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📘Cronus Zen Guide
📗GamePacks (32bit)
📗GPC Script Guide
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📘Cronus Zen Guide
📗GamePacks (32bit)
📗GPC Script Guide
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📑GPC SCRIPTING
What's New in 32bit?
Introduction
Variables
Basic GPC Structure
Definitions
Data Section
Remapping
Const Arrays
Init Section
Main Section
Combo Section
User Created Functions
Identifiers
Flow Control
Constants
Functions
Device Functions
Remapping
Advanced Samples
API Samples
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Remapping

Remappings are defined at the beginning of a script and must be done before the main procedure. They cannot be executed during run time.



Command Name

Description

remap

Assigns the value of the controller input to the output

unmap

Disconnects an input from the output report

remap

remap assigns the value of the input identifier to the output identifier

GPC
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Although you define remaps at the beginning of a script, the Virtual Machine does not execute the remaps until the main second has finished the current iteration. This means that any scripting operations on the remapped entries for inputs should be programmed for the original buttons without considering the remapped item.

🔴Syntax

remap < input_identifier > -> < output_identifier >;

⚪Parameters

<input_identifier> : any defined variable. <output_identifer> : index point of the bit to be set with a range of 0 to 15.

🔵Returns

Nothing

unmap

unmap disconnects an input from the output report. This means that although the Virtual Machine can still see the value of the button/axis on the input report, it will not pass its value onto the console in the output report. You can therefore still use an unmapped button to run code or start combos in your GPC script without worrying about its original function being sent to the console.

unmap PS4_TRIANGLE; // unmaps the PS4_TRIANGLE identifier; unmap ALL_REMAPS; // unmaps all controller identifiers which have been remapped;

🔴Syntax

unmap <output_identifier>;

⚪Parameters

<output_identifier> : any defined variable.

🔵Returns

Nothing

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Const Arrays
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TABLE OF CONTENTS
remap
unmap