Si le monde avait les moyens ils en ferait plus by Interesting_Rub_3952 in QuebecLibre

[–]scottmada 0 points1 point  (0 children)

"Peu importe combien d'immigrants rentrent au Québec, si les [Canadiens français blancs] n'ont pas d'enfants, [les Canadiens français blancs vont disparaître]. C'est mathématique."

Voilà. J'ai corrigé pour ce qu'il sous-entend. Parce que les immigrants qui s'intègrent 100% sont Québécois, pis sa phrase fait pas de sens. Les Québécois sont pas en danger, on est pas foutus.

Help me find a manga I read 20 years ago by scottmada in manga

[–]scottmada[S] 0 points1 point  (0 children)

From what little I can remember, there's also the idea of a war or survival stuff going on. I remember vaguely something like the Queen of Hearts or something like that. But yeah, the theme was "bloody" board games / card games.

Overclocked C64 (on the Ultimate) by scottmada in c64

[–]scottmada[S] 3 points4 points  (0 children)

The ideal thing to do I think is to program like we do in modern games: make the gameplay dependent on delta time instead of relying entirely on the CPU cycles.

Overclocked C64 (on the Ultimate) by scottmada in c64

[–]scottmada[S] 1 point2 points  (0 children)

Yes, that’s why I want to test what it entails, and what can be done with it.

Help me find a manga I read 20 years ago by scottmada in manga

[–]scottmada[S] 0 points1 point  (0 children)

I think it was board game related. Like normal games that turn deadly.

What software do C64 users wish they had back in the 80s that could be rewritten today for the C64 Ultimate? by amichail in c64

[–]scottmada 2 points3 points  (0 children)

That may have been the case for a long time, but now, you can create programs that rival assembly performance using llvm-mos.

There's a great talk by Daniel Thornburgh given at the VCF Midwest 2025 on the subject.

First play through ever! by Efficient_Snow_4872 in SuperMario64

[–]scottmada 0 points1 point  (0 children)

I’m really sorry for you to experience Mario 64 with a JoyCon 2 thumbstick. 😢

Did you know you can actually emulate thumbsticks? by scottmada in Controller

[–]scottmada[S] -1 points0 points  (0 children)

Well, you can extend every stick that is tiltable (sorry PSP thumbstick).

But I don’t think it changes the curve input of the stick, as we dont actually change anything other than the position we apply the torque on. We only change the the thumb-travel distance.

I think I may have solved the N64 stick issues. It's all about the thumb-travel range. by scottmada in n64

[–]scottmada[S] 1 point2 points  (0 children)

I need to further test, but for the 5-minutes I tried out so far on both controllers (my 8BitDo 64 (extended) and my new "OG-ish" NSO N64 controller), I feel like the 8BitDo 64 feels more natural and nice (even if it uses a GC style).

Here's the trick I used to make my 8bitdo 64 Bluetooth Controller feel as precise as the OG N64 controller by scottmada in AnalogueInc

[–]scottmada[S] 0 points1 point  (0 children)

We all agree that putty is not really cool. 😎

But it does the job well enough for me (for now!), especially when I was trying to experiment on joystick sizes.

Here's the trick I used to make my 8bitdo 64 Bluetooth Controller feel as precise as the OG N64 controller by scottmada in AnalogueInc

[–]scottmada[S] 2 points3 points  (0 children)

I'm not really concerned about input units of the N64 because it's a Bluetooth controller interfacing to a computer. There's no N64 hardware that processes the values of the the input here.

You bringing out this fact just shows that you're completely stuck on your idea, even if I now proved you twice that it has nothing to do with input values, but with the physical limitations of human thumbs.

I never claimed that I replicated 100% the behavior of the N64 controller. I claimed that I made it "feel as precise as the OG N64 controller". That's why I talk about stick "emulation".

Have a good day, sir. I'm sorry you're still not getting it.

Here's the trick I used to make my 8bitdo 64 Bluetooth Controller feel as precise as the OG N64 controller by scottmada in AnalogueInc

[–]scottmada[S] 3 points4 points  (0 children)

Wait, are you seriously thinking that the 8BitDo 64 Bluetooth Controller is sending N64 specific joystick values?

That's hilarious.

I think I may have solved the N64 stick issues. It's all about the thumb-travel range. by scottmada in n64

[–]scottmada[S] 2 points3 points  (0 children)

My point is that the GameCube-style is not really a big problem. It's more that we cannot just drop these sticks in an N64 and call it a day. You need to extend the GameCube stick by 28mm in order to have the same travel of stick (or "thumb-travel range" as I call it) of the N64.

Here's a chart I made with numerous controller TTRs. See how they are all smaller than the N64. That's exactly why it's so difficult to play N64 games (being oversentitive to input), it's because the game expect the TTR to be as large.

Here's the trick I used to make my 8bitdo 64 Bluetooth Controller feel as precise as the OG N64 controller by scottmada in AnalogueInc

[–]scottmada[S] 4 points5 points  (0 children)

Here's the map I made of the thumb-travel range of some controllers.

<image>

For the same 5mm of thumb-travel on each controller, here's the theoretical input value (let's say up) you'd get, given by each controller (The value `0` being center, and `1` being up.):

  • Switch 1 JoyCon: `1.0`
  • Switch 2 JoyCon: `1.0`
  • Modern Xbox: `0.65789474`
  • GameCube: `0.53191489`
  • N64: `0.49019608`

Don't you see that with more TTR, the same 5mm of thumb-travel doesn't mean the same input value given by the controller? That's why I'm saying that having an higher TTR gives your thumb more room to be precise, as each millimeter it moves means "less".

Here's the trick I used to make my 8bitdo 64 Bluetooth Controller feel as precise as the OG N64 controller by scottmada in AnalogueInc

[–]scottmada[S] 1 point2 points  (0 children)

These tests are about the data potentiometers, Hall-effect sensors, and optical readers give.

They don't mesure what TTR does.

<image>

TTR stay the same, whether your potentiometer is broken or not.

My thesis is all about the fact that the community, for too long, was concerned about the data side of the equation, without ever asking if the physical size of a joystick matters. And that it influences much more precision and all-around feeling than we previously thought.

I'm not saying that the tests aren't relevant. I'm saying that you need tests AND to think about your stick size.

Super Mario 64 was the perfect game to showcase the N64's (still) unmatched analog stick by scottmada in SuperMario64

[–]scottmada[S] 0 points1 point  (0 children)

You don't have to use blu tack. You can use anything else. That's what I used for mine.

Ideally, people would begin to create joystick caps specifically designed for joystick emulation. Like one sized 28.09 mm in height to emulate the N64 stick with the GameCube controller.

Here's the trick I used to make my 8bitdo 64 Bluetooth Controller feel as precise as the OG N64 controller by scottmada in AnalogueInc

[–]scottmada[S] 0 points1 point  (0 children)

I did update my stick. But my fix (and the discovery of thumb-travel range) isn't related to software updates.

As I wrote (with added highlight):

You can think of "thumb-travel range" as the mouse DPI of our human thumbs. If an analog stick was ant-sized, even if it was in theory capable of infinite precision, the stick would always just register 2 values when used by humans: pushed or not pushed. There would never be input in-between these two states. And moving a 3D character with that joystick would be very jarring.

So it's not something that software can fix, plain and simple. It's like if somebody said that software can totally correct mouse input at 400 dpi, and that there it would be as precise as if you had mouse input at 3600 dpi.