diff --git a/Programs/CosmOS/Apps/Lander.asm b/Programs/CosmOS/Apps/Lander.asm index d8a8280..f32c704 100644 --- a/Programs/CosmOS/Apps/Lander.asm +++ b/Programs/CosmOS/Apps/Lander.asm @@ -1826,6 +1826,7 @@ touchdown: touchdownCrash: SETD.0 CrashedText touchdownStop: + CALL explode ; Before the verdict, so there is something to watch. ; ---- The view settled before anything is said ---- ; ; The console draws into the map, and the map is what is being scrolled - so a message @@ -2321,6 +2322,201 @@ putFlame: OUTA 0xE9 ; And no depth. RET +; ---- Coming apart, which is the only thing on this screen that is not a number ---- +; +; A crash used to be a line of text and a lander still sitting there in one piece. The verdict +; was the whole of it, and somebody watching a recording had to read the words to know what had +; happened - the same problem the flames were for. +; +; The lander goes and six pieces of it leave in a rough hexagon, at its own colour, for half a +; second. The world is not running while this happens: it is a loop of its own, so nothing has +; to know how to be half destroyed. +explode: + RSTA + CALL hideSprite ; The lander itself. + INIA 0x70 + CALL hideSprite + INIA 0x80 + CALL hideSprite ; And both flames, which would otherwise hang in the air. + + ; Every piece starts where the lander was. + RSTA + SETD.0 SparkAt + STA.0 + INIA 0d6 + SETD.0 SparkCount + STA.0 +explodeStart: + ; DP0 is what copyWord reads and DP1 what it writes, so the lander's place is DP0. Written + ; the other way round first, which copied the empty sparks OVER ShipX - and since that is + ; the view block, the lander's own column with it. + SETD.0 ShipX + SETD.1 Spark + SETD.2 SparkAt + LDA.2 + DPUA.1 + CALL copyWord + SETD.0 ShipTopLow + SETD.1 Spark + SETD.2 SparkAt + LDA.2 + INCA + INCA + DPUA.1 + CALL copyWord + SETD.0 SparkAt + LDA.0 + INIB 0d4 + CCF + ADD + STQ.0 + SETD.0 SparkCount + LDA.0 + DECA + STA.0 + BNA explodeStart + + INIA 0d48 + SETD.0 SparkLeft + STA.0 ; Getting on for a second, which is long enough to watch. +explodeFrame: + CALL waitFrame + RSTA + SETD.0 SparkAt + STA.0 + INIA 0x90 + SETD.0 SparkSlot + STA.0 + INIA 0d6 + SETD.0 SparkCount + STA.0 +explodeOne: + SETD.0 Spark + SETD.2 SparkAt + LDA.2 + DPUA.0 + SETD.1 SparkV + DPUA.1 + CALL addWord ; Across, by however fast this piece is going. + SETD.0 Spark + SETD.2 SparkAt + LDA.2 + INCA + INCA + DPUA.0 + SETD.1 SparkV + DPUA.1 + CALL addWord ; And down. + CALL putSpark + + SETD.0 SparkAt + LDA.0 + INIB 0d4 + CCF + ADD + STQ.0 + SETD.0 SparkSlot + LDA.0 + INIB 0x10 + CCF + ADD + STQ.0 + SETD.0 SparkCount + LDA.0 + DECA + STA.0 + BNA explodeOne + + SETD.0 SparkLeft + LDA.0 + DECA + STA.0 + BNA explodeFrame + + ; And away, or they would sit there under the verdict. + INIA 0x90 + SETD.0 SparkSlot + STA.0 + INIA 0d6 + SETD.0 SparkCount + STA.0 +explodeClear: + SETD.0 SparkSlot + LDA.0 + CALL hideSprite + SETD.0 SparkSlot + LDA.0 + INIB 0x10 + CCF + ADD + STQ.0 + SETD.0 SparkCount + LDA.0 + DECA + STA.0 + BNA explodeClear + RET + +; One piece, where the pointers say it now is. +putSpark: + INIA 0d4 + OUTA 0xE3 + INIA 0xC0 + OUTA 0xE4 + SETD.0 SparkSlot + LDA.0 + OUTA 0xE5 + INIA 0xC8 + OUTA 0xE9 ; The solid block, at two pixels by two. + INIA 0x03 + OUTA 0xE9 ; Yellow: it is the lander that is coming apart. + SETD.0 Spark + SETD.2 SparkAt + LDA.2 + DPUA.0 + LDA.0 + OUTA 0xE9 + INCD.0 + LDA.0 + OUTA 0xE9 + INCD.0 + LDA.0 + OUTA 0xE9 + INCD.0 + LDA.0 + OUTA 0xE9 ; Across and down, four bytes in a row of them. + INIA 0x11 + OUTA 0xE9 + RSTA + OUTA 0xE9 ; No flags. + INIA 0d2 + OUTA 0xE9 + RSTA + OUTA 0xE9 + INIA 0d2 + OUTA 0xE9 + RSTA + OUTA 0xE9 ; Two by two, which is a piece and not a lander. + OUTA 0xE9 ; And no depth. + RET + +; Byte six of a sprite is its size, and nought there is the off switch. +hideSprite: + SETD.0 HideSlot + STA.0 + INIA 0d4 + OUTA 0xE3 + INIA 0xC0 + OUTA 0xE4 + LDA.0 + INIB 0d6 + CCF + ADD + OUTQ 0xE5 + RSTA + OUTA 0xE9 + RET + ; ---- A key, or a button ---- ; ; Somebody flying on a controller should not have to reach for the keyboard to say "yes, I @@ -3437,6 +3633,30 @@ ShipTopLow: