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kevinchui828

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Discussion starter · #1 · (Edited)
Tried both 1.0.4(newest) and 1.0.0 beta 1.6
The analog input problem really disturb me a lot when I play Sonic Adventure 2.
I can't go straight:???:
This issue cause free falling in some extreme stages.
Any methods can fix this issue?
It's gay when it can't go straight:dead:
EDIT
Can't go straight means when I input the signal "analog up" into the emu, I'll have a little bit left although I can go forward.
 
Do you know what controller plugin you are using? Try the method in the thread below to resole you problem, you can try a non-standard controller configuration that way. For example, attempting to use a controller pluggin, you are not normally able to use.

http://forums.ngemu.com/nulldc-discussion/137792-lol-1-controller-7-vmu-memorycards.html - click link

Unless I can dublicate the problem myself I will be unable to help but I am able to produce a simple controller input error by forcing the PORT A of CONTROLLER 1 to use this value "-config nullDC_plugins:Current_maple0_0=drkMapleDevices_Win32.dll:1" Where normally the last value is "2". It causes certain games to give controller freeze or gamecrash, its a non standard value.
 
I think this problem applies to ALL controllers. It happens on the keyboard too. Can't we just rotate the movement axis?
 
I think this problem applies to ALL controllers. It happens on the keyboard too. Can't we just rotate the movement axis?
LOL :emb::emb::emb::emb:, in that case i'll report back, in about 4 hours. I have to run an erran, hopefully its something simple. Like you pointed out.

EDIT

If this does not work, raise the "dead zone" of your analog controller, to "16", or reduce it to "6". Go to this thread for a batch file, i'll make a post later, check the attachments. Theres nothing wrong with the game, sorry to tell you, in the least try to reinstall your drivers

http://forums.ngemu.com/nulldc-discussion/137766-sticky-how-set-up-vmu-memory-card.html
 
Not with ALL controllers, only cheapo ones with crappy per-axis deadzone on the controller itself. With the X360 I used, the problem is negligible as it should also be with a Dreamcast controller.

If you don't want to be affected by the plugin's deadzone, just move the stick forward. You would be outside of the deadzone range (it's a circle, not per-axis) so you would have no deadzone at all. Note that this has no effect on native controller's deadzones, since that's a hardware thing.
 
The game requires you to press "up+a little to the right" to go up. Keyboards cannot do that, that's why you have a problem. If your game pad cannot do that either then you need a better driver, or a better game pad.
 
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