PCEngineFans.com - The PC Engine and TurboGrafx-16 Community Forum
NEC PC-Engine/SuperGrafx => PC Engine/SuperGrafx Discussion => Topic started by: mikecox on March 03, 2012, 03:58:32 PM
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Hi guys! I've recently bought a Avenue Pad 6 and some weird things are happenning, the button VI works like the start button, the D-pad moves randomly (by itself) etc, I've opened the pad and there is no sign of repair, all seems to be OK, by the way I've tried it with Detana Twinbee and Bomberman 94, my SF2CE is going to arrive some weeks later (it was the reason that I bought the pad) I hope somebody help me, thanks in advance!
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Some games do not work properly with 6 button pads. I know Bomberman is one of them. Don't use it for those games.
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What guyjin said. And just in case you don't know what it does, that "A/B" switch at the top right of the controller will switch between 2 and 6 button modes. A = 2 button mode, B = 6 button mode. Just leave it switched to A unless you're playing a game that supports it.
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I've never, ever seen a game that doesn't work with the pad in 2-button mode, Bomberman included.
That said, what the OP is describing is exactly what happens when the pad is in 6-button mode (set to "B"). Why the designers didn't make the label read "2" and "6" instead of "A" and "B" is beyond me. Really stupid.
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why the designers didn't make the label read "2" and "6" instead of "A" and "B" is beyond me. Really stupid.
Even better, it should be "2", "3", and "6" (or maybe just "3" and "6", as there's not much need to disable button III). I wouldn't think it would've increased costs/complexity all that much.
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Weird things can also happen when the controller cable is messed up or isn't seated correctly, but yeah, the most logical answer is that the switch is in the wrong position.
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Why the designers didn't make the label read "2" and "6" instead of "A" and "B" is beyond me. Really stupid.
I always thought that the thing must have been designed by someone who wasn't intimately familiar with the PCE line. I mean, where does that color scheme come from? It doesn't really match anything. That said, it really is an awesome pad to use. I used to dislike it, but it grew on me after using one for a bit.
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Unless the homebrew indie PCE developers create a platformer and/or shoot-em-up that taps into 6-buttons of power, I will never truly appreciate this controller. (http://junk.tg-16.com/images/pcgsad.png)
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Well, I finally got into Ys IV a week ago, and have been using my Avenue 6 to play that. (In case anyone doesn't know, the extra buttons bring up the item, equipment, save and load screens). The extra buttons are completely unnecessary, but after a while I found myself really appreciating the quick save/load functionality.
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I think Tower of Druaga goes batshit with the ave 6 as well.
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Unless the homebrew indie PCE developers create a platformer and/or shoot-em-up that taps into 6-buttons of power, I will never truly appreciate this controller. (http://junk.tg-16.com/images/pcgsad.png)
Noted.
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Unless the homebrew indie PCE developers create a platformer and/or shoot-em-up that taps into 6-buttons of power, I will never truly appreciate this controller. (http://junk.tg-16.com/images/pcgsad.png)
Noted.
You know that I would be more than happy with 3-button controller support, of course (http://junk.tg-16.com/images/pcgs.png).
RANDOM THOUGHTS THAT I WOULD LOVE YOU TO READ, BUT I DO NOT EXPECT YOU TO IMPLEMENT:
Seriously, though, I was reminded of this thread when a fellow member was explaining recently that Bravoman (arcade version) used an array of buttons for close, medium and long-range attacks. Now, I don't know if this control scheme was implemented well, nor do I know if it was anything beyond a novelty.
It has, however, piqued my interest in "alternate" control schemes for certain games. Many games, for example, feature a "charging shot" that disinhibits you from attacking until the attack is fully charged. This is an interesting game mechanic, but why not design a game where the "charge shot" was an auxiliary option (a secondary weapon) that could be charged by pressing and holding down button III whilst simultaneously firing main weapon (II) whilst retaining the option to hit (I) as well (for a bomb). I know this sounds like a bit too much firepower, but it is a mechanic that I have not seen in any games. It would be fun to experiment with it, at least.
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You could charge one weapon and fire the other in some of the Megaman games IIRC. I can't remember if it was MM8 or of it was X4 or X5.
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You could charge one weapon and fire the other in some of the Megaman games IIRC. I can't remember if it was MM8 or of it was X4 or X5.
Yes, that's interesting. It would be instructive to re-visit these games and see what worked (and what didn't work) in their implementation.
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Or you could go Radiant Silvergun style and assign a different weapon to each button/combination of buttons. Thought it worked really well for that game.
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Or you could go Radiant Silvergun style and assign a different weapon to each button/combination of buttons. Thought it worked really well for that game.
Ah, that interesting. Instead of cycling through weapons/sub-weapons with a button (2-button/3-button controller), simply have designated buttons for each weapon. Hmmmmmm....
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My SFII Dash arrived, I plugged my avenue pad 6 and the problem continues, damn it!
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Does the A/B switch have any effect on games? You might need to open it up and clean the contacts for all of the switches.
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Does the A/B switch have any effect on games? You might need to open it up and clean the contacts for all of the switches.
After some screwdrivers and loctite my pad works great. It was just a little problem with A/B switch.
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Awesome, glad you got it fixed. You're problem sounded exactly like an A/B issue.
By the way, now that you've got the controller, there's a nice thread around here somewhere that lists games that can utilize the 6 button controllers.
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Or you could go Radiant Silvergun style and assign a different weapon to each button/combination of buttons. Thought it worked really well for that game.
Ah, that interesting. Instead of cycling through weapons/sub-weapons with a button (2-button/3-button controller), simply have designated buttons for each weapon. Hmmmmmm....
Yeah, considering all of hundreds of shooters in existence I'm surprised no one thought to do that sooner. I guess it would be tough for the PCE when most people didn't have a six button pad, but it would be awesome to have a homebrew game that utilized this style of game play. Give you 6 different weapons from the get-go, each assigned to a different button, and have them power up separately with generic power up orbs that enemies drop. If you die you lose the power ups for the weapon you were using (a la Gate of Thunder). You could balance out the power of these weapons by cutting out sub-weapons or bombs, but it would be interesting if you could have sub-weapons that behaved differently depending on which weapon you were using (different positioning of options, path of missiles, type of shield, etc)
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Or you could go Radiant Silvergun style and assign a different weapon to each button/combination of buttons. Thought it worked really well for that game.
Ah, that interesting. Instead of cycling through weapons/sub-weapons with a button (2-button/3-button controller), simply have designated buttons for each weapon. Hmmmmmm....
Yeah, considering all of hundreds of shooters in existence I'm surprised no one thought to do that sooner. I guess it would be tough for the PCE when most people didn't have a six button pad, but it would be awesome to have a homebrew game that utilized this style of game play. Give you 6 different weapons from the get-go, each assigned to a different button, and have them power up separately with generic power up orbs that enemies drop. If you die you lose the power ups for the weapon you were using (a la Gate of Thunder). You could balance out the power of these weapons by cutting out sub-weapons or bombs, but it would be interesting if you could have sub-weapons that behaved differently depending on which weapon you were using (different positioning of options, path of missiles, type of shield, etc)
Yes, I wish more titles offered alternate control schemes. At least we can explore these options now (in an RPG/ARPG, for example, it would be great if certain buttons were "shortcut" keys that bypassed tedious clicks through menus...shortcuts for the most commonly used actions would really help streamline the flow of the game).