Author Topic: PC Engine Avenue Pad 6 problem  (Read 1036 times)

mikecox

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PC Engine Avenue Pad 6 problem
« on: March 03, 2012, 03:58:32 PM »
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!
« Last Edit: March 03, 2012, 04:03:51 PM by mikecox »

guyjin

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Re: PC Engine Avenue Pad 6 problem
« Reply #1 on: March 03, 2012, 04:06:09 PM »
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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grahf

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Re: PC Engine Avenue Pad 6 problem
« Reply #2 on: March 03, 2012, 04:54:31 PM »
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.

nat

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Re: PC Engine Avenue Pad 6 problem
« Reply #3 on: March 04, 2012, 06:30:34 AM »
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.

Necromancer

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Re: PC Engine Avenue Pad 6 problem
« Reply #4 on: March 04, 2012, 08:53:11 AM »
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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SignOfZeta

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Re: PC Engine Avenue Pad 6 problem
« Reply #5 on: March 04, 2012, 09:48:20 AM »
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.

grahf

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Re: PC Engine Avenue Pad 6 problem
« Reply #6 on: March 04, 2012, 08:29:23 PM »
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.

esteban

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Re: PC Engine Avenue Pad 6 problem
« Reply #7 on: March 06, 2012, 11:28:11 PM »
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.  
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grahf

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Re: PC Engine Avenue Pad 6 problem
« Reply #8 on: March 07, 2012, 08:10:23 PM »
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.

blueraven

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Re: PC Engine Avenue Pad 6 problem
« Reply #9 on: March 07, 2012, 08:26:49 PM »
I think Tower of Druaga goes batshit with the ave 6 as well.
[Thu 10:04] <Tatsujin> hasd a pasrtty asnd a after pasrty ASDFTERTHE PARTY
[Fri 22:47] <Tatsujin> CLOSE FIGHTING STREET; CLOSE FORU; CLOSE INTERNETZ; CLOSE WORLD; CLOSE UNIVERSUM
--
Arkhan [05:15pm]: ill brbl im going to go make another free game noone plays lolol

Bonknuts

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Re: PC Engine Avenue Pad 6 problem
« Reply #10 on: March 08, 2012, 01:29:45 AM »
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. 


 Noted.

esteban

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Re: PC Engine Avenue Pad 6 problem
« Reply #11 on: March 18, 2012, 11:47:49 AM »
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. 


 Noted.


You know that I would be more than happy with 3-button controller support, of course .

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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.


« Last Edit: March 18, 2012, 04:18:20 PM by esteban »
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GohanX

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Re: PC Engine Avenue Pad 6 problem
« Reply #12 on: March 18, 2012, 02:02:38 PM »
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.

esteban

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Re: PC Engine Avenue Pad 6 problem
« Reply #13 on: March 18, 2012, 04:34:47 PM »
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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Samurai Ghost

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Re: PC Engine Avenue Pad 6 problem
« Reply #14 on: March 18, 2012, 05:22:02 PM »
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.