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Controller Tester

Live Steam Deck / gamepad visualizer for checking stick drift and button responsiveness. Press any button on the controller to connect it -- browsers only expose a gamepad to the page after the first input, so nothing will show up just from plugging in or waking the device.

What This Page Actually Is

This page is a one-shot build: everything above came from a single natural-language prompt, structured as Intent / Shape / Proof, built and shipped without any follow-up iteration once the real hardware test happened. As of publishing, it does not work correctly on a real Steam Deck. That's being left as-is on purpose -- the point of this demo is to show what one well-formed prompt actually gets you before the normal iterate-until-it-works loop would kick in, not to ship a finished, debugged tool. The prompt and the build's own stated caveat about its blind spot (written before the device test, not after) are both reproduced below, so it's clear this is a known limit of a single unrefined pass -- not a mystery bug, and not a failure of the person or the pattern that wrote the prompt.

The Prompt, Verbatim

INTENT: Make an app on demo.boyolabstech.com that tracks joystic and buttons of a stem deck (or any controller) to check for stick drift and button responsiveness.

SHAPE: it should be a white outline of a steam deck -- basically it looks like a steam deck outline on a dark grey backdrop that just instantly tracks button usage and highlights white when a button is pressed and a little white dot that tracks trackpad/stick movements.

PROOF: If I can visit the demo from my steam deck and start pressing buttons pretty much immediately with on screen responsiveness, then we can call this a success.

The Build's Own Caveat, Written Before Testing

Live now: a new page on the demo-hosting service -- SVG Steam Deck outline, buttons fill white on press, sticks show a live position dot plus a numeric readout underneath (that number is the actual drift signal -- a value that won't settle near 0.000 at rest, even if the dot looks centered).

Honest caveat from the build: the standard browser Gamepad API has a defined slot for both analog sticks but no defined slot for the Deck's trackpads or back-grip buttons -- those aren't standardized. Only the standard controls got drawn on the outline itself; anything else the browser reports (trackpad clicks, back-grip buttons, whatever a given setup exposes) was routed to raw labeled readouts instead of guessing at a fake position for them. Whether that's even mapped as "standard" at all on a real Steam Deck was exactly the thing only the on-device test could answer -- that's the Proof step, and it's the one part of this prompt that couldn't be run before shipping.

Waiting for a controller -- press any button
gamepad id / mapping shown below trackpad -> Raw panel below trackpad -> Raw panel below L STICK R STICK L2/L1 R2/R1

Stick / Trigger Readout

L Stick X0.000
L Stick Y0.000
R Stick X0.000
R Stick Y0.000
L2 (analog)0.000
R2 (analog)0.000

A value that won't settle near 0.000 (orange) while the stick is untouched and centered is the actual drift signal -- more reliable than eyeballing the dot above.

Raw Gamepad Info

ID--
Mapping--
Buttons reported--
Axes reported--
Extra buttons/axes beyond the standard 17/4 (back-grip buttons, trackpad clicks, etc. -- whatever this specific mapping actually reports):