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Recognise a Short Input Sequence on Amiga

A sequence is about order.

A sequence is about order. Four correct buttons in the wrong order should not open the door.

Amiga shows the working diagnostic row 02 02 01 01 00 00 00 00.
A completed native caller displays 02 02 01 01 00 00 00 00. The public field order below identifies these bytes; the capture is a state diagnostic, not a recording of a finished game.

Use it in a project

Feed one event SYMBOL per call: 0 means no event, 1 and 2 are the accepted symbols. The normal sequence is 1,2,1,2; PROGRESS is 0–3. MATCHED is a one-call pulse. On mismatch, a 1 restarts at progress 1, preserving the useful overlapping prefix. Invalid symbols or progress reject without advancing.

Include component.inc once (MOS callers include the shared 6502 implementation through it). Reserve the public fields in this exact order: PROGRESS, SYMBOL, MATCHED, VALID. They occupy 4 contiguous bytes. Also reserve the private workspace: T0 (1 bytes). Array names in the explanation refer to the numbered consecutive bindings, such as C0, C1 and so on.

Call input_sequence_init once at the intended reset boundary. It clears inputs as well as outputs and workspace. Set your starting state and configuration afterwards, then call input_sequence_step whenever the described event occurs. The helper reads no device, waits for no frame and installs no interrupt handler.

Ownership Fields
Retain between calls PROGRESS
Supply before service SYMBOL
Read after service MATCHED and VALID

The progress value is the length of the recognised prefix. A completed 1,2,1,2 also ends in 1,2, so progress returns to two and overlapping matches remain possible.

Reusable initialisation and service

component.inc
; SPDX-License-Identifier: MIT
; Recognise a Short Input Sequence. See README.md for the byte interface and ownership.
; init clears the public fields and private workspace; set inputs afterwards.
input_sequence_init:
    move.b #0,d0
    move.b d0,PROGRESS
    move.b d0,SYMBOL
    move.b d0,MATCHED
    move.b d0,VALID
    move.b d0,T0
    rts
input_sequence_step:
; MATCHED = 0
    move.b #0,d0
    move.b d0,MATCHED
; VALID = 0
    move.b #0,d0
    move.b d0,VALID
; if PROGRESS >= 4:
    move.b PROGRESS,d0
    cmp.b #4,d0
    bcc input_sequence_L1
    jmp input_sequence_L2
input_sequence_L1:
; return
    rts
    jmp input_sequence_L3
input_sequence_L2:
input_sequence_L3:
; if SYMBOL >= 3:
    move.b SYMBOL,d0
    cmp.b #3,d0
    bcc input_sequence_L4
    jmp input_sequence_L5
input_sequence_L4:
; return
    rts
    jmp input_sequence_L6
input_sequence_L5:
input_sequence_L6:
; VALID = 1
    move.b #1,d0
    move.b d0,VALID
; if SYMBOL == 0:
    move.b SYMBOL,d0
    cmp.b #0,d0
    beq input_sequence_L7
    jmp input_sequence_L8
input_sequence_L7:
; return
    rts
    jmp input_sequence_L9
input_sequence_L8:
input_sequence_L9:
; T0 = PROGRESS & 1
    move.b PROGRESS,d0
    and.b #1,d0
    move.b d0,T0
; T0 = T0 + 1
    move.b T0,d0
    add.b #1,d0
    move.b d0,T0
; if SYMBOL == T0:
    move.b SYMBOL,d0
    move.b T0,d1
    cmp.b d1,d0
    beq input_sequence_L10
    jmp input_sequence_L11
input_sequence_L10:
; PROGRESS = PROGRESS + 1
    move.b PROGRESS,d0
    add.b #1,d0
    move.b d0,PROGRESS
; if PROGRESS == 4:
    move.b PROGRESS,d0
    cmp.b #4,d0
    beq input_sequence_L13
    jmp input_sequence_L14
input_sequence_L13:
; MATCHED = 1
    move.b #1,d0
    move.b d0,MATCHED
; PROGRESS = 2
    move.b #2,d0
    move.b d0,PROGRESS
    jmp input_sequence_L15
input_sequence_L14:
input_sequence_L15:
    jmp input_sequence_L12
input_sequence_L11:
; PROGRESS = 0
    move.b #0,d0
    move.b d0,PROGRESS
; if SYMBOL == 1:
    move.b SYMBOL,d0
    cmp.b #1,d0
    beq input_sequence_L16
    jmp input_sequence_L17
input_sequence_L16:
; PROGRESS = 1
    move.b #1,d0
    move.b d0,PROGRESS
    jmp input_sequence_L18
input_sequence_L17:
input_sequence_L18:
input_sequence_L12:
    rts
component_end:

Machine contract

D0–D3/A0–A1/CCR may change; D4–D7/A2–A6 are preserved. A direct BSR/JSR needs four return-address stack bytes. The helper makes no nested calls and adds no other stack use. Its named scratch is private workspace, not a pointer, a ROM variable or shared zero-page space that the game may borrow concurrently. Scope or rename routine and field labels and allocate a separate block for each independent instance. Give each block one mutation owner.

