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Author Topic: 49 way grids, how I would do it.  (Read 1768 times)

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paigeoliver

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49 way grids, how I would do it.
« on: March 02, 2005, 03:21:45 am »
All the discussion of 49-way grids and adapting them to 2-way, 4-way and 8-way use caused me to sit down and figure it out via photoshop.

This is how I would do them based on my experience with the Sinistar style stick. I don't have enough practical experience with the current 49-ways to assign a grid to one of those (if it moves the first position basically as soon as you touch the stick (like Sinistar does) then it could use the same grids, if it has some travel time first then the first squares out from the center could be filled in.

2-way grid.
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.

paigeoliver

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Re: 49 way grids, how I would do it.
« Reply #1 on: March 02, 2005, 03:24:12 am »
4-way grid.

Note, if I was using an integrated circuit, or good software to interpret this then those corners wouldn't be blank, instead it would move to the next direction when you rolled into that corner, this would give faster response than a standard 4-way, but for a straight 4-way I would use this grid.
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.

paigeoliver

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Re: 49 way grids, how I would do it.
« Reply #2 on: March 02, 2005, 03:26:58 am »
8-way grid.

8-way games tend to be more about CONSTANT movement, so an alternate mode that fills in those first blocks would be great for games like TMNT, but the grid below would work best on fighters (and be nearly as good on everything else.

The reason all these grids have blank spots is because the 49-way traditionally will hit it's first switches before almost any normal joystick, thus to more properly emulate a normal joystick you skip the first set of switches.
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.

Rocky

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Re: 49 way grids, how I would do it.
« Reply #3 on: March 02, 2005, 09:43:26 am »
You might find this link helpful.

Grasshopper

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Re: 49 way grids, how I would do it.
« Reply #4 on: March 02, 2005, 09:58:40 am »
I think it depends upon the game. Different games require different levels of sensitivity. That is why I think a programmable grid would be the most flexible solution.
"Patriotism is the last refuge of the scoundrel." - Samuel Johnson

SirPoonga

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Re: 49 way grids, how I would do it.
« Reply #5 on: March 02, 2005, 10:00:22 am »
4-way grid.

Note, if I was using an integrated circuit, or good software to interpret this then those corners wouldn't be blank, instead it would move to the next direction when you rolled into that corner, this would give faster response than a standard 4-way, but for a straight 4-way I would use this grid.

I think this would even give faster response for 4way

SirPoonga

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Re: 49 way grids, how I would do it.
« Reply #6 on: March 02, 2005, 10:12:23 am »
This is how I would do diagonal4way.
Remember in mame physical up-left is UP because the physical joystick is just rotated 45 degrees.

tetsujin

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Re: 49 way grids, how I would do it.
« Reply #7 on: March 02, 2005, 03:22:10 pm »
If this is all speculation, it's meaningless.  Mappings like these would need to be play-tested to be useful.
---GEC

SirPoonga

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Re: 49 way grids, how I would do it.
« Reply #8 on: March 02, 2005, 03:32:09 pm »
True, pick up analog+ mame and test :)

Actually they are meaningful.
« Last Edit: March 02, 2005, 03:38:24 pm by SirPoonga »

RandyT

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Re: 49 way grids, how I would do it.
« Reply #9 on: March 02, 2005, 05:28:12 pm »
With the wiz49 coming out it's going to be hard to find 49ways on ebay now for prices that they have been going for...

Ah HAH!  Now we find the true roots of your discontent :D

(BTW, I just got a couple of them for $4 each  :P )

RandyT

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Re: 49 way grids, how I would do it.
« Reply #10 on: March 02, 2005, 07:31:09 pm »
True, pick up analog+ mame and test :)

Uh, you don't need analog+: Official mame remaps fine.
Robin
Knowledge is Power

SirPoonga

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Re: 49 way grids, how I would do it.
« Reply #11 on: March 02, 2005, 07:49:55 pm »
With the wiz49 coming out it's going to be hard to find 49ways on ebay now for prices that they have been going for...

Ah HAH!  Now we find the true roots of your discontent :D

(BTW, I just got a couple of them for $4 each  :P )

RandyT

What discontent?  I HAVE NOTHING AGAINST YOUR PRODUCT for the final time.  I, like others, would just like to know why you didn;t do some stuff.

Remember the same thing occured when you brought out your keywiz.  I was one of the main people who wondered why you don't have keyboard LEDs.

There's nothing wrong with finding out everything a product do.

paigeoliver

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Re: 49 way grids, how I would do it.
« Reply #12 on: March 02, 2005, 10:13:54 pm »
4-way grid.

Note, if I was using an integrated circuit, or good software to interpret this then those corners wouldn't be blank, instead it would move to the next direction when you rolled into that corner, this would give faster response than a standard 4-way, but for a straight 4-way I would use this grid.

I think this would even give faster response for 4way

That one seems to favor left-right over up-down. Not sure if that would be better or worse than the dead zones in my layout.
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.

SirPoonga

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Re: 49 way grids, how I would do it.
« Reply #13 on: March 03, 2005, 09:19:58 am »
That one seems to favor left-right over up-down. Not sure if that would be better or worse than the dead zones in my layout.
It looks that way, but I replaced both dead zones with something.  having a dead zone in the middle like that could possibly feel akward.  Though in a real 4 way when you are moving from up to left there is a point with no input being sent.  So it could be more realistic.