3. Controller

3-1 Re-calibration of the Control Stick (Required)
3-2 Control Pad Operation (Required)
3-3 Operation of Unused Buttons (Required)
3-4 Mechanical "Play" in Control Stick (Recommended)
3-5 Maximum Range of Control Stick Value (Required)
3-6 Input Value of Control Stick (Required)
3-7 Display when a Controller is not Connected (Recommended)


3-1 Re-calibration of the Control Stick (Required)

Description

For games in which the Control Stick is used, the developer must design the game program in such a way that the L Button, R Button, and Start Button will not be pressed simultaneously as a part of normal game play.

Reason

The standard N64 Controller has a function which calibrates the neutral position of the Control Stick by pressing the L Button, R Button and Start Button at the same time. An accidental re-calibration of the Control Stick must be avoided during normal operation of the game. In addition, if a user chooses to re-calibrate the Control Stick after game play has begun, ensure that the game works as intended when game play is resumed.

Reference

For more information, refer to "Nintendo 64 Developer News 1.3", Section (2) Control Stick RESET Function.

Remarks



3-2 Control Pad Operation (Required)

Description

Ensure that the program operates as intended, even if the Up and Down or Left and Right Control Pad data are input at the same time.

Reason

After years of normal usage, there is a possibility that Up and Down or Left and Right Control Pad data may be input at the same time.

Reference


Remarks

Examples of methods which may be used to prevent "Up and Down" or "Left and Right" input are:

  1. Set a priority order for Up and Down, and Left and Right inputs.
  2. Invalidate the input.


3-3 Operation of Unused Buttons (Required)

Description

Ensure that the game continues to function normally even if the user pushes a button that is not used in the game. Also ensure that the game continues to function as intended even if the user presses buttons on Controllers not being used in a 1-player game.

Reason

A button which is not intended to be used in game play may be pushed by the user. In addition, an accessory may be connected to the Control Deck. The accessory may cause unexpected data input. Neither of these situations should impact game play.

Reference


Remarks

If the developer uses a button for a debugging mode which is not used during normal game play, ensure that it has no effect if pressed during normal game play.


3-4 Mechanical "Play" in Control Stick (Recommended)

Description

It is recommended that a method is used to prevent mechanical "play" in the Control Stick from generating unwanted input data.

Reason

There is a small amount of mechanical play in the Control Stick of every Controller. The amount of mechanical play will vary from one Control Stick to another. An allowance should be made to ensure that a slight movement by the Control Stick, when it has not been touched by the user, will not be considered as a valid Control Stick input.

Reference

For more information, refer to "Nintendo 64 Developer News 1.3", Section (1) N64 Controller Control Stick Resolution Specifications.

Remarks



3-5 Maximum Range of Control Stick Value (Required)

Description

Programs must be designed to use input values that are possible using all Controllers.

Reason

The maximum range of the Control Stick value will vary somewhat from one Controller to another. In addition, the resolution of a specified Controller may deteriorate after it has been used for a period of time.

Reference

For more information, please refer to "Nintendo 64 Developer News 1.3" (1) N64 Controller Control Stick Resolution Specification.

Remarks

To accomplish the above requirement, we recommend the following values be used for Control Stick range.


3-6 Input Value of Control Stick (Required)

Description

Programs must be designed so any Control Stick value between +127 and -128 will be accepted as a valid input.

Reason

For example, assume that the normal horizontal range of a specific Controller is from +68 to -68. If the Control Stick is physically shifted to the left when it is calibrated, the horizontal range of the Control Stick may shift to +75 to -50. Since these values are still between +127 and -128, they should be considered valid values, and the game should continue.

Reference


Remarks



3-7 Display when a Controller is not Connected (Recommended)

Description

When the N64 Control Deck is powered up without connecting a Controller, we recommend that the software display a message similar to the example below. Please tell the user to insert a Controller after switching off power to the N64 Control Deck.

Example of Message

"No Controller detected. Please turn off power to the Control Deck and reinsert Controller."

Reason


Reference


Remarks