Build Your Own Arcade Controls Forum
Main => Main Forum => Topic started by: Silverwind on January 20, 2003, 10:29:31 am
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I've played a few neo-geo games in the arcade.. but i'm having trouble remembering what the 7th button by the thumb is for...
currently i'm building for a six-buttons street fighter design.. but it's not too late to add an extra button..
is it neccesary to have the 7th button? (or is it a start button or the likes?)
thanks :D
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I thought neo-geo had four buttons?
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Neo Geo does have 4 buttons. On some multi button panels (Hot Rod) where there are 6 buttons in a 2 rows and 1 thumb button, the bottom 3 buttons and the thumb button can be used as a 4 button arrangement for Neo Geo.
BobA
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I thought neo-geo had four buttons?
They do... but people that like both street fighter layout and like to play neo geo games add what appears to be a 7th "thumb" button down and left from teh bottom row of 3 buttons.
so it's really 4 buttons, from bottom left to right button A, B, C, and D
x x x
x
A BCD
*Shrug* so it's the "A" button... but like i said earlier... it's more of a compromise when making a panel to include it and you just ignore the top 3 buttons when playing neogeo games (and ignore the 7th "A" button) when playing Street Fighter et al)
I believe this combined layout also works well for some other classic games but I couldn't tell you which/why =)
Of course nothing states that you couldn't do a little bit of creative re-mapping, but that's the basid gist/thinking behind it.
rampy
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Oh yeah.. ;D
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Ok that explains it :)
wasn't sure if it required 7 buttons or not..
they just include the "A" button so it will be the same physical config...
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I'm setting up 7 buttons/player also, so my setup for SF games will be:
1 2 3
4 5 6
X
And for NeoGeo:
X X X
B C D
A
Some people map the A and 1 to the same key to save on inputs, but if you have something like a KE72 you can give that button it's own pin. The only right way is the one that works for you.
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I'm setting up 7 buttons/player also, so my setup for SF games will be:
1 2 3
4 5 6
X
And for NeoGeo:
X X X
B C D
A
Some people map the A and 1 to the same key to save on inputs, but if you have something like a KE72 you can give that button it's own pin. The only right way is the one that works for you.
I will be using I-PAC4
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And with the ctrlr stuff in mame you can have
456
123
7
abd when a neogeo game is played using the neogeo.ini in the ctrlr folder you can remap to
xxx
234
1
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And with the ctrlr stuff in mame you can have
456
123
7
abd when a neogeo game is played using the neogeo.ini in the ctrlr folder you can remap to
xxx
234
1
yeah.. so looks like i'm gonna have to buy another button dang it! hehe ;)
BTW, are there any four player neo-geo games?
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Theres so few.... and a grand total of zero that I actually play so i don't miss it at all.
The 6 button SF layout works fine for me. Even if I did play one or 2 neo geos that need 4 buttons #4 isn't that far away. I'd rather be minorly inconvienienced in 1 or 2 games than have my control panel cluttered and looking like a button factory exploded.
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Theres so few.... and a grand total of zero that I actually play so i don't miss it at all.
The 6 button SF layout works fine for me. Even if I did play one or 2 neo geos that need 4 buttons #4 isn't that far away. I'd rather be minorly inconvienienced in 1 or 2 games than have my control panel cluttered and looking like a button factory exploded.
Yeah that's true too... SF layout looks pretty clean.. that extra button does add some clutter..
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I don't play too much Neo-Geo, but it is real nice (comfortable) to have that extra button. I'm going to make my panel 7-button...I just can't decide what damn colour buttons to use!
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My work-in-progress has 7 buttons/player, and 4 players.
I saw a picture of a cab that went with a gauntlet color scheme, and thought it looked good, so thats what Im going with.
Red stick + 7 red buttons, same for green / blue and yellow.
Other buttons on the CP will be white (player start), purple (player credit) and black (tab, esc etc.)
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My work-in-progress has 7 buttons/player, and 4 players.
I saw a picture of a cab that went with a gauntlet color scheme, and thought it looked good, so thats what Im going with.
Red stick + 7 red buttons, same for green / blue and yellow.
Other buttons on the CP will be white (player start), purple (player credit) and black (tab, esc etc.)
Got any pictures? I'd like to check it out...
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I only settled on the color scheme today, but when its done, pictures will be forthcoming !
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I've got a 7 button layout on my panel. As far as color scheme goes, I went for a combination of matching buttons and the NeoGeo colors. For my player 1, the Joystick and top row of buttons are all in red. The bottom row of 4 buttons have a red bezel and the actual button is the NeoGeo color (red-yellow-green-blue I believe). Since those are also buttons 1-4 in other games, it makes it easier to tell people that fire is the "yellow" button.....
