![]() I was using the built-in config function (F3). I might be missing something with the input config. I tested this with various games (the effect can be seen best with vertical or horizontal shooters like 1942, 1943, R-Type, etc.), on all systems. But with the analog stick, diagonal movement is not possible. With the dpad, diagonal movements are allright. I have configured both the left analog stick and the dpad as joystick. I'm using a XBox 360 gamepad with MS's drivers under XP SP2. I believe there might be a bug with the jostick code in 0.6.1 (dind't test previous versions for this). I just thought it was worth mentioning for people who have one on the way.Home » Mednafen » Bugs » Bug? Diagonal movement w/ analog (0.6.1) Show: Today's Messages :: Show Polls :: Message Navigatorīug? Diagonal movement w/ analog (0.6.1) ![]() So, for people like me who already own a SN30/SF30 and were hoping to use it on the Analogue Super Nt when it's delivered, we're probably out of luck and unless we have the current retro receiver and a bluetooth compatible controller or an original SNES compatible controller, we're not going to have a controller compatible with the Analogue Super Nt. I don't really see this happening but I suppose it is possible that they are already bluetooth compatible but it's not being activated until February 1st but that doesn't really make a lot of sense. However, if you look on Analogue's site, although you can buy SN30/SF30s for the Super Nt, they're listed as bluetooth whereas the originals use are listed as using 2.4G wireless rather than bluetooth and if you try pre-ordering them it takes you through to Amazon which lists them with a release date of February 1st 2018 and that they use bluetooth which suggests that they're different to the ones that people already own. It will not work as a second controller for same-console multiplayer it's basically only good for single-player (or online multiplayer), so if you're wanting another controller to play couch multiplayer, give this a hard pass. This means that every time you connect it, you'll want to make sure it's the only controller turned on. One final note is that it seems that using it in tandem with other controllers causes the 8bitdo controller to suffer from noticeable input lag. For example, in Wonder Boy, moving the cursor in the menus caused it to buzz for half a second for each "tick." In Steamworld Dig 2 every time you hit something with your pickaxe it buzzes for a second. This is usually fine, but some developers have gone pretty wild with HD rumble, and so the thing is just constantly buzzing and throbbing in your hands. Any rumble pulse which should be a momentary blip makes it buzz for about half a second. The problem is that it seems to be unable to interpret the HD rumble cues with any degree of granularity whatsoever. If I were going to play a shooter with no gyro aiming support, I would probably have to get a pro controller. ![]() I would never want to play a shooter on it, as the lack of "handles" makes holding it with thumbs on both analogs and fingers on triggers feel a bit awkward to my hands, but that's fine because I prefer detached Joycons to anything else when playing Splatoon 2. The analogs are also comfortable, and it's really nice for Zelda and Mario. It may well be different for puzzle games, but for everything I've been using it for it's excellent, and much better than playing with the Joycons (I don't have a pro-controller). The diagonals are really easy to hit (which is a good thing for platformers), and I haven't personally had issues with misfired inputs. The D-pad is great for 2D platformers and stuff. It was a really weird bug and I was going to return it, but the latest firmware update resolved all of those issues. When I first got mine it had issues with powering off if it failed to sync before the power buttons were released - sometimes.
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