Weird that almost every arcade controller for consoles and PCs has 8 buttons if they're not used.Ĥ way vs 8 way joysticks eh? I guess I didn't pay attention there was such a thing. Still on the fence about whether or not to do 6 or 8 buttons, but I think I'm leaning 6 now. Then on the back of the cab or someone I would hide my power switch that I have to wire to my laptop that is running the show. So if I was to add these admin buttons listed you think I would be all set? : My place tends to be a popular pre-gaming spot among my friends, being I have so many toys like this and live by all the bars downtown LA haha. I don't have to worry about kids playing this thing, just drunk adults maybe haha. I never thought about people pressing all the admin buttons and screwing up my settings. Other people don't need to use save states and such. I have a wireless keyboard and mouse if I need to do anything else. Originally I had P1 start launch the game and it had to be explained to them. I've found that my guests instinctually go for that one. The first button on P1's side launches the games. A pause is nice, but won't work on every emulator. The games are just as playable with six buttons in a rectangle, especially if you haven't spent a lot of time playing them on the real machines.Īs far as admin buttons go, I don't like having anything but an exit button. Mostly the run button in Mortal Kombat 3: Some people add a 7th button on the lower left not because a game utilized 7 buttons, but to keep the button layout similar to what was on the original arcade game. The extra buttons allowed on the home console versions register the same as pressing a combination of the other buttons to make doing special moves easier. SSFIV in the arcade only has six buttons. What do you think, any potential problems with this layout/configuration? I doubt I would build it EXACTLY as this, but at least it gives me a button and controller count. There are a few things that still seem redundant in this design, like couldn't the player 1 start game button be used the same as the start game button in the emulation controls area, etc. Got rid of the spinner, center joystick, removed one set of mouse buttons and added 1 more button per player. I did a REALLY quick photoshoping of a layout I think will suit my needs: I especially like how there is a right and left click button for the trackball to be used as a mouse when in windows. Though I'm pretty sure I don't want to install a spinner or center joystick(this contradicts my earlier wish to play the widest range of games I know), I like the layout and functionality of the operator buttons that this design incorporates. Then there are operator buttons, I don't know if this is the preferred term for these, but I'm curious as to what the standard layout, functionality of these buttons are? This control panel layout seems to be one of the nicer full-featured designs: I have and plan on playing these games, so isn't 8 the way to go? Seems like most MAME control panels I've seen have 6 buttons per player, but don't most modern fighters like SSFIV require at least 8? One of the things I've been a bit confused by is the standard button count chosen by most of you. Ok, so I'm sure you've all heard it a million times from other first time builders, but I want to make this thing as versatile as possible in order to play the widest range of games. So push buttons and joysticks are the last bit of hardware I need to purchase in order to finish my first MAME build and I have some questions concerning button count, layout and operator functionality.įirst off I am a total n00b when it comes to this stuff so bare that in mind.
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