LegoToypad 1.6.0 — Toypad LEDs
The overlay now lights up like a real Toypad. When the game drives the pad LEDs, LegoToypad mirrors them live — colour, flashes and fades included.
Requires the matching Cemu 2.6 Remote Toypad Build Version 0.4 release. The LED mirror reads a new
GET_LEDcommand that older listener builds don't answer. Everything else in this release works with any existing build.
Toypad LED mirror
- The overlay polls the listener 30×/s and paints the three LED regions (left / centre / right) exactly as the game lit them — solid, flashing or fading.
- Full animation support: flashes strobe on their real on/off timing, fades breathe, and a finite fade settles lit on its target colour instead of blacking out.
- No setup and no trigger — it starts with the app and lights up whenever a game is driving the pad.
Pads become outlines while LEDs are on
- With LEDs on, the printed pad artwork is swapped for a bare outlined box at exactly the same size, position and shape. A colour laid over dark glass art reads as a muddy wash; over an empty box the hue is true and you can follow the whole fade ramp from a first glimmer to full brightness.
- Characters and vehicles are now drawn on top of the LED tint, so a lit pad never hides who's standing on it.
- Turn LEDs off and the artwork comes straight back.
New setting: Toypad LEDs
- A new Toypad LEDs row in Settings, under Button labels. On by default.
- Off shuts down the poll thread entirely — nothing talks to the listener — and clears the pads back to their normal look.
- On relights immediately from the game's current state, no waiting for the next command.
- Saved to
LegoToypad.inias[Input] ToypadLeds=1/0.
Fixed: black boxes around every glow
The overlay used colour-key transparency, which is all-or-nothing: only pixels exactly matching one near-black key colour vanished. Soft glows fade toward that colour without ever landing on it, so every glow painted an opaque dark rectangle around itself — visible as thick black framing on selected pads, portraits and menu rows.
The overlay now renders to a 32-bit buffer with a real alpha channel and presents through UpdateLayeredWindow. Glows fade out cleanly over whatever is behind the window, and No Background is genuinely transparent instead of merely nearly-black.
Side effect worth knowing: clicks in fully transparent gaps now pass through to the window behind. The action buttons are opaque and still work normally.
Other
- Settings rows retuned to 31px pitch so the list still clears the footer with the new row added.
- Press G on the pad screen for an LED demo (blue centre, flashing green left, breathing red right) — useful for checking the render without a game running.
Full changelog: v1.5.0...v1.6.0