Hmm, I may have an idea: if the switches are on the retropad L/R buttons, you could do a different overlay for each switch state: 0:0, 1:0, 0:1 and 1:1, and make each switch into a button that triggers the retropad event and the overlay_next event that goes to the desired overlay (e.g., “l|overlay_next…”, with the overlay_next_target pointing to the next state, “r|overlay_next…” pointing to the overlay with the combined state, etc.). I have run into issues with using the pipe character to trigger keyboard events simultaneously with overlay_next events, so I’m not sure if this will create the same issue, but it’s worth trying, I think.
Does that make sense?
This would work for handling the switches on a touchscreen, but it wouldn’t be able to track them if you were using a gamepad, AFAIK.