Allright I believe I have made a pretty decent mapping for Majora's Mask. I have done this by sending certain analog input values to my Virtual Console version of Majora's Mask and comparing these with corresponding N64 input that I retrieved from the TAS plugin from Mupen. Basically I had three analog stick values to compare with N64: value that Link starts turning, value that Link starts walking, value that Link starts running fastest. Maybe there are more easily recognizable analog input values, if anyone knows them they should tell me, because then I can get a better mapping table for the analog stick.
Here are the values I found:
Link starts turning/essing:N64: 16
GC : 30
Link starts walkingN64: 28
GC: 41
Link starts running at fastest rate (this one was hard to recognize and might be a little offN64: 66
GC : 77
Based on these observations I made a
mapping table by trying to make a linear function fit with Matlab. I am not very good at math, so I think this process could be done better. One thing to notice is that the region you can hold analog stick to ess in, is kept completely, no matter what conversion is done to generate all the unkown data, because it is generated to go through the values I measured. After this I programmed the new mapping table into my converter and it seems to work very well. I was able to do extended superslides with it.
I also found out that you start essing in OoT at a slighter angle of your analog stick. It only requires a value of 8 and you can hold it up to 26 before Link will start walking. Basically this means that essing was already easier in OoT on the N64 than in MM on the N64. If anyone is able to confirm this is true, then I would be happy, because that would indicate I probably didn't make any mistakes during the process.