Lunar Porter takes any controller, not the first one

A controller does not always arrive on pad nought. The front end hands out
the numbers the host gave it, so a game that reads only the first one
works on the machine it was written on and silently does nothing on the
next - which is the shape of "the pad is detected, Pad shows it, and the
game ignores it".

Four reads and three ORs. One person flies this and which socket they
plugged into is not a thing they should have to know. Presence is any of
the four bits rather than the low one, for the same reason.

The manifest's pad column takes several fixtures now, comma separated, and
they fill the pads in turn. So cosmosLanderPadOne holds nothing on pad
nought and flies the whole landing on pad one - a test that fails on the
version of this program that shipped an hour ago.

Also confirmed while looking: raylib 6 does refresh which gamepads are
ready every frame in PollInputEvents, so a hot-plugged pad should be seen.
Whatever is stopping that is above us and worth a separate look.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
This commit is contained in:
Anachronaut
2026-09-02 23:36:05 -04:00
co-authored by Claude Opus 5
parent 6def343e97
commit f7be843ed9
16 changed files with 73 additions and 21 deletions
+26 -6
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@@ -61,14 +61,13 @@ start:
; ---- Is there a controller ----
;
; Asked once. If there is, the console's arrow keys are ignored: under a window the same
; keypress reaches BOTH - the pad as a level and the console as a byte - and a thruster that
; fired twice for one press would be a mystery to anybody tuning it.
; Asked once, and about all four. If there is one anywhere, the console's arrow keys are
; ignored: under a window the same keypress reaches BOTH - the pad as a level and the
; console as a byte - and a thruster that fired twice for one press would be a mystery to
; anybody tuning it.
INA 0x64
INIB 0x01
AND
SETD.1 HasPad
STQ.1
STA.1 ; ANY bit, so any of the four counts as having one.
everyFrame:
CALL waitFrame
@@ -331,10 +330,31 @@ putLander:
; One read, every button at once, and it does not go away when it is looked at. THIS IS THE
; THING THE CONSOLE CANNOT DO: a key that is down and staying down sends nothing, so a
; thruster driven by the console can only be pumped and never leaned on.
; ---- ANY of the four, not pad nought ----
;
; One person flies this, and which socket they plugged into is not a thing they should have
; to know. A controller does not always land on nought - the front end hands out the numbers
; the host gave it - so a game that reads only the first one works on some machines and
; silently does nothing on others, which is the worst of both.
;
; Four reads and three ORs. A port is an immediate byte inside the instruction that names it,
; so it cannot be computed and the four are written out.
readPad:
INA 0x60
SETD.1 Held
STA.1
INA 0x61
LDB.1
OR
STQ.1
INA 0x62
LDB.1
OR
STQ.1
INA 0x63
LDB.1
OR
STQ.1
RET
; ---- The console, which is still worth reading ----
+4 -2
View File
@@ -101,7 +101,7 @@ from `make`, not from here.
### 1. Recorded output
`Tests/run.sh` assembles each program named in `Tests/manifest`, runs it, and compares
everything it printed against a file in `Tests/expected`. 210 tests, of which 148 run, 35
everything it printed against a file in `Tests/expected`. 211 tests, of which 149 run, 35
only assemble, 16 are expected to fail to assemble, and 11 boot from ROM with no image
given at all.
@@ -405,7 +405,9 @@ test the window: Voyager's own key queue is still out of reach, and so is anythi
presenting frames. It tests the console, which is where the logic is.
**pad** names a file in `Tests/input` to be held on a controller, one byte a frame, each
byte the buttons held during it. It exists for the same reason as **keys** and matters more:
byte the buttons held during it. **Several, comma separated**, fill the pads in turn - so a
first fixture holding nothing and a second that does something puts the flying on pad one,
which is how a game that reads only the first controller gets caught. It exists for the same reason as **keys** and matters more:
a pad reports what is *held*, and a suite has no hands.