ShipTopHigh: 0x00 +; ---- Six pieces of lander, and where each is going ---- +; +; Interleaved, four bytes to a piece: where it is across, then where it is down. The speeds +; beside them are a rough hexagon, so it comes apart evenly rather than in a line. +Spark: + #Reserve 0d24 +SparkV: + 0x02 0x00 0x00 0x00 + 0x01 0x00 0x02 0x00 + 0xFF 0xFF 0x02 0x00 + 0xFE 0xFF 0x00 0x00 + 0xFF 0xFF 0xFE 0xFF + 0x01 0x00 0xFE 0xFF +SparkAt: + 0x00 +SparkSlot: + 0x00 +SparkCount: + 0x00 +SparkLeft: + 0x00 +HideSlot: + 0x00 + ; What a flame is being asked to be, before it is written out. FlameSlot: 0x00 diff --git a/Programs/CosmOS/README.md b/Programs/CosmOS/README.md index b597f9f..b9ed088 100644 --- a/Programs/CosmOS/README.md +++ b/Programs/CosmOS/README.md @@ -727,7 +727,7 @@ from every assembly file in it. Several are old programs written for the bare ma | Grid | The first program to use the screen as a screen. Redefines a tile above the font, fills all 128 map rows, and scrolls it diagonally a pixel at a time. | | Sprite | Moves a ball across the shell's own text, writing not one byte of the map to do it. It leaves the sprite in the table on the way out, because clearing them is the system's job - see below. | | Pad | Says what the controllers are doing, printing a line whenever one changes. It tells apart the three things that look identical from inside a game that is not responding: a pad nobody noticed, a pad mapped to nothing, and a mapping that is wrong. | -| Lander | Lunar Porter, rung one: a lander over a moon that wraps. Flown with a controller if there is one - a held thruster burns every tick it is held for - and with the arrow keys if there is not, where one press is one burn and that is the most the console can say. A bar at the bottom is the sideways drift, drawn as a sprite stretched to the speed - a moon has no air, so a drift never stops by itself and stopping one means cancelling it exactly, which is hard to do blind. It lands or crashes on arrival, and what decides is the speed at the moment it touches: gentler than three quarters of a pixel a frame downwards and half of one sideways, or it is a lander on its side. A fuel gauge sits in the window layer, where the moon turning underneath cannot scroll it away, and every thruster costs a unit of fuel every tick it fires. An empty tank is not an ending: it is a lander still flying that can no longer do anything about where. Four landing pads are carved into the moon after it is generated, levelled to whatever height their first column happened to have, and marked in cyan by an attribute rather than a tile of their own. The lander starts above one, because that is where a porter's day begins. Each pad is a base, told apart by the colour it is drawn in, and landing at one either loads cargo for the base across the moon or delivers what is aboard and pays eighty units of fuel. A landing is not an ending: the lander rests where it is until the throttle opens again, and A or Start says "read it" as readily as a key does. What a base says goes in the window rather than out of the console: the console draws into the map, so a message printed while flying is one the lander then flies over, and printing scrolls the whole world up a row. Opening the throttle wipes the line. Two bars read the speeds and are green while a landing would survive and red while it would not, so "can I put down" is a glance rather than a sum. A third runs up the left edge and is how much sky is under the lander, half a pixel of bar to a pixel of it; it reads nought the moment the lander is down, and it exists because the orbit takes the lander off the top of the screen and a panel that only works while the ground is in sight is no use above it. And gravity here is the pull MINUS the swing outwards, which is what makes an orbit rather than a one way trip: under four pixels a frame sideways the pull wins and the lander falls, over it the swing wins and the lander climbs, and at it they cancel and it circles. Falling buys sideways speed and climbing spends it - at a rate set by the product of the two, so the trade stops by itself as the sideways speed