make_patch.py gains --baud31250: one byte beyond the wedge patch — the SCI
init operand at $D62B ($30 -> $02). BAUD $30 = /13 prescale, /1 divider
(2MHz E / 208 = 9615); $02 = /1, /4 -> 31250 exactly, 3.3x faster. The
init write also confirms the 8MHz crystal, which is why 19200/38400 are
unreachable and why 62500/125k are left alone pending an ISR cycle count.
- 24 bytes changed vs original (sha256 9f866cf3...); re-disassembly diff
vs the classic patched image shows exactly the one operand line, and
the classic build still reproduces 3fc8170c... (script regression-safe).
- PC side: SerialPortTransport takes an optional baudRate (default 9600,
runtime untouched); RioSerialMonitor + --mash accept --baud 31250.
- Caveats documented in README/ANALYSIS: non-standard rate (FTDI-class
adapters only, no 16550s); native games still speak 9600 so this chip
is bench/RIOJoy-only; validate the wedge patch at 9600 first.
275 tests green; mash --selftest regression unchanged (FAIL/exit-1).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- TargetFrameworks net48;net40. net48 keeps x64 + ViGEm + System.IO.Ports
package; net40 adds Microsoft.Bcl.Async + System.ValueTuple and uses the
in-box SerialPort.
- Compat/TaskCompat bridges Task.Run/Delay/WhenAny/WhenAll (TaskEx on
net40) and SemaphoreSlim.WaitAsync (net40 blocks briefly - trivial at
9600 baud).
- IReadOnlyList/IReadOnlyDictionary -> IList/IDictionary throughout
(net40 predates the IReadOnly* interfaces and the Bcl backport cannot
make arrays implement them).
- HashCode.Combine replaced with a manual combine (Bcl.HashCode has no
net40 build); Marshal.SizeOf<T> -> typeof form; ViGEmJoystickSink
gated #if !NET40. HidFeederJoystickSink stays on both flavors - it
will drive RioGamepadXP.sys on XP via the same contract.
Both TFMs build; 275 tests green on net48.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Prepares RioJoy.Core for the net40 (Windows XP) target, which has no
System.Memory, ValueTask, or System.Text.Json:
- IRioTransport and the whole protocol/framing layer now use byte[] +
Task (RioPacket.Payload, PacketParser/Builder, RioChecksum, replies,
AnalogReport, RioHidReport). At 9600 baud Span bought nothing; the
SerialPortTransport bridge copies disappear entirely.
- ConfigStore/OverlayTemplateStore switch to Newtonsoft 13 with the
same conventions (indented, PascalCase, string enums, null-skipping);
verified against the real STJ-written config.json and regions.json
(load + round-trip). System.Memory and System.Text.Json packages
dropped.
275 tests green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Closing the profile editor froze the tray app: the FormClosed handler
tears down the coordinator on the UI thread, and net48's
SerialStream.Dispose calls FlushFileBuffers, which blocks until the
driver drains buffered TX — indefinitely when the peer has stopped
reading (a wedged board, or a virtual-port pair with no reader). The
55 ms analog polls guarantee a TX backlog against such a peer.
Diagnosed from a live hang: the UI thread was parked in
NtFlushBuffersFile under SerialPortTransport.Dispose.
SerialPortTransport.Dispose now aborts/clears both queues first (so the
flush has nothing to wait on) and runs the close on the pool with a 2 s
grace period, so no driver can hang the calling thread. Verified against
the same wedged COM1: a 400-byte TX backlog that never drains, yet
Dispose returns in ~0 ms and a full BeginEditorSession/EndEditorSession
cycle closes in 1 ms.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retargets RioJoy.Core/Overlay/Tray + tests from net8.0-windows to net48 so
the app can be tested as a framework-dependent build (relies on the in-box
.NET Framework 4.8 on Windows 10/11). Builds clean; all 241 tests pass.
