Rumble
The Pocket 1 has a rumble motor inside it. Leaf uses it two ways: short taps that give the interface a physical response, and real in-game rumble driven by the game you are playing.
Turning it on
Section titled “Turning it on”Everything lives under Settings > Hotkeys & Rumble. Rumble is two separate switches that share one strength, so you can have either one without the other.
- UI Rumble - every tap the interface makes: a tap each time the cursor moves, and the taps for selecting, confirming, and blocked actions. Off by default, because the cursor tap fires constantly while you scroll. The device taps once when you turn it on.
- Game Rumble - lets the game itself drive the motor. On by default. The device taps once when you turn it on.
- Strength - how hard the motor runs, from weak to full, for both the interface and games. Press Left and Right to adjust it, and the device taps as you go so you can feel each level rather than guessing from a number. It shows a dash while both switches are off.
- Hotkeys - opens a separate page for the MENU chords: the game switcher, screenshots, and recording, and which button each one uses. See Hotkeys.
If you are updating from a Leaf version that had a single Rumble switch, your choice carries over. With that switch off, both new switches start off. With it on, UI Rumble takes your old Cursor Movement setting and Game Rumble keeps its own.
What the taps mean
Section titled “What the taps mean”With UI Rumble on, Leaf does not buzz at random. The number of taps tells you what happened, so you can often tell the outcome without looking:
- One tap - you selected something, or the cursor moved.
- Two taps - you confirmed something and it went through.
- Three taps - that action was not available.
The pattern is fixed; Strength scales how hard all of them feel.
Rumble in games
Section titled “Rumble in games”With Game Rumble on, games that support rumble drive the motor themselves, with the force the game asks for. A gentle engine idle feels gentle, a crash feels like a crash.
Strength acts as the ceiling here rather than a fixed level. The game still controls the moment-to-moment force; your setting caps how strong the loudest moment gets.
This works for games running under RetroArch, which covers most systems, and for the standalone Dreamcast and N64 emulators.
Two systems are not covered, for different reasons. The PSP had no rumble motor of its own, so there is nothing for a PSP game to ask for. DS rumble came from a Rumble Pak in the GBA slot, which very few games used, and DraStic has not been tested for it.
Changing Game Rumble takes effect the next time you start a game, so it will not interrupt one you are already playing.
If you would rather not feel it
Section titled “If you would rather not feel it”Turn both switches off for silence everywhere. If you only dislike it in one place, you do not have to give up the other: turn off UI Rumble to keep games rumbling with quiet menus, or turn off Game Rumble to keep the interface taps without games buzzing.