Hacking Control hacks? And what 3DS game's button configuration do you hate?

RowanDDR

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Now that we have ROM repacking, undubs etc for 3DS ROMs, I wonder if control hacks are far off?

e.g. Mario Kart 7, the buttons are really annoying to me. They took the position of accelerate and item from the SNES version, and swapped those two buttons around. It ruins Mario Kart 7 for me. It feels like the buttons are in mirror mode. It really grinds my gears.

Does anyone else have a similarly annoying problem with any other 3DS games I wonder? (this giving an actual point to this thread lol)
 
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tbb043

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Does anyone else have a similarly annoying problem with any other 3DS games I wonder?

I don't have any specific issues, but it is utterly and appallingly ridiculous that in the year of our Lord two thousand and fourteen that we still don't have developers realizing that every game should allow players to completely customize the control layouts to whatever they want to use. Not no options at all, not 2-6 different options, completely changeable, to the players' preferences. I understand why this might not have been possible in the 8 or 16 bit eras, but those days are long gone, and so should this sort of oversight be long gone.

tl;dr lazydevs
 
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FAST6191

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Would I bet on one happening in the very near future? Probably not, people seem content enough to continue playing with files rather than exploring binaries.
Would I be surprised if one happened tomorrow? Not really, such things are well within the remit of the 4.5 family of hacks and present tools, though it would take someone with the desire to push a few perceived boundaries).

I am curious to see if the 3ds abstracts controller input like a more modern device (the OS layer/API/core presenting things) or if it is still like the older consoles where you might have to do your own controller handling/debouncing. Such things are not really all that relevant though as you still approach the hack in the same way you have for years; attack the debounce/controller state values the code is using, if there is an option of some form attack that at some level or finally attack the code itself at code level (if this function in the game checks for a B you then tell it to check for an X instead, also sort out what originally read the X button if you have to) which is more precise (the B button probably does a few things across the game after all) but considerably more fiddly if the game has a lot of different reads of such values.
 
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