Re: Pocket64 WIP
Yeah, and for the majority of N64 titles, it's probably perfectly fine. Beta had one of these, when I visited him at RIT we played with it, and because I'm a Smashtastic individual I was able to feel the input lag as well as the skipping range. That video I linked to was from a smash forum too, so it's not just me, either. XD
The way I see it, I was able to wire up a 3DS stick to a gamecube controller and not have any problems with range or ghost movement, save for attempting to induce it, and the pause screen of Melee, so: if I can replicate a gamecube joystick working perfectly on the N64, I should be able to get the 3DS working equally sexily, and the fact that I have to program it myself means it might be possible to have a bigger deadzone, thereby eliminating said ghost movement entirely and making it perfect.
Theoretically, if the replacement board skips steps, that would mean any ghost movement is more likely to show up in games, as well. However, and like I guessed ages ago when the 3DS sticks initially burst on the scene, I'd assume a lot of N64 games may have compensated for the failing stock joysticks by having a bigger deadzone, which explained why the 3DS stick wasn't having problems on the N64 when it did with the gamecube. Cheap/poorly done N64 games and some launch titles, I would presume, would not have thought this far ahead or just didn't care enough, and may be more sensitive as a result. Or I may be giving programmers too much credit.
Either way, I'd like to see some extensive testing done. If we can get perfect 3DS sticks, I'll eat my spare AG-54 and wash it down with acetone, then flax out an ABS statue of whoever got it done.
SS