VOGONS


First post, by feipoa

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I've recently started to let my 3 kids play with my old Nintendo and Super Nintendo games. The ease of use for these cartridge consoles would be much easier for them compared to anything modern. They have the most fun with Street Fighter II, Street Fighter II Turbo, Super Street Fighter II, and Street Fighter Alpha 2. I was noticing that there wasn't a SNES port for Super Street Fighter II Turbo (SSF2T), but there was one for DOS.

While I'm able to get SSF2T working with 4-buttons in DOS, I was left wondering how to get an 8-button Gravis Gamepad Pro controller working. This controller connects to the sound card's DB15 gameport. The SSF2T readme states:

The recommended controller is the PC world's first 6 independent  button joypad - the 'Phantom 2 Plus'. This has been designed for  PC Super Street Fighter II Turbo and is also compatible with all  2, 4 and 6 button games.

I wasn't able to locate that controller anywhere. Is it possible to get the 8-button Gravis Gamepad Pro working in DOS with SSF2T? A user in this post Re: Gravis GamePad Pro dos support stated:

Messing with it more, was able to get ... Super SF2 Turbo going ok [with the Gravis Gamepad Pro] via custom set.

Unfortunately, no details were provided in how the user got the controller working. I did not see an option in the game's setup for a 6-button controller. Do I need to run SSF2T from within Windows 95 and use some special Gravis GRiP drivers? Thanks!

EDIT: I guess the Gravis Gamepad Pro is technically a 10-button controller.

Plan your life wisely, you'll be dead before you know it.

Reply 1 of 15, by wbahnassi

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My recollection was that it was directly supported in SSF2T? I also recall Gravis had a keyboard mapper TSR to make any game work with the GamePad Pro, so that should work with any game whether it supports the GamePad Pro or not.

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Reply 2 of 15, by feipoa

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I have played around a bit with the Gravis Game Pad Pro drivers disk, but have come up empty handed. The TSR you are referring to is GKLOAD. First, I do:

GKLOAD /test

And receive:

Method 1 fails on this keyboard controller
Method 2 fails on this keyboard controller

Next, I swap computers to my MB-8433UUD and run GKLOAD /test again:

Method 1 fails on this keyboard controller
Method 2 works on this keyboard controller

Inside C:\Gravis\Grip\GMPADPRO, there are several GKS files which define keyboard - to - controller buttons. I see two files which reference what should be SSF2T. They are called: SUPERS~1.GKS and SUPERS~2.GKS.

I am guessing that the 1 and 2 refer to the keyboard controller methods. Since method 2 supposedly works, I type:

GKLOAD C:\gravis\grip\gmpadpro\supers~2.gks, but redeive the following:

ERROR: The keyboard controller in your system does not support the functions required for the DOS GrIPKey driver to work.  You must run your DOS applications in a Windows DOS box to use GrIPKey.

I also try to run, GKLOAD C:\gravis\grip\gmpadpro\supers~1.gks, which loads without error. However, once I'm in the SSF2T game, the buttons do nothing. The only position on the D-pad which does anything is RIGHT-UP, which is a kick. This is with the Player 1 set to Keyboard mode in the game settings. There are no GRIP options in the game settings. There's only 2-button and 4-button gamepad options.

In the game settings, I see that keyboard buttons for Player 1 are as follows;

I is up
K is down
J is left
L is right
A is punch 1
S is punch 2
D is punch 3
Z is kick 1
X is kick 2
C is kick 3

Next, I try to setup the Windows GRIP drivers as the error directed me to. I'm able to set them up fine and can confirm that the buttons and D-pad positions in the test menu for Gravis work in Windows 95. The GrIPKey mapping *gks* files for Windows are different than the DOS ones. The Windows 95 gks files are provided and I find one titled "Super Street Fighter 2". I open this in the GrIPKey editor and adjust the values to conform to the mapping shown above. I resave this file as SSF2T.GKS. However, when I try to run the DOS game SSF2T, an error comes up saying that for this game to run, all Windows programmes must close. I click OK and it looks like the game runs but in pure DOS mode (Win95 is no longer running).

Damn. I now try to load the GKLOAD which comes with the Gravis Windows 95 setup procedure, and run:
GKLOAD SSF2T.GKS, however I receive an error:

ERROR: The keyboard controller in your system does not support the functions required for the DOS GrIPKey driver to work.  You must run your DOS applications in a Windows DOS box to use GrIPKey.

Next, i try to load the DOS version of GKLOAD with the saved SSF2T.GKS, but also receive the above error.

How did you guys get the DOS Super Street Fighter 2 Turbo running in either DOS or Windows 95 with a DB15 Gravis Gamepad Pro and all 8/10 buttons? It feels like this GRIP controller only works well with Windows 9x games.

