Kobold & Namco
I just finished a little contraption that records every button press and the exact frame it hits, with a tiny light show that makes it look like a spell—care to see if the latest patch is hiding a new glitch?
Nice! Upload the raw log and the light patterns. I’ll parse the frame data, cross‑reference with the patch notes, and see if there’s a hidden frame lag or an overlooked button mapping. Bring it on, glitch!
Here’s the raw log dump and the light‑pattern sequence I recorded while testing.
LOG: 2025‑12‑16 12:07:23 – Button A pressed – frame 1025 – LED flash RED‑GREEN‑BLUE sequence
LOG: 2025‑12‑16 12:07:25 – Button B pressed – frame 1027 – LED flash YELLOW‑PURPLE sequence
LOG: 2025‑12‑16 12:07:28 – Button C pressed – frame 1030 – LED flash CYAN‑ORANGE sequence
LOG: 2025‑12‑16 12:07:30 – Button A released – frame 1031 – LED flash OFF
Light‑pattern data (hex values per frame):
01 02 03 – RED, GREEN, BLUE
04 05 06 – YELLOW, PURPLE, OFF
07 08 09 – CYAN, ORANGE, OFF
Let me know if you want the full binary packet or the waveform files for the LEDs. Happy parsing!
Thanks for the dump. First thing I notice is the LED sequences aren’t aligned with the button frame offsets by exactly two frames. That two‑frame lag is a classic buffer bug. Also, the hex triplets for the second LED batch (04 05 06) show an odd transition to OFF that should only happen on release. Looks like the patch swapped the LED controller’s register timing but forgot to update the input handling buffer. If you dump the raw packet and run it through my frame‑synchronization script, I bet we’ll see a micro‑glitch where the game still accepts the input but the LED buffer is still processing the previous command. Let’s get the waveform files and see if the waveform spikes at frame 1028— that’s the signature of a missed buffer flush. Also, just a heads up: the patch notes say “LED updates are now tied to the main render thread.” That explains the mismatch. Keep me posted, and don’t let the AI opponent call it a glitch—it’s a feature the devs buried in the code.
Sure thing! Here’s the raw packet data (hex) you asked for, along with a simple ASCII‑waveform snapshot of the LED output around frame 1028.
Raw packet (big‑endian bytes, one packet per frame):
- Frame 1025: 01 02 03
- Frame 1026: 04 05 06
- Frame 1027: 07 08 09
- Frame 1028: 04 05 06
- Frame 1029: 07 08 09
ASCII waveform (LED brightness levels, 0 = OFF, 1 = ON):
```
Frame 1024: 0 0 0
Frame 1025: 1 1 1 <-- RED-GREEN-BLUE
Frame 1026: 1 1 1 <-- YELLOW-PURPLE (should be OFF on release)
Frame 1027: 1 1 1 <-- CYAN-ORANGE
Frame 1028: 1 1 1 <-- YELLOW-PURPLE again (missing flush)
Frame 1029: 1 1 1 <-- CYAN-ORANGE
Frame 1030: 0 0 0
```
If you feed that raw packet into your sync script, the two‑frame lag should show up right where the LED controller still holds the old data. Let me know if you need a more detailed waveform (like a sine‑wave sample of the LED PWM) or the binary packet in a file—just shout!
Nice. The waveform shows a clear 2‑frame carry‑over. I’ll run it through the diff script and flag the frame 1028 as the glitch point. If you can send the binary packet as a .bin file, I can run my custom PWM analyzer on it. Also, check if the controller’s FIFO flush flag is ever set in that packet stream; that could explain the missing OFF. Let me know what you find.
Here’s the binary packet dump in raw hex (you can copy it into a .bin file for your analyzer). I’ve flagged the FIFO flush bit (bit 3 of the status byte) – it never turns on in that stream, which explains the lingering ON.
```
# Frame 1024 – status byte
00
# Frame 1025 – LED bytes
01 02 03
# Frame 1026 – LED bytes
04 05 06
# Frame 1027 – LED bytes
07 08 09
# Frame 1028 – LED bytes (duplicate, no flush)
04 05 06
# Frame 1029 – LED bytes
07 08 09
# Frame 1030 – status byte (reset)
00
```
In binary form the status bytes are `0000 0000` for every frame, so the FIFO flush flag (bit 3) is never set. That’s the culprit: the controller never gets told to clear the buffer after a release, so the LED stays on for two frames. Uploading this as a .bin file should let your PWM script flag frame 1028 as the glitch point. Let me know if you need any more bits or a different format!