Build Your Own Arcade Controls Forum
Main => Software Forum => Topic started by: screaming on July 06, 2004, 02:00:54 pm
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Hey all,
My control panel layout is like this:
4 5 6
1 2 3
7
This layout works well for games that require only a couple buttons because the important row of buttons are on the bottom. Unfortunatly, every game I've come across that uses more than 3 buttons (fighter games, so far), the rows of buttons are opposite what they should be. In other words, the buttons SHOULD be layed out like this:
1 2 3
4 5 6
7
Has anyone with a similar setup as mine spent the time to remap all the +3 button games to the right layout using ctrlr.ini files? If so, would you mind posting them to save others (like me) the work? :)
Thanks!
-Steve
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The easiest way:
make a cps1.ini (all capcom system 1 games)
and a cps2.ini (all capcom system 2 games)
That should take care of all fighters and there are far less non-fighter capcom games so you can manually make ini files for them.
Afaik the capcom fighters are the only ones that need this special attention.
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actually.. Capcom isn't the only company that does it.
its all (every case I've found) fighters with 2player 8way and 6 buttons.
btw, that is why I started writing my own frontend. So I could setup all 2player_8way_6button games one time, and have it update everywhere else.
But I dropped it in the next version. I plan on adding it again in a different form (using ini files... currently it copies around the default.cfg file). I used to use it in a few places, but recently its for this... and there are easier ways to handle it.
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actually.. Capcom isn't the only company that does it.
its all (every case I've found) fighters with 2player 8way and 6 buttons.
I'll agree with that, the only thing is capcom is pretty much the only company that makes 6 button fighters, the rest are 4 button. The only exception is the killer instinct series that I know of.
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You could use no name mame and the button#.ini ctrlr hack I made. For a ctrlr ini file make a button6.ini file and map the controls as needed. Any 6 button game will be mapped that way (unless a specific game ini file is present, more specific ini files take priority).
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You could use no name mame and the button#.ini ctrlr hack I made. For a ctrlr ini file make a button6.ini file and map the controls as needed. Any 6 button game will be mapped that way (unless a specific game ini file is present, more specific ini files take priority).
Holy crap that's cool. I'll probably have an easier time doing this then configuring everything I DON'T want remapped with game-specific ini file (like Howard said).
-STeve
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As an aside, how come MAME says Mortal Kombat and Mortal Kombat II each have 6 buttons when every MK box I've seen has only 5? Where does the 6th come in? This will screw with the $input_buttons.ini hack..
-Steve
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Only MK3 and 4 had 6 buttons....prob just an error.
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You could use no name mame and the button#.ini ctrlr hack I made. For a ctrlr ini file make a button6.ini file and map the controls as needed. Any 6 button game will be mapped that way (unless a specific game ini file is present, more specific ini files take priority).
Not really.... there are hundreds of 6 button games that aren't fighters. There are only a couple of dozen capcom system games that aren't fighters. :)
Also I'm not sure how mortal kombat got into this discussion but it's a midway fighter and thus needs a game specific ctrlr file due to the odd x-shaped layout.
Holy crap that's cool. I'll probably have an easier time doing this then configuring everything I DON'T want remapped with game-specific ini file (like Howard said).
-STeve
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Only MK3 and 4 had 6 buttons....prob just an error.
Not really. MK convertion kits were designed to take over SF2 cabs, which of course had six buttons. There's a discussion with a lot more info about this somewhere (can't find it), but basically mame is correct in having the sixth button IIRC.
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Only MK3 and 4 had 6 buttons....prob just an error.
Not really. MK convertion kits were designed to take over SF2 cabs, which of course had six buttons. There's a discussion with a lot more info about this somewhere (can't find it), but basically mame is correct in having the sixth button IIRC.
Well yes and no.... the magical 6th button is in there but it's almost always broken in mame, depending upon the version. I have a note about this for the mk games in the controls.dat database. :)
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Hey all,
Using SortInfo, catver.ini and fancy copy-and-pasting in Excel, I narrowed down the 6 button fighter/versus games. Then I made a template controller-ini file:
P1_BUTTON1 KEYCODE_LSHIFT
P1_BUTTON2 KEYCODE_Z
P1_BUTTON3 KEYCODE_X
P1_BUTTON4 KEYCODE_COMMA
P1_BUTTON5 KEYCODE_STOP
P1_BUTTON6 KEYCODE_SPACE
P2_BUTTON1 KEYCODE_W
P2_BUTTON2 KEYCODE_I
P2_BUTTON3 KEYCODE_K
P2_BUTTON4 KEYCODE_A
P2_BUTTON5 KEYCODE_S
P2_BUTTON6 KEYCODE_Q
and saved it as template.ini.
