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Feature Request: In-game profile switching, turbo toggle & custom combo editor #1310
GUIGU1NATOR
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First of all, thank you for the incredible work on BlueRetro — it’s a brilliant project that brings modern flexibility to retro gaming!
If this has already been requested, my apologies — I searched through the GitHub issues and couldn’t find anything similar. I’m not a developer, just a dedicated user who loves what BlueRetro makes possible. If any of these suggestions seem too ambitious or unrealistic, I hope they’ll still be received in the spirit of constructive enthusiasm.
As a retro console user playing on original hardware (NeoGeo, SNES, etc.), I can't rely on GameID detection to auto-load mapping profiles. I'd love to see a feature that allows:
Mapping profile switching via customizable controller combo
Allow users to cycle through predefined Src Label profiles using a button combination (e.g. L1 + R1 + Start). Ideally, these combos would be user-defined via a custom combo editor in the Advanced Settings, giving full flexibility to assign actions such as profile switching, turbo toggling, macro activation, or system commands. This would make it easy to switch between mappings like Shooter_PS4 and Fighter_PS4 without needing a PC or web interface.
BlueRetro already supports system-level commands like CB SYS RESET and CB BT PAIR, as well as combo triggers (COMBO BASE 1–4). Building on this existing logic, it would be great to allow users to define custom combos for mapping profile switching or turbo toggling — extending the current system command framework to user-defined gameplay actions, if this is realistic, you'll tell me.
Turbo toggle via controller input
Enable or disable turbo for specific buttons using a combo (e.g. Select + Cross). This toggle would only affect buttons that already have turbo mappings defined in the current profile — without altering their frequency or duty cycle settings. For example, a user could define two mappings for the same button (Cross with turbo and Cross without), and the toggle would simply activate or deactivate the turbo version. This approach avoids runtime reconfiguration and keeps the system lightweight, while offering real-time flexibility for genres like shooters or arcade games.
To go further, it could be useful to allow switching between predefined turbo profiles (e.g. Turbo_Slow, Turbo_Fast) or even cycling through them via combo. This would give users control over the intensity of autofire depending on the game, without needing to reflash or remap.
Optional feedback
Provide visual or haptic feedback (e.g. LED blink or vibration) to confirm profile switch or turbo toggle.
These features would be a game-changer for physical console users, especially during multi-genre sessions or tournaments. They build on the existing mapping system without adding complexity to the turbo engine.
Thank you again for your time and for considering these ideas. I’m excited to see how BlueRetro continues to evolve.
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