While we are only talking about horizontal movement thinkinking about it as points on a line ranging from -128 to +127 with 0 in the center is the simplest way. Anything > about +/- 100 is ignored. (its actually the radius of an octagon inside a circle so on diagnals much more is ignored) The data I was giving is just how the 11 center points from the ir is transalted on to the center of the line. Normally gamecube games ignore these center points because centering of the joystick is done by a spring which will be impercise and we dont want things happening because the spring didnt put us directly on the center. The games deadzone will always bee their. We are trying to feed it values that that always lie outside the deadzone unless we want it centered.
Ok i get it now, thank you Howard for the explanation.
It's the first one, ie ''the twitching you see around the exact center whare no movement occures''The question I need answered is is the twitching you see around the exact center whare no movement occures or around the edge of the deadzone whare movement just slowed down to a stop.
P.S.: Oh and sorry for sounding like a broken record, but in a future beta 7, please consider the aforementioned removal of NC tilt for the fps naggers config, as i said above, it creates some control issues in several GC fps games.