Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
OK, cool, thanks. Wouldn't that make the movie files for future N64 movies huge, compared to their old school counterparts? Rather than simply containing the input hex buttons, it would instead contain a coordinate for the analog on every frame? Hmm... I wonder what would happen when we see what happens if we do left/right with analog, or what the new 'bobbling' might look like.
hi nitrodon streamline: cyn-chine
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
left+right is impossible, as there's only one possible coordinate for each axis on each frame. wobblying could create weird behavior, yes.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
There is a gamepad built in to the N64 controller, you know. left/right with the analog would, theoretically, cancel itself out at (0,0)
hi nitrodon streamline: cyn-chine
nesrocks
He/Him
Player (241)
Joined: 5/1/2004
Posts: 4096
Location: Rio, Brazil
Gamepad is not analog stick. We talking about the stick, and that it is like a mouse position defined by a single integer number which can't, by definition, be two numbers at once. So, no, left+right on the analog stick is impossible.
Player (36)
Joined: 9/11/2004
Posts: 2624
I'm pretty sure that each coordinate is a one byte value, so 2 bytes for the stick plus another 2 for button data = 4 bytes for controller. So only about twice as big as a normal movie file. What I'm worried about is abusing diagonals. The analog stick can register a (127,127) value, but only if you remove the plastic ring. What this means is that if it's decided to allow it you can walk over 2/5 faster than normal. If not how will this be enforced. Storing as polar coordinates and converting perhaps?
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Former player
Joined: 3/13/2004
Posts: 1118
Location: Kansai, JAPAN
Hey, I can't see any of pictures at the top of the thread. All I see are broken image placeholders.
Do Not Talk About Feitclub http://www.feitclub.com
Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
If modifying the N64 game controller to allow pusing the stick into the extreme corners actually works, I can't see how that is different to the left/right issue we already have with all the other consoles. Hell, you might even be able to push the stick further to the sides than normally possible without modifying the controller. Maybe you could walk faster with it in some games, I don't know.
Former player
Joined: 8/1/2004
Posts: 2687
Location: Seattle, WA
I doubt that extending the bounds of the analog will do anything additional. Most games that have a varying movement speed based on analog tilt meet terminal velocity a bit before the stick hits the original bounds. Not to say that something won't come up, but it is pretty improbable.
hi nitrodon streamline: cyn-chine
Active player (278)
Joined: 5/29/2004
Posts: 5712
Yeah, just today I tried using the L+R+Start button code for centering the stick to cheat up a higher movement speed by pushing it with the stick tilted one way and then tilting the opposite way, but my character didn't seem to move any faster.
put yourself in my rocketpack if that poochie is one outrageous dude
Player (67)
Joined: 3/11/2004
Posts: 1058
Location: Reykjaví­k, Ísland
Of course this depends on the game. I've heard it works in Shadows of the Empire, for example.
Player (36)
Joined: 9/11/2004
Posts: 2624
Yeah, but then again Shadows of the Empire had piss poor level design, for example, there's at least one challenge point that I know of (in level 2) that requires a jetpack (which you don't get until level 4 or 5). I discovered it while messing with the debug code.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.