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Controls and Settings
There is no verified release yet. These mappings and menu contracts are implemented and tested at source level, but the complete PocketOS 2.6.0 Pocket and Dock experience still requires physical acceptance.
Control Layout decides how Pocket's face and shoulder buttons map to the WonderSwan button matrix. Auto follows the running game's native orientation. Horizontal and Vertical keep the chosen button arrangement even if a game changes orientation. This setting changes controls only: the D-pad continues to follow the game's native directional matrix, and the screen does not rotate.
| Pocket or Dock control | Horizontal layout | Vertical layout |
|---|---|---|
| D-pad | Game-native directions | Game-native directions |
| A | A | X3 |
| B | B | X4 |
| X | Y3 | X2 |
| Y | Y4 | X1 |
| L | Y1 | A |
| R | Y2 | B |
Start (+) |
Start | Start |
Select (-) |
Fast Forward | Fast Forward |
Pocket's built-in controls and a Dock controller use this same Player 1 digital mapping. Swan Song consumes APF's host-normalized Pocket, digital Dock, and analog Dock gamepad packets; it does not enumerate USB HID devices itself. Therefore, a wired or wireless gamepad must first be supported and recognized by Analogue OS and the Dock. The core cannot truthfully promise compatibility with every USB gamepad. Controllers in P2-P4, keyboards, and mice are not gameplay inputs for this single-player core. For analog-capable Dock packets, Swan Song consumes only the digital button word; Analogue OS decides whether a particular analog stick is translated into D-pad input. Representative wired and wireless Dock-controller coverage remains a physical acceptance gate.
The documentation boundary is preserved here in the wording used by the project's technical contract.
Analogue's current developer pages describe the
input.json Controls UI as read-only.
official Pocket firmware 2.4 notes separately say beta Dock remapping applies to all four controllers.
Firmware 2.6.0 Pocket and Dock hardware observation is the acceptance gate.
Swan Song therefore declares useful labels and defaults
without promising whether PocketOS will offer editing, apply a remap, or
persist it. The researched contract and hardware matrix are in
FIRST_CLASS_INPUT_DOCK.md.
Hold Select for temporary 2.5× speed, or tap it to latch Fast Forward until the
next press. Dock controllers without a dedicated menu button may use a
PocketOS Select + Down menu chord. Swan Song uses PocketOS's focus notification
to block physical gameplay input and clear Fast Forward as the menu opens. It
requires a fresh valid neutral Pocket or Dock gamepad packet before controls
are rearmed, so a held menu chord cannot leak back into the game. This guard
is independent from Swan Song's menu-pause path: the held 00B0 focus level
pauses the emulated console, then menu exit resumes it even if controls are still
waiting for neutral rearm. Cartridge RTC wall time continues while paused. This
is a Swan Song product choice—Analogue permits a core to ignore 00B0 for
compatibility—not a requirement imposed on every openFPGA core. The exact
notification/PAD ordering, audio, display, and resume behavior on current
firmware remain physical Pocket/Dock tests.
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System Type (reset):
Auto,WonderSwan, orWonderSwan Color. Auto follows cartridge metadata. Changing this option requires a reset. -
Control Layout:
Autofollows the game's native orientation;HorizontalorVerticalkeeps that face/shoulder-button arrangement. This does not rotate the picture or change the D-pad's native matrix. -
CPU Turbo: allows extra emulated CPU work per frame and can reduce some
software slowdowns. It is an optional behavior change, not an accuracy
requirement.
PocketChallenge v2 is intentionally not listed because its distinct machine
behavior and
.pc2launch path are not implemented.
All nine persistent settings use Analogue's documented read/write Interact behavior. PocketOS writes a choice before Reset Exit, and Swan Song reads the requested value back at the same BRIDGE address so the menu can reflect the core's state. For System Type (reset), readback intentionally reports the requested menu choice; the active Auto-resolved model does not replace that choice. Quit/relaunch persistence and Reset all to defaults remain physical Pocket acceptance tests.
- Triple Buffer: shows only complete frames, preventing producer/scanout tearing at the cost of buffered delivery and unavoidable skipped native frames. Off uses the lower-latency direct path and may tear.
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Motion / LCD Response:
Offshows the newest sample.2-Frame Blendretains the familiar two-frame blend.Persistenceuses a finite 50/25/25 history model inspired by ares.Complete Frames 60.9Hzchanges only the Pocket output cadence and, once priming completes, uses the newest completed frame. On a direct-to-buffered change, the live/direct picture remains visible for one producer-frame priming interval and retains the direct path's tearing risk; the steady-state complete-frame guarantee begins with the first completed buffered frame. It does not speed up the game, interpolate frames, emulate an LCD, or guarantee lower latency. All three non-Off choices request completed-frame buffering even when Triple Buffer is off. Standard remains the default; the 60.9 Hz option is experimental until Pocket and Dock verification is complete. - Display Orientation: selects Pocket scaler presentation independently of the game's native input orientation.
- Landscape 180°: rotates landscape presentation by 180 degrees. It is not a mirror and does not remap controls.
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Color Profile:
Raw RGB444is the neutral default.Color LCD (ares)is a reproducible optional cross-channel matrix based on a pinned ares implementation; it is not advertised as measured panel calibration.
The exact cadence and buffering math are documented in Frame delivery engineering. The evidence and limitations behind the color and persistence options are in the screen-authenticity contract.
- Audio in Fast Forward: when enabled, sound continues while Fast Forward is active. The normal output target is signed stereo at 48 kHz.