Hacking Question Downgrading CFW for sys-hidplus Questions

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SamHouston

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Howdy!
Recently Installed CFW, so I apologize if I don't understand all the terminology or skipped a few crucial pieces of general knowledge I should know by now.

Both my Sys and CFW are on 12.1.0
I wish to play Smash with friends through Parsec...but as it would appear, currently sys-hidplus does not support 12.0+, I read up how to downgrade on
switch.homebrew.guide (Can't post link, new account)

Upon reading the guide to downgrade to 11.0, I noticed the highlighted step in the process:
upload_2021-7-22_12-54-43.png

My questions are:
Is this guide meant to downgrade the CFW? if so...
Do I have to reset to factory settings? if so...
Does this affect my save data in smash or fighter pass characters?

I know it's a lot but I appreciate your understanding and patience!
 
Howdy!
Recently Installed CFW, so I apologize if I don't understand all the terminology or skipped a few crucial pieces of general knowledge I should know by now.

Both my Sys and CFW are on 12.1.0
I wish to play Smash with friends through Parsec...but as it would appear, currently sys-hidplus does not support 12.0+, I read up how to downgrade on
switch.homebrew.guide (Can't post link, new account)

Upon reading the guide to downgrade to 11.0, I noticed the highlighted step in the process:
View attachment 270788
My questions are:
Is this guide meant to downgrade the CFW? if so...
Do I have to reset to factory settings? if so...
Does this affect my save data in smash or fighter pass characters?

I know it's a lot but I appreciate your understanding and patience!
Did you try my build of sys-hidplus from here?
The factory reset when downgraded is needed, because some system settings will break between version, since nintendo never intendet you to downgrade.
 
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Did you try my build of sys-hidplus from?
The factory reset when downgraded is needed, because some system settings will break between version, since nintendo never intendet you to downgrade.

Thank you! Going to give it a try right now and report back, also, I'm assuming this means it's going to downgrade CFW


Edit: I'm extremely unfamiliar with this, do you have a post on how to use these files?
 
Last edited by SamHouston,
Thank you! Going to give it a try right now and report back, also, I'm assuming this means it's going to downgrade CFW


Edit: I'm extremely unfamiliar with this, do you have a post on how to use these files?
You can ignore the .patch file, its just there, because its gpl licensed.
just copy the "4200000000001312" folder from the zip into "/atmosphere/contents" and replace the original sys-hidplus files this way ^^
 
Last edited by RednaxelaNnamtra,
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You can ignore the .patch file, its just there, because its gpl licensed.
just copy the "4200000000001312" folder from the zip into "/atmosphere/contents" and replace the original sys-hidplus files this way ^^
100% works! I can't thank you enough. Hopefully many others can see the good deeds you do. A final question, I know you aren't the original developer, but I have to ask just out of curiosity, what are the chances this can work with possibly 8 players?
 
100% works! I can't thank you enough. Hopefully many others can see the good deeds you do. A final question, I know you aren't the original developer, but I have to ask just out of curiosity, what are the chances this can work with possibly 8 players?
I mostly updated it for myself, since I wanted to use it, and just shared the result afterwards. ^^
About the 8 player support, unless the hid:dbg service has any limits for debug controllers, that aren't on switchbrew, it should at least in theory be possible to add it. I would guess that the biggest challange in it would be to keep the latency as low as possible, while doing network communication and button press updates for 8 controllers.
 
I mostly updated it for myself, since I wanted to use it, and just shared the result afterwards. ^^
About the 8 player support, unless the hid:dbg service has any limits for debug controllers, that aren't on switchbrew, it should at least in theory be possible to add it. I would guess that the biggest challange in it would be to keep the latency as low as possible, while doing network communication and button press updates for 8 controllers.

You'd also have to account for XInput's 4 controller limit on Windows. I'm not sure how Linux and OS X handle inputs and I currently don't have a machine to test either, but inputs (the input module) on Windows seems to only read from XInput devices. I verified this by setting Parsec's virtual controllers to PS4 controllers (they use DirectInput), but even with DS4Windows, they weren't recognized by inputs at all; it worked fine when I set them to virtual Xbox 360 controllers. As far as I know this is an issue for other games and such that rely solely on XInput, so using a library that supports DirectInput or RawInput - which don't seem to have the 4 controller limit - might be our only option to accomplish this. The biggest problem is that most libraries seem to only support XInput, and those that support the alternative gamepad APIs are rare and may not play well with other OS's. I could be wrong though.
Edit: In retrospect, this might not matter much since we could just selectively use our DirectInput/RawInput library if the client's OS is Windows.

I made a fork of the input client that uses Rust, and I'm planning to play around with DirectInput/RawInput libraries to see if I can get around this, but no guarantees I'll manage anything.
 
Last edited by kenesu_h,
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You'd also have to account for XInput's 4 controller limit on Windows. I'm not sure how Linux and OS X handle inputs and I currently don't have a machine to test either, but inputs (the input module) on Windows seems to only read from XInput devices. I verified this by setting Parsec's virtual controllers to PS4 controllers (they use DirectInput), but even with DS4Windows, they weren't recognized by inputs at all; it worked fine when I set them to virtual Xbox 360 controllers. As far as I know this is an issue for other games and such that rely solely on XInput, so using a library that supports DirectInput or RawInput - which don't seem to have the 4 controller limit - might be our only option to accomplish this. The biggest problem is that most libraries seem to only support XInput, and those that support the alternative gamepad APIs are rare and may not play well with other OS's. I could be wrong though.
Edit: In retrospect, this might not matter much since we could just selectively use our DirectInput/RawInput library if the client's OS is Windows.

I made a fork of the input client that uses Rust, and I'm planning to play around with DirectInput/RawInput libraries to see if I can get around this, but no guarantees I'll manage anything.
Thx for the clarification, I haven't thought about the client side when guessing the possible obstacles, since I expected a possible problem to be on the switch site and don't know much about the pc client side.
 
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