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Acmlm's Board - I3 Archive - Hardware / Software - D-Pad to Analog stick simulator? New poll | |
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Dwedit

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Since: 11-17-05
From: Chicago!

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Posted on 02-11-06 10:13 PM Link | Quote
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

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Since: 11-18-05
From: Berlin, Germany

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Posted on 02-12-06 06:23 AM Link | Quote
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
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Since: 11-18-05

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Posted on 02-15-06 09:18 PM Link | Quote
Originally posted by Surlent
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.

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.
||bass
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Since: 11-17-05
From: Salem, Connecticut

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Posted on 02-15-06 09:28 PM Link | Quote
Originally posted by Dwedit
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?
For 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.
Zem
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Since: 11-18-05

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Posted on 02-15-06 09:38 PM Link | Quote
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
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Since: 11-17-05
From: Salem, Connecticut

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Posted on 02-15-06 09:51 PM Link | Quote
Originally posted by Zem +
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.
This is definately true. Many RPG games come to mind that do exactally this.
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