Busting out my mad DOS batch writting skills, I then wrote a batch file to copy this to all the individual rom names (Good thing for jEdit macros!)..
copy template.ini astrass.ini
copy template.ini bbprot.ini
copy template.ini beastrzb.ini
copy template.ini beastrzr.ini
copy template.ini biofreak.ini
copy template.ini bldyror2.ini
copy template.ini boxer.ini
copy template.ini brival.ini
copy template.ini btlkroad.ini
copy template.ini doapp.ini
copy template.ini dragoona.ini
copy template.ini drgnmst.ini
copy template.ini dstlk.ini
copy template.ini ehrgeiz.ini
copy template.ini ffreveng.ini
copy template.ini fghthist.ini
copy template.ini fgtlayer.ini
copy template.ini gaxeduel.ini
copy template.ini groovef.ini
copy template.ini histryma.ini
copy template.ini hvnsgate.ini
copy template.ini kaiserkn.ini
copy template.ini kchamp.ini
copy template.ini kinst.ini
copy template.ini kinst2.ini
copy template.ini metmqstr.ini
copy template.ini mk.ini
copy template.ini mk2.ini
copy template.ini mk3.ini
copy template.ini msh.ini
copy template.ini mshvsf.ini
copy template.ini mvsc.ini
copy template.ini nwarr.ini
copy template.ini plsmaswd.ini
copy template.ini primrag2.ini
copy template.ini psyforce.ini
copy template.ini ridingf.ini
copy template.ini rvschool.ini
copy template.ini sf1.ini
copy template.ini sf2.ini
copy template.ini sf2ce.ini
copy template.ini sfa.ini
copy template.ini sfa2.ini
copy template.ini sfa3.ini
copy template.ini sfex.ini
copy template.ini sfex2.ini
copy template.ini sfex2p.ini
copy template.ini sfexp.ini
copy template.ini sfiii.ini
copy template.ini sfiii2.ini
copy template.ini sfiii3.ini
copy template.ini sftm.ini
copy template.ini soulclbr.ini
copy template.ini ssf2.ini
copy template.ini ssoldier.ini
copy template.ini starglad.ini
copy template.ini survarts.ini
copy template.ini tattass.ini
copy template.ini techromn.ini
copy template.ini tekken3.ini
copy template.ini tekkentt.ini
copy template.ini ts2.ini
copy template.ini vcircle.ini
copy template.ini vfkids.ini
copy template.ini vfremix.ini
copy template.ini vhunt2.ini
copy template.ini vsav.ini
copy template.ini vsav2.ini
copy template.ini wargods.ini
copy template.ini xmcota.ini
copy template.ini xmvsf.ini
Then I moved all these to my ctrlr\ghost directory ('ghost' is the name of my controller setup in mame). After doing some preliminary testing, it looks like the Mortal Kombat games are still a little off.. I'm still testing, but it looks like if you open up the mk.ini, mk2.ini and mk3.ini file and switch around the last two P{1,2}_BUTTON5 and P{1,2}_BUTTON6 everything works..
Like I said, I'm still playing around with it and looking for other bugs..
-Steve
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And like I said (ugh no one listens) in the notes for those entries in the controls.dat project. Midway/Williams fighters are a special case as they don't use a standard harness. They have to be remapped manually and then have the ctrlr file copied to each willaims fighter.
(mk,mk2,mk3,wwfmania perhaps wargods?)
Also there are several 4 and 5 button fighters that aren't neogeo and need to be mapped like this to play them properly.... (primal rage, namco fighters)
12
34
And then there are the dumb games like power instinct that have the layout
5
1 2
3 4
Like I said there isn't a scripted way you can do this easily it's best to just do the games you play a lot via cps1.ini and cps2.ini and then when you run across an odd-ball one simply exit out and make a new ctrlr file for it.
Not being rude or trying to press my method at all... it's just I've been tackling this problem for a while now and the truth is there isn't a turn key solution and the alternate methods discussed so far don't help much more, considering the great amount of time to set them up and the fact that you'll STILL have to go back and manually fix several games.
The nice thing about ctrlr files is that you only have to set them up once. ;)