[Xperia Play Android Development] CZroe:
Thanks, but I know this. I'm saying I was confused about why it was hard-coded to look for that file because it wasn't obvious by that point that were were talking about a test release.

I do believe that it is between 80 and -80 on each axis but that the value was never that far from 0 for a particular axis unless the other value was 0. If I move it right all the way on the X axis, (x,y) would read (80,0). If I move it all the way left, it would be (-80,0). All the way down on the Y axis would be (0,-80) and all the way up would be (0,80), but in between would be something like (60,60) for upper right, (-60,-60) for lower left, (-60,60) for upper left, and (60,-60) for lower right (60 and -60 are a guess at the maximum diagonal ranges). The construction of an N64 controller was such that the stick moved wedge-shaped fins with slots through optical sensors exactly like a mechanical mouse moves a slotted wheel through identical sensors. No analog potentiometers here: Each interruption was one level of digital precision, despite being the first mainstream "analog" controller. Because the range of the joystick was physically limited to an octagonal area, the distance the stick could move these slotted fin things was limited from the maximum at any diagonal angle. That means that the maximum in any one direction would have to be determined and translated to the maximum on a square range. If a controller allowed, say, 81 and -81 on the X axis, you would notice that your cart loses control and spins out in Mario Kart 64 much more often (normally only when bumped or hit by a projectile). If (60,60) is the intended maximum for a diagonal upper-right input (still just guessing), then (61,61) would cause your character in Blast Corps to stop walking forward to the upper right and begins walking backwards. If you let off just a bit, the character would resume walking to the upper right again. You can test it in that game in particular by re-centering your controls while holding an official controller off-center and then move the stick in the opposite direction to overdrive it (either remove/reinsert the controller or press L+R+Start while holding the stick off center).

I do have a new, unused N64 controller and an Adaptoid N64 controller adapter that has an API for N64 emulators to access the controller directly (they can even use accessories in the expansion port). If you look into the API perhaps you can write a quick tool that can report the values. I don't know enough to code it myself but it looked simple enough back in the Win9x days. :) Using a new controller is important because the sticks would wear out on the bottom and sink in which caused slack before it would engage with the brackets that move the slotted fins. This meant that they would not move all the way once the stick itself hit the physical limits of the assembly and, thus, range was limited.

It's been a long time since I experimented with N64 emulation but the only emulators that ever got it right last I checked were those that used an Adaptoid plugin!

Awesome! True dual-analog Goldeneye 007 without the hassle of holding two controllers will be amazing. :)

I'll definitely check them out. :) At the moment I have not loaded a single app on my replacement phone and it looks like I need to replace it again (sticking home button) so it may be a while before I get around to it.

Thanks!