# gbarecomp-keyinput-v1
# frame,keyinput_active_low
# Control test A: identical menu navigation to new-game.keyinput.txt, then HOLD RIGHT
# from frame 12000 to the end of the run. Pair this with gameplay-idle.keyinput.txt:
# the two files differ by exactly one line, so any pixel difference in the frames
# captured at the same frame number is caused by host input reaching the game.
# GBA KEYINPUT is ACTIVE LOW: 0x03FF = nothing held, bit4 = RIGHT.
5300,0x03F7
5308,0x03FF
5800,0x03FE
5808,0x03FF
6600,0x03FE
6608,0x03FF
7400,0x03FE
7408,0x03FF
8200,0x03EF
8208,0x03FF
8600,0x03EF
8608,0x03FF
9000,0x03FE
9008,0x03FF
10000,0x03FE
10008,0x03FF
11000,0x03FE
11008,0x03FF
# RIGHT held from 12000; UP tapped for 8 frames every 100 frames (door probe)
12000,0x03EF
12050,0x03AF
12058,0x03EF
12150,0x03AF
12158,0x03EF
12250,0x03AF
12258,0x03EF
12350,0x03AF
12358,0x03EF
12450,0x03AF
12458,0x03EF
12550,0x03AF
12558,0x03EF
12650,0x03AF
12658,0x03EF
12750,0x03AF
12758,0x03EF
12850,0x03AF
12858,0x03EF
12950,0x03AF
12958,0x03EF
13050,0x03AF
13058,0x03EF
13150,0x03AF
13158,0x03EF
13250,0x03AF
13258,0x03EF
13350,0x03AF
13358,0x03EF
13450,0x03AF
13458,0x03EF
