6-Button Controller autism - /vr/ (#11852258) [Archived: 466 hours ago]

Anonymous
7/8/2025, 4:03:09 AM No.11852258
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Is there a Saturn-style controller out there with full button remapping and built-in controller profiles? I know there's the Xbox edition of the 8bitdo M30, but that shit's wired only.

Comfort-wise, picrel is probably my favorite controller for emulating basically any 2D game, but the fact it doesn't have built-in remapping really hurts my usage of it, because the shape and layout of the buttons is so different from the rest of my controllers, which are all the typical 4-button diamond layout.

As an example: for most 2-button systems (NES, SMS, PCE, GB/GBC/GBA, Wonderswan, etc), I map them to the West and South face buttons on a 4-button controller, cuz that's most comfortable for me. Games on the SNES, PSX, etc. also usually have similar layouts, like Mario World/DKC using X+B instead of B+A, or Klonoa using Square+Cross.
With this mapping though, on a 6-button controller, this means I would be using X+A. I don't really like that, I find the smaller X to be a bit uncomfortable for such a commonly-used button.
I'd rather use A+B instead, but that would mean changing the mapping in my game/emulator, which would change the mapping for ALL controllers, which is really, really annoying.

And that's all without getting into the headache that would be, "what type of controller should I prioritize when setting mappings for actual Mega Drive/Saturn games?"

It just seems stupid that this is the type of controller that'd benefit from built-in profile mappings the most, yet basically none of the ones on the market include it (that I know of).
Replies: >>11852324 >>11852402 >>11852473
Anonymous
7/8/2025, 4:51:36 AM No.11852324
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md5: d8a55f0086ae64c97fcb88522d1dd32b🔍
>>11852258 (OP)
The X-input plays the biggest role in this retardation.
It is the most widely adopted, but has a limited number of possible mapped inputs.
D-input doesn't have this limitation, but your controller has to be specifically supported by the game/emulator or whatever, and in reality, this only happens for playstation controllers.
TLDR; microsoft sucks and everything sucks because of them again
Anonymous
7/8/2025, 5:42:40 AM No.11852402
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>>11852258 (OP)
>which would change the mapping for ALL controllers
if you are using retroarch, try using this option.
Replies: >>11852426 >>11853256
Anonymous
7/8/2025, 5:55:56 AM No.11852426
>>11852402
I'll definitely take a look at it. But, is there a program like this for general PC use? Maybe Steam Input? I feel that'd be the next best thing if every manufacturer refuses to build it into their controllers. There's still plenty of indies I'd like to use a Saturn controller with, too.
Replies: >>11852453 >>11852503 >>11852606
Anonymous
7/8/2025, 6:16:22 AM No.11852453
madcatz brawlpad
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md5: 8a2fff08de52c00c0b2e343bbc2e0047🔍
>>11852426
does the m30 support xinput?
you can use xinput plus to remap it if that is the case.
you can map the buttons however you like in most indies.
i used pic related (with the dongle connected to an adapter to get it recognized as an xbox controller) to play momodora moonlit farewell and shantae 7 sirens.
i try to use it or the 8bitdo neogeo controller whenever i play 2d platformers on pc. changing the mappings is a one time deal, so it isn't a pain.
Replies: >>11852457
Anonymous
7/8/2025, 6:19:28 AM No.11852457
>>11852453
It supports Xinput, yeah. I meant specifically "changing the controller's mappings globally without affecting other controllers" - for example, if I'm using it in multiplayer with other people. Does Xinput+ support that?
Replies: >>11852467
Anonymous
7/8/2025, 6:26:26 AM No.11852467
>>11852457
not quite.
xinput plus can change the mappings and analog curve of xinput controllers for a single game.
i believe it can do it individually, say only for controller 1 and leave controller 2 alone, but i've never tried it like that and also you don't have much control over which controller will be number 1 or number 2.
Anonymous
7/8/2025, 6:29:56 AM No.11852473
>>11852258 (OP)
>I find the smaller X to be a bit uncomfortable for such a commonly-used button.
Honestly, this is the reason I sold my M30 again. The small XYZ are not that conformable to hit and make mapping games designed for diamond layout difficult.
For 2D, now I just alternate between a SNES/PS1 controller layout and an arcade stick depending on the game.
Anonymous
7/8/2025, 6:46:45 AM No.11852503
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md5: 98c47587085af4095dffc1ee8b338a59🔍
>>11852426
>s there a program like this for general PC use?
joy to key
Replies: >>11852882
Anonymous
7/8/2025, 6:49:01 AM No.11852512
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The XYZ buttons were small for a reason, the majority of SEGA games didn't even use them that much. the MD 6-button controller was basically designed just for arcade fightan ports, most games didn't use XYZ at all (let alone the MODE button lol).

ABC were the primary buttons, and it's what most games were designed around.
>In a typical platformer:
B would be cancel and run/shoot/grab/etc - C would be confirm and jump - and A would either mirror C, or it would be a tertiary button (like Select in many NES games). This is even how the Power Base Converter translated SMS controls to the 3-button pad.
There were some games that used B = Jump, A = Run/etc, and C = tertiary, but I think this was less common? Correct me if I'm wrong. At the very least, there WERE some games that had built-in control presets in the options, which usually let you choose between the two styles.

With the Saturn, most games still functioned like this (prioritizing B and C, with A as the "third" button), but it was still common for XYZ to be less-used inputs. Generally, the functions mapped to XYZ on Saturn would typically be mapped to L2/R2, Select, or the 4th remaining face button on PlayStation. Not much consistency in it, it depended on the game.

Ideally, if I were mapping a typical modern layout to a Saturn pad's XYZ ABC, it would be something like:
>L2, Circle, R2
>Triangle, Square, Cross
Anonymous
7/8/2025, 7:31:43 AM No.11852606
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>>11852426
Did some digging, it seems like Steam does actually have a per-controller mapping system - tried it with my own M30. Confusingly it's not to do with Steam Input specifically if you want to give your controller a global mapping (as in, including how your controller's read in Big Picture Mode, etc).

You have to go in your Settings, Controller, and then with your controller hooked up you hit "Test Device Inputs." In that window, there should be an option called "Setup Device Inputs", and that runs through all your buttons. No idea why it's tucked away in this menu, but glad I found it.
Replies: >>11853256
Anonymous
7/8/2025, 11:21:40 AM No.11852882
>>11852503
joy2key protip: in the settings, use the max processing speed to remove input lag added by the program
Anonymous
7/8/2025, 4:20:08 PM No.11853256
>>11852606
Me again, just finished digging through Retroarch's settings and figured out how to alter the base autoconfig of the M30 there too (without altering the bindings of other controllers).
You need it set to Dinput for it to have a unique ID that Retroarch can recognize, but firstly for menu binds, you go into Settings/Input/Retropad Binds/Port 1 to set up how you want your buttons mapped and click Save Controller Profile, and then Reset to Default Controls so RA will default to the autoconfig you just saved for that controller in specific, instead of applying the changes you just made globally.

At least, that's how it's supposed to work; in actuality, the filename doesn't save correctly (it's supposed to include the connection type at the end ie BT/USB/etc, but it doesn't) - so you have to manually go into autoconfig/dinput and manually copy over the text from the file you just made, into the actual files that get used. Bloody annoying.

Anyway, for Core/System/Game/etc-specific binds, just make sure you turn on this setting >>11852402, and you should be good.