github harrysof/LegoToypad v1.6
Version 1.6

5 hours ago

LegoToypad 1.6.0 — Toypad LEDs

The overlay now lights up like a real Toypad. When the game drives the pad LEDs, LegoToypad mirrors them live — colour, flashes and fades included.

Requires the matching Cemu 2.6 Remote Toypad Build Version 0.4 release. The LED mirror reads a new GET_LED command that older listener builds don't answer. Everything else in this release works with any existing build.

Toypad LED mirror

  • The overlay polls the listener 30×/s and paints the three LED regions (left / centre / right) exactly as the game lit them — solid, flashing or fading.
  • Full animation support: flashes strobe on their real on/off timing, fades breathe, and a finite fade settles lit on its target colour instead of blacking out.
  • No setup and no trigger — it starts with the app and lights up whenever a game is driving the pad.

Pads become outlines while LEDs are on

  • With LEDs on, the printed pad artwork is swapped for a bare outlined box at exactly the same size, position and shape. A colour laid over dark glass art reads as a muddy wash; over an empty box the hue is true and you can follow the whole fade ramp from a first glimmer to full brightness.
  • Characters and vehicles are now drawn on top of the LED tint, so a lit pad never hides who's standing on it.
  • Turn LEDs off and the artwork comes straight back.

New setting: Toypad LEDs

  • A new Toypad LEDs row in Settings, under Button labels. On by default.
  • Off shuts down the poll thread entirely — nothing talks to the listener — and clears the pads back to their normal look.
  • On relights immediately from the game's current state, no waiting for the next command.
  • Saved to LegoToypad.ini as [Input] ToypadLeds=1/0.

Fixed: black boxes around every glow

The overlay used colour-key transparency, which is all-or-nothing: only pixels exactly matching one near-black key colour vanished. Soft glows fade toward that colour without ever landing on it, so every glow painted an opaque dark rectangle around itself — visible as thick black framing on selected pads, portraits and menu rows.

The overlay now renders to a 32-bit buffer with a real alpha channel and presents through UpdateLayeredWindow. Glows fade out cleanly over whatever is behind the window, and No Background is genuinely transparent instead of merely nearly-black.

Side effect worth knowing: clicks in fully transparent gaps now pass through to the window behind. The action buttons are opaque and still work normally.

Other

  • Settings rows retuned to 31px pitch so the list still clears the footer with the new row added.
  • Press G on the pad screen for an LED demo (blue centre, flashing green left, breathing red right) — useful for checking the render without a game running.

Full changelog: v1.5.0...v1.6.0

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