runs out - and that is the cycle: a fall carries the lander past orbital speed and becomes a climb, the climb pays it back and becomes a fall, periapse and apoapse, round and round. Orbital speed is marked on the drift bar, sixty four pixels either side of the middle, because a number nothing points at is folklore. Gravity never falls off and the moon wraps, so a circular orbit is the same length at any height and one orbital speed serves everywhere. There is a ceiling 192 pixels above the world's origin, which is the top of the wide view - it was sixty four while sixty four was all the sky a forty column screen had over the origin, which was a fact about the view rather than about the world. It pins rather than ends: leaving upward is recoverable, so the lander is held there and told so, and one sideways is spent every tick it tries to climb - without that the pin wiped the climb, the trade saw neither fall nor climb, and the speed pushing it up never changed. What kills you out here is running dry a long way from the ground. B, or z on the keyboard, swaps the screen between forty columns and eighty, which is the same map, the same cells and the same engine at half the size: nearly two thirds of the moon at once for the orbit, and twice as big for the landing. The twenty extra rows that buys go to the SKY and not to the moon - the wide view starts twenty four rows above the world's origin rather than at it, so the ground sits near the bottom and the whole flyable band is on the screen. Drawn down from the origin instead it was 71 per cent rock, which is a zoom that shows you more of the thing you cannot fly through. A lander at the ceiling is off the top of a forty column screen, which is where the orbit lives and why the altitude bar had to exist; zoomed out it is in the picture. And there is a station up there, twelve rows above the world's origin - about two thirds of the way from the ground to the ceiling, clear of work near the surface - going round at orbital speed - which needs no physics of its own, because a body at 64 sixteenths is exactly what a circular orbit IS under these rules, at any height, since gravity never falls off and the moon wraps. It is off the top of a forty column screen too, so it is somewhere to go that the zoom is needed to see. Docking it is landing on something that is moving: close enough, and slow enough RELATIVE TO THE STATION, or it is a wreck. Its speed is orbital speed, which is the number the marks on the drift bar point at, so the instrument for it was on the screen before there was anything to dock with. A dock pays eighty units of fuel and holds the lander a tile under the station until a thruster lets go, sliding it into line at half a pixel a frame rather than snapping - a dock is allowed eight pixels out either way, so putting the lander exactly in place the instant it took hold moved it a whole tile in one frame, right at the moment the player was being told they had been careful. It settles squarely under the port, which it did not used to: the lander is drawn from half a screen LESS HALF A TILE, because that is what centres it, and the station was drawn from half a screen exactly, so a perfectly flown dock still looked four pixels out. Getting there is a two burn manoeuvre and not a straight line: climbing SPENDS sideways speed, so a lander cannot rise while matched - it arrives slower than orbital every time, and has to raise the far side of its orbit and then circularise at the top. Which is also why it reads /lander.state if the disk has one: sixteen bytes of position, velocity, station, fuel and screen, laid straight over the numbers it would otherwise start with, so a rendezvous can be examined without flying one first. A disk without the file is the game as it always was. The buffer is a whole block wide because osFileRead lands a file in blocks of 256, and sixteen bytes of room for it wrote over everything that followed. A plume hangs off whichever side the engine is pushing from - under the lander to lift, over it to retro, and on the far side from the way it is being pushed sideways, since that is where the gas