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https://github.com/RetroPortingToolKit/psxrecomp
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multitap enhancements
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@@ -62,6 +62,8 @@ typedef struct PsxLobbyMatchCaps {
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int force_input_relay; /* 0/1 — server input relay (vs P2P) */
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int force_turn; /* 0/1 — ICE relay-only (Force TURN for UDP) */
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int rollback; /* 0/1 — invent/rollback netplay (default on) */
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/* DualShock-on-multitap-tap hack (0/1). Host-authoritative for the match. */
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int multitap_analog;
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char language[PSX_LOBBY_LANG_LEN];
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} PsxLobbyMatchCaps;
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@@ -84,9 +84,15 @@ void sio_set_legacy_cfg(int enabled);
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int sio_get_legacy_cfg(void);
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/* 1 when multitap is armed and `logical_slot` is a tap pad (not the lone
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* pad on the opposite console port). SCPH-1070 taps are treated as plain
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* digital controllers (0x41) — DualShock/analog on a tap is not reliable
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* across titles, so host input and SIO type requests are forced digital. */
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* digital controllers (0x41) by default — DualShock/analog on a tap is not
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* reliable across titles. Opt in with sio_set_multitap_analog(1) (hack). */
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int sio_pad_on_multitap(int logical_slot);
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/* Opt-in DualShock-on-tap hack. Off by default. When on, tap seats may
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* report 0x73 + stick bytes in multitap bulk status (and host/netplay
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* sampling stops forcing digital). game.toml [controller] multitap_analog /
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* settings.toml / lobby match_caps may enable this. */
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void sio_set_multitap_analog(int enabled);
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int sio_get_multitap_analog(void);
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/* Update pad button state. Buttons use PS1 convention: 0=pressed, 1=released.
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Bit layout: SELECT, L3, R3, START, UP, RIGHT, DOWN, LEFT,
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