Post subject: Advice needed for 2P games
Mitjitsu
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Joined: 4/24/2006
Posts: 2997
I'm having a go at WoI to see what a 2P run looks like, but its hard as hell, as sometimes you holding seven keys at once, but often the frames won't advance or some annoying like dump to wav feature will appear, so my question is whats the best setup for 2p platformer? or just in general.
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
Here's what I do for 2P runs in Gens: - Arrow keys and V/C/X/Space for player 1. - I/J/K/L and H/G/F/O for player 2. - Q for autohold and W for autofire. Delete for pause. 1-9 for load, shift 1-9 for save. - If frame advance doesn't work because I have to hold too many keys at once, I put one of the keys on autohold and try again. Also, I have something that lets me record player 1 and player 2 separately then merge them together, but it only works where the players don't interact with each other at all, otherwise it causes a desync.
upthorn
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Posts: 1802
Additionally, what I did to get around the problem of keyboard key limits was to buy one of these babies Joypads never have that key limit to work around. And if you're creative you can probably map two 3-button controllers to a dual-shock with some buttons to spare for frame advance and such.
How fleeting are all human passions compared with the massive continuity of ducks.
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Joined: 8/15/2004
Posts: 422
Location: Minnesota
I also had trouble with button combinations, trying to find the best places to assign keys to. Some of my gamepads were all over place in order to avoid an unresponsive frame advance. My settings are: 1st player
  • v for A
  • z for B
  • r for C
  • Caps Lock for Start
  • Normal directional pad for Up, Down, Left, Right
2nd Player
  • k for A
  • n for B
  • p for C
  • ] for Start
  • [ for Up
  • / for Down
  • ; for Left
  • ' for Right
3rd Player (if using teamplayer)
  • d for A
  • q for B
  • e for C
  • ~ for Start
  • y for Up
  • b for Down
  • g for Left
  • h for Right
I used \ for frame advance. If you're using six buttons for two players, I recommend: 1st player
  • x for A
  • z for B
  • c for C
  • s for X
  • a for Y
  • d for Z
  • Caps Lock for Start
  • Normal directional pad for Up, Down, Left, Right
2nd Player
  • k for A
  • j for B
  • l for C
  • i for X
  • u for Y
  • o for Z
  • ] for Start
  • [ for Up
  • / for Down
  • ; for Left
  • ' for Right
Emulator Coder, Skilled player (1301)
Joined: 12/21/2004
Posts: 2687
In actuality, I almost never run into the keyboard limit, because I rarely need to press 9+ keys at once, or those certain keys that don't go together with more than 3-5 at once. AKA: WAV dump is Ctrl-W... I don't use Ctrl for anything in Gens (except Ctrl-T to toggle read-only), which avoids that problem. Ouzo: I had been wondering how you handled 3.
Mitjitsu
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Joined: 4/24/2006
Posts: 2997
Well the setting I use currently is 1P * A = H * B = J * C = K * Start = Enter * Right = RightKey * Left = Downkey * Up = pgup * Down = pgdown 2p * A = U * B = I * C = O * Start = Delete * Right = Upkey * Left = LeftKey * Up = Home * Down = End This seems to have problems when I need to press more than 5 keys at once. Now it would be useful if Right+A could made into a team key or it configuring XP into not capping the limit of keys that can be held at once, after all I'm pretty sure the OS can be changed to only allow one key to be pressed at a time.
upthorn
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Joined: 3/24/2006
Posts: 1802
AKA wrote:
This seems to have problems when I need to press more than 5 keys at once. Now it would be useful if Right+A could made into a team key or it configuring XP into not capping the limit of keys that can be held at once, after all I'm pretty sure the OS can be changed to only allow one key to be pressed at a time.
Most old, and some new, keyboards have hardware limits as to the number of keys pressed at a time. Especially keys that are close together. This is to prevent users from accidentally hitting a bazillion keys if they drop something on the keyboard.
How fleeting are all human passions compared with the massive continuity of ducks.