I recently picked up an Xbox 360 to put in my Blast City with tate monitor. I'm hacking a couple SFIV pads right now, and was wondering which buttons I need for the majority of shmups available - both US and Japanese releases;) This is my first Xbox, and I have no idea how many of the buttons are actually needed for shmups.
My Blast City has a 2 stick, 12 button layout, and I'm not going to drill any more holes. Do I really need RB, LB, RT, LT or back?
What layout would be best, keeping in mind I don't really like using the first button of the bottom 3 for primary fire - and start will be routed to the cabinet start button.
A B X
Y H ?
Any ideas would be appreciated!
Buttons needed and layout for Xbox 360 shmups in candy cab
Re: Buttons needed and layout for Xbox 360 shmups in candy cab
Four buttons will suffice for most games. In DeathSmiles, they added three buttons with auto fire and lock shot for the 360 port (my guess is they got tired of mashing the buttons while playtesting with 360 pads
). So if you've got 6 buttons your should be set. I would however try to add a HOME button inside your panel, or if you plan on using a JAMMA fingerboard to hook your hacks up to your cabinet, put the HOME buttons on TEST or SERVICE.


RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: Buttons needed and layout for Xbox 360 shmups in candy cab
Thanks!
Has anyone wired the home button to a coin slot before? That would be pretty cool to drop a coin in to get the menu. It wouldn't be possible to do a long press though.
Has anyone wired the home button to a coin slot before? That would be pretty cool to drop a coin in to get the menu. It wouldn't be possible to do a long press though.
Re: Buttons needed and layout for Xbox 360 shmups in candy cab
I went ahead and wired the joystick, A, B, and X to the top 3 buttons, Start and the home button of one controller to the coin switch.
I played some Ketsui, Espgaluda, Ikaruga and Dodonpachi with no issues. More testing to come!!
I played some Ketsui, Espgaluda, Ikaruga and Dodonpachi with no issues. More testing to come!!
Re: Buttons needed and layout for Xbox 360 shmups in candy cab
If you plan on playing DDP-DFK, ESPGALUDA II and more games you should add the fourth button though. On my setup I have
1=A, 2=B, 3=X, 4=Y
Start=Start
Service=Home
I think you need BACK as well if you plan on playing DeathSmiles 2X.
Also, in Ketsui and DOJ BL EX, make sure that the A and C buttons aren't mapped to more than 1 button, or the lock shot/laser won't work.
1=A, 2=B, 3=X, 4=Y
Start=Start
Service=Home
I think you need BACK as well if you plan on playing DeathSmiles 2X.
Also, in Ketsui and DOJ BL EX, make sure that the A and C buttons aren't mapped to more than 1 button, or the lock shot/laser won't work.

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: Buttons needed and layout for Xbox 360 shmups in candy cab
Hopefully you don't run into the issue of games with unchangeable controls. Though as far as shmups go only RayStorm HD comes to mind.
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