AnyPS5 Guides

AnyPS5 controller and keyboard settings

Configure AnyPS5 keyboard mappings and SDL controllers, use an INI example, and check touchpad limitations and input failures.

Reviewed ·

Use the documented INI mapping

The current input layer uses SDL-compatible controllers and supports an INI mapping beside the output executable. ANYPS5_INPUT_CONFIG selects an explicit configuration path. Actions omitted from the file retain their defaults, so you can change only the bindings you need. Copy the upstream mapping example rather than inventing key names.

Test the actual action

Touchpad click support does not imply touch coordinates. Check movement, camera, confirmation, cancellation and any game-specific touch actions separately. If a menu does not advance, report the attempted action and whether keyboard and controller behave differently; do not classify that as working gameplay.

A small keyboard configuration example

Save the following as anyps5-input.ini beside the generated executable. It maps the Cross action to F or Space and leaves omitted actions at their default bindings. The first line for an action replaces its built-in mapping; later lines add alternatives. Controller bindings are managed separately and are not remapped by these keyboard overrides. A malformed line stops input initialisation and reports the filename and line, so change a few actions at a time.

Reference
Cross = KEY:F
Cross = KEY:Space
LeftStickLeft = KEY:J
LeftStickRight = KEY:L
LeftStickUp = KEY:I
LeftStickDown = KEY:K

Input features still under review

The separate native editor discussed in PR #674 is still a proposal in our reviewed snapshot. Do not follow F10 or editor-install instructions as if they were supported by every release. Touchpad clicks and actual finger coordinates are different features. For a game-specific problem, record the controller model, connection type, attempted action and whether keyboard input differs.

Original sources

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