Build Your Own Arcade Controls Forum
Main => Main Forum => Topic started by: clickhea on July 16, 2009, 04:20:27 pm
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so i installed the game into the arcade machine and realized this game requires 8 buttons... anyone else really annoyed?
i only have 7 on my panel and to add another would mean removing all the wiring, buttons plexi, blah blah blah
very time consuming
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so i installed the game into the arcade machine and realized this game requires 8 buttons... anyone else really annoyed?
i only have 7 on my panel and to add another would mean removing all the wiring, buttons plexi, blah blah blah
very time consuming
8? How so?
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well according to the manual which came with the game
a, z, s, x, d, c, f, v, are the default mapped keyboard controls (8 buttons)
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F and V just hit all three punch/kick buttons for you. It's really for keyboards that won't detect all three button presses at a time; if you're using an encoder you don't have to worry about those two buttons because you can just hit all three at the same time and it should work. Works for me at least.
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oh really?
i have 2 u360's hopefully it will work
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So do I, and it does work. If you're using the U360's and a separate keyboard encoder for your buttons you'll need to use PPjoy and Glovepie to get them to work as one controller for SFIV. If you need help setting it up I can lead you in the right direction, I figured out how to do it a few days ago.
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alright thank you for your help, you saved me from ripping my entire control panel apart.
i have my players buttons hooked directly up to the u360
the encoder i have takes care of all the other buttons. (start pause etc etc)
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Ah I see, well if you want to use the buttons attached to the encoder you'll have to do what I said, otherwise you can just use the two U360s as the two controllers.
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Arcade only has 6 so you're good. The other two commands are for pads and keyboards. If you're using a stick you're fine without them.
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since its a games for windows live....one of them is probably a guide button. the other is either back or start. Remember it was tailored to work with the 360 controller.
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8 buttons, pffsh. Screw that man. Those two extra buttons are for people playing with their thumbs. 8)
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I guess I use 8 buttons but only have 7 actual buttons.
Start Button
LP
MP
FP
LK
MK
FK
Are my 7 buttons, however none of those buttons contains the "back" button command like it does if you use a controller, meaning say MK is the back button in menu's for using a keyboard the same button doesnt do back. So I had to give one of my buttons a 2nd value for the back command. So I do have to use 8 buttons while using a keyboard setup.
With an I-PAC all the buttons can have 2 values via its shift function so it works out well except of course the fact SF4 only is 1 player on keyboard. Using my Cthulhu board my CP hooks up as a gamepad, then I only need 7 buttons and not the 8th.
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Remember it was tailored to work with the 360 controller.
Which seems silly to me.
I swear the X360 was designed with giants in mind. I'm only 5'6", those controllers are MASSIVE in my small hands. Keyboard is far easier to use.
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if you get a chance could you make a little how to for me, and others who run into this issue? i cant figure out how to do this with ppjoy and glove
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Sure thing.
First of all, the back button on the 360 controller isn't used, although its mappable. The only button besides the six attacks buttons that is necessary is the start button.
Basically, download both PPjoy and GlovePIE. On PPjoy, run "Configure Joysticks" from your Start Menu. Create 1 (or two if you have a two player panel) virtual controllers, with 2 axes, 7 (or more) buttons, and no POV hats. Don't worry about the other settings. You can exit PPjoy after they're created. Open up GlovePIE.
On GlovePIE, click the GUI tab at the top and click "Choose Manually...". Change Output Device to "PPjoy Virtual Controller" and then select the controller you wish to edit in VirtJoy. If this is the first one you're doing, that'd be 1. Under that there's a bunch of inputs. Click Analog0. On the right two buttons will appear. Click Detect Input and press your U360 to the left or right. Then on "Part of device, or numeric value or Expression" select "x". Then click Apply. This will map your U360's x-axis output to the x-axis output of the Virtual Joystick. After that is done, click Analog1 on the left. Once again, click Detect Input, but this time press up or down on your U360. Then select "y" in "Part of device, or numeric value or Expression" and apply. This maps the y-axis. After this is done, select Digital0. These are slightly simpler. Just click "Detect Input" and press any of the buttons you'd like to use. Then click apply. Continue down the Digital Inputs until you have all the buttons you need mapped to the outputs of the Virtual Joystick. Once all this is done, click "Run" at the top. Then go to Game Controllers in your Control Panel, assuming you're running Windows. In Game Controllers, select the PPjoy's Virtual Joystick that you just mapped everything to. Double Click it to open up a calibration panel sort of thing. Move your U360 around and press all the buttons. It should move the crosshair and light up the buttons in the joystick dialog. If everything is working, go back to GlovePIE. Click File> Save As... and save this script as anything you'd like. If you want to map a second player, leave GlovePIE open and just select another Virtual Controller under Output Device under GUI and map everything with the second controller just like you did the first. Once this is done, this one script should run both virtual controllers.
