SuperAPI AI Directory

console-controller

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Updated 10-23 10:58

About this skill

console-controller

The recompiled game asks the runtime for the pad state many times a second through PSPadBackend::readState(int port, int slot, uint8_t *data, size_t size) in ps2xRuntime/src/lib/ps2_pad.cpp. The stock file maps raylib's gamepad 0 and a fixed keyboard layout onto the 32-byte DualShock 2 report. This skill replaces that one file with a generated one built from your console/controls.json, so any controller raylib can see becomes a DualShock 2, mapped your way. Nothing else in the runtime changes, so the rebuild is incremental.

Honest limits: rumble is not wired in the runtime, pressure-sensitive buttons are reported as fully pressed or not pressed, and touch zones on Android are invisible (the runtime draws no overlay).

${CLAUDE_SKILL_DIR} below is this skill's folder (where this SKILL.md lives).

python3 "${CLAUDE_SKILL_DIR}/padmap.py" init --layout xbox          # writes console/controls.json
python3 "${CLAUDE_SKILL_DIR}/padmap.py" check                       # every DS2 button bound, no clashes
python3 "${CLAUDE_SKILL_DIR}/padmap.py" gen --replay                # writes console/ps2_pad.cpp
python3 "${CLAUDE_SKILL_DIR}/padmap.py" install --repo ~/PS2Recomp  # backs up, then copies it in
python3 "${CLAUDE_SKILL_DIR}/padmap.py" restore --repo ~/PS2Recomp  # puts the stock file back
python3 "${CLAUDE_SKILL_DIR}/padmap.py" presets switch-labels       # playstation xbox switch switch-labels keyboard
python3 "${CLAUDE_SKILL_DIR}/padmap.py" table                       # the DS2 bit table
python3 "${CLAUDE_SKILL_DIR}/padmap.py" check --script console/inputs/menu.txt   # validate a replay script

Flags: --config FILE (default console/controls.json; the preset alone is used if it is missing), --layout NAME, --out FILE (- for stdout), --json, --strict (warnings fail check), --backups DIR (default console/backups). Exit codes: 0 ok, 1 check found a problem, 2 bad input.

What it reads and writes

file what
console/controls.json your mapping: layout + overrides. Full format: reference/controls-json.md
console/ps2_pad.cpp the generated drop-in pad file (from gen)
<PS2Recomp>/ps2xRuntime/src/lib/ps2_pad.cpp replaced by install, only when you pass --repo
console/backups/ps2_pad.cpp.orig the stock file, saved once and never overwritten; later installs also keep a timestamped copy
templates/menu-walk.txt an example input replay script to copy and edit

The DualShock 2 report the file fills

data[0] = 0x01, data[1] = 0x73 (analog), buttons ACTIVE-LOW in data[2] (low byte) and data[3] (high byte), so 0xFFFF means nothing pressed. Sticks: data[4] RX, data[5] RY, data[6] LX, data[7] LY, 0x80 centre, 0x00 full left or up. Bits: SELECT 0x0001, L3 0x0002, R3 0x0004, START 0x0008, UP 0x0010, RIGHT 0x0020, DOWN 0x0040, LEFT 0x0080, L2 0x0100, R2 0x0200, L1 0x0400, R1 0x0800, TRIANGLE 0x1000, CIRCLE 0x2000, CROSS 0x4000, SQUARE 0x8000. Kernel/Stubs/Pad.cpp copies bytes 2 to 7 into the game's pad buffer, sets the mode byte itself (digital 0x41 until the game switches the pad to analog) and fills the pressure bytes as 0xFF or 0.

Method

  1. Find out what they play with. Controller model, how it connects (USB or Bluetooth), which OS, one or two players, and whether they want keyboard or touch. If a button already lands in the wrong place, ask which physical button they pressed and what the game did.
  2. Start from a preset. init --layout playstation|xbox|switch|switch-labels|keyboard. raylib reports pads by POSITION: the bottom face button is Cross on every pad (Xbox A, Nintendo B). switch-labels matches Nintendo's printed letters instead (A, on the right, is Cross). Details and why some Switch Pro setups arrive already swapped: reference/controllers.md.
  3. Apply the user's changes in controls.json: buttons overrides, keyboard keys, deadzone (radial, default 0.15), invert_y (true means the right stick, the camera in most games), stick_swap, trigger_threshold (reads L2/R2 from the analog trigger axes), players: 2 (port 2 gets the second pad), touch zones for Android. Keep it a mapping, never game code.
  4. Check. padmap.py check. Fix every ERROR. Read the warnings out: Escape quits the game (raylib's default exit key; the runtime never changes it) and F1 opens the debug panel on desktop builds with the debug UI.
  5. Generate. padmap.py gen (add --replay when /console-tester will drive scripted runs).
  6. Install. padmap.py install --repo <their PS2Recomp checkout> backs the stock file up to console/backups/ps2_pad.cpp.orig and copies the new one in. Then the normal incremental build (cmake --build <build dir>, the same command recorded in console/STATE.md). One .cpp changes and no header does, so it is quick. Never clean the build for this.
  7. Test with the controller in hand. Run the port, press every button once in a menu that reacts to all of them (or a game's controller test screen). If one is wrong, change controls.json, gen, install, rebuild. Log the result in console/STATE.md.
  8. Scripted input for tests (with --replay): set PS2X_INPUT_RECORD=console/inputs/run1.txt, play the bit you want to repeat, quit; that file replays with PS2X_INPUT_SCRIPT (which /console-tester's run.py --input sets for you). The format is in reference/controls-json.md. Frame numbers count the game's reads of pad port 0, so a script stays in step with the game, not with the wall clock.

Rumble, pressure, analog, touch

feature status in this PS2Recomp checkout
Rumble not wired: scePadSetActDirect and scePadSetActAlign in Kernel/Stubs/Pad.cpp return 1 and do nothing (scePadInfoAct reports two motors). Adding it is runtime C++ work for /console-backend, not a mapping
Pressure-sensitive buttons digital: when a game turns pressure mode on, Pad.cpp reports 0xFF for a pressed button and 0 otherwise
Analog mode the game switches it (scePadSetMainMode); sticks are always sent and the game ignores them in digital mode
Touch (Android) ps2_android_runtime.cpp is only a TODO for an on-screen overlay, so the stock port has no touch controls. touch zones work as invisible areas; a Bluetooth controller is the better answer
Two players the stock file feeds the same pad to both ports; the generated one gives port 2 its own pad with players: 2, or a released pad otherwise

Guard rails

  • Bring your own game. Only games you own, dumped from your own disc. Never download ISOs, ELFs or BIOS files, never help find them. PS2Recomp needs no BIOS.
  • Nothing from the game gets published. The disc, ELF, IRX modules, assets and the recompiled runner/*.cpp stay on your machine. A controls.json, a generated ps2_pad.cpp and replay scripts you wrote are yours to share.
  • Not affiliated with Sony. PlayStation and DualShock are trademarks of Sony Interactive Entertainment. DualSense, Xbox and Nintendo Switch belong to their owners.
  • Back up, then replace one file. install refuses a source it did not generate, never overwrites the .orig backup, and touches only the checkout you name. Never edit headers (ps2_pad.h included: a header change rebuilds every generated file) and never clean the build.

Hands off to

  • /console-tester to run the port with a replay script (run.py boot --input ...).
  • /console-anywhere to build for the device the controller is for (Steam Deck, Android, Vita).
  • /console-backend if the game needs rumble or a pad call the runtime does not implement yet.