The A500 OCS diagnostic cold-boots an OFS disk, owns the Copper and bitplane and disables interrupt/DMA sources. The helper does not take over hardware or allocate Chip RAM.

Adapt the caller

demo.asm supplies the bindings and include order. exercise.inc first runs table cases, then a separate client retaining state between calls. A game can call the public step entry directly and remove the diagnostic packet and display. Do not copy the diagnostic’s hardware takeover into an existing game loop.

Build with make ASM198X=/path/to/asm198x and BUILD198X=/path/to/build198x. The Makefile produces normal, custom, deliberately wrong and repaired programs. Tools must already be installed; the sample downloads nothing.

Bindings and include order

demo.asm
    section code,code_c
CUSTOM = 0
BROKEN = 0
COYOTE_STEPS = 4
BUFFER_STEPS = 4
TEXT_CAP = 8
PROPERTY_COUNT = 16
STREAM_BYTES = 13
CRC_POLY = 7
    include "caller.inc"
    include "exercise.inc"
component_start:
    include "component.inc"
    even
    include "data.inc"
    include "cases.inc"
    even
    include "display.inc"
    include "../../framework/turn-deadline/font.inc"
code_end:
STATE:
PROGRESS: dc.b 0
SYMBOL: dc.b 0
MATCHED: dc.b 0
VALID: dc.b 0
T0: dc.b 0
    even
ready: dc.w 0
preview: dcb.b 8,0
OUTPUT: dcb.b 1300,0
    even
signature: dc.b "198XGAMEKIT0000",0
    even
copperlist:
    dc.w $08e,$2c81,$090,$2cc1,$092,$0038,$094,$00d0
    dc.w $100,$1200,$102,0,$104,0,$108,0,$10a,0
    dc.w $180,$012,$182,$fff
copbpl:
    dc.w $0e0,0,$0e2,0
    dc.w $ffff,$fffe
plane: dcb.b 10240,0

A client retaining state between calls

exercise.inc, excerpt
preview_rules:
    ifne CUSTOM
; SYMBOL = 1
    move.b #1,d0
    move.b d0,SYMBOL
    ifne BROKEN
; PROGRESS = 0
    move.b #0,d0
    move.b d0,PROGRESS
    endif
    bsr checked_step
    bsr emit_state
; SYMBOL = 1
    move.b #1,d0
    move.b d0,SYMBOL
    ifne BROKEN
; PROGRESS = 0
    move.b #0,d0
    move.b d0,PROGRESS
    endif
    bsr checked_step
    bsr emit_state
; SYMBOL = 2
    move.b #2,d0
    move.b d0,SYMBOL
    ifne BROKEN
; PROGRESS = 0
    move.b #0,d0
    move.b d0,PROGRESS
    endif
    bsr checked_step
    bsr emit_state
; SYMBOL = 1
    move.b #1,d0
    move.b d0,SYMBOL
    ifne BROKEN
; PROGRESS = 0
    move.b #0,d0
    move.b d0,PROGRESS
    endif
    bsr checked_step
    bsr emit_state
; SYMBOL = 2
    move.b #2,d0
    move.b d0,SYMBOL
    ifne BROKEN
; PROGRESS = 0
    move.b #0,d0
    move.b d0,PROGRESS
    endif
    bsr checked_step
    bsr emit_state
    rts
    else
; SYMBOL = 1
    move.b #1,d0
    move.b d0,SYMBOL
    ifne BROKEN
; PROGRESS = 0
    move.b #0,d0
    move.b d0,PROGRESS
    endif
    bsr checked_step
    bsr emit_state
; SYMBOL = 2
    move.b #2,d0
    move.b d0,SYMBOL
    ifne BROKEN
; PROGRESS = 0
    move.b #0,d0
    move.b d0,PROGRESS
    endif
    bsr checked_step
    bsr emit_state
; SYMBOL = 1
    move.b #1,d0
    move.b d0,SYMBOL
    ifne BROKEN
; PROGRESS = 0
    move.b #0,d0
    move.b d0,PROGRESS
    endif
    bsr checked_step
    bsr emit_state
; SYMBOL = 2
    move.b #2,d0
    move.b d0,SYMBOL
    ifne BROKEN
; PROGRESS = 0
    move.b #0,d0
    move.b d0,PROGRESS
    endif
    bsr checked_step
    bsr emit_state
; SYMBOL = 1
    move.b #1,d0
    move.b d0,SYMBOL
    ifne BROKEN
; PROGRESS = 0
    move.b #0,d0
    move.b d0,PROGRESS
    endif
    bsr checked_step
    bsr emit_state
; SYMBOL = 2
    move.b #2,d0
    move.b d0,SYMBOL
    ifne BROKEN
; PROGRESS = 0
    move.b #0,d0
    move.b d0,PROGRESS
    endif
    bsr checked_step
    bsr emit_state
    endif
    rts

Customise it

Insert an incorrect event, then restart the sequence. The maintained custom caller changes its inputs or client sequence rather than hiding a different implementation behind the same label. Compare every state of the two clients, not only their final display.

