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AnachronautandClaude Opus 5 ee77d79780 A pad is sampled once a frame, and the recorder writes what was sampled
The live state is written by whatever watches real hardware, on ITS clock:
a window polls its keyboard once a HOST frame, which is not a machine
frame. Read straight through, that made a pad whose value could change in
the middle of a machine frame - breaking the one promise the device makes,
that asking twice in a frame gives the same answer both times. The manual
said it could not happen and the code allowed it.

It also made recordings that were not of the flight. The recorder sampled
on a frame boundary and the program read whenever it read, so the two saw
different bytes. A replay of that is a DIFFERENT FLIGHT, faithfully
reproduced: it flew a lander off the top of the screen that had never gone
there, and every check said the replay was deterministic and re-recorded
as itself, because it was. Both were true and neither was the point.

So the live state is latched once a frame. What the machine reads and what
the recorder writes are now the same thing by construction rather than by
two clocks happening to agree. Real hardware latches a controller once a
frame for the same reason.

WHAT IS STILL NOT COVERED: the latch itself. Every recorded pad already
changes only on a frame, so the tests cannot tell a latched live pad from
an unlatched one - the case that went wrong is the one with a real hand on
a real controller, which is the case a headless suite has none of. Said
here rather than left to look tested.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-03 14:43:58 -04:00
AnachronautandClaude Opus 5 de1857f5f7 Record every pad, not the one that happened to be first
The first recording ever made with this came back 1,766 frames of nothing.
It recorded pad NOUGHT and the controller was somewhere else - which pad
one lands on is an accident of the host, the same accident that made Lunar
Porter read all four in the first place - and a flight flown for the
purpose was lost to it.

So every pad is or-ed into the byte. A demo is a record of what somebody
DID, and on a machine one person is playing the number it arrived on is
not part of that. It plays back on pad nought, where --pad puts the first
file given, and any program that reads more than one pad reads them or-ed
anyway for exactly the same reason.

--record-pad takes one file now rather than filling pads in turn, because
there is nothing left for the second one to mean.

The check for it plays a recording on pad ONE with nought holding nothing
and requires the bytes back. That is the case that was missing: the round
trip was tested and passed, on pad nought, which is the only pad it could
not have gone wrong on.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-03 14:27:58 -04:00
AnachronautandClaude Opus 5 a163c670d0 A demo recorder: --record-pad writes what --pad reads
One byte a frame, in exactly the format the player takes, so a recording
needs no conversion and there is no second format to keep in step. That
symmetry is the feature, and it makes the strongest form of the claim
testable: a recording is made OF a playback, and the bytes coming out have
to be the bytes that went in.

It exists because some inputs cannot sensibly be written by hand. Flying a
lander from one base to another is a few hundred frames of steering that
has to arrive somewhere eight cells wide, and several attempts at
authoring one got within two columns and no closer. That is a piloting
exercise rather than a test. Playing it once and keeping what happened is
the answer.

A BYTE FOR EVERY FRAME, written inside the loop that advances the
recordings rather than after it, so a machine that jumped several frames
at once still writes one for each. A recording is a timeline: one that
skipped the frames nobody looked at would play back faster than it was
flown.

What is recorded is what the DEVICE WOULD REPORT, not the live state - a
recording of a playback that wrote the live state would be a file of
noughts. And it is flushed as it goes, because a recording is usually
stopped by whoever is playing rather than by the program ending, and a
demo lost to a buffer is a demo flown twice.

Tests/replay.sh is where this and whatever follows it are checked. Twelve
scripts now.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-03 12:38:43 -04:00
AnachronautandClaude Opus 5 df50c2f0f8 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
2026-09-02 22:48:24 -04:00
AnachronautandClaude Opus 5 fed1453e6e Controllers: four pads that say what is held
The console says WHICH KEY WENT DOWN, which is the right shape for typing
and the wrong one for playing. A game wants to know what is being held,
this frame, possibly several things at once, and a stream of presses
cannot say that: a key that is down and staying down sends nothing at all.
Lunar Porter's thrust is a burn per press for exactly that reason.

So a pad is its own device on ports 0x60 to 0x6F, reporting a LEVEL. One
read gives every button at once, holding is the natural thing to express,
two directions together cost nothing, and reading does not consume it - a
game may ask twice in a frame and be told the same thing both times.

Four of them, because a party is four. They cost a port each and nothing
at all when unused. The directions are the low nibble so "which way" is an
AND with 0x0F; the buttons are the high nibble for the same reason. 0x64
says which are really there, so a game can ask for a controller rather
than sitting silent while somebody presses things at it. They never
interrupt: a game polls once a frame because that is when it draws.

KEY-UP ON THE CONSOLE WAS THE OTHER WAY TO DO THIS AND WAS REJECTED. A
terminal hands over characters and can never report a key coming up
however it is asked, so it would have been a thing that worked behind a
window and silently did not down a wire. A separate device can honestly
say it is not there.

Voyager drives pad nought from the keyboard as well as from any real
controller, OR-ed rather than chosen between, so a game written for a pad
is playable on a machine with none and unplugging one mid-game does not
leave somebody holding nothing.

And a recorded path, which is what makes any of it testable: --pad names a
file of one byte a frame, and the manifest has an eighth column for it.
A BYTE A FRAME AND NOT A BYTE A READ - a level asked twice in one frame
has to answer the same both times, and a file that advanced per read would
depend on how the program happened to be written. Voyager's own tests run
headless with nobody holding anything, so without this the device would be
exercised only by somebody playing: the state the console's line editing
was in when it broke twice in two days.

0x50 is the timer, not free. The block this went in was chosen after
looking rather than before.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-02 21:44:55 -04:00