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I've got a 7 button layout on my panel. As far as color scheme goes, I went for a combination of matching buttons and the NeoGeo colors. For my player 1, the Joystick and top row of buttons are all in red. The bottom row of 4 buttons have a red bezel and the actual button is the NeoGeo color (red-yellow-green-blue I believe). Since those are also buttons 1-4 in other games, it makes it easier to tell people that fire is the "yellow" button.....
I was thinking of doing something very similar (but not using red bezels). I also thought of repeating the NeoGeo B, C and D button colors for the 3 buttons above as well - in kindof SF2 fashion. I think this may be too colorful for the rest of my (black) cabinet tho...
Perhaps I should actually start building the thing before I worry about button colors :D
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Take a look at my layout, this is what I did for the neo geo buttons. the A button in the thumb is usually used for fighting games, such as Samurai Showdown A is Light Punch, B is Light Kick, C is Hard Punch, etc. And same with King of Fighters. The only other variations are the Metal Slug games, which you can use the street fighter layout for fine.
Here's my control panel:
(http://www.geocities.com/cthulhuluke/Cabinet/controlpanel.txt)
-good luck
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I am also about to start work on my control panel and I'm going for the 7 button layout, from what's been said it seems to me that if you map the buttons as...
x x x
x
B C D
A
... on games such as Metal Slug which don't use the D button you'd end up having to hit the A button repeatedly with your thumb which would slow down your button hitting speed and tire out your thumb quite quickly, is this the case?
If so, why not remap the buttons..
x x x
x
A B C
D
or change the layout to...
x x x
x
A B C
D
Sure your little finger gets a bit of a work out occasionally or the button order's a bit odd, but it seems better than using your thumb more than your index finger on most games.
If I'm wrong please explain as I don't want to stuff up my control panel, thanks!
Mr Kray
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Nr Kray!!!!! don;pt use that avatar:) I see it thinking you are HowardC! :)
Anyway, if you use the ctrlr files in mame you can easily make a neogeo.ini to remap buttons.
Normally, you will want
123
7456
That covers fighting games
then for neogeo you will want
567
1234
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I am also about to start work on my control panel and I'm going for the 7 button layout, from what's been said it seems to me that if you map the buttons as...
x x x
x
B C D
A
... on games such as Metal Slug which don't use the D button you'd end up having to hit the A button repeatedly with your thumb which would slow down your button hitting speed and tire out your thumb quite quickly, is this the case?
The advantage of the:
X X X
B C D
A
layout for NeoGeo is games that don't use D, like Metal Slug, are still comfortable to play because you don't leave your thumb on A. You slide your hand over so your ingex finger rests on A, and your next two fingers rest over B and C...It's actually very comfortable. The only thing I don't like about actual NeoGeo cabs is the large spacing between the buttons, but obviously you can correct that when you are making your own cabinet. This layout also has the benefit of matching MK3 also, because your setup becomes:
HP Bl HK
LP Bl LK
Run
The spacing is all wrong, but with the exception of a centered Block button, the layout is correct.
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Hey Silverwind I created an outlay for 2P using Paint!. I created one that is on CD_Visions website and also I have one layout for SF/ Neogeo. If you need it just PM me and i'll send it. I am using the layout for my cab. Thanx.
-See Ya!!!
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Actually I use my Neo geo config like this
B C D
A x x x
Because if you look at any pictures of actual Neo Geo joysticks *like the kind for the console Neo Geo* you'll see how damn much of an arc there is on the A button for your thumb. If you look at my CP picture up above, notice that the A Neo Geo button is almost lined up with Button 4 in the bottom left corner, that's because I put my hand on the controls when I was designing it and I just marked where my thumb naturally rested, and there ya go.
If you're really into the square button layout, then here's what I suggest if you're a Neo Geo fighting game fan
A C X
B D X
A=wp, B=wk, C=hp, D=hk. yesss... for samurai showdown though, the thumb layout works the best for me., and you would not believe how much easier A B C is to push for KoF games to initiate your super bar, and charging and such.
-Good Luck
-Chu Chu
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I have 4 and 6 button setups for my cab, and after a lot of trial and error, used the Neo Geo type setup for the 4 button,
B C D
A
but, I've found it's a lot more comfortable and ergonomic pushing buttons c and d up 1/4 to 1/2",depending on how big your hands are. I use index finger on button A for 1 button games, index and middle on a and b for 2 button games...well, you can figure out the rest...as for the 6 button
4 5 6
1 2 3
straight standard has worked the best, using 5 for block and 2 for run for MK. Now if I can get my 10 button psx layout down, I'll be all good...