# Controls Input comes from the first SDL3 gamepad, the keyboard and the mouse, merged into one Switch controller (`runtime/input_win.c`). Buttons are ORed; each stick takes the source with the larger deflection. Keys and mouse buttons count only while the game window is in the foreground. `TOTK_INPUT=none` disables both (automated runs). `TOTK_*` settings can also be set in `totk.ini` next to `totk.exe` (`input = none`, `motion = 0`, `rumble = 0`); the environment overrides the file. `TOTK_RUMBLE_STRENGTH` is the rumble strength in percent (0 to 300, default 130; 0 is the same as `rumble = 0`). `TOTK_RUMBLE_CURVE` is the exponent applied to the amplitude before the strength (0.2 to 1.5, default 0.6; lower makes weak pulses stronger, 1 is linear). `TOTK_RUMBLE_TRIGGERS=1` also drives the impulse triggers of an Xbox pad. `TOTK_PAD_LAYOUT` (`pad_layout`, the *Button layout* row on the Controls tab, live) picks which face button is Switch A: - `nintendo`: by position, as on a Switch (the table below). - `xbox`: south A, east B, west X, north Y, as an Xbox pad labels them; on a PlayStation pad cross is A, circle B, square X, triangle Y. - `auto` (default): `nintendo` for a pad whose east button SDL reports labelled A (Switch Pro Controller, Nintendo-layout pads), `xbox` for the others. The log names the layout in effect (`input: gamepad layout ...`); the menu shows it under *Automatic*. Which controller's buttons the game's prompts show is `TOTK_PROMPTS` (see Xbox button prompts below). 0.1.9's `pad_layout = xbox_prompts` is read as `pad_layout = nintendo` with `prompts = xbox`, and the menu writes it that way. | Switch | Gamepad (by position, Nintendo layout) | Keyboard and mouse | Action in the world | |---|---|---|---| | Left stick | left stick | W A S D | move | | Right stick | right stick | mouse; arrow keys as a second source | camera | | Y | west | left mouse button | attack | | ZL | left trigger (over 50%) | right mouse button, Z | shield, lock on | | ZR | right trigger (over 50%) | F, X | bow | | X | north | Space | jump | | B | south | Left Shift | run, cancel | | A | east | E | interact, pick up | | L | left shoulder | Q | abilities | | R | right shoulder | R | throw weapon | | Left stick click | left stick click | Left Ctrl | crouch | | Right stick click | right stick click | C | first-person view | | D-pad left, up, right, down | D-pad | 1 2 3 4 | quick-select | | Plus | Start | Tab | menu, inventory | | Minus | Back | M | map | Esc is unbound in the game; it opens the settings menu and releases the mouse cursor (see Mouse camera). Z and X duplicate ZL and ZR so menu pages turn with two neighbouring keys; the menu tabs (L, R) are Q and R. The mouse wheel is unbound. The bindings are the tables of `input_map` in `runtime/input_map.c`: the keys (platform-neutral key ids) and one gamepad table per layout (gamepad inputs by position); `runtime/input_win.c` translates Win32 virtual keys and SDL buttons. ## Xbox button prompts `TOTK_PROMPTS` (`prompts`, the *Button prompts* row on the Controls tab, read at start) picks the controller whose buttons the game's prompts show: `nintendo` (default) keeps the game's own, `xbox` shows an Xbox controller's. - L, R, ZL, ZR, Plus and Minus become LB, RB, LT, RT, Menu and View, and the d-pad prompts a cross with an arrow for each direction meant. The letters on the keys are cut out in the game's own text font. - A, B, X and Y name the label of the button the pad layout presses, so each prompt names the button to press. `pad_layout = nintendo` plays an Xbox pad by position: the right button, labelled B, does Switch A (interact, confirm), and the bottom one, labelled A, does Switch B (run, cancel), so the prompts swap A with B and X with Y. `xbox` and `auto` put Switch A on the button labelled A, and the letters stay. | Switch | `nintendo` layout | `xbox` or `auto` layout | |---|---|---| | A, B, X, Y | B, A, Y, X | A, B, X, Y | | L, R | LB, RB | LB, RB | | ZL, ZR | LT, RT | LT, RT | | Plus, Minus | Menu, View | Menu, View | | D-pad | cross | cross | The action prompt (`DoCommand_00`) shows its button in a diamond whose shape gives the face buttons' positions as on a Switch, with the other three letters around it. With `nintendo` its letters are swapped with the rest and every one names the button in that place. With `xbox` and `auto` the letters are right but the diamond keeps the Switch positions: A shows on its right, while the button labelled A is at the bottom. The sticks keep the Switch icons, and so do prompts drawn as fixed images (some tutorial animations). The prompts are part of the game's fonts, textures and messages, so they follow the layout and not the bindings. A button remapped with a `bind_` line or on the Controls tab keeps the prompt the game draws for it, which then names the wrong