Homebrew Question Adding gyro to (FPS) games not supporting it

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So there are a bunch of switch FPS games (eg. Bioshock) where the developers have refused to add gyro control support. Ever since trying FPS games with gyro control, I just can't go back to only using sticks as playing with gyro is superior in every way. I have some programming experience but never done anything with a switch - how feasible would it be to tie right analog input to gyro while running a game (as a universal solution)? Are there libraries that would be useful for this? Can Horizon run background processes that interact with games?
 
So there are a bunch of switch FPS games (eg. Bioshock) where the developers have refused to add gyro control support. Ever since trying FPS games with gyro control, I just can't go back to only using sticks as playing with gyro is superior in every way. I have some programming experience but never done anything with a switch - how feasible would it be to tie right analog input to gyro while running a game (as a universal solution)?
IMO it's pheasible, but it won't reproduce experience fully because you will be limited to camera speed tied to analog.
Are there libraries that would be useful for this?
libnx is all you need
Can Horizon run background processes that interact with games?
libnx has functions that can be used to emulate pressing buttons.
Homebrews using that are f.e. sys-con and MissionControl
 
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Resident Evil Revelations 1 and 2 only support Gyro on Joy Con, is it possible to do something for the gyro to work with the Pro Controller?
 
IMO it's pheasible, but it won't reproduce experience fully because you will be limited to camera speed tied to analog.

libnx is all you need

libnx has functions that can be used to emulate pressing buttons.
Homebrews using that are f.e. sys-con and MissionControl

Great, thanks for the examples! Will look into it.
 

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