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Now on Street Fighter IV (and NullDC and any other program that only allows one input device per player) you can just select one of the virtual joysticks as the input device for player 1 and 2. Map the buttons just like you'd map a normal controller.
The only hitch with this setup is that in order for it to work, GlovePIE must be running at all times. The easiest way to accomplish this is to have GlovePIE run at the startup of your frontend. GlovePIE will take command line input, so just have your frontend run GlovePIE with the argument "-Mapname.PIE" with no quotes and replacing "Mapname" to whatever you saved your script as, and GlovePIE will open and start the script automatically.
When your frontend opens GlovePIE, the GlovePIE window will pop up. To fix this, add a line to your GlovePIE script that you saved. The line should be simply "PieHide". This will make GlovePIE open invisibly.
The last problem is that windows cannot shut down without GlovePIE being terminated manually. However, you can make a BAT file that your frontend runs on exit to automatically close GlovePIE. Just make a new txt file, and put in "taskkill /IM GlovePIE.exe" and rename the file "CloseGlovePIE.bat". Have your frontend run this on exit, and it will close GlovePIE. If you want your computer to shut down as well, just add the line "start shutdown.exe -s -t 0" after "taskkill /IM GlovePIE.exe" and rename the BAT file to something like Shutdown.bat. If you have your frontend run this on exit, it will automatically kill GlovePIE and shut down the computer.
Phew.
Looking back, I probably should've just made a new thread and posted this.
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What a load of ballache for an average game. I'd rather play SF2 Turbo.
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holy... i dont think i woulda figured that out..
thanks for your time i will try it and let you know how it turns out!
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F and V just hit all three punch/kick buttons for you. It's really for keyboards that won't detect all three button presses at a time; if you're using an encoder you don't have to worry about those two buttons because you can just hit all three at the same time and it should work. Works for me at least.
PPP/KKK has been mappable in some emulators going back as far as Callus in 1997, so you can't really consider SF4 to be a true 8 button game. The PPP/KKK problems stemmed from old encoders that didn't seem to recognize multiple button presses as simultaneous presses, at least not to the emulator itself. Andy Warne probably knows far more about this than most people here, as I helped him get the code in for recognizing 3P/3K on the original I-pac years ago. (note that PS/2 mode is more forgiving about the button presses than USB mode is; apparently doesn't matter what interface you're using).
I don't remember the details, but I *think* the problem with PPP/KKK is based on the PC interface and keyboard scanning itself, and not -directly- with an emulator. Andy explained this had something to do with scan cycles (maybe he can chime in here?) being different than in arcade machines, and you're using a keyboard for input, instead of the real arcade hardware. (all I can remember is someting like 1/60th vs 1/8th, but this is going from very vague memory).
I know that my old Datel "Revenger" adapter would not send emulator accepted recognition of PPP/KKK to *any* emulator I ran. But there was absolutely *no* problems getting PPP/KKK recognized on any of the PC ports of arcade games (not emulators), like Gametek's SSF2T, or Capcom's SNES Street fighter 2 port, or in the PC version of Street fighter alpha 2, etc....since those were actually written for PC's.
Xarcades had serious problems with PPP/KKK recognition, and later when they added it in, it basically did the same thing as -steadykey did in MAME; make the moves work but gave horrible input lag, and made fast executed moves non-registering thanks to the lag.
The I-pac is still not *arcade perfect* in USB mode for PPP/KKK (you will still get whiffed misses) but it's as good as you're ever going to get while running emulators (remember ps/2 mode is a bit more forgiving). If you want better (like how street fighter 4 is programmed), you need to run a port, not an emulator.
