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Capcom X Snk  (Read 594640 times)

Started by 2Dee4ever, September 09, 2014, 06:08:18 am
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Re: Capcom Vs. Snk Universe!
#441  January 02, 2016, 06:40:35 am
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How do you convert Mugen [P1 Joystick]
Jump   = 1
Crouch = 2
Left   = 3
Right  = 4
A      = 17
B      = 15
C      = 16
X      = 19
Y      = 18
Z      = 9
Start  = 22
to Ikemen controls? I am using motionjoy xbox 360 emulator on ps3 controller.
Hold the phone right there.. For anyone using a ps3 controller. Uninstall motionjoy & download SCP Server it'll make your life 1000 times easier.
You set it up once & it'll automatically detect your gamepads from then on. I use a ps3 controller myself, the keys are the standard SF input. If you want anything else then you have to play with it. (Doesn't detect L2/R2 unless you do extra)
http://emulation-general.wikia.com/wiki/SCP_Driver_Package
Re: Capcom Vs. Snk Universe!
#442  January 02, 2016, 10:43:18 am
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I've decided... I want Pandora and so... We have this. Just messing around with it, but this is yet another new mechanic that has been implemented. Because I use a higher life value I'll have to increase the rate at which it decreases because as he has it now its pretty op. This is just a test though so ignore the other errors you see haha. More to come. Dual hyper & cross arts soon. Also the combo canceling? Of course!
Re: Capcom Vs. Snk Universe!
#443  January 02, 2016, 11:05:09 am
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I think Uno pandora is kinda broken to be honest, way to cheap for the annoyance who cames after, but the ideia of mixing unotag features in add004 sounds really awesome

Also, do you have the patch notes of the new version of ikemen?
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Re: Capcom Vs. Snk Universe!
#444  January 02, 2016, 03:36:53 pm
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I think Uno pandora is kinda broken to be honest, way to cheap for the annoyance who cames after, but the ideia of mixing unotag features in add004 sounds really awesome

Also, do you have the patch notes of the new version of ikemen?

In revival (my ikemen project) no-one uses pandora mode (probably cause the bad taste of sfxtk, lol). But rei has a point, increasing the amount of life it takes away alone will somewhat balance it (since you essentially get full meter all the time).
Re: Capcom Vs. Snk Universe!
#445  January 02, 2016, 03:56:05 pm
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Yeah, I really hated a lot of aspects of Pandora, but with what Rei is doing, I might like it.
Re: Capcom Vs. Snk Universe!
#446  January 02, 2016, 04:28:26 pm
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Why is the download not working.
Re: Capcom Vs. Snk Universe!
#447  January 02, 2016, 06:31:48 pm
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That display button is in the new patch of ADD004?
Re: Capcom Vs. Snk Universe!
#448  January 02, 2016, 07:16:00 pm
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Well I'm going for SFXT. So you'll die in like 10secs. You see how slow the life decreases & I wasn't refilling the power bar that's how fast it fills by default. I'm going to tweak it to make it viable & useful. You never needed to use it in sfxt, but if you knew how it could change the tide. The main thing that made it flop in sfxt was that cinematics wouldn't pause the timer. As you can see it also has Max mode properties ie everything is cancel-able.  Also the diaplay buttons has been there since the begin. The download link is in the description of the video.
Re: Capcom Vs. Snk Universe!
#449  January 02, 2016, 07:17:42 pm
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Well I'm going for SFXT. So you'll die in like 10secs. You see how slow the life decreases & I wasn't refilling the power bar that's how fast it fills by default. I'm going to tweak it to make it viable & useful. You never needed to use it in sfxt, but if you knew how it could change the tide. The main thing that made it flop in sfxt was that cinematics wouldn't pause the timer. As you can see it also has Max mode properties ie everything is cancel-able.  Also the diaplay buttons has been there since the begin. The download link is in the description of the video.

Uuuh? Can't see it?
Re: Capcom Vs. Snk Universe!
#450  January 02, 2016, 07:27:56 pm
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I was responding to all the comments at once. Check your common.cns you are able to config things there.
Re: Capcom Vs. Snk Universe!
#451  January 02, 2016, 07:34:48 pm
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How do you convert Mugen [P1 Joystick]
Jump   = 1
Crouch = 2
Left   = 3
Right  = 4
A      = 17
B      = 15
C      = 16
X      = 19
Y      = 18
Z      = 9
Start  = 22
to Ikemen controls? I am using motionjoy xbox 360 emulator on ps3 controller.
Hold the phone right there.. For anyone using a ps3 controller. Uninstall motionjoy & download SCP Server it'll make your life 1000 times easier.
You set it up once & it'll automatically detect your gamepads from then on. I use a ps3 controller myself, the keys are the standard SF input. If you want anything else then you have to play with it. (Doesn't detect L2/R2 unless you do extra)
http://emulation-general.wikia.com/wiki/SCP_Driver_Package
Does this also applies to third party controllers such as, afterglow because I can't stand the original ps3 design. I use the analog to play any fighting games since supers are easy to pull off with the analog then the pad.
Re: Capcom Vs. Snk Universe!
#452  January 02, 2016, 07:42:02 pm
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I was responding to all the comments at once. Check your common.cns you are able to config things there.

