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Small README updates, including referencing the latest JoyShockMapper (Electronicks' fork) instead of my original version.
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README.md

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* **[License](#license)**
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## Releases
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The latest version of JoyShockLibrary can always be found [here](https://github.com/JibbSmart/JoyShockLibrary/releases). Included is a 64-bit dll and a 32-bit dll, both for Windows, and JoyShockLibrary.h and JoyShockLibrary.cs for using the dll in C/C++ and C\# (Unity), respectively.
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The latest version of JoyShockLibrary can always be found [here](https://github.com/JibbSmart/JoyShockLibrary/releases). Included is a 64-bit dll and a 32-bit dll, both for Windows, and JoyShockLibrary.h and JoyShockLibrary.cs for using the dll in C/C++ and C\# (Unity), respectively. The .cs file isn't up to date with the latest features, but should provide a starting point for your use.
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## Reference
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*JoyShockLibrary.h* has everything you need to use the library, but here's a breakdown of everything in there.
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* Romeo Calota (Linux support + general portability improvements)
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* RollinBarrel (touchpad support)
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* Robin (wireless DS4/5 support)
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* And others
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JoyShockLibrary uses substantial portions of mfosse's [JoyCon-Driver](https://github.com/mfosse/JoyCon-Driver), a [vJoy](http://vjoystick.sourceforge.net/site/) feeder for most communication with Nintendo devices, building on it with info from dekuNukem's [Nintendo Switch Reverse Engineering](https://github.com/dekuNukem/Nintendo_Switch_Reverse_Engineering/) page in order to (for example) unpack all gyro and accelerometer samples from each report.
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* Why gyro controls make gaming better;
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* How developers can do a better job implementing gyro controls;
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* How to use JoyShockLibrary;
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* How gamers can play any PC game with gyro controls using [JoyShockMapper](https://github.com/JibbSmart/JoyShockMapper). Legacy versions use JoyShockLibrary to read from supported controllers, but the standard version uses SDL2 to support more controllers.
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* How gamers can play any PC game with gyro controls using [JoyShockMapper](https://github.com/Electronicks/JoyShockMapper). Legacy versions use JoyShockLibrary to read from supported controllers, but the standard version uses SDL2 to support more controllers.
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## License
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JoyShockLibrary is licensed under the MIT License - see [LICENSE.md](LICENSE.md).

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