Oddly enough, the two USB ports at the back of my computer (plugged in with an add on dongle) are completely arcade perfect for PPP/KKK but there is some input lag there (not as much as the older xarcades and -steadykey, but its there). No idea why; it only happens on those rear two dongle USB ports, not on any of the other 6 ports >_> And it doesn't happen on any of the USB ports on my old socket 478 motherboard either. I guess something noteworthy is that my xarcade isn't recognized in the front 6 USB ports on my Asus P5wdh, only in the 2 dongled ports (the same ones that give the easier PPP/KKK but also input lag). Dunno the significance of that...
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keech your guide was extremly easy to follow i have everything setup.. the only problem iam having now iam iam not sure what the settings are suppose to be for the controller settings in game
would u happen to have a screen shot?
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What a load of ballache for an average game. I'd rather play SF2 Turbo.
:soapbox:
Not to be rude, but Street Fighter 4 is in no way average. I own and have played just about every Street Fighter game and just about every fighter from SNK and other companies. Street Fighter 4 might just be my favorite. I think you've got the "old school Rose tinted glasses" on. SF2 Turbo isn't even as good as SSF2 Turbo. The bosses in SF2 Turbo don't even have complete movesets.
People actually care about fighting games again thanks to Street Fighter 4. Arcade sticks are in great demand now (just ask the guys at Arcade in a Box) and other fighting games are starting to get attention. Blazblue, King of Fighters XII, re-release of Marvel vs. Capcom 2, and Tekken 6 are all riding SF4's success.
There's nothing wrong with the classic Street Fighter games; I love HD remix to death. However, there's no need to disparage the newer games either.
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Graphics look great on this game, but I only get 12-30 FPS depending on the graphics settings. This is on a 4GHz Core 2 Duo w/ a Radeon 1650. Minimum requirements are Radeon 1900 and I'm sure that's not much better. Not sure I want a new video card just to play this game when MAME itself doesn't need it.
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Hey clickhea, I'm not home right now but when I get home I could send you a screenshot of my layout. It's probably different than yours unfortunately, but I can try and explain how to do it. Say for example you have six buttons and a U360 mapped to one PPjoy controller. The six buttons should be mapped to inputs Digital0 through Digital5. If you just add 1 to each number (i.e. Digital0 would be 1, Digital1 would be 2) these new numbers should correspond to the numbers displayed in the Street Fighter IV configuration dialogue.
http://www.flickr.com/photos/8bitjoystick/3281899043/sizes/l/
That picture will tell you which buttons need to be set to which controls in the dialogue.
I hope this helps!
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hmm weird, for some reason the u360 buttons wouldnt map to ppjoy.
all the other buttons which are controled by the encoder mapped fine tho.
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anyone get their u360 connected buttons to map?
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I'm using the x-arcade sitcks so will those two peices of software allow me to make my keyboard(x-arcade) work as two joysticks?
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dont see why not
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I'm using the x-arcade sitcks so will those two peices of software allow me to make my keyboard(x-arcade) work as two joysticks?
I don't own SF4... does the PC version only let one player use the keyboard?
*nevermind*
http://www.capcom-unity.com/ask_capcom/go/thread/view/7371/18347559/SFIV_PC__2_players_on_keyboard
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The other option, and its sad that I am considering it, would be to get a Playstation 3 adapter for your encoder (or a PS2 and PS2 to USB adapter), but you would then need to redo all your settings for everything.
Im hoping eventually Capcom will patch to allow 2 players on one keyboard though...
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anyone get their u360 connected buttons to map?
I have 2 u360s with buttons directly wired to the u360s using the wire harness provided by ultimarc. They show up as buttons in windows so it works kind of like a gamepad for me that way. I really didn't have any problems that I remember. I know that doesn't help much... but I wanted to let you know it worked for me. Maybe you're buttons are going through an IPAC or something... mine are directly into the joystick.
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anyone get their u360 connected buttons to map?
I have 2 u360s with buttons directly wired to the u360s using the wire harness provided by ultimarc. They show up as buttons in windows so it works kind of like a gamepad for me that way. I really didn't have any problems that I remember. I know that doesn't help much... but I wanted to let you know it worked for me. Maybe you're buttons are going through an IPAC or something... mine are directly into the joystick.
That's working fine for me so far. I'm a bit bummed that the shift functionality doesn't keep the shift button from happening, ie. if player 1 start is shift, and shift-button 1 is exit, then hitting both emits:
player 1 start + exit
instead of just:
exit
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are you guys configuring your keys in game? or before you enter it?