- Game input belongs to AnyPS5's SDL/pad path; FrameRift controls launch, logs and telemetry.
- Launcher controller navigation, an input-mapping editor and scripted injection are not implemented.
- Current bridge advertises no input capability.
set_input/schedule_inputsare capability-gated transport names, not available game actions. - Xbox/PlayStation device behavior depends on SDL mapping, hardware and runtime support; general hardware compatibility is unverified.
- AnyPS5
anyps5-input.ini/ANYPS5_INPUT_CONFIGconfigures keyboard/mouse bindings; it is not a controller-deadzone/device editor. - SDL
SDL_GAMECONTROLLERCONFIG_FILE/SDL_GAMECONTROLLERCONFIGmaps physical devices to logical buttons before runtime input starts. - AnyPS5
core/libs/prx/libSceVideoOut/src/PadInput.cpp,InputMapping.cpp,libScePad/src/PadState.cppandlibScePad/Export.cppcontain polling/mapping/guest state. - Runtime user guide: AnyPS5
docs/user/INPUT_MAPPING.md.
- Findings refer to upstream snapshot; recheck the selected fork before changing behavior.
- SDL A/B/X/Y map to Cross/Circle/Square/Triangle; shoulders/sticks/D-pad/Start map to corresponding logical controls.
- Non-PS View/Back substitutes a fixed central touch contact, not free touchpad motion. Guide/Home is not mapped in that block.
- One selected physical controller and guest pad 0; reported connection capacity is not proof of multiplayer/hardware connectivity.
- Positive analog trigger values become full-scale in the inspected host/guest combination; analog fidelity needs runtime verification.
- No configurable stick deadzone was established. Rumble, LED, trigger and sensor support depend on device capabilities.
- Define focus between Library, Profiler controls and external game; test hotplug and backend differences.
- Reuse existing input mappings; hardware features cannot be created through remapping.
- Script execution needs a defined input boundary, balanced transitions and reported applied frames. Script plan.
- Window plan, runtime integration.