button. Use the Xbox prompts with the default bindings. The game reads its UI archive and fonts once at boot, so the prompts change at the next start, also after `pad_layout` changes between `nintendo` and the others (the menu says *prompts change after restart*); the buttons change at once. Under that note the menu offers *Restart now*: after a confirmation it writes `totk.ini`, closes the game as *Quit game* does and starts the game again with the same command line, which waits until the old process is gone before it opens the log and the saves (`runtime/gfx_present.c`, `gfx_window_closed`; `plat_restart` and `plat_restart_wait` in `runtime/platform/win32.c` and `linux.c`). Progress since the last save is lost, as with *Quit game*; while the game writes a save, the confirmation waits. With `prompts = xbox` the game loads `romfs-patches-xbox` (`pad_layout = nintendo`) or `romfs-patches-xbox-label` (`xbox`, `auto`) next to `romfs-index.bin` in place of `romfs-patches` (`runtime/romfs.c`, `overlay_init`; `runtime/input_map.c`, `input_prompts_folder`): the same 60 fps patches, with the prompts drawn from the game's own files by `tools/make_romfs_patches.py --prompts xbox` or `--prompts xbox-label` (`tools/button_icons.py`, after MacNativeGames' `make_button_icons.py`), which the setup runs next to the plain one: - every prompt but the button guide in play is text in the button font, `scft/External.bfotf` in each `Font/Font*.Nin_NX_NVN.bfarc.zs`: glyphs U+E040 to U+E043 (A B X Y), U+E044 to U+E047 (L R ZL ZR), U+E04B and U+E04C (Plus, Minus), U+E049 and U+E060 to U+E065 (the d-pad). fontTools writes the font again, so the archives grow and the folder also carries the resource size table (`System/Resource/ResourceSizeTable.Product....rsizetable.zs`) with their entries raised by as much; without that the game stops at start. - the button guide in play draws L and ZL from the images `Nt_KeyTexL_00` and `Nt_KeyTexZL_00` of the Common archive's `timg/__Combined.bntx`, painted with the same icons. The action prompt draws its button from `Nt_KeyTexA/B/X/Y_00`, whose image data is swapped for `nintendo`, and the diamond's letters are text the game takes from `LayoutMsg/DoCommand_00.msbt` of each language's `Mals` archive (and the layout's own text panes behind it), swapped the same way. The Switch prompts stay, with a note under *Button prompts* and a `RomFS overlay: ...` line in the log, when the folder is missing (an install made by an older setup, or one where the setup could not prepare it and showed a warning; running the setup again on the install folder writes it), when it fails its check, with a game resolution of another shape than 16:9 (its own UI layout wins; 16:10 and 21:9), and when the `romfs_mods` folder replaces one of its files: `romfs-patches` then loads in its place, where two overlays replacing one file would stop the game. In a source build, `.venv-py314\Scripts\python tools\make_romfs_patches.py --version --prompts xbox` (and `--prompts xbox-label`) writes `build\\romfs-patches-xbox` (`-label`); it needs fontTools from `tools/requirements-py314.txt`. `--xbox-prompts` is the older name of `--prompts xbox`. ## Window keys | Key | Gamepad | Action | |---|---|---| | F1 or Esc | Minus and Plus together | open or close the settings menu; the game gets no input while it is open | | F10 | L3 + R3 (both stick clicks) | performance overlay: off, frame rate, full panel | | F11 | | borderless fullscreen on or off, saved to `totk.ini` | The Minus+Plus combo never reaches the game. In the menu the arrow keys, the D-pad or the left stick move, Enter or A selects, Q and E or L and R switch tabs, Esc or B goes back (Switch button names, as in the table above). ## Remapping The *Controls* tab of the settings menu lists, under the button layout, every Switch button and the eight stick directions the keys drive (movement and camera), each with two key cells and a controller cell. Select a cell, press A or Enter, then press the new key, mouse button or controller button; Esc or five seconds without a press cancel, and a controller button cancels a key cell. Delete, Backspace or X clears the selected cell. A key another action has moves to the new one (the description names the action it left); a controller button swaps with the one it replaces. A remapped controller button is physical: from then on the face buttons (A B X Y) stay where they are in both layouts, until the buttons are put back as the layout in use has them or *Reset all buttons* is chosen. F1, F8, F10, F11 and Esc cannot be bound (the menu, the flight recorder and the window keep them). Punctuation keys are named by their place on a US keyboard; the menu shows the character the keyboard layout in use puts there. The tab writes `totk.ini` lines, one per Switch button or stick direction: `bind_