The pad was working; the game was told there was not one
0x64 counted only the RECORDED pads. So a controller plugged into Voyager reported its buttons perfectly, and every game asking whether there was a controller was told no - which is exactly what Lunar Porter asked, once, at startup, before falling back to the console for the rest of the run. The cause is worth naming: a front end calls padSet every frame for every pad, so "held nothing" is the commonest thing it says and cannot also mean "there is no pad here". Connected is said separately now. Pad nought is always there behind a window, because the keyboard is behind it - which is the useful answer rather than the literal one. And Pad.asm, which is what should have existed before any of that guessing began. It prints a line whenever a pad changes, and tells apart the three states that look identical from inside a game that will not respond: one nobody noticed, one mapped to nothing, and a mapping that is wrong. WHY A PROGRAM AND NOT A PRINT IN THE FRONT END: because the question is what the MACHINE can see. A front end reporting what it thinks it is sending answers a different question, and the gap between those two is the whole of this bug. It also found that osPrintNumber takes A as the HIGH half - the same way round as the shift register and every other pair here, and not what a byte in A wants. Every value came out 256 times too big. Gravity is one frame in ten rather than six. The ratio between thrust and gravity is the feel; how often the tick comes round is how fast that feel arrives, and one in six was still touchy. Same lander, more time to think. And the verdict waits for a key. It printed and left immediately, taking the screen with it - so the one thing worth seeing, the lander sitting on the ground it had just reached, was gone before it could be looked at. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
This commit is contained in:
co-authored by
Claude Opus 5
parent
8eb4e4d67e
commit
df50c2f0f8
@@ -726,6 +726,7 @@ from every assembly file in it. Several are old programs written for the bare ma
|
||||
| Break | Stops itself twice with SWI osBreak, so that the registers can be seen changing between one stop and the next. |
|
||||
| Grid | The first program to use the screen as a screen. Redefines a tile above the font, fills all 128 map rows, and scrolls it diagonally a pixel at a time. |
|
||||
| Sprite | Moves a ball across the shell's own text, writing not one byte of the map to do it. It leaves the sprite in the table on the way out, because clearing them is the system's job - see below. |
|
||||
| Pad | Says what the controllers are doing, printing a line whenever one changes. It tells apart the three things that look identical from inside a game that is not responding: a pad nobody noticed, a pad mapped to nothing, and a mapping that is wrong. |
|
||||
| Lander | Lunar Porter, rung one: a lander over a moon that wraps. Flown with a controller if there is one - a held thruster burns every tick it is held for - and with the arrow keys if there is not, where one press is one burn and that is the most the console can say. A bar at the bottom is the sideways drift, drawn as a sprite stretched to the speed - a moon has no air, so a drift never stops by itself and stopping one means cancelling it exactly, which is hard to do blind. It lands or crashes on arrival, and what decides is the speed at the moment it touches: gentler than three quarters of a pixel a frame downwards and half of one sideways, or it is a lander on its side. |
|
||||
| Depth | Four pillars at four distances and a ball walking past them, behind the near ones and in front of the far ones. The ball is sprite nought and every pillar is numbered after it, so table order puts it in front of all four - what actually decides is the depth buffer, asked a column at a time. |
|
||||
| Flip | Draws a whole screen into the bank that is not being shown, waits, and then shows it in one byte out of one port. It writes nothing else at all - not a tile, not a colour - so it does not ask for the screen to be saved, and the line it printed is still there when it comes back. It deliberately does not put the displayed screen back either, because that is the system's to restore: a program that faulted while flipped could not have. |
|
||||
|
||||
Reference in New Issue
Block a user