Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Analog diagonal directions do not work on Dissidia 012/Dissidia #1360

Closed
Kenny4343 opened this issue Apr 19, 2013 · 19 comments
Closed

Analog diagonal directions do not work on Dissidia 012/Dissidia #1360

Kenny4343 opened this issue Apr 19, 2013 · 19 comments

Comments

@Kenny4343
Copy link
Contributor

As the tittle says, diagonals with the analog stick don't work, but then setting in-game options to move with the d-pad makes diagonals work just fine, which I think means, that for some reason the game isn't handling the analog stick properly.

@hrydgard
Copy link
Owner

That change might be related.

@Kenny4343
Copy link
Contributor Author

I see now, that would explain it, what's weird overall is that I did try other games and they work just fine, diagonals are only restricted on Dissidia games.

Also, I had switched to D-Pad playing because I had a similar issue back on the 0.7 builds but it was only on the right-up diagonal, I'll try to reproduce it and report back.

@unknownbrackets
Copy link
Collaborator

Is this still happening?

-[Unknown]

@Kenny4343
Copy link
Contributor Author

Just tested, still happens.

@Squall-Leonhart
Copy link

i can confirm this occurs in the original dissidia as well

like Kenny has found, the dpad handles diagonals just fine.

@KrossX
Copy link

KrossX commented May 22, 2013

So, revert then? Why was the "TODO: Circle!" in there though.

@Squall-Leonhart
Copy link

probably someone plugged in a xbox 360 control, saw the affected games weren't reacting to diagonals and thought it was a problem in the HLE emulation, when its actually an issue from the input side of things?

@KrossX
Copy link

KrossX commented May 22, 2013

I would prefer if there was a homebrew to check the range on a real device, just to be sure.

@Squall-Leonhart
Copy link

actually, leaving the scectrl code out, (since the problem doesn't appear via keyboard)
it appears that its the xinput and possible dinput handling of X/Y thats causing this issue.

i can get my character to move diagonally via the analog by screwing with the input code.

@Squall-Leonhart
Copy link

the almighty krossx has a fix

for Xinput atleast

http://pastebin.com/raw.php?i=bEQyvTAB (replaces lines 93 to 120)
or in diff form http://pastebin.com/c925jpDq

This change also resolves an issue i found in Joystick Angle Test.pbp where the analog snaps to certain points in the diagonal, it moves freely between X to Y points now.... though, need someone to test that pbp to see if it really should move smoothly from X to Y on actual hardware

I can also perceive a noticeable difference in the analog motion in Birth by sleep, previously it felt like analog directions were operating in almost unnoticeable steps.

@hrydgard
Copy link
Owner

That fix only works if the input goes outside the circle - but it seems most analog sticks do, the x360 does definitely. So I think it's fine for xinput. Maybe not for dinput, not sure.

@Squall-Leonhart
Copy link

dinput might be just be the difference between Square and Circle ranges, someone with one of the various PS2 to usb adapters might want to test it and see if diagonals work in dissidia or not. I believe most of those pad adapters do square range and can hit all corners in joy.cpl's calibration tool.

@KrossX
Copy link

KrossX commented May 22, 2013

It would seem the PSP analog is a square then? Just like DualShocks and the like.

My cheapo USB controller is a perfect square. So that one on DInput wouldn't require anything to reach the corners, and this kind of fix would remove even more range from it than it already suffers. It would need, a checkbox.

Also, this assumes x/y are of the same stick. Fine with XInput but with DInput? I suppose it would have to be just linear, and hor/ver range will be lost. Like the Sensitivity option of LilyPad, which is per axis.

@solarmystic
Copy link
Contributor

@KrossX @hrydgard

Having a variable sensitivity option llike LilyPad in PCSX2 for PPSSPP would be awesome to deal with a multitude of different controllers which each have their own dead zones.

I found it especially invaluable in PCSX2 as I had to reduce the deadzones for my Left Analogue stick on the 360 controller to work correctly (it wasn't pushing far enough)

@hrydgard
Copy link
Owner

Leaving this open, as the virtual touch screen analog should be fixed to output a square, too, and DInput too.

Argh, even more options...

@Kenny4343
Copy link
Contributor Author

After fa335c8 (or at least I think so, I hadn't checked on the issue for a while) it now behaves weirdly, it can "kinda" do diagonals but then directions randomly just don't work or go the contrary way.

@Kenny4343
Copy link
Contributor Author

Nevermind, works just fine now, closing this.

@fu8765
Copy link

fu8765 commented Apr 12, 2020

Tried this game on an NVIDIA shield tv with a dual shock 3. No diagonals. Any ideas?

@unknownbrackets
Copy link
Collaborator

Might be you're seeing #11552? This issue was about Windows, back in 2013.

-[Unknown]

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

7 participants