So after shelving my GBZ project using Kite's SAIO board for more that a year I recently put the parts that I did have together and realized I didn't had the XY guides. Returning to this forum I stumbled on HoolyHoo's amazing brackets and discovered GBZ with 6 bottons or joysticks was 'a thing'. And boards existing allowing for 4 buttons on the back instead of 2...
So, when using a Pi Zero:
- what do you feel makes sense: 6 front buttons or 4 + a joystick?
- what do you feel makes sense: 4 back buttons or 2?
Concerning my emulation requirements: I thinks I enjoy almost all systems & arcade systems... However I do not have much nostalgic feelings for old Atari systems, ZXSpectrum, etc....
SAIO + pi0: 6 buttons or a joystick? 2 or 4 back buttons?
- rodocop
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Re: SAIO + pi0: 6 buttons or a joystick? 2 or 4 back buttons?
I find 4 front buttons and two back buttons it sufficient. But add more buttons if you like, depends what games you want to play really. On a pi zero though, I have never really seen the need for a joystick, since it can't emulate most systems that will use a jostick very well (N64, PS1 etc...). But again, it's all personal choice.
I also find that the 6 button on the front does not look too comfy, the extra buttons are really close to the D-pad, and look like they would be not comfortable to play with.
I also find that the 6 button on the front does not look too comfy, the extra buttons are really close to the D-pad, and look like they would be not comfortable to play with.
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- KonnorJ
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Re: SAIO + pi0: 6 buttons or a joystick? 2 or 4 back buttons?
Personally i think pi zero builds dont need a joystick unless you want it for psx (most of which don't require the use of the joystick but is optional) and 2 rear buttons is enough. All personal preference though really.
Re: SAIO + pi0: 6 buttons or a joystick? 2 or 4 back buttons?
Thank you guys for your input. So I guess I leave the joystick for a possible future CM3 build
How about CAPCOM arcade games, don't these need 6 buttons?
And were do people use those 4 back buttons for ....
How about CAPCOM arcade games, don't these need 6 buttons?
And were do people use those 4 back buttons for ....
- rodocop
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Re: SAIO + pi0: 6 buttons or a joystick? 2 or 4 back buttons?
4 back buttons would only be useful when playing a PS1 game that need R2 or L2 for something. As for the 6 button front, yeah, some arcade fighting games may benefit from that for sure. But i've never really been into arcade games, mostly console games. Which is why I never go that route.
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My GBZ builds:
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My modded DMG-01's:
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My Minty Pi builds:
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My GBZ builds:
http://www.sudomod.com/forum/viewtopic. ... 813#p50813
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http://www.sudomod.com/forum/viewtopic.php?f=13&t=2696
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http://www.sudomod.com/forum/viewtopic.php?f=13&t=2941
My Gaboze Pocaio's
https://sudomod.com/forum/viewtopic.php?f=13&t=6063
- Robochris
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Re: SAIO + pi0: 6 buttons or a joystick? 2 or 4 back buttons?
Just want to say I agree with the others here. 4 front and 2 back is all you really need for a pi zero.
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Re: SAIO + pi0: 6 buttons or a joystick? 2 or 4 back buttons?
Having recently built a bartop arcade, I agree with the other guys.
6 buttons is needed in a few arcade fighters like Street Fighter Alpha 2 and Marvel vs. Capcom, but other than that, maaaaaany arcade games uses 1 or 2 buttons.
If you have shoulder buttons on the back of the Gameboy, I would assign these to be the remaining 2 buttons, instead of having 6 on the front. Personal preference.
6 buttons is needed in a few arcade fighters like Street Fighter Alpha 2 and Marvel vs. Capcom, but other than that, maaaaaany arcade games uses 1 or 2 buttons.
If you have shoulder buttons on the back of the Gameboy, I would assign these to be the remaining 2 buttons, instead of having 6 on the front. Personal preference.
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