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Author Topic: MK9 controls in arcade cab.  (Read 2710 times)

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Connorsdad

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MK9 controls in arcade cab.
« on: July 21, 2013, 03:20:43 am »
Has anyone been able to configure this for use with an ipac ?

I've tried different key configurations along with different ahk remaps and still can't get it to play nice. I end up either controlling some movements of both players or I am unable to navigate the menus.
    

rablack97

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Re: MK9 controls in arcade cab.
« Reply #1 on: July 21, 2013, 01:12:37 pm »
Buy a KADE....Look to the left, there is PS3 firmware in the loader....

I'm making an MK9 dedicated machine too using a PS3.  Picked up a PS3 and a 24" led monitor already...

I'm trying to figure a good layout, w/o clogging up the CP with alot of buttons...

http://emukade.com/



Works well with PS3....

http://kadevice.com/forum/viewforum.php?f=25
« Last Edit: July 21, 2013, 01:19:09 pm by rablack97 »

Connorsdad

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Re: MK9 controls in arcade cab.
« Reply #2 on: July 27, 2013, 06:42:05 pm »
How is everyone else controlling MK9 in their cabs?
    

Brian74

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Re: MK9 controls in arcade cab.
« Reply #3 on: July 27, 2013, 11:11:45 pm »
I have a PS3 and a Xbox 360 in my cab. I can play it on either system. I dont have it on PC yet. I will use the standard 8 button layout. I have 2 ps360+ pcbs.

Sent from my SGH-T989 using Tapatalk 2

         

BadMouth

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Re: MK9 controls in arcade cab.
« Reply #4 on: August 11, 2013, 05:16:27 pm »
Has anyone been able to configure this for use with an ipac ?

I've tried different key configurations along with different ahk remaps and still can't get it to play nice. I end up either controlling some movements of both players or I am unable to navigate the menus.

Finally got around to installing this on my cab.
Haven't played much yet, but this seems to work: http://www.xgaming.com/support/questions/137/Mortal+Kombat+Komplete+Edition+PC+Setup

This is the same workaround as is posted in the SSFIV keyboard patch thread that is stickied at the top of this forum.

Don't forget to change all the keyboard mappings in the game itself to keys that you aren't using.
« Last Edit: August 11, 2013, 05:29:19 pm by BadMouth »

BadMouth

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Re: MK9 controls in arcade cab.
« Reply #5 on: August 13, 2013, 09:49:17 am »
Also, there are 8 buttons to map, but two aren't necessary.

 Flip Stance can be accomplished by pressing Front Kick + Back Kick
 Throw can be accomplished by pressing Front Punch + Back Punch

Those two don't have to be mapped to your panel, but they must be mapped to something before the game will let you save and exit.
Just map some unused keyboard buttons to the rest of the xbox controller buttons in x360kb.ini and press those for Flip Stance and Throw.

The Mortal Kombat TE fight stick doesn't include these extra buttons.
It has the same layout as MK3 with Tag where the Run button was.
« Last Edit: August 13, 2013, 09:51:05 am by BadMouth »

eds1275

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Re: MK9 controls in arcade cab.
« Reply #6 on: August 24, 2013, 05:01:43 am »
I played the hell out of that game, but never understood the opint for flipping the stance... anyone care to let me in on why you would ever do this?

Howard_Casto

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Re: MK9 controls in arcade cab.
« Reply #7 on: August 24, 2013, 07:38:15 pm »
I think it's something that the devs started on but never really finished.

This game doesn't have hp/lp or hk/lk, it has left and right punches and kicks.  When you flip stance, those are reversed so you are hitting your opponent on the other side of their body.  In theory if there was a move that only blocked one side of a character you could flip stance and hit them with the other, but AFAIK all blocks/breakers/ect work on both sides. 

The real reason is probably because on a 360 controller you press both stance and block to do an xray... they wanted the stance button to do, something when not used for an xray.  I thought it would have been cool to have the x-ray mapped to block + all punches and kicks.  Then to do an x-ray you hold down the "X" on the arcade panel.  ;)

The game has weird controls though.  Having to use the back button to access classic smoke is ridiculous. 

TheManuel

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Re: MK9 controls in arcade cab.
« Reply #8 on: August 25, 2013, 09:06:57 am »
Someone from NetherRealms explained that in some game modes your character's limbs can be severed so you have to flip stance in order to perform a move that would required the severed limb.
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Howard_Casto

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Re: MK9 controls in arcade cab.
« Reply #9 on: August 25, 2013, 10:24:45 am »
That's certainly true, but it seems odd to dedicate an entire button just for a couple of challenge mode matches (there are literally two that need this I think). 

That is just more evidence to me that they had planned to do something with the mechanic, but never got around to it. 

TheManuel

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Re: MK9 controls in arcade cab.
« Reply #10 on: August 25, 2013, 11:23:53 am »
It's a pretty useless  feature and hardly deserving of a dedicated button, for sure.
Some people joke that it's fun to use it to constantly flip stance like boxers sometimes do to taunt their opponent.
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DeLuSioNal29

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Re: MK9 controls in arcade cab.
« Reply #11 on: August 26, 2013, 01:51:49 pm »
Don't forget to change all the keyboard mappings in the game itself to keys that you aren't using.
This is the most important part.  If you don't do this it will appear that the workaround patch doesn't work.  But it does.

Sorry all, been EXTREMELY busy lately and haven't had time to create a tutorial for MK Komplete patch (I wrote the SFIV tutuorial that's stickied).

I'll see if I can get to it this week...

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