Custom client selection

custom.asm
    section code,code_c
CUSTOM = 1
BROKEN = 0
COYOTE_STEPS = 2
BUFFER_STEPS = 2
TEXT_CAP = 4
PROPERTY_COUNT = 16
STREAM_BYTES = 13
CRC_POLY = 49
    include "caller.inc"
    include "exercise.inc"
component_start:
    include "component.inc"
    even
    include "data.inc"
    include "cases.inc"
    even
    include "display.inc"
    include "../../framework/turn-deadline/font.inc"
code_end:
STATE:
PROGRESS: dc.b 0
SYMBOL: dc.b 0
MATCHED: dc.b 0
VALID: dc.b 0
T0: dc.b 0
    even
ready: dc.w 0
preview: dcb.b 8,0
OUTPUT: dcb.b 1300,0
    even
signature: dc.b "198XGAMEKIT0000",0
    even
copperlist:
    dc.w $08e,$2c81,$090,$2cc1,$092,$0038,$094,$00d0
    dc.w $100,$1200,$102,0,$104,0,$108,0,$10a,0
    dc.w $180,$012,$182,$fff
copbpl:
    dc.w $0e0,0,$0e2,0
    dc.w $ffff,$fffe
plane: dcb.b 10240,0

The custom diagnostic row is 02 02 01 01 00 00 00 00. The full client trace in the source explains how it gets there.

Mistake and repair

The wrong caller clears PROGRESS before every event, so no multi-event sequence can complete. Keep recognition state between input events and reset it only when that is the intended policy.

The BROKEN branch lives in the sequential client, not the reusable helper. wrong.asm selects it; repaired.asm restores the normal call sequence. The repaired executable matches the normal program (for Spectrum, compare loaded CODE rather than the tape filename).

Select the deliberately wrong client

wrong.asm
    section code,code_c
CUSTOM = 0
BROKEN = 1
COYOTE_STEPS = 4
BUFFER_STEPS = 4
TEXT_CAP = 8
PROPERTY_COUNT = 16
STREAM_BYTES = 13
CRC_POLY = 7
    include "caller.inc"
    include "exercise.inc"
component_start:
    include "component.inc"
    even
    include "data.inc"
    include "cases.inc"
    even
    include "display.inc"
    include "../../framework/turn-deadline/font.inc"
code_end:
STATE:
PROGRESS: dc.b 0
SYMBOL: dc.b 0
MATCHED: dc.b 0
VALID: dc.b 0
T0: dc.b 0
    even
ready: dc.w 0
preview: dcb.b 8,0
OUTPUT: dcb.b 1300,0
    even
signature: dc.b "198XGAMEKIT0000",0
    even
copperlist:
    dc.w $08e,$2c81,$090,$2cc1,$092,$0038,$094,$00d0
    dc.w $100,$1200,$102,0,$104,0,$108,0,$10a,0
    dc.w $180,$012,$182,$fff
copbpl:
    dc.w $0e0,0,$0e2,0
    dc.w $ffff,$fffe
plane: dcb.b 10240,0
Amiga shows the deliberate error row 00 02 00 01 00 00 00 00.
The wrong client completes with 00 02 00 01 00 00 00 00; its changed inputs and state explain the result.

Cost and alternatives

The measured helper extent is 260 code bytes; public state is 4 bytes and private scratch is 1 bytes. There are no immutable helper tables. Caller data, the test cases, return-address stack, alignment and display buffers cost additional space. These are assembled sizes, not cycle measurements.

Constant work for this fixed sequence. A general prefix-function matcher uses a data table but avoids writing a new recogniser for each longer sequence.

This deliberately implements one overlapping four-event recogniser, not a general parser. It has no time limit and ignores simultaneous button ambiguity; an event producer owns those policies. Longer arbitrary patterns need a prefix table or state machine.

Execution evidence

Four variants run on A500 OCS PAL, Kickstart1.3 OFS cold boot, using Asm198x 0.0.72, Emu198x 0.44.2 and Build198x 0.2.9. Each executes 64 boundary/varied/error table cases, dirty initialisation and the separate retained-state client. An independent mathematical/container model checks every public byte after every call. This is bounded example coverage, not exhaustive correctness for every possible state.

The records retain loaded immutable code, completion, register sentinels, full packets, source/tool/firmware hashes and captures. The public gate validates these retained observations and rejects altered evidence; it does not run restricted firmware. No firmware is distributed. The eight displayed bytes are the first eight public fields, zero-padded when shorter; the packet includes every field.

Where it fits

Input repeat: Choose whether a sequence receives initial presses or repeated events; a held snapshot is not itself a stream of new actions.

The Craft · Maths for Games · Source and native evidence.