Joystick analog input is made digital when bound to turning (Mirror GH 38)
MB thread: http://mb.srb2.org/showthread.php?t=40203
To quote @RedEnchilada,
Like I said earlier, it's not that the game itself doesn't support the full 360-degree movement of analog controllers; it's that the gamepad code is really bad at actually feeding the full analog input into the game, and oftentimes ends up just sending it like a digital input instead.
The game actually ignores the analog value when it is bound to turning:
http://git.magicalgirl.moe/STJr/SRB2/blob/2609745b51e41ccd5ee6ea186ef051b3d9dfabc2/src/g_game.c#L983
axis = JoyAxis(AXISTURN);
if (gamepadjoystickmove && axis != 0)
{
turnright = turnright || (axis > 0);
turnleft = turnleft || (axis < 0);
}
(Mirrored issue from GitHub 38 )