and this one should been much easier to integrate than the old GameInput remapping system, which was qutie costumesome and actuelly limited.
In the old system, you was more or less needed to integrate that by you self, which is not need now, only require to call a init, and checking a string and checks when its finished.... that it.
Something like this:
LOCAL result=GameInput.Remap_ScanCode(0, "back:back/pause|*,start:start|*,leftx:Left Stick|Movement,a:Face Bottom|Jump,b:Face Right|Turn,x:Face Left|*,y:Face Up|*,leftshoulder:Back Left Top|*,rightshoulder:Back Right Top|*,LeftTrigger:Back Left Bottom|*,RightTrigger:Back Right Bottom|*,dpdown:Dpad Down|*,rightx:Right Stick|Cursor,dpright:Dpad Right|*,dpup:DPad Up|*,dpleft:DPad Left|*,leftstick:Left Stick|*,rightstick:Right Stick|*")
IF result=TRUE
DEPRINT(GameInput.Remapping$) // only for testing
DEPRINT("FINISH")
ELSE
DEPRINT(GameInput.RemapStatus$) // the output.
ENDIF
Still missing a way to init it (its start right way as its does now, not intended).