NX2navi · Windows · Vulkan

Controls

NX2navi merges keyboard, mouse, and every connected pad into one Switch-style controller. Remap in F1. This page paraphrases docs/controls.md; the repository wins if they disagree.

Setup and updates come from GitHub Releases for tangerineturtle1/NX2navi. Latest tag is read at request time.

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How input is merged

SDL3 gamepads, the keyboard, and the mouse are folded into one controller. Every connected pad stays open; the game reads the one you pressed last. A pad switched on during play is found within about a second. Buttons are ORed. Each stick takes the source with the larger deflection. Keys and mouse buttons count only while the game window is in the foreground. NX2NAVI_INPUT=none disables that path for automated runs. Environment variables override nx2navi.ini. Bindings only matter after the launcher has finished a local build.

Window keys the game does not eat

A few keys belong to the port, not to the in-world action table. They cannot be rebound to sword swings. Esc also releases the mouse cursor so you can move or close the window. F11 writes borderless fullscreen into the ini. The Minus+Plus combo never reaches the game.

KeyPad comboAction
F1 or EscMinus + PlusOpen or close the settings menu
F10L3 + R3Performance overlay: off, fps, full panel
F11—Borderless fullscreen on or off

In the menu: arrows / D-pad / left stick move, Enter or A selects, Esc or B backs out.

Default world actions (Nintendo layout)

The in-game Basic Controls screen still uses Switch button names. The table below is the default map when pad_layout is nintendo: east is A. Xbox layout puts A on south instead. Prompts in the game stay Switch letters unless you change prompt art in the ini. Swap Jump Controls in the original options trades B and X for jump versus put-away; the bindings stay on the Switch buttons, so Space would then put away. This table is a short map, not a replacement for the Plus menu.

SwitchKeyboard / mouseIn the world
Left stickW A S DMove
Right stickMouse; arrows as a second sourceCamera
A (east)E, Left ShiftTalk, open, climb; hold to dash
B (south)Left Ctrl, BackspacePut away, cancel
X (north)SpaceJump
Y (west)Left mouseSword
ZL / ZRRight mouse / Z; F / XTarget; use selected item
L / RQ / RQuick-select; menu pages
Plus / MinusTab / MMenus / map
D-pad1–4Ocarina, accessory, Navi, boots

Layouts, remaps, and mouse camera

pad_layout can be nintendo, xbox, or auto. Auto uses nintendo when SDL says the east face button is labelled A. Remaps live on the Controls tab: two key cells and one pad cell per Switch button. F1, F8, F10, F11, and Esc cannot be bound. The tab writes bind_ lines into the ini; an invalid line is logged and skipped. Mouse motion becomes right-stick deflection with NX2NAVI_MOUSE_SENS (0 to 10). This is not mouselook: the game’s stick curve still applies. Sensitivity 0 turns the mouse camera off. Stick dead zones are percent of full deflection, round, with per-stick overrides for a drifting pad. NX2navi will not fix a broken USB port. If Windows never sees a Switch 2 Pro Controller as an SDL gamepad, you need a bridge that creates a virtual pad; this site will not sell you one.

nintendo

Default. Face buttons by position, as on a Switch. East is A.

xbox

South A, east B, west X, north Y, matching Xbox labels (cross/circle on PlayStation).

auto

Nintendo layout for pads SDL reports as Nintendo-labelled; xbox for the rest.

Mouse

Raw motion to right stick. Click in the client area to recapture after Esc.

What we skip on purpose

Scripted input, a test virtual pad, and RenderDoc flags exist for people writing issues and patches. They are in controls.md. This page will not teach you to record a TAS, to spoof a drifting stick, or to capture frames under a tool that hides a required Vulkan extension. If you need a repro for GitHub, NX2NAVI_INPUT_RECORD can write a script of merged input. Rumble strength, rumble curve, and Xbox trigger rumble are ini keys, not extra downloads. Gyro needs a pad (or a bridge) that actually reports motion. D-pad defaults still match the in-world item row: ocarina, accessory, Navi call, boots. Those four sit on keys 1–4 in the table above. Walk modifier, mouse capture after Esc, and foreground-only key state are the rest of the window rules in the same document.

FAQ

Where do I remap NX2navi keys?
F1 → Controls tab, or bind_ lines in nx2navi.ini. See controls.md for names.
Why does my Switch 2 Pro Controller not appear?
Windows often does not expose it to SDL. The project describes using a bridge that presents a virtual pad. This site does not bundle that software.
Can I bind F1 to the sword?
No. F1, F10, F11, F8, and Esc stay with the window and the overlay.