Answers H1's first half with a negative, and decodes what the timing constants are for. C_PAD_DECODER's +0xB4/+0xB8 and +0xBC/+0xC0 (10 and 90, twice) are not a key-repeat delay/interval pair. They are two identical channels of a DOUBLE-TAP detector, on cfg +0x74 (LT) and +0x70 (LB), firing output bits 0x20 and 0x40. The mechanism, from the image: both timers tick down once per update; a press arms the short timer to 10; a RELEASE adds 1000 to it as a flag stored inside the counter, which is why the tick watches for exactly 1000 and clears both there; a second press while the flag is set arms the long timer to 90; and while the long timer runs the output bit is asserted on EVERY update, with the short timer re-armed to 1010 each time. So it is a latch, not a repeat: a double-tap opens a 90-update window and the bit is held for its whole duration. That is a dash or barrel-roll shape, which fits the buttons it is wired to. H1: the directions have NO timer. The D-pad and left stick reach the output word through bare mask tests -- the four left-stick literals at 0x8220C458, C474, C490, C4AC, and DPAD DOWN through cfg +0xA4 -- with no counter loaded, decremented or tested on any of those paths. On the evidence of this layer a held direction does not repeat. Reach: one layer. A menu could implement repeat on top of a held bit, and this says nothing about that -- but it does establish the repeat is not in the shared decoder, so it would have to be per-screen. "One step per deflection" stays authored for the port; this narrows rather than settles. Refutation of my own earlier note that a decoder "is where a game normally puts its repeat timing, its edge detection and its button remap": remap survives, edge detection survives, repeat timing is REFUTED. That clause was a prior about how games are written, not a reading of this one. Also commits tools/ppc-dis, the minimal PowerPC disassembler this corpus has been rebuilding in scratch and losing to container restarts three times in one session. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jc4pciRArGHfxGGhEbwp5t
105 lines
4.8 KiB
Markdown
105 lines
4.8 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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