Analog to Digital + Rewind is bugged on some cores
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- Dominant language
- C
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Description
Description
When using the option Analog to Digital, some cores present glitchy behavior if combined with rewind.
Expected behavior
If enabled, it should convert digital input to analog.
Actual behavior
It's still possible to use analog input, but the command is interrupted several times. It looks like the rewind interrupts the analog everytime it saves. It does not happen when using digital input.
Cores that it happens: bsnes, bsnes hd, flycast when loading naomi/atomiswave. There could be more, I haven't tested all cores.
Steps to reproduce the bug
- Load a game;
- On quick menu, go to controls > port 1 controls > enable analog to digital - lef analog
- Rewind must be on
- Try to walk on any game using the analog stick.
Bisect Results
It did not happen before, don't know when. At first it was on flycast arcade games after the name change, and with bsnes, about a month ago.
- RetroArch: [1.9.0]
Environment information
- OS: Windows 10
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing the issue from Quick Menu > Controls > Port 1 Controls with Analog to Digital enabled and rewind on, using bsnes, bsnes HD, and Flycast Naomi/Atomiswave games on RetroArch 1.9.0. Trace the interaction between analog-to-digital input and rewind while saving states; done means analog movement is no longer interrupted when rewind is enabled on the affected cores.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- c
- Domain
- frontend
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100