**A byte a frame, not a byte a read.** A pad is a level, so a game that asks twice in one
+1 -1
View File
@@ -25,7 +25,7 @@ Mode.sbx 48
Flip.sbx 173
Sprite.sbx 442
Depth.sbx 672
Lander.sbx 1553
Lander.sbx 1571
Pad.sbx 264
Crash.sbx 632
vars.script 50
+1 -1
View File
@@ -15,7 +15,7 @@ Mode.sbx 48
Flip.sbx 173
Sprite.sbx 442
Depth.sbx 672
Lander.sbx 1553
Lander.sbx 1571
Pad.sbx 264
Crash.sbx 632
vars.script 50
+1 -1
View File
@@ -32,7 +32,7 @@ Mode.sbx 48
Flip.sbx 173
Sprite.sbx 442
Depth.sbx 672
Lander.sbx 1553
Lander.sbx 1571
Pad.sbx 264
Crash.sbx 632
vars.script 50
+1 -1
View File
@@ -22,7 +22,7 @@ Mode.sbx 48
Flip.sbx 173
Sprite.sbx 442
Depth.sbx 672
Lander.sbx 1553
Lander.sbx 1571
Pad.sbx 264
Crash.sbx 632
vars.script 50
+1 -1
View File
@@ -22,7 +22,7 @@ Mode.sbx 48
Flip.sbx 173
Sprite.sbx 442
Depth.sbx 672
Lander.sbx 1553
Lander.sbx 1571
Pad.sbx 264
Crash.sbx 632
vars.script 50
+8
View File
@@ -0,0 +1,8 @@
CosmOS
> Lander
Down safely.
finished
> exit
halted
Execution halted.
[exit 0]
+1 -1
View File
@@ -108,7 +108,7 @@ Mode.sbx 48
Flip.sbx 173
Sprite.sbx 442
Depth.sbx 672
Lander.sbx 1553
Lander.sbx 1571
Pad.sbx 264
Crash.sbx 632
vars.script 50
+1 -1
View File
@@ -27,7 +27,7 @@ Mode.sbx 48
Flip.sbx 173
Sprite.sbx 442
Depth.sbx 672
Lander.sbx 1553
Lander.sbx 1571
Pad.sbx 264
Crash.sbx 632
vars.script 50
+1 -1
View File
@@ -15,7 +15,7 @@ Mode.sbx 48
Flip.sbx 173
Sprite.sbx 442
Depth.sbx 672
Lander.sbx 1553
Lander.sbx 1571
Pad.sbx 264
Crash.sbx 632
vars.script 50
+1 -1
View File
@@ -13,7 +13,7 @@ Mode.sbx 48
Flip.sbx 173
Sprite.sbx 442
Depth.sbx 672
Lander.sbx 1553
Lander.sbx 1571
Pad.sbx 264
Crash.sbx 632
vars.script 50
+1 -1
View File
@@ -22,7 +22,7 @@ Mode.sbx 48
Flip.sbx 173
Sprite.sbx 442
Depth.sbx 672
Lander.sbx 1553
Lander.sbx 1571
Pad.sbx 264
Crash.sbx 632
vars.script 50
Binary file not shown.
+10
View File
@@ -1023,6 +1023,16 @@ padTest | testPrograms/padTest.asm | run | -
# is the whole of the game's difficulty in two fixtures.
cosmosLanderCrash | CosmOS/Source/cosmos.asm | run | - | 60000000 | disks/cosmos.img | lander.keys | landerFall.pad
cosmosLanderSoft | CosmOS/Source/cosmos.asm | run | - | 60000000 | disks/cosmos.img | lander.keys | landerSoft.pad
# ---- And the same landing, flown from the second controller ----
#
# Two pad fixtures, comma separated: the first holds nothing and the second is the recording
# that lands. So the flying is done entirely on pad ONE, and a game that read only pad nought
# would sit there and crash.
#
# Which is not hypothetical - it is what this did. A controller does not always arrive on
# nought; the front end hands out the numbers the host gave it, so reading only the first
# works on the machine it was written on and silently does nothing on the next one.
cosmosLanderPadOne | CosmOS/Source/cosmos.asm | run | - | 60000000 | disks/cosmos.img | lander.keys | landerIdle.pad,landerSoft.pad
# ---- And the thing that says whether a controller is being seen at all ----
#
# Three states look identical from inside a game that is not responding: a pad the front end
+15 -3
View File
@@ -255,12 +255,24 @@ while IFS='|' read -r name src mode stdin limit disk keys pad; do
# what makes a device that only a person could otherwise exercise into one the
# recordings cover - the same argument as the keyboard fixture above.
if [ "$pad" != "-" ]; then
if [ ! -f "$INPUT/$pad" ]; then
# ---- Commas for more than one ----
#
# --pad fills the pads in turn, so naming two puts the second on pad one.
# That is worth being able to say: a game that reads only the first pad works
# on the machine it was written on and silently does nothing on one where the
# host handed out a different number.
padMissing=""
IFS=',' read -r -a padList <<< "$pad"
for one in "${padList[@]}"; do
one="$(trim "$one")"
if [ ! -f "$INPUT/$one" ]; then padMissing="$one"; break; fi
EMUARGS+=(--pad "$INPUT/$one")
done
if [ -n "$padMissing" ]; then
FAIL=$((FAIL + 1)); FAILED_NAMES+=("$name")
report "FAIL" "$name" "missing pad fixture $pad"
report "FAIL" "$name" "missing pad fixture $padMissing"
continue
fi
EMUARGS+=(--pad "$INPUT/$pad")
fi
[ "$limit" != "-" ] && EMUARGS+=(--cycles "$limit")
# A disk starts fresh for every test, so a test cannot pass because of what a