leaves. Every other reading here is a number drawn as a bar and all of them say what is happening TO the lander, so without this a watcher has to read gauges to work out that a thruster is even lit. It is drawn while the BUTTON IS HELD rather than while the engine fires: the engine fires one frame in ten, because that is the tick gravity is applied on, and a flame that honest is a fault lamp rather than a rocket. An empty tank draws none, and neither does the retro thruster on the ground, because in both cases the button really is doing nothing. Down is a retro thruster at half the strength of up - one sixteenth a tick against two, which is exactly gravity's own step, so it can stop a climb and hurry a descent and can never turn a landing approach into a crash faster than letting go would. Arresting a rise otherwise meant a sideways burn and a wait for the orbit to come round, which is how a rendezvous really is flown and a lot to ask of somebody who has not flown one. It does nothing at all to a lander on the ground, which is not politeness: touchdown has already had its say and will not speak again, so without that guard a landed lander holding it goes straight through the moon. | +| Lander | Lunar Porter, rung one: a lander over a moon that wraps. Flown with a controller if there is one - a held thruster burns every tick it is held for - and with the arrow keys if there is not, where one press is one burn and that is the most the console can say. A bar at the bottom is the sideways drift, drawn as a sprite stretched to the speed - a moon has no air, so a drift never stops by itself and stopping one means cancelling it exactly, which is hard to do blind. It lands or crashes on arrival, and what decides is the speed at the moment it touches: gentler than three quarters of a pixel a frame downwards and half of one sideways, or it is a lander on its side. A fuel gauge sits in the window layer, where the moon turning underneath cannot scroll it away, and every thruster costs a unit of fuel every tick it fires. An empty tank is not an ending: it is a lander still flying that can no longer do anything about where. Four landing pads are carved into the moon after it is generated, levelled to whatever height their first column happened to have, and marked in cyan by an attribute rather than a tile of their own. The lander starts above one, because that is where a porter's day begins. Each pad is a base, told apart by the colour it is drawn in, and landing at one either loads cargo for the base across the moon or delivers what is aboard and pays eighty units of fuel. A landing is not an ending: the lander rests where it is until the throttle opens again, and A or Start says "read it" as readily as a key does. What a base says goes in the window rather than out of the console: the console draws into the map, so a message printed while flying is one the lander then flies over, and printing scrolls the whole world up a row. Opening the throttle wipes the line. Two bars read the speeds and are green while a landing would survive and red while it would not, so "can I put down" is a glance rather than a sum. A third runs up the left edge and is how much sky is under the lander, half a pixel of bar to a pixel of it; it reads nought the moment the lander is down, and it exists because the orbit takes the lander off the top of the screen and a panel that only works while the ground is in sight is no use above it. And gravity here is the pull MINUS the swing outwards, which is what makes an orbit rather than a one way trip: under four pixels a frame sideways the pull wins and the lander falls, over it the swing wins and the lander climbs, and at it they cancel and it circles. Falling buys sideways speed and climbing spends it - at a rate set by the product of the two, so the trade stops by itself as the sideways speed runs out - and that is the cycle: a fall carries the lander past orbital speed and becomes a climb, the climb pays it back and becomes a fall, periapse and apoapse, round and round. Orbital speed is marked on the drift bar, sixty four pixels either side of the