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San Francisco Rush 2049 has some "Deadzone" hardcoded. #1785
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Flycast doesn't have a hard-coded dead zone. It defaults to 10% but this can be changed in Settings > Controls > (your controller>) > Settings. |
By hardcoded deadzone I mean a specific value in the game code. Ps. Later today i will check the saturation option and let you know if this resolve the issue in San Francisco Rush 2049. |
So I checked the Saturation option and yes on value 200 it is acceptable now, a deadzone about 3 degres each side. I will check the wheel configuration that You recomend and let You know later. Many thanks for all Your hard work. |
Hello Devs.
Thats ok and play nice but in |
Again this is very likely the game using an internal dead zone. But I don't know if this can be changed in the game options. |
The best way to solve this problem would be to add an "advanced axis configuration" tab to the "psychical device, settings" with a reset button to "default settings". In this tab, One need to enter two values:
Now the system counts the step: new_range = half_axis_end - half_axis_start final_emulated_half_axis_value = (real_device_current_value / real_device_corrected_step) + half_axis_start It is my fast implementation with no test the result but this is a basic idea to finally overcome any axis range problems Please consider this so the Emu would be unbeatable. |
Above imp .. corrected not tested. |
Hello Devs.
I'am playing a lot on Flaycast and it's a great emulator, but in some Dreamcast racing games the deadzone is hardcoded and therefore you can't play them nicely on a steering wheel mapped to the pad.
There are at least two ways to solve this:
Please, if possible, look into the problem, it's especially visible in "San Francisco Rush 2049" where when you map the steering wheel to the left stick the wheel gets a deadzoned by about 10 degrees or even more.
Best regards and take care Devs.
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