prompts = nintendo or xbox (the Button prompts row of the Controls tab, read at start) takes over from
pad_layout = xbox_prompts, which is read as pad_layout = nintendo with prompts = xbox. overlay_init loads
romfs-patches-xbox for the Nintendo layout and romfs-patches-xbox-label for xbox and auto (input_prompts_folder), loads
romfs-patches instead of stopping when the RomFS mods folder replaces one of their files, and the menu says why the
prompts in use differ from the setting. The settings probe checks the folder against the layout's button table.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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.
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>
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>
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>