Conversation
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Not sure why protoc is failing on github actions but builds fine locally |
The deps cache in Github Actions has now been regenerated, and PR #249 builds successfully. |
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I hope to achieve the controller effect of RUNE. RUNE can customize the controller type, but some require Steam input, which still doesn't work. For example, although the PS5 controller can be played with, it still simulates XBinput because the touchpad doesn't support it, and linear triggers don't support many games. I have tested that the touchpad of the PS5 controller is invalid, but it can recognize it, but everything works normally with GLR |
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Is this still being worked on? I was trying to build for Mac but I'd have to port the gamepad library. |
I think it would be great if we could finally handle the selection of controller characters. For the rest, we could convert to SDL, so that we can set up our own controller mode patterns that developers don't have options for in the game |
in terms of emulating the basic steam input api itself, the code should be relatively complete though a little messy but rumble + multiple controller still hasn't been tested because I do not have access to those things/a game with rumble myself right now. What do you mean by porting the gamepad library? sdl3 should be crossplatform though you may need to edit the build script |
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I was talking about the library that is currently used. I ended up implementing the functions with Apple's Game Controller Framework, and it built, but I haven't verified whether it works. |
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This PR should remove the need for libgamepad. With SDL iirc there shouldn't be any relevant code that references libgamepad anymore. |
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Curious about this one, would it fix issues where games aren't detecting the gamepad? I just opened an issue for this for No Man's Sky. If it's complete and we're only waiting to see if rumble works, I could request someone to test for you, or we could put the new implementation behind a flag like |
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@f8ith sorry for the ping, but would love your thoughts on the message above! ^ |
It should enable controller functionality, this PR stubs/implements most steam input function calls. You could try using the compiled dlls
Since I already have added a couple settings for other functionality I could add this in probably within this week |
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Where could I get the compiled DLLs? I'd also love to learn more about what the changes do if you're open to sharing, so I can contribute too. |
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Hey If you add rumble (AND IF Works with Xbox controllers) I can test them with a new test "game" that just start rambling your controller for X sec if has one & etc. No DLLs being made since the PR is in Draft mode. (Made by author) |
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@Detanup01 the rumble should already work theoretically. My branch should now build correctly About action_set_layersRight now the action_set_layers is essentially stubbed. I don't see a point in implementing this fully since games seems to work fine now |
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@f8ith i think there are conflicts that would need to be resolved. If you want to send me over the dlls (preferably for the experimental steamclient) I can test on a few games that aren't working currently! |
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well need to fix conflicts but if you build in your end to windows x64 debug i appricite if you upload to anywhere currently MS suck ass with not supporting vs26 build yet so all my things on-hold and current dev env is fucked cus of it. tlrd: |
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Published a debug x64 build at https://github.com/f8ith/gbe_fork/releases/tag/2026-02-08 |
INAZUMA ELEVEN Victory Road no works |
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Basicly this, it isnt getting my controller whatever I do. Code / call is basicly this |
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Perhaps I unintentionally changed something when making the build after so long. Are the test scripts in the repo so that I can test it myself |
Can we just add the option to select font styles in the controller, and use external plugins for other conversions Force a controller type, which will mainly override shown glpyhs, if used by the gamePossible values: Xbox360, XboxOne, PS3, PS4, PS5, SwitchPro, Generic#ForceController=XboxOne |
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Hi @f8ith any update here? happy to help out if needed. Just noticed you said it works with Elden Ring Nightreign which would be a big win for me! |
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After rebasing again I'm getting errors from protobuf externs. Once I get it to build I can make my own tests, but fyi my build at June 2025 worked completely fine for me in Elden Ring: Nightreign on a stock Dualsense over USB + BT, not sure what changed between then and now or if it's an issue related to Xbox controllers. |
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Can I help somehow? |
Do you only offer an option to modify internal font icons? In many game settings, glyphs cannot be changed. I can use DSX to simulate XINPUT, but I cannot set the game's controller type |
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Controller glyphs are entirely game dependent. Forcing a certain controller type is an entirely separate issue from what this PR is trying to achieve and generally requires mods 你需要的东西是游戏普丁,展示什么图案不关这软件的事 |


VeryWIP PR, currently handles most of the major controller types. Tested to work on Elden Ring Nightreign with a stock Dualsense.Implements
Note on XInput Emulation
Real steam emulates Xinput for non-Xinput gamepads on windows. We could attempt to do the same by hooking Xinput same way that Steam does, but it's tricky and would only work well on experimental builds most likely
TODO