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Using @audetto's transformation.
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@ -703,10 +703,18 @@ void JoyResetPosition(ULONG nExecutedCycles)
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{
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CpuCalcCycles(nExecutedCycles);
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bool isJoystick[2] = { false, false };
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if (joyinfo[joytype[0]] == DEVICE_JOYSTICK)
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{
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CheckJoystick0();
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if((joyinfo[joytype[1]] == DEVICE_JOYSTICK) || (joyinfo[joytype[1]] == DEVICE_JOYSTICK_THUMBSTICK2))
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isJoystick[0] = true;
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}
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if (joyinfo[joytype[1]] == DEVICE_JOYSTICK || joyinfo[joytype[1]] == DEVICE_JOYSTICK_THUMBSTICK2)
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{
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CheckJoystick1();
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isJoystick[1] = true;
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}
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// If any of the timers are still running then strobe has no effect (GH#985)
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for (UINT pdl = 0; pdl < 4; pdl++)
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@ -717,6 +725,28 @@ void JoyResetPosition(ULONG nExecutedCycles)
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const UINT joyNum = (pdl & 2) ? 1 : 0;
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UINT pdlPos = (pdl & 1) ? ypos[joyNum] : xpos[joyNum];
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// "Square the circle" for controllers with analog sticks (but compatible with digital D-pads too) - GH#429
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if (isJoystick[joyNum])
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{
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// Convert to unit circle, centred at (0,0)
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const double x[2] = { ((double)xpos[joyNum]) / (0.5 * 255) - 1.0, ((double)ypos[joyNum]) / (0.5 * 255) - 1.0};
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double axis = x[pdl & 1];
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if (x[0] * x[1] != 0.0)
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{
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// rescale the circle to the square
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const double ratio2 = (x[1] * x[1]) / (x[0] * x[0]);
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const double c = min(ratio2, 1.0 / ratio2);
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const double coeff = sqrt(1.0 + c);
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axis *= coeff;
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}
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if (axis < -1.0) axis = -1.0;
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else if (axis > 1.0) axis = 1.0;
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pdlPos = static_cast<int>((axis + 1.0) * 0.5 * 255);
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}
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// This is from KEGS. It helps games like Championship Lode Runner, Boulderdash & Learning with Leeper(GH#1128)
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if (pdlPos >= 255)
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pdlPos = 287;
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