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4-Player Build Considerations
clok:
--- Quote from: EMDB on February 13, 2014, 10:37:07 am ---I guess you CAN play 4-player games with 4 players but probably it is more common to play those with only 1 or 2 players. Therefore I would still use the 3-1-2-4 layout.
--- End quote ---
I can agree, and disagree. its like going to a movie, the best seats are center of the row, but when 2 people sit side by side you share the armrest (simple example). that may or may not annoy you. If you put a seat between um they have some space. Of course then you are both not centered as perfectly as you could be. me Im not a thin guy, and most of my friends are not either, so you put 2 of us in front in the 2 middle spots.. we jam and bump. Not to big a deal till you play an hour or two (and we have ).. my 1-3-2-4 setup is ok.. i will admit I dislike the 1 on the far left side.. when i play singel player, but 75% of my gaming is with a friend, so i felt it was the best.
it really comes down to if you mind griinding on each other ( and I'm making a far bigger deal of it then it is).. i just prefered more room, and sacrificed an Ideal center spot for 1 player for it. I know having a 4player , when we all playing is ... well way to tight for me.. but you get into it you soon forget.
So i agree.. 3-1-2-4 is the best for view as long as comfort is ok.. i dont like mine (1-3-2-4), but for comfort i don't like 3-1-2-4.. sometime you just gotta do what is the best.. and now, im 50/50 on it.. if i redid I would think long and hard on it.
Nephasth:
--- Quote from: PL1 on February 12, 2014, 11:17:41 pm ---One downside to the idea is possibly causing confusion if you have labels/start buttons with the player# imprint instead of a generic "start" label/vinyl button sticker.
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Most 4 player games don't have a start button. Instead they use an action button as start. LEDBlinky + RGB buttons = Problem solved.
PL1:
Obviously, in MAME there will be compromises and idiosyncracies that people can work around, adapt to, or mitigate during the design stage.
The specific example that Malenko was looking at was TMNT.
On screen, the turtles are displayed: 1, 2, 3, 4
On the CP, the players were arranged: 3, 1, 2, 4
Player 4 is in the "right" place (screen position = panel position), but the other three players are looking cross-wise at their score and lifebar.
I understand that it is rare to have a 4 players on the game at one time, but in the 4-player version of TMNT, the turtle you play is based on the player position. (left-to-right 1=Leo, 2=Mikey, 3=Donnie, 4=Raph)
I think the difference is in whether you approach it based on player# or character. :dunno
I'd still like to know if anyone has actually tried the 1, 2, 3, 4 remap on a 4P panel and if they liked it.
Just because something is commonly done, it doesn't mean it's the best or only way to do things.
(See: angled joysticks and marble contact paper :lol)
Scott
edgeofblade:
We've been considering a more modular approach to this. For our application, we want the entire control panel (even down to each individual player position separately) to lift out of our "chassis" and replace empty holes with a fill spacer. If we wire the switches with receptacles instead of direct to the control board, we can drop in as many as we want and wire them to any position as long as we maintain the same wiring from panel to panel.
One of the demo videos shows CAT5 used for wiring. If that were just turned into an RJ45 receptacle or two, then just swap the connections depending on what game your playing. As for automatic switching... I dunno. Might just be easier to have something remap the positions in software. But this would work very well for our unique application.
Hoopz:
You can use ctrlr.ini files to create separate inputs for different games. Once they are set, your buttons change for each game you select as long as you have a corresponding controller file in that directory.
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