Yes, sorry, I was responding to you. I downloaded it this morning and, after some fiddling around with having the correct exe just now, I got it working fine. I don't have the 360 version to compare to, but at a quick glance of the character instructions it works as expected. At any rate it certainly gets the job done, so nice job!
SADX PC '04 XInput v1.5, 7/22/2015
#17
Posted 22 July 2015 - 02:52 PM
Been sitting on this update for a while now!
Version 1.5 now uses a scaled optionally-radial deadzone. This means that when an axis exceeds a deadzone, the value of the axis is a scaled value of 1 to axis max instead of deadzone + 1 to axis max (which is just a hard cutoff). That also means if you have normalization enabled (making it radial, I think? Unless I've got my terminology wrong, which I wouldn't doubt), by exceeding the deadzone on one axis, you inherently exceed it on the other; e.g pressing forward to exceed the vertical deadzone also "exceeds" the horizontal deadzone. It gives you a more Dreamcast-esque full range of motion, is enabled on the left stick by default, and disabled for the right stick since camera movement is so sensitive. If you're a sonic-the-car-driving wuss don't like the full range of motion, you can disable it in your xinput ini using the following parameters:
To clarify, disabling it gives you a more Gamecube-esque range of motion, and enabling it gives you the full Dreamcast range of motion.
Download on the first page or github blah blah blah.
Edit: Oh, and configurable controls might be coming next update.
Version 1.5 now uses a scaled optionally-radial deadzone. This means that when an axis exceeds a deadzone, the value of the axis is a scaled value of 1 to axis max instead of deadzone + 1 to axis max (which is just a hard cutoff). That also means if you have normalization enabled (making it radial, I think? Unless I've got my terminology wrong, which I wouldn't doubt), by exceeding the deadzone on one axis, you inherently exceed it on the other; e.g pressing forward to exceed the vertical deadzone also "exceeds" the horizontal deadzone. It gives you a more Dreamcast-esque full range of motion, is enabled on the left stick by default, and disabled for the right stick since camera movement is so sensitive. If you
NormalizeL = (0/1, 1 by default) NormalizeR = (0/1, 0 by default)
To clarify, disabling it gives you a more Gamecube-esque range of motion, and enabling it gives you the full Dreamcast range of motion.
Download on the first page or github blah blah blah.
Edit: Oh, and configurable controls might be coming next update.
This post has been edited by Morph: 22 July 2015 - 02:53 PM


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