Commit Graph
17 Commits
Author SHA1 Message Date
applezraandClaude Opus 5.5 bbc6212d16 Document how to connect a Switch 2 Pro Controller with motion
SDL does not open the Switch 2 Pro Controller on Windows by itself, so it needs a bridge program. Tested with the
game: hbashton's DS4Windows fork emulating a DualSense gives buttons, rumble, gyro, accelerometer and calibrated
sticks, read directly by the game. Bridges that output a ViGEm DualShock 4 (ProCon2Windows, connectyourpro) give rumble
but frozen motion values, so motion controls do nothing with them. docs/controls.md gets a short section with the log
lines that show a working setup.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 01:08:17 -07:00
Valiantsin DzerakhandClaude Opus 5.5 61dccff1a0 Say that the Xbox prompts do not follow remapped buttons
The swapped letters are baked into the game's textures, fonts and messages, so a button remapped with a bind_ line or on the Controls tab keeps the old letter on screen. The menu description (English and Russian) and docs/controls.md now say so.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:52:59 +03:00
mrtink125792andClaude Opus 5.5 7923e2da6e Let the setup go on without the Xbox prompts, and put the Xbox prompts docs below the controls table
romfs-patches-xbox is optional: when make_romfs_patches.py --xbox-prompts fails (a game update whose prompts it does
not recognise), the setup removes the partial folder, warns (warn.xbox_prompts_failed) and finishes, where it stopped
the whole install before. The game then keeps the Switch prompts and the menu says the files are missing. Its log is
prepare-xbox-make_romfs_patches.log, so it no longer replaces the 60 fps run's log, and Prepare no longer counts the
folder as part of a finished step.

The Xbox button prompts section of docs/controls.md sat between the layout list and the controls table it introduces;
it now follows the table. The building.md note follows the paragraph it interrupted.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:51:03 +03:00
mrtink125792andClaude Opus 5.5 bb85bc8a80 Add an Xbox prompts button layout: Switch positions with the A/B and X/Y prompts swapped to the Xbox labels
With pad_layout = nintendo on an Xbox pad the right button does Switch A but is labelled B, the bottom one does B but is
labelled A, and the game's prompts still name the Switch buttons. A fourth Button layout choice, Xbox prompts (A right)
(pad_layout = xbox_prompts), maps the buttons as nintendo and swaps the prompts to the labels, so each prompt names the
button to press. Automatic, Nintendo and Xbox are unchanged and keep the game's own prompts. The buttons change at once;
the prompts at the next start, as the game reads its UI archive and fonts at boot (the menu says so).