middle, because a number nothing points at is folklore. Gravity never falls off and the moon wraps, so a circular orbit is the same length at any height and one orbital speed serves everywhere. There is a ceiling 192 pixels above the world's origin, which is the top of the wide view - it was sixty four while sixty four was all the sky a forty column screen had over the origin, which was a fact about the view rather than about the world. It pins rather than ends: leaving upward is recoverable, so the lander is held there and told so, and one sideways is spent every tick it tries to climb - without that the pin wiped the climb, the trade saw neither fall nor climb, and the speed pushing it up never changed. What kills you out here is running dry a long way from the ground. B, or z on the keyboard, swaps the screen between forty columns and eighty, which is the same map, the same cells and the same engine at half the size: nearly two thirds of the moon at once for the orbit, and twice as big for the landing. The twenty extra rows that buys go to the SKY and not to the moon - the wide view starts twenty four rows above the world's origin rather than at it, so the ground sits near the bottom and the whole flyable band is on the screen. Drawn down from the origin instead it was 71 per cent rock, which is a zoom that shows you more of the thing you cannot fly through. A lander at the ceiling is off the top of a forty column screen, which is where the orbit lives and why the altitude bar had to exist; zoomed out it is in the picture. And there is a station up there, twelve rows above the world's origin - about two thirds of the way from the ground to the ceiling, clear of work near the surface - going round at orbital speed - which needs no physics of its own, because a body at 64 sixteenths is exactly what a circular orbit IS under these rules, at any height, since gravity never falls off and the moon wraps. It is off the top of a forty column screen too, so it is somewhere to go that the zoom is needed to see. Docking it is landing on something that is moving: close enough, and slow enough RELATIVE TO THE STATION, or it is a wreck. Its speed is orbital speed, which is the number the marks on the drift bar point at, so the instrument for it was on the screen before there was anything to dock with. A dock pays eighty units of fuel and holds the lander a tile under the station until a thruster lets go, sliding it into line at half a pixel a frame rather than snapping - a dock is allowed eight pixels out either way, so putting the lander exactly in place the instant it took hold moved it a whole tile in one frame, right at the moment the player was being told they had been careful. It settles squarely under the port, which it did not used to: the lander is drawn from half a screen LESS HALF A TILE, because that is what centres it, and the station was drawn from half a screen exactly, so a perfectly flown dock still looked four pixels out. Getting there is a two burn manoeuvre and not a straight line: climbing SPENDS sideways speed, so a lander cannot rise while matched - it arrives slower than orbital every time, and has to raise the far side of its orbit and then circularise at the top. Which is also why it reads /lander.state if the disk has one: sixteen bytes of position, velocity, station, fuel and screen, laid straight over the numbers it would otherwise start with, so a rendezvous can be examined without flying one first. A disk without the file is the game as it always was. The buffer is a whole block wide because osFileRead lands a file in blocks of 256, and sixteen bytes of room for it wrote over everything that followed. A crash takes the lander apart: it goes, and six pieces of it leave in a rough hexagon at its own colour for about a second before the verdict is said. It used to be a line of text and a lander still sitting there in one piece, so a watcher had to read the words to know what had happened. The world is not running while that plays - it is a loop of its own, so nothing else has to know how to be half destroyed. A plume hangs off whichever side the engine is