I’ve been playing some older console FPS games lately and my aim with sticks is beyond rusty after not aiming with a pad in over a decade.

On the Windows side some people have made “mouse injectors” like KAMI and MouseInjectorDolphinDuck.

Rather than just binding the right stick to mouse inputs (which I have tried and it feels awful when it even works at all). It injects into the game/emulator directly to mimic mouse look as close as possible to a native PC titles.

Can’t seem to find any similar projects being worked on for Linux? Or am I just blind a missing something obvious again?

KAMI has some Linux build stuff in the repo but according to the dev it’s “Just some scaffolding” and not actually supported.

Edit: fixed spelling

  • sp3ctr4l@lemmy.dbzer0.com
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    18 hours ago

    I have never tried to actually do what you are describing, mapping mouse axis input to output as joycon axis movement…

    But it should theoretically be possible with AntiMicroX, on linux.

    It… may take a good deal of finagling and curve tweaking to get to a usable bind mapping though, if you are trying to say… play an FPS and use the mouse as the joycon aim.

    It should be possible though, it just might require you to manually rebalance the input curves for every different game though.

    Alternatively… you could try running KAMI or MIDD, along with the actual emulator, in windows .exe form… through Proton, all in the same config/preset.

    That… theoretically could work… maybe? but… seems likely to cause a whole lot of weirdness.

    You would have to use protontricks to setup all the required windows .net dependencies and all that, for the emulators and the mouse injector thingies, all within a singlr WINE/Proton config/prefix.

  • prole@lemmy.blahaj.zone
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    1 day ago

    If you play through Steam, you can use Steam Input to map the right stick to your mouse I think.

    I’ve only done it the reverse (mouse to stick), and not for fps, so I can’t say how smooth it is, but Steam Input is generally pretty good.

    If it’s not a Steam game you can still add it to your library with the “add non-Steam game” button, and then open it through Steam

    • HouseWolf@pawb.socialOP
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      24 hours ago

      I’m actually talking about the opposite way around (Using the mouse to control the camera). I already mentioned in my post that I have tried binding my mouse to the right analog stick but I got mixed results at best.

      • prole@lemmy.blahaj.zone
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        7 hours ago

        I was talking about that too. It’s the first sentence of my comment… I said that I did it the opposite, but I think you can do it the other way too.

        I didn’t see you mention Steam Input specifically, which works better than any other remapping solution I’d ever used before it existed.

        • HouseWolf@pawb.socialOP
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          4 hours ago

          Steam input only lets you rebind controllers, not mouse and keyboard.

          Also the software on Windows I was mentioning doesn’t just emulate the right stick but actually hooks into the game directly to get as close to native mouse support as possible.

    • Wildmimic@anarchist.nexus
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      24 hours ago

      I agree, this will be the easiest solution - just add the emulator executable to steam as game and you can use Steam Input to remap pretty much everything.

  • kugmo@sh.itjust.works
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    24 hours ago

    For non-Steam stuff, sc-controller might do the trick. The Dolphin and Duckstation forks are Windows only (yet uses manymouse which was for Linux). You could try your luck and see if they work in wine/proton as backwards as that sounds, just use the OpenGL/Vulkan renderers and hope for the best.