Does anyone now how to edit Super~1.gks to conform to the mapping shown above?

Plan your life wisely, you'll be dead before you know it.

Reply 3 of 15, by 1541

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It's a limitation of the protocol.

In pure DOS any gameport Joystick will act in analogue mode. But in Windows 9x some are able to switch to a digital mode to support more than 4 buttons and 4 axes.

Microsoft Sidewinders had their own Win9x-only digital mode and so did some Gravis gamepads called "GrIP".

See necroware's explanation for a better understanding of the different functionalities:
https://github.com/necroware/gameport-adapter … igital-joystick

💾 Windows 9x resources (drivers, tools, NUSB,...) 💾

Reply 4 of 15, by feipoa

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1541 wrote on 2025-01-28, 19:39:
It's a limitation of the protocol. […]
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It's a limitation of the protocol.

In pure DOS any gameport Joystick will act in analogue mode. But in Windows 9x some are able to switch to a digital mode to support more than 4 buttons and 4 axes.

Microsoft Sidewinders had their own Win9x-only digital mode and so did some Gravis gamepads called "GrIP".

See necroware's explanation for a better understanding of the different functionalities:
https://github.com/necroware/gameport-adapter … igital-joystick

The TSR provided by GRAVIS is supposed to get around this digital gamepad limitation for use in DOS, but I haven't had any success with it. Maybe it is very fussy about which keyboard controller is being used?

I'm hoping that someone who got SSF2T working with a Gravis Gamepad Pro in DOS w/GRIP will chime in. Apparently this game was well received at the time and I cannot imagine everyone played each other using the keyboard. I was hoping to eventually get SSF2T working with two Gamepad Pro's using its built-in Y-splitter port.

Plan your life wisely, you'll be dead before you know it.

Reply 5 of 15, by Linoleum

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I can confirm I made it work on my side in pure DOS (Restart Windows 98 in MS-DOS Mode). Both methods work on my computer when doing the test (gkload /test). I didn't change anything in the GKS file, just used the one provided (but shorten the name to SSF2T.GKS).

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Reply 6 of 15, by feipoa

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Linoleum wrote on 2025-01-29, 03:14:

I can confirm I made it work on my side in pure DOS (Restart Windows 98 in MS-DOS Mode). Both methods work on my computer when doing the test (gkload /test). I didn't change anything in the GKS file, just used the one provided (but shorten the name to SSF2T.GKS).

You are using the Gravis Gamepad Pro with it on GRIP mode in DOS? Did you setup the Gravis Windows 98 drivers, or the Gravis DOS-only drivers? Would you be willing to share the drivers and the GKS file that you are using in DOS? What version of the game are you using - original, original with no-cd adaption, patch 5, or patch 6?

I have also been trying to reassign buttons on a 4-button Gravis game pad, but changing the designations in PAD.CFG does nothing. It looks like the game gets away with a "6-button gamepad" option by having two buttons pressed simultaneously count as a separate button.

For example, on a 4-button gamepad:

Green = hard kick
Blue = hard punch
Yellow = mid kick
Red = mid punch

Red+Blue = low punch
Yellow+Green = low kick

I was trying to setup a 4-button pad such that Red = low punch and Yellow = low kick, and the double presses are the mid's. Why the 4-button pad is setup so to use mid/hard rather than low/hard seems silly to me.

Plan your life wisely, you'll be dead before you know it.

Reply 7 of 15, by Linoleum

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The gamepad is in Grip mode of course. I did not setup the Windows drivers (however I took the gks files from it), just did the DOS installation from the "Gamepad pro disk 1" and "Gamepad pro disk 2" found here: https://www.vogonsdrivers.com/getfile.php?fil … menustate=27,26

P3 866, V3, SB Audigy2
P2 400, TNT, V2, SB Audigy2 ZS
P233 MMX, Mystique220, V1, AWE64
P166, S3 Virge DX, SB32, PicoGus
486DX2 66, CL-GD5424, SB32, SC55
Prolinea 4/50, ET4000, SB16
SC386SX 25, TVGA8900D, Audician32
286 10, ATI VGA Basic, Forte16

Reply 8 of 15, by feipoa

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Linoleum wrote on 2025-01-29, 03:59:

The gamepad is in Grip mode of course. I did not setup the Windows drivers (however I took the gks files from it), just did the DOS installation from the "Gamepad pro disk 1" and "Gamepad pro disk 2" found here: https://www.vogonsdrivers.com/getfile.php?fil … menustate=27,26

Ahh, ok. I've already tried this then. I also took the long filename Street Fighter 2 GKS from Win95 driver disk and renamed it to SSF2T.GKS. Then used the DOS GKLOAD from the diskettes to load SSF2T.GKS. Gives me the error referenced previously.

