well, i added all of that code and it works pretty well
I don't see any need to do it differently, I mean it does everything that the d-pad should do. You don't need to worry about sensitivity like you do for touch or anything.
add this to the area stated by Pauliver
Code:
if (Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One).DPad.Down == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
{
Y -=1;
}
if (Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One).DPad.Up == ButtonState.Pressed)
{
Y += 1;
}
if (Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One).DPad.Left == ButtonState.Pressed)
{
X -= 1;
}
if (Microsoft.Xna.Framework.Input.GamePad.GetState(PlayerIndex.One).DPad.Right == ButtonState.Pressed)
{
X += 1;
}