Is it true that some PS2 games had "half press" inputs on face buttons like for example Silent Hill 2? Or is that just a common misconception? Cause I've never heard of analog face buttons (wtf).
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jfgi
Yeah the PS2 had pressure sensitive buttons for every button except l3/r3, start/select. They achieved this by having conical carbon contacts in the button membrane and the contact point inside the controller being a variable resistance conductor. PS3 did the same thing but later controllers made it so it was just L2/R2 that did this.
The PS2 controller has analog face buttons and shoulder buttons.
MGS2 and MGS3 use them the most as far as I remember, and most games don't use them at all.
There was probably a good reason they didn't continue using those in later consoles. If you want to have ~double amount of inputs, just make it so if you hold down L1 or so and press X or O it does a different thing than usually. It technically works if in say MGS you hold down Square slightly to aim and fully to shoot, but it's not as clever as it sounds.
tj henry won
The original Xbox had pressure sensitive face buttons as well. I don't think that anything besides Dead or Alive games used them though.
The DS2 could not only do half presses but it actually operated on a spectrum of 255 levels of sensitivity.
>half button press
Yet another thing nintendo did first
I know you're kidding but Nintendo didn't invent input buffering
They invented the half button pressed, commercially released as early as the N64
god of war box says it supports analog face buttons
I think Silent Hill 2 had different attacks based on how hard you press the button, the PC port naturally didn't have those, but in the enhanced edition (fan fix) they just randomized the animations IIRC.
Why not translate it to how long the button is held down? If you hold the button down longer, then James does a strong overhead attack. If the button is released quickly, do a weaker quick attack.
That's how Silent Hill 1 works and it is way more consistent with doing the strong attacks than the PS2 original.
than the PS2 original SH2.*
I double checked on their website and actually that's exactly what they did.
Nice. I wish this could be patched into the PS2 version because all the fricking time it does weak horizontal attacks when I'm mashing the button to do the overhead attacks.
Silent Hill 1 just controls better than 2 and 3.
It doesn't though.
>It doesn't though.
The pure logic of it would, how do you not get that?
because that would add input lag
Same with 3
My brother and I always blamed this for our lousy performance in gran tourismo. Of course I can't accelerate the controllers is broken
>analog face buttons (wtf)
reWASD recognizes 3 degrees of pressure on DS3 (and DS2 with an adapter that emulates DS3) and can map each degree to a different function. See if you can find a use for it in your PC games (likely a delay between button presses for turbo function)
how new are you?
this is also why PS2 controllers are so prone to dying, the materials used for the analog face buttons are prone to oxidation and wearing out and just die eventually
its quite shitty, especially with the mediocre condition most dualshock 2's are in.
How hard you press determined your gas pedal in Gran Turismo. It wasn’t smooth but it worked.
>It wasn’t smooth but it worked.
Just like your attempt at English right there
>you need to have immaculate english on a shitty website
I very much said the opposite by implying that I understood what you were trying to say despite it not being your first language.
Gran Turismo 3 used them but even as a kid I remapped the controls anyways. Who the heck was that gimmick made for anyways?
Its not a rumor, it was one of its advertised features. I think most of the games just straight up ignored it because it wasn't all that useful.
MGS2 and MGS3 used it for real, that's where the meme comes from how if you hold O and take someone in human shield Snake just cuts their throat immediately. For those who don't know, you are supposed to hold down O slightly to just keep them in hold and press fully to execute them, or press some other button to do something else.
people really memory-holed this feature huh? even fricking gta used it
Which gta and how.
drive a car in san andreas and get back to me
Ok I believe I played gta sa on PS2 before playing it on pc but I never recognized that feature.
I'm pretty sure San Andreas used it when driving. Slower push = normal acceleration, harder push = peel-out.
same in gran turismo
MGS2 and 3 use it to draw/holster your weapon. If you hold down Square, Snake aims. If you release slowly, he put the weapon down. If you release quickly, he shoots.
MGS3 also had the interrogation mechanic. When you grab someone in a CQC hold (Circle button), if you held it slowly, Big Boss would put the knife to the enemy's throat and interrogate them. If you push it down all the way, he would slit their throat. Which was what most people ended up doing.
You could also use the analog triggers to peek over/around stuff slower or quicker, but that was more of a novely than anything.
If you held O halfway Snake would hold the guy
then press O all the way to slit throat
press I think L3 or Triangle or something to interrogate
also you could human shield, you could put them on the floor and then threaten them so they would freeze on ground forever, or choke them to unconsciousness.
the best use of the analog face buttons is on The Bouncer
in other game it just comes off as tap, double tap, or hold
most game console had that from the 80s,is nothing out of this world,problem is that requires dinput or something similar.
for example several nes games have different control schemes so pressing the button for certain ammount of time gave you X move and if it was a fast one gave you Y move yet is not analogue or half press,just try to make a short jump on super mario bros and a super jump you will see what i meant.
Even gameboy and neogeo pocket worked that way.
Oh... that's explains Mad Maestro's weird gameplay.
Cool game, but the gameplay is a little too weird sometimes.
Chiming in with another game I know that uses the analog face buttons - Star Ocean 3 has a section where you use the different pressure presses to play different notes on a flute.
yep. exactly the only reason this game is a b***h to emulate.
Zone of the Enders 2 also supported these, don't recall if ZOE1 did. I specifically remember that many attacks were stronger the harder you pressed the button.
The most noticeable are the homing missiles. You would spawn the missiles behind your mech when you press the button, then fire them when you let go, how hard you press the button determines how much missiles you fire. I remember messing with this by gradually increasing and decreasing pressure on the button without letting go and seeing the missiles keep re-arranging and folding into themselves,. then folding back out from the minimum of two to the maximum of 20 back and fourth, was silly to see.
>Zone of the Enders 2 also supported these
How does the PC port on Steam handle them?
The game has been ported a few times. There was the remaster of 1 and 2 that was released on the 360 and PS3. And then MARS which was an updated re-release/remaster which came out on PS4 and Steam.
From my understanding, the non PS2/PS3 versions just act as if you are pressing the buttons at maximum pressure. Though it's a little hard to find confirmation on that, supposedly if you use software to have a pressure-sensitive controller on the PC version it will work? Can't confirm that.
I wouldn't be surprised if it was just easier/cheaper to use the same design for all the inputs than have specific ones be analog and others digital.
If only Nintendo had done this. Then the half press sperg could have had half half presses.
A surprising amount of PS2 racing games have support for the analog dpad
I'd love to know who the frick at Sony figured the dpad of all things needed pressure sensitivity as well and why
Ace Combat games use this for accerlation and decerlation. AC4 needs you to really push hard. It's a bit silly. Works better in 5 and 0.