How is your x360kb.ini setup if your using 7 buttons?
Each game has a different story as to why I chose a specific button assignments but it usually has to do with the fact that I like my top left button to have the "select/accept" functionality and the top middle button, the "back" functionality.
Here are the keys to which I mapped the cab buttons with my iPac:
Z X C
T Y U
V
Below is how I have set up the P1 side of the cab for each game.
P2 side follows the same logic but with different key assignments.
SSFIVAEUnfortunately, this game maps the accept and back functionality to whatever pad buttons you assign as weak kick and middle kick and I have not found a way around this.
[Options]
UseInitBeep=1
Log=0
BackgroundMode=0
PadCount=2
[PAD1]
A=T
B=Y
X=Z
Y=X
Right Shoulder=C
Right Trigger=U
D-Pad Up=Up
D-Pad Down=Down
D-Pad Left=Left
D-Pad Right=Right
Back=5
Start=1
SFXTThis one was very straightforward.
[Options]
UseInitBeep=1
Log=0
BackgroundMode=0
PadCount=2
[PAD1]
A=Z
B=X
X=T
Y=Y
Right Shoulder=U
Right Trigger=C
D-Pad Up=Up
D-Pad Down=Down
D-Pad Left=Left
D-Pad Right=Right
Back=5
Start=1
MKKEIMPORTANT: In my case, I had to set backgroundmode to 1 in this game or the hack wouldn't work (you can see it in the ini file below).
This one took some trial and error because it has more gamepad button assignments than you have emulated buttons and it won't let you leave anything unassigned.
From my notes:
- Game does not allow keyboard keys to remain unassigned so must assign them to keys not used in the x360kb.ini
- The CP buttons were mapped to match the official MK Competition Fight Stick, which pretty much has the traditional mk3 button layout, except that the "run" button is now a tag button for team fighting mode
- The button combinations for Flip Stance (back kick + front kick) and Throw (front kick + front punch) can be assigned to specific buttons but I left them out of my setup to match the official MK stick, which doesn't use them
- The game has the "Select" and "Back" functions hard-coded to gamepad buttons A and B, so the x360kb.ini backed up in this folder was carefully configured to preserve that functionality in my control panel's top row blue and green buttons as with most other games in my cab, even though I'm not using the top green button in-game
- In order for my button config above to work, the following mappings must be made in the in-game config menu (only "Preset 1" has to be configured and it will work for both player sides):
- joystick directions: already assigned correctly by default, no need to re-assign
- front punch: RT
- back punch: A
- front kick: LB
- back kick: X
- flip stance: LT (do not touch this one!!!, pre-assigned to unused button, like I need it)
- tag: back (left facing triangle)
- block: Y
- throw: RB (do not touch this one!!!, pre-assigned to unused function, like I need it)
- pause: start (right facing triangle)
- back: B
- Since the game has more functions than I have buttons in the emulated gamepad hack, the configuration in the ini file has been selected to leave the game default flip stance and throw buttons unassigned, since I'm not going to use them and the game does not allow unassign buttons. In case of mistakes, just load the game's default config and start re-assigning again all the buttons above, except flip stance and throw
ini file:
[Options]
UseInitBeep=0
Log=0
BackgroundMode=1
PadCount=2
[PAD1]
D-Pad Up=Up
D-Pad Down=Down
D-Pad Left=Left
D-Pad Right=Right
A=Z
B=X
Right Trigger=C
X=T
Y=Y
Left Shoulder=U
Back=V
Start=1
In all cases, you still have to go into the in-game button assignment menu and map all keyboards to unused keys to avoid conflicts and some additional re-mapping to have the punches and kicks where you want them in your cab.
I hope this helps.