At the display input part, right? Whoops, looked at it and I'm already lost--
Re: Capcom Vs. Snk Universe!
#453  January 02, 2016, 07:48:11 pm
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You don't need drivers for after glow controllers as they read as xinput by default, correct me if I'm wrong. SCP server does the same thing as motionjoy just better & at a one time installation. The common.cns that comes with whatever bar you are using. Just open it up fn+f or cntrl+f to open search then just put "config" go down the list you can change everything that is listed. I'm using one made specifically for ikemen, but it should be the same.

Also as for patch notes. It's the same deal as Tatsu, unless you ask them directly you'll never know lol
Re: Capcom Vs. Snk Universe!
#454  January 02, 2016, 07:58:58 pm
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Yup, we totally can config Input Display, but damn there's so many things---
Still don't understand but m'okay! It's not a big deal. Thanks!
Re: Capcom Vs. Snk Universe!
#455  January 02, 2016, 08:14:58 pm
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This is strange every time I start up Ikemen it always seems to use the keyboard config instead of the Afterglow is there a way for it to recognize the controller? Unless I am doing something wrong.
Re: Capcom Vs. Snk Universe!
#456  January 02, 2016, 08:21:18 pm
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This is strange every time I start up Ikemen it always seems to use the keyboard config instead of the Afterglow is there a way for it to recognize the controller? Unless I am doing something wrong.
Look at the controls on the first page. It explains all this.
Re: Capcom Vs. Snk Universe!
#457  January 02, 2016, 08:42:52 pm
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This is strange every time I start up Ikemen it always seems to use the keyboard config instead of the Afterglow is there a way for it to recognize the controller? Unless I am doing something wrong.
Look at the controls on the first page. It explains all this.


I did all of that before and it still not working for me here is what I did in the config setup:

//Player 1
in.new[0].set(
-1, 0, 1, 2, 3, //joypad, up, down, left, right,
10, 11, 8, 12, 13, 9, //a, b, c, x, y, z,
4); //start;

//Player 2
in.new[1].set(
1, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
  (int)k_t::z, (int)k_t::x, (int)k_t::c, (int)k_t::a, (int)k_t::s, (int)k_t::d,
  (int)k_t::RETURN);

//Player 3
in.new[2].set(
-1, 0, 1, 2, 3, //joypad, up, down, left, right,
10, 11, 8, 12, 13, 9, //a, b, c, x, y, z,
4); //start;

//Player 4
in.new[3].set(
1, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
  (int)k_t::z, (int)k_t::x, (int)k_t::c, (int)k_t::a, (int)k_t::s, (int)k_t::d,
  (int)k_t::RETURN);
Re: Capcom Vs. Snk Universe!
#458  January 02, 2016, 08:46:00 pm
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This is strange every time I start up Ikemen it always seems to use the keyboard config instead of the Afterglow is there a way for it to recognize the controller? Unless I am doing something wrong.
Look at the controls on the first page. It explains all this.


I did all of that before and it still not working for me here is what I did in the config setup:

//Player 1
in.new[0].set(
-1, 0, 1, 2, 3, //joypad, up, down, left, right,
10, 11, 8, 12, 13, 9, //a, b, c, x, y, z,
4); //start;

//Player 2
in.new[1].set(
1, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
  (int)k_t::z, (int)k_t::x, (int)k_t::c, (int)k_t::a, (int)k_t::s, (int)k_t::d,
  (int)k_t::RETURN);

//Player 3
in.new[2].set(
-1, 0, 1, 2, 3, //joypad, up, down, left, right,
10, 11, 8, 12, 13, 9, //a, b, c, x, y, z,
4); //start;

//Player 4
in.new[3].set(
1, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
  (int)k_t::z, (int)k_t::x, (int)k_t::c, (int)k_t::a, (int)k_t::s, (int)k_t::d,
  (int)k_t::RETURN);

Change -1 to 0
Re: Capcom Vs. Snk Universe!
#459  January 02, 2016, 08:54:29 pm
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This is strange every time I start up Ikemen it always seems to use the keyboard config instead of the Afterglow is there a way for it to recognize the controller? Unless I am doing something wrong.
Look at the controls on the first page. It explains all this.


I did all of that before and it still not working for me here is what I did in the config setup:

//Player 1
in.new[0].set(
-1, 0, 1, 2, 3, //joypad, up, down, left, right,
10, 11, 8, 12, 13, 9, //a, b, c, x, y, z,
4); //start;

//Player 2
in.new[1].set(
1, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
  (int)k_t::z, (int)k_t::x, (int)k_t::c, (int)k_t::a, (int)k_t::s, (int)k_t::d,
  (int)k_t::RETURN);

//Player 3
in.new[2].set(
-1, 0, 1, 2, 3, //joypad, up, down, left, right,
10, 11, 8, 12, 13, 9, //a, b, c, x, y, z,
4); //start;

//Player 4
in.new[3].set(
1, (int)k_t::UP, (int)k_t::DOWN, (int)k_t::LEFT, (int)k_t::RIGHT,
  (int)k_t::z, (int)k_t::x, (int)k_t::c, (int)k_t::a, (int)k_t::s, (int)k_t::d,
  (int)k_t::RETURN);

Change -1 to 0


Just for P1 or do I have to do it on all the players.
Re: Capcom Vs. Snk Universe!
#460  January 02, 2016, 09:48:46 pm
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Why is the download still not working.