Polyfills (no behavior change):
- PolySharp source generator for init/records/Index/Range/required members.
- System.Memory, System.Text.Json, Microsoft.Bcl.HashCode,
System.Threading.Channels (tests) NuGet packages.
- Compat/Net48Polyfills.cs: GetValueOrDefault, KeyValuePair.Deconstruct,
Math.Clamp; tests/TestPolyfills.cs: Task.WaitAsync.
Source adjustments for APIs absent on net48:
- ArgumentNullException/ArgumentException.ThrowIf* inlined to manual guards.
- Convert.ToHexString, Encoding.Latin1, Environment.ProcessPath,
ApplicationConfiguration.Initialize, Enum.GetNames<T>/GetValues<T>,
string.StartsWith(char), string.Split(char, opts), TextBox.PlaceholderText,
PeriodicTimer, Memory-based Stream Read/WriteAsync, array range-slicing.
- Dropped [SupportedOSPlatform] hints (net48 is single-platform).
deploy/build-package.ps1: publish framework-dependent (no self-contained).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Wire the Core pieces into a runnable tray app with per-game profiles and the
three-state serial-yield auto-switch:
- Profiles/: RioProfile + AppConfig model; ConfigStore (System.Text.Json,
round-tripped); RioIniImporter ports the legacy RIO.ini (button table, invert
flags, plasma greeting); AutoSwitchResolver + AutoSwitchWatcher resolve the
foreground executable into Yield (native game) / Activate (profile) / Idle, with
native always winning and change-only notifications. IForegroundProcessProvider
abstracts the OS.
- RioRuntime assembles a profile's live pipeline: serial ButtonPressed/Released +
KeyPressed/Released → InputRouter (via RioAddress); AnalogReply → AxisCalibrator
→ the six joystick axes; RIO commands → calibration resets + version/check
requests + lamp re-init. SerialLampSink sends lamp feedback over the link;
NullJoystickSink is a placeholder until the Phase 1 HID feeder exists.
- RioJoy.Tray: NotifyIcon menu mirroring the legacy console menu (axis resets,
version/status, raw-axes & poll-rate toggles, quit) + profile selection
(auto vs. manual) + "start with Windows"; RioCoordinator owns the serial
acquire/release tied to the watcher (native-game COM-port yield). OS adapters:
ForegroundProcessProvider (Win32 foreground PID→exe) and AutoStartManager (HKCU
Run key).
- tests: 18 new xUnit tests (123 total) for config round-trip, ini import,
the three-state resolver + watcher, and RioRuntime end-to-end over the fake
transport (button→joystick, keypad-offset→keyboard, analog→six axes).
The joystick output stays a no-op until the Phase 1 driver; on-cabinet
verification of the acquire/release lifecycle remains.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Port the RIO wire protocol from legacy/riovjoy2.cpp into testable C#:
- Protocol/: command + length table, 7-bit checksum, packet builder, and a
streaming receive-side framing state machine (PacketParser) that mirrors the
legacy ReadCommBlock framing/resync (high-bit-mid-packet abort). Typed RIO->PC
decodes: AnalogReport (14-bit sign-extend), VersionInfo, CheckStatus; lamp-state
composition.
- Serial/: RioSerialLink drives an async receive loop with ACK/NAK reply policy
(legacy force-accept vs. opt-in VerifyInboundChecksum), the analog poll timer,
and the >5s reset-recovery watchdog. IRioTransport abstracts the COM port; the
SerialPort-backed transport does 9600 8N1 + DTR reset pulse, and acquire/release
is just create/dispose (foundation for native-game serial yield).
- tests/RioJoy.Core.Tests: 54 xUnit tests covering checksum, framing/resync,
builder round-trips, analog sign-extension + sentinel rejection, lamp combos,
and the read loop driven against an in-memory fake transport.
Hardware verification (version/check/analog against a cabinet) remains; it can't
be done off-device.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>