Squirrel61
Member
palmertech said:I have a question, though: Can you really prevent game lockup with software control? The problem is, what happens when you are playing an intense game, and go from up to down, but because it lacks a pivot point, it is still hitting both? Does the "software protection" tell it to go up, down, or nothing? I do not understand how this could work.
I have never encountered any game lockups because of simultaneously pressing of two opposite directions. It can't, because every program is sequential. That means, if you accidentally press "left"+"right" at the same time where you meant to press "left" only, and, let's say, processing of the "left" action in the programs appears after processing of "up", "down" and "right". In that case, your character will move right first, but immediately move left again. That makes the character stay where it was, "freezing" it, as someone called it. However, if to your right there's some kind of trap that you wanted to flee from, you're dead! That's why a good dpad indeed features some kind of protection for this and a pivot point is one way to do this.
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This is a big flaw, IMO. The GB micro dpad is one of the best I have ever used, and it also has the HIGHEST pivot point of any dpad I have ever used.
Having a pivot point however has one big drawback. The pivot point has to rest somewhere in the centre of the button contacts, which usually are on the motherboard. That means that every move you make puts stress to the motherboard. If the motherboard isn't properly supported from the underside, by some part of the consoles case, you will end up damaging the motherboard.
The PSP-1000 has this kind of flaw in the design. Although the dpad contacts are situated on a separate carrier and thus separated from the mainboard, the carrier, being made of plastic, can bend under intense gaming pressure. Stress is then applied to the mainboard, which in the end results in the nand chip, exactly on the opposite site of the mainboard, breaking loose from it's solder points. This effectively bricks the PSP beyond repair, since usually the solder pads are torn from the mainboard (although in one case, I managed to resolder the nand).
So I think the remark about the pivot point was a valid one, even if it had been made a thousand times before. It is an important part of the "feel" of the overall gameplay, but it has to be engineered very well or it might end up as a console killer.
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