What system were you using?

Did you need to alter the default button assignments from SSF2T.GKS?

Plan your life wisely, you'll be dead before you know it.

Reply 9 of 15, by feipoa

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Also, once in the game, did you leave the SSF2T game set to Player1: Keyboard when using the GamePad w/GRIP and SSF2T.GKS?

Plan your life wisely, you'll be dead before you know it.

Reply 10 of 15, by Linoleum

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I used a Pentium II 266 on a ECS P6LX-A... Which is pretty period accurate for the gamepad pro and gkload.

I didn't change anythings anywhere! I left the GKS file untouched and left the game on keyboard... I was also able to have OMF2097 to work. The only weird thing is that gkload freezes when loading doom.gks or doom2.gks...

P3 866, V3, SB Audigy2
P2 400, TNT, V2, SB Audigy2 ZS
P233 MMX, Mystique220, V1, AWE64
P166, S3 Virge DX, SB32, PicoGus
486DX2 66, CL-GD5424, SB32, SC55
Prolinea 4/50, ET4000, SB16
SC386SX 25, TVGA8900D, Audician32
286 10, ATI VGA Basic, Forte16

Reply 11 of 15, by dr_st

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If you cannot get this to work, you can try hunting for a PC Fighter 6 Six Button Controller. It is a six-button pad that should work natively with the game, in fact some versions of SSF2 and maybe SSF2T shipped with it. It is also shaped like a genesis pad with 6 face buttons, which is more intuitive for SSF2T. The downside is that it is very light and feels flimsy.

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Reply 12 of 15, by feipoa

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Several hours of testing later, some realisations:

The versions which have the no-cdrom check are 1.0 thru 1.4. Only in versions 1.5 and 1.6 did they let you alter your gamepad button assignments by editing PAD.CFG. I was using the no-cdrom versions and trying to patch them to v1.5-1.6, which works, but changes to pad.cfg had no effect because the primary game executable was still version 1.0. I gave up on the no-cdrom check and decided just to use a SSF2T CD-ROM disc, let it check, then update to version 1.6, and now I can edit PAD.CFG successfully. However, having to move the CD between computers isn't convenient. As such, I will probably buy the PC Fighter 6 button SF2 controller.

I also tried the 8-floppy version of SSF2T. It took forever to install. However, there was some extreme delay when pushing the gamepad buttons to the point it wasn't usable. I tried updating to v1.5, but the issue with the gamepad prevailed.

I wasn't ready to give up on GRIP, so I pulled out what I thought would be a fundamentally safe system to test grip on: socket 7 430TX. But when I ran GKLOAD /test, I was told that, both, Method 1 and Method 2 failed and my keyboard controller will not work. After testing DOS GRIP on 3 motherboards (386, PCI 486, socket 7), I've decided to give up on this. Getting the PC Fighter 6 button controller will work more universally.

Plan your life wisely, you'll be dead before you know it.

Reply 13 of 15, by feipoa

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The PC Fighter 6 six button controller arrived today. It works fine with all 6 buttons, but the D-pad is horrible for doing special character moves, like Ryu's dragon punch, or even the helicopter kick. I went back to the 4-button Gravis gamepad, but if my kids want the PC Fighter gamepad, they can use it.

My next hurtle is getting Akuma to appear. I followed some instructions online, stating:

highlight Ryu, wait 4 seconds
highlight T.Hawk, wait 4 seconds
highlight Guile, wait 4 seconds
highlight Cammy, wait 4 seconds
highlight Ryu, wait 4 seconds, then press jab once (weakest punch button)
A silhouette of Akuma should appear in place of Ryu.

Once you die, you must continue, then follow the procedure again. I was able to do this 3 times, then it flat out stopped working. I have no idea why.

Plan your life wisely, you'll be dead before you know it.

Reply 14 of 15, by dr_st

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feipoa wrote on 2025-02-04, 13:00:

Once you die, you must continue, then follow the procedure again. I was able to do this 3 times, then it flat out stopped working. I have no idea why.

Timing might be different depending on the speed you set (Turbo 1, 2 or 3).

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Reply 15 of 15, by feipoa

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dr_st wrote on 2025-02-04, 13:03:
feipoa wrote on 2025-02-04, 13:00:

Once you die, you must continue, then follow the procedure again. I was able to do this 3 times, then it flat out stopped working. I have no idea why.

Timing might be different depending on the speed you set (Turbo 1, 2 or 3).

That could be it. I'll play around with it some. I was also wondering if computer speed comes into play with the needed wait times?

Plan your life wisely, you'll be dead before you know it.