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Gamepad Mapping v1.0.0 — First Stable Release

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@Maxim00191 Maxim00191 released this 31 Mar 01:36
· 74 commits to main since this release

Gamepad Mapping v1.0.0

First stable release of Gamepad Mapping, a Windows WPF app that maps XInput gamepad input to keyboard/mouse output with profile templates, combo logic, and process-aware output gating.

Highlights

  • Profile-driven mapping via JSON templates (Assets/Profiles/templates)
  • Button / trigger / thumbstick bindings with Pressed, Released, and Tap trigger modes
  • Hold-vs-tap dual-output support (holdKeyboardKey, holdThresholdMs)
  • Chord and combo-lead handling with configurable grace/suppression timing
  • Optional target-process gating to avoid output in the wrong app
  • Localized resource pipeline (including zh-CN resources)
  • Improved architecture split across input, processing, emulation, and services
  • Added project documentation (README.md) and MIT license

Included in this release

  • Windows x64 self-contained build artifact:
    • Gamepad-Mapping-v1.0.0-win-x64.zip

Installation

  1. Download Gamepad-Mapping-v1.0.0-win-x64.zip from Assets.
  2. Extract to any folder.
  3. Run Gamepad Mapping.exe.
  4. Keep the bundled Assets folder next to the executable.

Notes

  • If your target game runs as Administrator, launch this app as Administrator too (Windows UIPI can block simulated input across privilege levels).
  • On first run, local settings are created at:
    • Assets/Config/local_settings.json

Known limitations

  • Windows only (WPF / net9.0-windows)
  • Best compatibility with XInput controllers
  • Some anti-cheat/protected apps may block synthetic input

License

MIT

Full Changelog: https://github.com/Maxim00191/Gamepad-Mapping/commits/v1.0.0