Open mikifantastik98 opened 4 years ago
+1. Would definitely love to play this game on my Switch. EDIT: For clarification: -9.2.0 ams 0.10.3 -Tried US/EUR regions of game -Stock ppsspp settings -No joycon drift
Does this happen on mobile devices too (they also use the same jit)? Does it happen on PC? I think people have not reported this on other platforms, but just want to confirm.
-[Unknown]
Could still be some kind of issue translating the analog controller values? maybe some kind of wraparound (although sounds odd...)
Also fwiw, this is the only game this happens with to my knowledge.
I don’t think it seems to be a control issue, playing with the analogue deadzones did not seem to help. It seems that the green targeting thing is following something that is not visible on screen
I've played this game on Android no analog drifting on touch screen and controllers
@Panderner armv7 or aarch64?
@Panderner armv7 or aarch64?
aarch64
Camera spin is supposedly fixed https://streamable.com/4ntguf Another tester said tho the camera is "too high" https://www.youtube.com/watch?v=J2pA9fgRafg def some change on last rebase (dunno how its supposed to be tho)
Extremely weird stuff. Changing the title of the issue.
I'm having the camera spin issue, too. I tried both the regular and the "+" downloads https://www.ppsspp.org
Hm, that download says v1.9.x which is still a fairly old version...
-[Unknown]
According to a tester, this issue still persists in my WIP rebase on master from 2 days ago
For me...camera spin issue too with Medievil Resurrection EUR and Switch PPSSPP v.1.9.3-478 Is there another new version for Switch?
Does its spin depend on where exactly the analog stick is positioned?
-[Unknown]
Does its spin depend on where exactly the analog stick is positioned?
-[Unknown]
Exactly, then the character begins to turn on itself
This might just be a deadzone issue. @m4xw we discussed this, but for more detail:
Currently, the deadzone is applied at the platform level. Values aren't sent at all if they're unchanged within the deadzone. In part, this is because some platforms may already apply some deadzone logic automatically.
The PSP internal APIs games call to get the controller analog data do not apply any deadzone logic. Instead, they simply return an X and Y both in the range 0 - 255, and games are left to apply deadzone logic or not.
On the PSP I used for years, the analog nub is a bit loose, but it's more the "cap" that's loose. This'll be hard to understand if you've never used one physically, but it's more of a coarse pad you can slide around a bit than actually an analog stick. The pad on mine is just slightly loose, so you can nudge it slightly without the actual stick underneath moving.
This at times (rarely) caused my nub to reset back slightly off center, which in many games did nothing. But in a few, it made me run left always or spun the camera. Luckily, in my case I could just nudge it back to center, but it was always annoying when it happened.
It could still be that the hardware applies some deadzone but from tests I did years ago, it seemed like the values changed as soon as I nudged the stick even the tiniest bit.
Most likely the fix here is to apply a deadzone before calling __CtrlSetAnalogX()
, etc. In my experience, proper analog sticks don't reset to center as rigidly or consistently as those PDP analog nub pad things... even Switch drift problems aside.
-[Unknown]
This might just be a deadzone issue.
It even happens with all controllers disconnected and just using the on-screen controls.
But not on Android/PC with touch controls?
-[Unknown]
But not on Android/PC with touch controls?
-[Unknown]
Yes it does not occur for my android phone.
Well, probably not deadzone then - although might still be good to apply deadzone on Switch anyway.
I wonder if we're getting some event from rotation or something and sending it via NativeAxis, though. Could be a bug with how the SDL joystick stuff is implemented on libnx, and us not checking for SDL_CONTROLLER_AXIS_INVALID or something.
-[Unknown]
definitely seems more likely to be some weird input mapping issue than a CPU emulation issue, as the Switch has the same CPU architecture as devices where it works...
Does its spin depend on where exactly the analog stick is positioned? -[Unknown]
Exactly, then the character begins to turn on itself
It's 2024 and I am having the same problem with the camara on the switch, have you found a solution to this bug? @alfiones
the camera keeps spinning around and won't stop... ...this bug makes the game unplayable.
*Nintendo Switch / standalone version the bug is on every Nintendo Switch version so far