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Author Topic: 6 buttons per player?? player 2?  (Read 3929 times)

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G1zm0

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6 buttons per player?? player 2?
« on: September 27, 2008, 05:05:16 am »
on setting up my cp, i am at the point in setting the key strokes, i have got all player 1 6 keys but why is player 2 keys only 4?

on mame it says 5,6 are n/a    so does street fighter only use 4 buttons?

what keys are these assigned to?

hope trackball is easier set up

 
« Last Edit: September 27, 2008, 05:49:41 am by G1zm0 »

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Re: 6 buttons per player?? player 2?
« Reply #1 on: September 27, 2008, 06:38:08 am »
You just need to assign them:

Quote
By default, MAME does not have these buttons assigned to any keycodes. Just go into the MAME controls menu (press tab in a game) and assign them. Button 5 is "I" and Button 6 is "K".

G1zm0

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Re: 6 buttons per player?? player 2?
« Reply #2 on: September 29, 2008, 04:10:39 am »
ok thanx for info, what games will use these buttons

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Re: 6 buttons per player?? player 2?
« Reply #3 on: September 29, 2008, 07:21:29 am »
Been a while since I played them but

Mortal Kombat uses 5 iirc  and Killer Instinct uses 6

Those are the only two that spring to mind immediately but there are others
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Re: 6 buttons per player?? player 2?
« Reply #4 on: September 29, 2008, 09:56:32 am »
Been a while since I played them but

Mortal Kombat uses 5 iirc  and Killer Instinct uses 6

Those are the only two that spring to mind immediately but there are others

every capcom fighter from Street Fighter to Marvel VS Capcom, all the street fighter clones too.  just edit controls for all games instead of "this game"
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Re: 6 buttons per player?? player 2?
« Reply #5 on: September 29, 2008, 01:13:20 pm »
Do you have six buttons on your control panel?

If so, I usually go into the defautl options in MAME and set my controls to look like this

1 2 3
4 5 6

in the classic SFII layout.  Then when I need to I can remap controls for the indvidual game.  For most 1 or two button games I will map inputs 1 and 2 to be where 2 and 3 were on the default layout. 

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Re: 6 buttons per player?? player 2?
« Reply #6 on: September 29, 2008, 04:20:28 pm »
ok thanx for info, what games will use these buttons

For a complete list, you can use MAWS deluexe search, and limit to 6 buttons.  Most of the games with more than 6 buttons are casino or quiz games, with a few driving and other sprts (but some of them might be the phone number buttons).

Or use romlister.
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Re: 6 buttons per player?? player 2?
« Reply #7 on: September 29, 2008, 04:50:48 pm »
Here are the default MAME keys (for an I-Pac 2)

Player 1 - up, down, left, right, CTRL, ALT, SPACE, LSHIFT, Z, X
Player 2 - R, F, D, G, A, S, Q, W, I, K
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Re: 6 buttons per player?? player 2?
« Reply #8 on: September 29, 2008, 04:58:06 pm »
do many other games use 7 or 8 buttons?

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Re: 6 buttons per player?? player 2?
« Reply #9 on: September 29, 2008, 06:53:13 pm »
I think what you are saying is that in MAME there are only 4 buttons assigned to all the streetfighter( capcom) games.  Then why does everyone put 6 buttons on theit CP.  Is this for Mortal Combat????

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Re: 6 buttons per player?? player 2?
« Reply #10 on: September 29, 2008, 07:18:29 pm »
All capcom fighters require 6 buttons for each player.


However,  BY default, they decided to assign only 4 of the player 2 buttons.  You can go into MAME options (click tab), edit inputs for All Games, not just "This Game", and set the inputs for player 2 button 5 and 6 to whatever you want.

You do need 6 buttons for Street Fighter II & 3, Marvel Super Heroes, Marvel Vs Capcom, etc. for each player.

They weren't set in MAME by default, probably because MAME emulates THOUSANDS of arcade games, and the majority of them don't need 6 buttons.