pushing from - under the lander to lift, over it to retro, and on the far side from the way it is being pushed sideways, since that is where the gas leaves. Every other reading here is a number drawn as a bar and all of them say what is happening TO the lander, so without this a watcher has to read gauges to work out that a thruster is even lit. It is drawn while the BUTTON IS HELD rather than while the engine fires: the engine fires one frame in ten, because that is the tick gravity is applied on, and a flame that honest is a fault lamp rather than a rocket. An empty tank draws none, and neither does the retro thruster on the ground, because in both cases the button really is doing nothing. Down is a retro thruster at half the strength of up - one sixteenth a tick against two, which is exactly gravity's own step, so it can stop a climb and hurry a descent and can never turn a landing approach into a crash faster than letting go would. Arresting a rise otherwise meant a sideways burn and a wait for the orbit to come round, which is how a rendezvous really is flown and a lot to ask of somebody who has not flown one. It does nothing at all to a lander on the ground, which is not politeness: touchdown has already had its say and will not speak again, so without that guard a landed lander holding it goes straight through the moon. | | Depth | Four pillars at four distances and a ball walking past them, behind the near ones and in front of the far ones. The ball is sprite nought and every pillar is numbered after it, so table order puts it in front of all four - what actually decides is the depth buffer, asked a column at a time. | | Flip | Draws a whole screen into the bank that is not being shown, waits, and then shows it in one byte out of one port. It writes nothing else at all - not a tile, not a colour - so it does not ask for the screen to be saved, and the line it printed is still there when it comes back. It deliberately does not put the displayed screen back either, because that is the system's to restore: a program that faulted while flipped could not have. | | Edit | A line editor. | diff --git a/Tests/expected/cosmosCrossDisk.out b/Tests/expected/cosmosCrossDisk.out index 0f0e3cb..980d09d 100644 --- a/Tests/expected/cosmosCrossDisk.out +++ b/Tests/expected/cosmosCrossDisk.out @@ -25,7 +25,7 @@ Mode.sbx 48 Flip.sbx 173 Sprite.sbx 442 Depth.sbx 672 -Lander.sbx 7477 +Lander.sbx 7913 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/expected/cosmosDrives.out b/Tests/expected/cosmosDrives.out index 33daceb..9876c81 100644 --- a/Tests/expected/cosmosDrives.out +++ b/Tests/expected/cosmosDrives.out @@ -15,7 +15,7 @@ Mode.sbx 48 Flip.sbx 173 Sprite.sbx 442 Depth.sbx 672 -Lander.sbx 7477 +Lander.sbx 7913 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/expected/cosmosFault.out b/Tests/expected/cosmosFault.out index 7595b34..45422eb 100644 --- a/Tests/expected/cosmosFault.out +++ b/Tests/expected/cosmosFault.out @@ -32,7 +32,7 @@ Mode.sbx 48 Flip.sbx 173 Sprite.sbx 442 Depth.sbx 672 -Lander.sbx 7477 +Lander.sbx 7913 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/expected/cosmosFlip.out b/Tests/expected/cosmosFlip.out index 6466f8b..663ab45 100644 --- a/Tests/expected/cosmosFlip.out +++ b/Tests/expected/cosmosFlip.out @@ -22,7 +22,7 @@ Mode.sbx 48 Flip.sbx 173 Sprite.sbx 442 Depth.sbx 672 -Lander.sbx 7477 +Lander.sbx 7913 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/expected/cosmosGrid.out b/Tests/expected/cosmosGrid.out index 63970ef..a723055 100644 --- a/Tests/expected/cosmosGrid.out +++ b/Tests/expected/cosmosGrid.out @@ -22,7 +22,7 @@ Mode.sbx 48 Flip.sbx 173 Sprite.sbx 442 Depth.sbx 672 -Lander.sbx 7477 +Lander.sbx 7913 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/expected/cosmosMonitor.out b/Tests/expected/cosmosMonitor.out index 4b37a85..777df55 100644 --- a/Tests/expected/cosmosMonitor.out +++ b/Tests/expected/cosmosMonitor.out @@ -108,7 +108,7 @@ Mode.sbx 48 Flip.sbx 173 Sprite.sbx 442 Depth.sbx 672 -Lander.sbx 7477 +Lander.sbx 7913 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/expected/cosmosMonitorRun.out