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Acmlm's Board - I3 Archive - Hardware / Software - D-Pad to Analog stick simulator? | New poll | | |
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Dwedit Rope フクト オン フォニクス Since: 11-17-05 From: Chicago! Last post: 6298 days Last view: 6298 days |
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Any programs out there that allow a d-pad to act like an analog stick, and gradually move to the position instead of instantly change? | |||
Surlent Koopa Back to the roots Since: 11-18-05 From: Berlin, Germany Last post: 6309 days Last view: 6309 days |
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You could check the emulators themselves. In Project64 you can remap the direction buttons to the normal digital ones on your gamepad or to the keyboard (arrow) keys, there is a setting called "deadzone". I think it adjusts how long you need to press a key to make the emulator think that you move the "stick" wider, like if you walk slowly in SM64 or Zelda OoT. | |||
Zem Permabanned. Flaming, trolling, reregistering. Since: 11-18-05 Last post: 6620 days Last view: 6620 days |
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Originally posted by Surlent You sure about this? There's generally a "deadzone" setting for analog controls, which defines how far from neutral the control can go before it starts signaling. |
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||bass Administrator Since: 11-17-05 From: Salem, Connecticut Last post: 6298 days Last view: 6297 days |
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Originally posted by DweditFor the most part, no. A d-pad and an analog stick work in fundamentally different ways. Let's take the playstation controller for example. The d-pad is actually an array of 4 buttons, one for each direction. Also keep in mind that no more then 2 directions can be pushed at any given moment due to the nature of the gamepad. You can't press up, down, and left at the same time, for example. You have a total of 8 possible combinations with a d-pad, 4 cardinals and 4 diagonals. The hardware handles this as 4 boolean values. An analog stick on the other hand is a pair of 2 analog axis. The hardware handles this as 2 signed 1-byte values. A full range of motion should permit for 65536 distinct direction/intensity combinations. Due to the "all or nothing" nature of d-pad hardware, mapping this input to an analog stick is, at best, exrteamly awkward, involving rather ugly workarounds involving timed or multiple presses that make most games totally unplayable. |
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Zem Permabanned. Flaming, trolling, reregistering. Since: 11-18-05 Last post: 6620 days Last view: 6620 days |
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However, in a few games I've emulated it works just dandy to make a press on the D-pad correspond to the maximum analog input in that direction. Many games don't require you to ever push less than full or be more precise than the existing eight directions. | |||
||bass Administrator Since: 11-17-05 From: Salem, Connecticut Last post: 6298 days Last view: 6297 days |
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Originally posted by Zem +This is definately true. Many RPG games come to mind that do exactally this. |
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