- Track up to 4 pad slots in libScePad with per-slot inputs, outputs, sensor fusion, and deadbands
- Support dynamic user login/logout events and multi-user registration in libSceUserService
- Map SDL controllers 0-3 to Players 1-4 in libSceVideoOut while preserving Player 1 keyboard and mouse composition
- Add test coverage for multi-controller pads and multi-user services
F12 (the new Screenshot input action) requests a capture of the next
presented display buffer. The presenter records it with the existing
APS5_DUMP_FRAMES GPU readback at full resolution, and the frame dump
writer thread encodes it with decoder_png into anyps5-screenshots/
beside the executable, or ANYPS5_SCREENSHOTS.
Some titles stop on a prompt to shake the controller, which keyboard players
and controllers without motion sensors cannot answer. While the Shake input is
held (X by default), the composed pad state reports motion with the
acceleration and angular velocity flipping sign every 50 ms; a controller's own
sensor data is used otherwise.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
INPUT_MAPPING.md names the actions and says that omitted actions keep their built-in bindings, but not what those bindings are. The table is read from InputMapping in core/libs/prx/libScePad/include/InputMapping.hpp.
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
main's StorageTextureBudget calls largestDeviceLocalHeap, the helper this branch made public as LargestDeviceLocalHeap for the overlay's VRAM line. The merge renames that call, so the merged tree builds.
The console's mouse reports relative motion, so the host cursor can never line
up with the cursor a title draws. While a title has a mouse open and the
window is focused the host cursor is hidden and captured, released on focus
loss or while the pad's mouse-to-stick toggle is on. Motion deltas are scaled
from the presented image's size in window units to the title's display
resolution with sub-pixel carry, so the title's cursor travels as far as the
host pointer would, on scaled desktops and letterboxed windows alike.
Co-Authored-By: Claude Fable 5.1 <[email protected]>
anyps5-input.ini accepts LeftStickDeadzone and RightStickDeadzone (whole
percent, 0 to 90), a radial deadzone on the controller sticks whose
remaining travel is rescaled to the full range, and MouseSensitivity
(above 0, at most 10), which replaces the fixed factor of 1 for mouse
look. The defaults keep the current mapping exactly.