Keith Courage wrote:Huh, I just played through both King of Fighters XI and Fist of the North star recently and the button config didn't feel strange at all. Maybe I'm not accustom to how other DC fighters have their buttons mapped?
The only button mapping I feel is weird is for Guilty Gear Isuka since one of the attack buttons is a trigger which is super weird. Should swap the action on Y(change direction) with whats currently set for the triggers. This is how the OG Xbox has it set up.
I don't want to sound rude or anything.
But it's not the thing that "for me it works", because it doesn't, maybe for pads it somewhat does, and even then, I refuse to say so, maybe for games like Metal Slug or Dolphin blue, every Fighting game (literally 80% of the atomiswave library) is wrong, even for pad, is totally reversed.
The problem starts to be even more interesting considering how these games have layouts for arcade sticks.
These are all the known most common arcade stick layouts, mostly for JPN arcade games (Because USA games ALWAYS have something going on).
Most Games would only use the 5A and 5B layouts for the fighters, Metal Slug included even.
Now, where is the problem, you might ask?
See, the problem is Guilty Gear and Samurai Spirits using the extremely weird 5A layout which can't be really translated to pad without screwing it up to arcade stick players like myself, and viceversa.
Games like Hokuto no Ken, The Rumble Fish 2 and King of Fighters (XI and NeoWave), NeoGeo Battle Colliseum (And maybe others, haven't tested them all), all can use the 5B layout which is totally fine for pad (ports like the PS2 versions use these as defaults, even) and it also translates perfectly fine to arcade sticks without any issue, at all.
So, I know a complete stranger shouldn't be asking in this way to extremely generous people doing amazing work, these ports have been used in local tournaments here in Mexico, both as my way to test them out and also, because I would rather have Dreamcast consoles that are 3 times easier to plug&play than an arcade system, also, people can use their own controllers and pads.
My only request will be that, swapping how those "5B" games work, we can probably find workarounds for the other 3 games down the road (And to be fair, I don't really think they are an urgency as the other games which had either lower-less played ports or ports with substantial changes like KoF XI and HnK that people would keep playing arcade versions instead). That's my only request, and I think both pad players and arcade stick players can all have what the actual game layout was supposed to be.