MAME sets P1Button1 to "L Ctrl" and by default, the I-PAC sets 1SW1 to "L Ctrl" so you would normally (for the above layout) wire the top button to 1SW1 on the I-PAC.
Not to confuse you, but this isn't a requirement. For example, I could go into MAME and set P1Button1 to "U", re-program the I-PAC so the Coin1 terminal sent "U", and wire the upper left button to Coin1 on the I-PAC and it would work fine, but why?