Chasing F1 I examined a counter block I had skipped. this+0x10 decrements every update and fires output bit 0x4 at zero, guarded against the HELD word by cfg +0xA0; it is re-armed from +0xC4 = 10 and +0xC8 = 8. So my statement that "the only two timed inputs in the whole decoder are LB and LT" is false, and two constants I tabulated as ring-word button masks (B|Y and Y) are counter reload values. A number that is a valid mask AND a valid duration cannot be told apart by its value, only by its use, and I classified those two by value. What it does not change: F1 is still not answered. This channel is guarded by cfg +0xA0 = ring bit 1 = B, not a direction. The D-pad and left-stick paths still carry no counter, so "a held DIRECTION has no repeat timer in C_PAD_DECODER" stands, and the human's observation that it repeats in the real game is consistent with the caveat this page already carried: the repeat is in the layer above. Explicitly NOT offering 10 and 8 as F1's two numbers. They belong to a channel on a button that is not a direction, and at 60 units/s they are 0.167 s and 0.133 s -- about 7 moves a second, which does not match "a medium pace, slow enough to see which item is selected". Reporting them as the menu repeat would be the same read-a-config-infer-a-behaviour error this correction is about. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jc4pciRArGHfxGGhEbwp5t
153 lines
7.1 KiB
Markdown
153 lines
7.1 KiB
Markdown
# ✅ The decoder's timers are a **double-tap detector on LB and LT** — and directions have **no repeat** in this layer
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**Status: ✅ decoded from the image.** Instrument: ⟨image⟩ — `/image/sylpheed.pe`
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via [`tools/ppc-dis`](../../tools/ppc-dis), database not consulted. 2026-09-02.
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Answers the first half of **H1** — *does a held direction repeat in the menus, and
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at what rate?* — with a negative, and decodes what the timers are actually for.
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---
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## What the timing constants really are
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`C_PAD_DECODER`'s constructor `sub_8220B610` writes five values that look like a
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key-repeat pair — `+0xB4 = 10`, `+0xB8 = 90`, `+0xBC = 10`, `+0xC0 = 90`. They are
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**two identical channels of a double-tap detector**, and the update
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`sub_8220B8C0` consumes them like this:
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| channel | button | short timer | long timer | output bit |
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|---|---|---|---|---|
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| A | cfg `+0x74` = **LT** | `this+0` ← `+0xB4` = **10** | `this+4` ← `+0xB8` = **90** | `0x20` |
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| B | cfg `+0x70` = **LB** | `this+8` ← `+0xBC` = **10** | `this+12` ← `+0xC0` = **90** | `0x40` |
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Buttons named in the decoder's **own** bit numbering
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([`input-button-numbering-is-remapped.md`](input-button-numbering-is-remapped.md)),
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not XINPUT's.
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### The mechanism, in the order the code runs it
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**1 — both timers tick down once per update** (`0x8220BAE0`):
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```
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if this+0 != 0: this+0 -= 1 ; if it lands on exactly 1000: this+0 = 0, this+4 = 0
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if this+4 != 0: this+4 -= 1
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```
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**2 — a press arms the short timer** (`0x8220BF74`): on `PRESSED ∧ this+0 == 0`,
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`this+0 = 10`.
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**3 — a release adds 1000 to it** (`0x8220BFC8`, reading `20(r6)` = RELEASED):
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`this+0 += 1000` if it is still running, else `0`. **The `+1000` is a flag stored
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inside the counter** — "this press has already been released" — which is why the
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tick in step 1 watches for the value 1000 and clears both timers there.
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**4 — a second press while the flag is set arms the long timer**
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(`0x8220BF44`): on `this+0 > 1000 ∧ this+4 == 0 ∧ PRESSED`, `this+4 = 90`.
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**5 — while the long timer runs, the output bit fires EVERY frame**
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(`0x8220C0F8`):
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```
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if this+4 > 0:
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this+0 = 10 + 1000 ; re-armed and flagged
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this+0x24C |= 0x20 ; the output bit, set on every update
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```
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📌 **So it is not a repeat, it is a latch.** A double-tap opens a **90-update
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window**, and for its whole duration the output bit is asserted continuously. That
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is the shape of a **dash / barrel-roll**, not a menu cursor — which fits the
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buttons it is wired to.