b/Tests/expected/cosmosMonitorRun.out index 1f67db6..1b7f228 100644 --- a/Tests/expected/cosmosMonitorRun.out +++ b/Tests/expected/cosmosMonitorRun.out @@ -27,7 +27,7 @@ Mode.sbx 48 Flip.sbx 173 Sprite.sbx 442 Depth.sbx 672 -Lander.sbx 7477 +Lander.sbx 7913 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/expected/cosmosRun.out b/Tests/expected/cosmosRun.out index fe74272..f56b5e5 100644 --- a/Tests/expected/cosmosRun.out +++ b/Tests/expected/cosmosRun.out @@ -15,7 +15,7 @@ Mode.sbx 48 Flip.sbx 173 Sprite.sbx 442 Depth.sbx 672 -Lander.sbx 7477 +Lander.sbx 7913 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/expected/cosmosSlowDisk.out b/Tests/expected/cosmosSlowDisk.out index 45d4e36..e2ea9a7 100644 --- a/Tests/expected/cosmosSlowDisk.out +++ b/Tests/expected/cosmosSlowDisk.out @@ -13,7 +13,7 @@ Mode.sbx 48 Flip.sbx 173 Sprite.sbx 442 Depth.sbx 672 -Lander.sbx 7477 +Lander.sbx 7913 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/expected/cosmosSprite.out b/Tests/expected/cosmosSprite.out index f90f0ab..06fee6a 100644 --- a/Tests/expected/cosmosSprite.out +++ b/Tests/expected/cosmosSprite.out @@ -22,7 +22,7 @@ Mode.sbx 48 Flip.sbx 173 Sprite.sbx 442 Depth.sbx 672 -Lander.sbx 7477 +Lander.sbx 7913 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/video.sh b/Tests/video.sh index 904bbe5..ea4f7a2 100755 --- a/Tests/video.sh +++ b/Tests/video.sh @@ -2603,6 +2603,64 @@ EOT && result ok "and an empty tank draws none at all" "the button is doing nothing, and shows it" \ || result no "and an empty tank draws none at all" "$FDRY with a dry tank" +# ---- Coming apart ---- +# +# A crash used to be a line of text and a lander still sitting there in one piece: the verdict +# was the whole of it, and somebody watching a recording had to read the words to know what had +# happened. The lander goes now, and six pieces of it leave in a rough hexagon at its own +# colour for about a second. +# +# THE SPREAD is what is measured, not the count. Two of the six leave the top of the screen on +# the way, so the count drops from twenty four to sixteen - which is correct and would make an +# exact count a check that breaks the day the lander crashes somewhere else. How far apart they +# have got only ever goes up. +# +# The animation runs about 45 frames from the crash, which here lands between 1.05 and 1.85 +# million cycles; the samples sit at 1.2 and 1.6. If this ever fails, check that window before +# believing the code is broken. +python3 -c " +import struct +# Well above the ground and coming down far too fast to survive it. +open('$BUILD/crash.state','wb').write(struct.pack(' /dev/null +for when in 1200000 1600000 2200000; do + timeout 60 "$EMU" --fast --cycles $when --keyboard "$BUILD/fly.keys" \ + --pad "$BUILD/none.pad" --screen "$BUILD/burst$when.ppm" \ + --disk "$BUILD/crash.img" --ram-disk 2048 \ + "$BUILD/cosmos.bin" > "$BUILD/burst$when.out" 2>&1 || true +done +read -r EARLYBITS EARLYWIDE LATEBITS LATEWIDE AFTERBITS </dev/null || echo "0 0 0 0 -1") +EOT +# Forty pixels in one eight wide block is the lander; anything else in its colour is what is +# left of it. Both samples have to have SOMETHING, or the next check compares two nothings. +[ "$EARLYBITS" -gt 0 ] && [ "$EARLYBITS" != "40" ] && [ "$LATEBITS" -gt 0 ] \ + && result ok "a crash breaks the lander into pieces" "$EARLYBITS pixels of it, not the forty it was" \ + || result no "a crash breaks the lander into pieces" "$EARLYBITS early, $LATEBITS later" +[ "$LATEWIDE" -gt "$EARLYWIDE" ] \ + && result ok "and they carry on outwards" "$EARLYWIDE pixels apart, then $LATEWIDE" \ + || result no "and they carry on outwards" "$EARLYWIDE pixels apart, then $LATEWIDE" +# And they are gone by the time the verdict is up, rather than hanging over the words. +[ "$AFTERBITS" = "0" ] && grep -q "Crashed" "$BUILD/burst2200000.out" \ + && result ok "and are gone before the verdict" "nothing left over the words" \ + || result no "and are gone before the verdict" "$AFTERBITS pixels still there" + # ---- Clearing puts the cursor back at the top ---- # # A screen with nothing on it and a cursor half way down it is not a cleared screen. This