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Re: 6 buttons per player?? player 2?
« Reply #11 on: September 29, 2008, 09:13:22 pm »
on setting up my cp, i am at the point in setting the key strokes, i have got all player 1 6 keys but why is player 2 keys only 4?

on mame it says 5,6 are n/a    so does street fighter only use 4 buttons?

what keys are these assigned to?

hope trackball is easier set up

Seriously, you never played any 6-button games in the arcades? Not even Street Fighter? Sounds like you still have a lot to learn about the number of games out there, and the ins and outs of MAME.

G1zm0

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Re: 6 buttons per player?? player 2?
« Reply #12 on: September 30, 2008, 06:10:33 am »
yeah played them but was s**t at them so saved cash and got a computer ect and used that

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Re: 6 buttons per player?? player 2?
« Reply #13 on: September 30, 2008, 10:40:16 am »
 :laugh2:

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Re: 6 buttons per player?? player 2?
« Reply #14 on: September 30, 2008, 01:26:18 pm »
I take it you're a casual gamer then.

I think what you are saying is that in MAME there are only 4 buttons assigned to all the streetfighter( capcom) games.  Then why does everyone put 6 buttons on theit CP.  Is this for Mortal Combat????

You have to get it out of your head that games like SFII are designed with MAME in mind or MAME is designed specifically for games like SFII. Neither is true.

Just accept this:
SFII (and others like it) uses six buttons per player.
MAME is not configured by default for SFII controls.
Therefor, you will need to configure MAME to accomodate SFII or any other game that uses more than four buttons per player.

And please... go to your local arcade. If you can't afford to play  ::) then take a look at the actual machines and how they're constructed.

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Re: 6 buttons per player?? player 2?
« Reply #15 on: September 30, 2008, 03:29:26 pm »
Sort of OT, but mame's defaults are not designed for easy plug-n-play.

Some of mame's defaults that people run into:
-mouse disabled
-joystick disabled (keyboard enabled, so ipac/keypac wired joysticks work by default, but gpwiz/u360 don't by default)
-player 2 only has first four buttons with keys, even though player 1 has eleven keys.
-player 3 and up have not keys mapped.
-All eight players map joystick and 16 joystick buttons, but only player 1 has anything mapped to dual joysticks.

But the last three are what you get when there are over 500 inputs and only 104 keys on a keyboard, even with different inputs sharing keys.
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Re: 6 buttons per player?? player 2?
« Reply #16 on: October 01, 2008, 05:34:21 am »
another question : how have you guys got it set up

we all say what the keys are but how are they assigned to the button lay out?

o o o  ao bo co
o o o  do eo fo

would a =ctrl/ b=alt/ c=space
          d=left shift/ e=z/ f=x

and for p2

a=a b=s c=q d=w e=i f=k?

just want it set out so it plays the old 3 button games with ease without having to configure the buttons so  it uses the closest keys


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Re: 6 buttons per player?? player 2?
« Reply #17 on: October 01, 2008, 05:40:15 am »
A lot of people use

456
123

So your fingers use the bottom row for the games with 1, 2, and/or 3 buttons.  For others, like the fighters, you use all of them.  Most people prefer using the bottom row as its more comfortable than using the top because you aren't resting any part of your fingers or hands on a row of buttons.

You can try it out and see if it works well for you.  If you don't like it whichever way you go, you can simply reconnect the wiring to the buttons to correct it or change the switches to different buttons underneath the CP instead of reprogramming Mame.  That may be easier/faster depending on your setup.

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Re: 6 buttons per player?? player 2?
« Reply #18 on: October 01, 2008, 06:09:53 am »
This is the number 1 support request I get for I-PAC and other boards, ie no P2 button 5,6.
Its not the board of course...
It would be really good if the Mame devs could add mapping for these by default.

