grumpycoders / grumpycoders/pcsx-redux
Lua support for overriding analog pad axes
- Dominant language
- C++
- Stars
- 994
- Forks
- 151
- Avg merge
- 1d 15h
- Merged PRs (30d)
- 18
Description
The Lua API currently supports overriding digital pad buttons with `setOverride` / `clearOverride`, but there does not seem to be an equivalent way to override analog stick axes.
Is analog-axis override support already planned, or is there another intended way to provide deterministic analog input from Lua?
If not, would it make sense to add a small per-axis override mechanism, similar in spirit to the existing digital button override?
For example, each analog axis could have:
- an override value
- a flag indicating whether the override is active
When active, the Lua-provided value would be returned instead of the physical controller value; when cleared, normal physical input would resume.
I’d be interested in implementing this if it fits the project’s direction.
Contributor guide
Research direction
Start by locating the Lua API implementation for setOverride and clearOverride, then trace how analog stick values are read and returned to Lua or the emulator. Done means the project’s direction is confirmed and, if accepted, each analog axis can be overridden with a Lua value and cleared to resume physical input.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, lua
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Active
- Clarity
- Needs clarification
- Newbie friendliness
- 48/100