Two d-pads, one analog stick, three triggers and two face buttons? What were they smoking in Kyoto in the early 90s stalin-stressed I have only seen a Nintendo 64 in real life like twice back in the 90s so I have no clue what all these buttons do in most games.

Thanks to recent developments I went and downloaded every Nintendo emulator I could. I was surprised to see how fractured Nintendo 64 emulation seems to still be on PC. I was expecting there to be a Duckstation, PCSX2 or Dolphin equivalent but no, there seems to be no clear winner, and two of the bigger ones are closed source and use plugins like it’s 2005, and one doesn’t even come with a GUI by default

  • ChaosMaterialist [he/him]@hexbear.net
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    9 months ago

    What were they smoking in Kyoto in the early 90s

    For cultural reference, Sony and Sega tried to do 3D with a D-Pad. Nintendo would show everybody why analog sticks mattered.

    • LaGG_3 [he/him, comrade/them]@hexbear.net
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      9 months ago

      Yeah, they were trying to make something that could play with the d-pad or an analog stick before the dualshock. It’s not an awful design, but there aren’t too many popular games that use the d-pad so it seems goofy in retrospect.

        • LaGG_3 [he/him, comrade/them]@hexbear.net
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          9 months ago

          There was also Pokemon Puzzle League and this weird Japan-only 6-button fighter that used the “left and right handle” controls.

          The most uncommon thing was a game that used “left and center handles” - I can only think of Sin and Punishment

  • pinguinu [any]@lemmygrad.ml
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    9 months ago

    Map it like the GC controller did: Middle stick is left stick, yellow buttons are right stick, A B is whatever you like, triggers are triggers, and Z is another shoulder button

    • doublepepperoni [none/use name]@hexbear.netOP
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      9 months ago

      I think I made a post calling the GC controller goofy when I was setting up Dolphin. In retrospect, I apologise- it’s essentially just a DualShock with design language by Fisher-Price

        • ProfessorOwl_PhD [any]@hexbear.net
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          9 months ago

          GC controller was obviously designed with children in mind (especially abxy), but as I discovered from teaching a lot of things designed for children are also the best design for adults. Each button and stick is extremely distinct and has its own clear shape and colour, making it easily found by sight or touch, and they’re all nice and squishy so you can clearly feel the presses.
          My only gripe is that you can’t use them for more games.

  • pinguinu [any]@lemmygrad.ml
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    9 months ago

    What were they smoking in Kyoto in the early 90s

    The hardware engineers on the N64 were the dankest of the decade. Only rivaled by PS2 and PS3 engineers

  • SSJ2Marx@hexbear.net
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    9 months ago

    They designed it assuming that you would either use the D-pad or the joystick. Nintendo didn’t imagine a world where every controller had two sticks and a d pad and players used all of them at the same time.

    Anyway, assuming you’re on a modern controller, D pad goes to D pad, joystick to left joystick and C buttons to right joystick. A/B are A/B or possibly B/A if you like, triggers are triggers and Z is left bumper.

    • Mardoniush [she/her]@hexbear.net
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      9 months ago

      Even during the n64 games required all of these. That said it’s not too hard to map goldeneye to a switch using the double controller style.

  • Beaver [he/him]@hexbear.net
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    9 months ago

    Some rules of thumb:

    Analogue stick -> left analogue stick

    Z & R --> triggers

    D pad -> D pad

    L -> select button

    And then, map A and B and the bottom right two C buttons to A B X Y, and then the top right C buttons to the shoulder buttons.

    But you’re going to want to change that based on what game you’re playing. For example the Zelda games might make more sense with the C buttons using A B X Y, and then the A and B buttons getting remapped to triggers. For Mario 64, I map the C keys to the right analogue stick. On a lot of games I will use the right analogue stick for the analogue stick, as I’m more used to aiming with that (starfox, rogue squadron, turok come to mind).

  • regul [any]@hexbear.net
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    9 months ago

    Here’s how I’d map to like, a standard xbox controller:

    • center stick -> left stick
    • Z -> right trigger (maybe left trigger if you want it to be under the stick)
    • R-trigger -> right shoulder
    • C-buttons -> D-pad
    • A -> A
    • B -> B
    • Start -> Start
    • D-Pad -> unmapped
    • L-trigger -> unmapped

    Vanishingly few games use the L-trigger or the D-pad and the C-stick is pretty uncommon as well.

    • CubitOom@infosec.pub
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      9 months ago

      This is pretty good. If you were to add the emulator to steam as a non steam game and then launch the game from steam, you can have a few additional options too.

      Like making the unused bumpers (or any unused buttons that might be available on the controller) a modifier key when it’s held down which could let you map the other dpad to the same dpad.

      Or you could make it so that a double click on the dpad becomes a click for the other dpad.

      Also if you use the steam version of retroarch to emulate the game via steam (which is free) then you will find community provided layouts for the N64 controller for pretty much all the modern controllers.

      • d_cagno [he/him]@hexbear.net
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        9 months ago

        Yup, this is how I use it. Left trigger is Z, Right trigger doesn’t exist in N64 so it becomes a context button to turn ABXY into the appropriate C buttons. Right stick is also C for games where the C buttons work like a camera. Using the context button takes a bit of learning, but I like that this approach leaves buttons in roughly the same place (i.e. not mapping any face buttons to shoulders or triggers)

  • axont [she/her, comrade/them]@hexbear.net
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    9 months ago

    The d-pad is almost never used, so don’t worry about it. The L-button also normally doesn’t get used. The yellow C buttons are often there to control a camera if you’re playing a 3D platformer, so assign it to a right analog stick.

  • mamotromico@lemmy.ml
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    9 months ago

    As a general rule, I map it the same way the GameCube does. However, it’s probably the emulator that I have proportionally more per-game setup. If I’m playing Zelda I have one setup, for ssb it’s another, for m64 it’s another, etc etc. most are just minor variances of the GameCube setup

  • GalaxyBrain [they/them]@hexbear.net
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    9 months ago

    I have different presets for different games. Playing stsrfox for example a I map a couple of the c buttons to L and R 1 because you use them along with the stick to do somersault and u turns and it’s nice to still shoot easily while doing so. Zelda I make C left and right face buttons and c up as R 1 button cause those are your item buttons. F Zero X I have Z set to L 2 and R 1 and the opposite for L so I can press both shoulder buttons at once to drift.

  • blusterydayve26@midwest.social
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    9 months ago

    So the weirdest thing is how it’s closest contemporary controller that will help you in understanding it is the Sega Genesis six button controller: a, b, and the c buttons are just the sega’s 6 primary buttons, you can even see it if you look at it sideways. Then there’s the SNES’s shoulder buttons, Z and R. L is select, and the D-pad is… there.