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## 🔴 The H1 answer: no key-repeat in this layer
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**The directions have no timer at all.** The D-pad (ring bits 12–15) and the left
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stick (ring bits 4–7) reach the output word through **bare mask tests** — the four
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left-stick literals at `0x8220C458`, `0x8220C474`, `0x8220C490`, `0x8220C4AC`, and
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`DPAD DOWN` through cfg `+0xA4` — with **no counter loaded, decremented or tested
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on any of those paths** ([`data/input-decoder-output-map.txt`](data/input-decoder-output-map.txt)).
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> **On the evidence of `C_PAD_DECODER`, a held direction does not repeat.** The
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> only two timed inputs in the whole decoder are LB and LT, and what they do is
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> latch, not repeat.
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⚠️ **Reach, and it matters here.** This is *one layer*. The decoder hands a word to
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the menus; **a menu could implement its own repeat on top of a held bit**, and this
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page says nothing about that. What it does establish is that the repeat is **not**
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in the shared input decoder, so it would have to be per-screen — which also means
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it cannot be answered once for all screens from this function.
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**For the port:** "one step per deflection" remains **authored**, and this narrows
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rather than settles it. The next step is the layer above — the consumer of
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`this+0x24C` — or a capture of a held direction on a real menu, counting cursor
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moves against presents.
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## Refutation attempt, recorded per the adversarial duty
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**Target:** my own earlier note in
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[`input-pad-read-path.md`](input-pad-read-path.md) that *"a **decoder** between
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the raw `wButtons` and the menus is where a game normally puts its repeat timing,
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its edge detection and its button remap."*
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**Result: two thirds SURVIVE, one third is REFUTED.** The remap is there
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(24 bits, bijective) and the edge detection is there (`+12` held, `+16` pressed,
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`+20` released). **The repeat timing is not.** The reasoning was "this is where it
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normally goes", which is a prior about how games are written, not a reading of
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this one — and it is exactly the kind of inference this corpus keeps having to
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withdraw.
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## Reach
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⟨image⟩, so it holds for every screen — that is the point of doing it statically.
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It says nothing about layers above the decoder, and **nothing here has been
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confirmed against a running capture**: no row may be labelled *measured*. The
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obvious check is to hold a direction on a real menu and count cursor moves per
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present.
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## 🔴 Correction 2026-09-02 — there is a THIRD timed channel, and my "only two" was wrong
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I wrote above: *"the only two timed inputs in the whole decoder are LB and LT."*
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**That is false.** Chasing F1 I examined a counter block I had skipped, and found a
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third timer on a different shape:
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```
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8220BB50 lwz r11,16(r31) ; this+0x10, a counter
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8220BB5C addic. r11,r11,-1 ; decrements EVERY update
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8220BB64 bne -> skip ; only when it reaches ZERO:
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8220BB6C lwz r11,160(r31) ; cfg +0xA0
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8220BB70 lwz r10,12(r10) ; ...against the HELD word
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8220BBAC ori r11,r11,0x4 ; fires output bit 0x4
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```
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and it is re-armed from two more constants I had mis-read as button masks:
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```
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8220CB50 lwz r11,196(r31) ; +0xC4 = 10 -> this+0x10
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8220CB58 lwz r11,200(r31) ; +0xC8 = 8 -> this+0x14
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```
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⚠️ **So `+0xC4` and `+0xC8` are TIMINGS, not masks.** My constructor table read
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them as ring-word button sets (`B|Y` and `Y`) because 10 and 8 are legal masks.
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They are counter reload values, exactly like `+0xB4`/`+0xBC` = 10. **A number that
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is a valid mask and a valid duration cannot be told apart by its value — only by
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its use**, and I classified these by value.
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### What it does NOT change
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**F1 is still not answered here.** This third channel is guarded by cfg `+0xA0`,
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which is ring bit 1 — **B**, not a direction. The D-pad and left-stick paths still
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carry **no counter**, so the finding stands where it matters:
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> **A held DIRECTION has no repeat timer in `C_PAD_DECODER`.**
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The human watched the real game and reports that a held direction *does* repeat.
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Both can be true, and the caveat this page already carried is the reason:
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**the repeat is in the layer above.** That is where F1 must be answered — the
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consumer of `this+0x24C`, or a capture holding a direction on a real menu.
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⚠️ **And I am not offering 10 and 8 as F1's two numbers.** They are this channel's
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constants, on a button that is not a direction. At 60 units/s they would be
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0.167 s and 0.133 s — about 7 moves a second, which does not match *"a medium
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pace, slow enough to see which item is selected"*. Reporting them as the menu
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repeat would be the same error as reading a config value and inferring a
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behaviour, which is the error this correction is about.
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