At start, xbox_prompts loads romfs-patches-xbox in place of romfs-patches (runtime/romfs.c overlay_init).
tools/make_romfs_patches.py --xbox-prompts writes it from the player's own RomFS, with the 60 fps patches; nothing from
the game or a mod is added to the repository. It swaps A with B and X with Y in:
- the letter images Nt_KeyTexA/B/X/Y_00 of the action prompt (DoCommand_00), in the Common archive's __Combined.bntx
  (same format, size and tiling, so the image data trades places);
- the action prompt's diamond of the other face buttons: one-letter text panes the game fills from
  LayoutMsg/DoCommand_00.msbt in each language's Mals archive (both the messages and the layout's own text);
- the button glyphs U+E040 to U+E043 of scft/External.bfotf in each Font/Font*.bfarc, which every other prompt uses
  (CFF outlines and metrics in the deobfuscated OpenType font, then its checksums).
The diamond's shape shows the button's position and stays. The setup writes both folders; the menu notes when the Xbox
prompt files are missing and when the prompts in use differ from the choice until a restart.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 07:51:03 +03:00
Seth 70a83837b0 Let the back paddles be bound
SDL reports the back buttons of an Xbox Elite, DualSense Edge or Steam
Controller as four paddle buttons, but the pad table stopped at the
triggers, so they could not be mapped. They are now pad inputs lpaddle1,
rpaddle1, lpaddle2 and rpaddle2, with no default action, bindable from
totk.ini or the remapping rows.
2026-10-31 07:25:27 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9016b1e210 Add a virtual test gamepad for stick tests without a controller
TOTK_TEST_PAD=<lx>,<ly>,<rx>,<ry> attaches an SDL virtual gamepad at start with its sticks at those raw values, so the
dead zone and the gamepad path can be tested in a run. On the field save: an 11% drift reached the game as 3.3% at the
default 8% zone (the old per-axis cutoff passed 9% on x and dropped y) and not at all at 15% (Link stood still); full
deflection reached it as full at 15%.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:46:24 +03:00
Valiantsin DzerakhandClaude Opus 5.5 ed1973a68b Add a stick dead zone setting for drifting gamepads
stick_deadzone (0 to 50 percent, default 8) replaces the fixed per-axis cutoff of 2500. The zone is round and the
travel past it is scaled to start at 0, so a drifting stick rests centred and full deflection still reaches full.
The Controls tab shows it as a slider; --probe-cfg checks the math (input_pad_stick).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-31 00:05:54 +03:00
Valiantsin DzerakhandClaude Opus 5.5 8691f6d724 Remap keys, mouse buttons and controller buttons from the Controls tab
Every Switch button and the eight stick directions the keys drive get two key cells and a controller cell under the
button layout. A cell takes the next key, mouse button or controller button pressed; a key in use moves over, a
controller button swaps. The tab writes bind_ lines (new: bind_LSTICK_* / bind_RSTICK_*, key:default, pad:default) and
input_win.c builds the tables again when one changes, so remapping applies while the game runs. More keys can be
bound: Enter, Backspace, right Shift and Ctrl, Alt, the numpad, punctuation, F2-F7, F9, F12, mouse buttons 4 and 5.
Alt alone no longer enters the window menu loop.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 17:53:57 +03:00
Valiantsin DzerakhandClaude Opus 5.5 ba0f33e044 Pick the gamepad button layout by the pad's labels, with a Button layout row on the Controls tab
The gamepad map was by position only, so on an Xbox pad the button labelled A pressed Switch B. pad_layout = auto
(default) keeps the Nintendo layout for a pad whose east button SDL reports labelled A and uses the Xbox layout (south
A, east B, west X, north Y; cross A on a PlayStation pad) for the others; nintendo and xbox force one. It applies at
once; bind_ lines name physical buttons and apply on top of either layout.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 17:20:03 +03:00
Valiantsin DzerakhandClaude Opus 5.5 f646e521f0 Bring the README and docs up to date with 1.4.3, the menu, the installer and the log file
The README is a front page now: a general status, a short feature list, install steps from a release, credits as a
list of links that points to THIRD_PARTY_NOTICES.md, the build steps last. The licence table moved into the notices.
The build steps take the game version as <ver>; 1.4.3 is the primary version in the architecture doc, which also
gains the zstd host decoder, the settings table and menu, spin gates, the uniform snapshot and the resolution patches.
Controls list F1, F10, F11 and the menu keys; the tester guide and CONTRIBUTING point to logs\totk.log.

THIRD_PARTY_NOTICES.md: the four code rows that sat in the installer table move to the main table, the zstd rows
cover ov_zstd.c and the release package, the MacNativeGames resolution commit is given in full, the NVN proc list and
the compiler runtime of a source build are listed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 12:49:34 +03:00
Valiantsin DzerakhandClaude Opus 5.5 9dc738c045 Count untimed script lines in 60 Hz ticks of game time instead of presents, so the title menus get scripted presses at the same game time at any frame limit; in a recording the untimed lines stop when the world clock starts, and the recorder cuts a button or stick held at that moment and continues it as a timed event
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-28 14:49:41 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e3e72dfb44 Keep the repository to what players and contributors use; move the agent setup and working notes out of git
docs/building.md merges the two toolchain docs and the README build steps, and lists the developer checks. The
Maxwell reference moves to docs/maxwell.md. architecture.md loses the milestone table, controls.md describes timed
script lines and input recording, and the tester guide includes shader preparation.

The agent skills, hooks, playbook, backlog and the study notes on upstream projects are the maintainer's local setup:
.claude/, notes/ and CLAUDE.local.md are ignored now, and tools/worktree.py links them into task worktrees. AGENTS.md
keeps the project rules.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-27 13:12:50 +03:00
Valiantsin DzerakhandClaude Opus 5.5 e8697659ac Remap gamepad buttons and keys with bind_<button> lines in totk.ini, one data-driven table for the pad and one for keys
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 08:50:48 +03:00
Valiantsin DzerakhandClaude Opus 5.5 cb9ea1ae05 Release the mouse cursor with Esc, recapture on a client click and skip capture when a title bar click activates the window
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-24 08:29:49 +03:00
Valiantsin DzerakhandClaude Opus 5.5 dc80c88490 Add the PC keyboard and mouse layout with a data-driven binding table and a raw-input mouse camera
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 23:26:45 +03:00
Valiantsin DzerakhandClaude Opus 5.5 dda22f6e01 Add rumble strength, curve and trigger settings for Xbox pads
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 23:12:15 +03:00
Valiantsin DzerakhandClaude Opus 5.5 19c9b648d1 Add the recompiler, Windows runtime, tools and docs
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 22:27:54 +03:00