Control issues in the Sonic Adventure 1 and 2 #392
When you move your character forward or backward, the game behaves as if the stick is slightly tilted to the side. This destroys the player's attempts at precise movement, and causes Sonic to push against walls when running in narrow paths. More than once it even broke the automatized paths in SA1, as the game behaved as if I was pushing slightly to the left when that part of the level expected me to go directly forward, causing me to run off the path and into the abyss.
While unrelated to Demul, NullDC also has this problem when I use the keyboard, but it disappears when I select an alternate controller plugin that uses Xinput and play the game with my 360 controller. Unfortunately, the problem is present in Demul all the time, whether I use the keyboard or the controller. Perhaps the implementation of an alternate input plugin that uses solely Xinput would solve it?
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I suppose I have to do Xinput deadzone handling an option, because Sonic games require analog 'noice' to function correctly.
can anyone test Sonic games with DInput controllers (and it's default DeadZone 0) ?
which exactly Nulldc input plugin was used ? there is 2 of them - standard one, which have deadzone handling and potentially can have such issues as well,
mentioned above related to "Sonic goes slightly to the left" issue only!
I just tried Controller [Xinput] and PuruPuru and neither presents the issue with my 360 controller. However, only PuruPuru lets you change the deadzone, and the lowest value is 1%. When I set it to 1%, it still works correctly, with the exception that Sonic keeps moving slightly when I let go of the stick, though that's most likely due to my stick's wear out.
if you use DInput controller - you have to disable deadzone, ie set it to 0.
the magic is - this game require slight erratic fluctuation of stick analog X/Y coordinates, otherwise Sonic will go not straight but slightly to left side.