The defaults are not ideal, its a shame they chose Shift as this invokes StickyKeys and also ALT and CTRL are not ideal but probably too late to change those at this time. Guess those data right back to DOS days where it didnt matter.
Andy

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Re: 6 buttons per player?? player 2?
« Reply #19 on: October 01, 2008, 03:53:17 pm »
This is the number 1 support request I get for I-PAC and other boards, ie no P2 button 5,6.
Its not the board of course...
It would be really good if the Mame devs could add mapping for these by default.

The defaults are not ideal, its a shame they chose Shift as this invokes StickyKeys and also ALT and CTRL are not ideal but probably too late to change those at this time. Guess those data right back to DOS days where it didnt matter.
Andy

Andy, you might want to include/make available a ctrlr file with i-pac2/4's defaults, like those included with mame for xarcade, hotrod and slikstik.  Might make it easier for users to "fix the board's problem", but I admit I'm a little bias toward ctrlr files.
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Re: 6 buttons per player?? player 2?
« Reply #20 on: October 01, 2008, 06:11:32 pm »
The defaults are not ideal, its a shame they chose Shift as this invokes StickyKeys and also ALT and CTRL are not ideal but probably too late to change those at this time. Guess those data right back to DOS days where it didnt matter.

I don't know why they're so adverse to changing that. MAMEDev seems to like breaking everything else with their updates.

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Re: 6 buttons per player?? player 2?
« Reply #21 on: October 01, 2008, 07:16:22 pm »
The defaults are not ideal, its a shame they chose Shift as this invokes StickyKeys and also ALT and CTRL are not ideal but probably too late to change those at this time. Guess those data right back to DOS days where it didnt matter.

I don't know why they're so adverse to changing that. MAMEDev seems to like breaking everything else with their updates.

Back when most games were DOS & keyboard (and maybe mouse too), the keys to use were ctrl, shift, alt, and the arrow keys.  That's why they were chosen, I'm guessing.  I've been trained; my fingers still go to them when I think keyboard game play.

As to why doesn't mame change, why? 
- All other breaks are for easier or better coding, emulation, or testing.  Changing the default inputs won't help those.  Mame isn't about easy use.
- Just use a ctrlr file and set to your content.  (And if you bring up the in driver source remapped inputs, you're going to have to remap them anyway just like you currently do without using the ctrlr file.)


Now, if mame started today, I'd agree using the alt & ctrl keys might not be a good idea because microsoft & windows screwed them up for game play (including adding the stupid windows key).  However, I don't see any good replacement AFA standard keyboard location (no look finding, easy right hand reach) and simultaneous press.  AFA encoders like ipac, these don't matter, but AFAIK most mameDev and mame coders use standard keyboards.  And since ipac, keywiz, & mame are remappable (and u-hid, u360, and gpwiz aren't keyboards), IMO what's "default" doesn't matter for the BYOAC community.
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Re: 6 buttons per player?? player 2?
« Reply #22 on: October 01, 2008, 07:31:29 pm »
You know, I'm curious about how the MAMEdev team goes about playing their games anyway.  Do they have cabs?  Do they use a joystick?  Do they use a controller?  Or do they just stick to keyboards?

Does anybody have a link to some info?


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Re: 6 buttons per player?? player 2?
« Reply #23 on: October 02, 2008, 01:33:38 pm »
Or do they just stick to keyboards?

Most just use the keyboard, especially when coding or debugging.  But like trying to group "MameDev" into one mold, this a general outline, and not a fixed rule.

Can't find the post I'm thinking about, but I think it was Arbee posting at mameworld who said something of that sort.
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Re: 6 buttons per player?? player 2?
« Reply #24 on: October 02, 2008, 05:04:23 pm »
Yeah, the mame development team is a lot of people spread across the globe, so they aren't really a tightly focused group. 

Yeah, for debugging and testing the keyboard is obvious.  But what about for fun?  Or maybe the guys who program emulators get their fun from the development process, and playing the games is just gravy.  It's kinda like the guys on this board who prefer building cabs to playing them.  I'll admit, I have just as much fun tinkering around with the settings on my monitors and controllers as I do playing the games.