From 5e85356245364a73b8e3daefbe0e9c1c1270eb8b Mon Sep 17 00:00:00 2001 From: Anachronaut Date: Fri, 4 Sep 2026 18:30:17 -0400 Subject: [PATCH] Every thruster that catches pops, not only the first A pilot already burning upwards who then adds a sideways thruster has lit an engine, and that is what an engine lighting sounds like. So what is watched is now the SET of thrusters rather than whether any of them is lit: the bits on now that were not on before, which is an exclusive or and an and and no comparison at all. The rumble still asks the old question, because it is the right question for it - struck when the first lights and not again until every one has gone out. Restriking it when a second joins would start its attack over, which is a stutter rather than an engine, so it keeps a flag of its own. Pitches are as tuned by ear: 36 for the pop, 60 for the rumble. Checked by two flights of the same length, one thruster held throughout against one that gains a second in the middle. The rumble is identical in both, so the whole of the difference is the extra pop: peak 11,452 against 15,540, and the recordings diverge at 3.19 seconds, which is the frame the second thruster lights. --- Programs/CosmOS/Apps/Lander.asm | 94 +++++++++++++++++++++-------- Programs/CosmOS/README.md | 2 +- Tests/expected/cosmosCrossDisk.out | 2 +- Tests/expected/cosmosDrives.out | 2 +- Tests/expected/cosmosFault.out | 2 +- Tests/expected/cosmosFlip.out | 2 +- Tests/expected/cosmosGrid.out | 2 +- Tests/expected/cosmosMonitor.out | 2 +- Tests/expected/cosmosMonitorRun.out | 2 +- Tests/expected/cosmosRun.out | 2 +- Tests/expected/cosmosSlowDisk.out | 2 +- Tests/expected/cosmosSprite.out | 2 +- Tests/video.sh | 33 +++++++++- 13 files changed, 111 insertions(+), 38 deletions(-) diff --git a/Programs/CosmOS/Apps/Lander.asm b/Programs/CosmOS/Apps/Lander.asm index 07bf8d4..24cee7a 100644 --- a/Programs/CosmOS/Apps/Lander.asm +++ b/Programs/CosmOS/Apps/Lander.asm @@ -2817,40 +2817,72 @@ putThrust: ; tank is a pilot doing nothing. What is watched is the edge - a rumble restruck every frame ; would never get past its own attack, and a bang struck every frame is a buzz. thrustSound: + ; ---- WHICH thrusters are lit, not merely whether any is ---- + ; + ; Kept as the set of them, because the two sounds want different questions asked of it: the + ; pop is about each engine and the rumble is about all of them together. SETD.0 Fuel LDA.0 - BRA thrustOut + BRA thrustNoneLit SETD.0 Held LDA.0 INIB 0x0F AND - BRQ thrustOut - INIA 0x01 - BRI thrustNow -thrustOut: + MVQA + BRI thrustHaveSet +thrustNoneLit: RSTA -thrustNow: +thrustHaveSet: + SETD.0 ThrustNow + STA.0 + + ; ---- A pop for every thruster that has just caught ---- + ; + ; Not for the first one only. A pilot already burning upwards who then adds a sideways + ; thruster has lit an engine, and that is what an engine lighting sounds like - so what is + ; wanted is the bits that are on NOW and were not before, rather than "was anything on". + ; + ; What changed is an exclusive or, and of those the ones lit now is an and, which is two + ; instructions and no comparison at all. SETD.1 ThrustWas LDB.1 - STA.1 ; Now becomes what "last frame" means next time round. - CCF - SUB - BRQ thrustDone ; The same as last frame, so nothing has lit or gone out. - LDA.1 - BRA thrustStopped - + XOR + MVQB + AND + BRQ thrustNoPop ; Nothing newly lit, whatever else is still burning. RSTA OUTA 0x41 - INIA 0d48 - OUTA 0x44 ; The bang of it catching. - INIA 0x01 - OUTA 0x41 INIA 0d36 - OUTA 0x44 ; And the rumble under it, which is held. - RET -thrustStopped: - CALL hushThrust -thrustDone: + OUTA 0x44 ; The bang of it catching. +thrustNoPop: + + ; ---- And the rumble, which is about all of them at once ---- + ; + ; Struck when the first lights and not again until every one has gone out. Restriking it + ; when a second thruster joins would start its attack over, which is a stutter rather than + ; an engine. + SETD.0 ThrustNow + LDA.0 + BRA thrustAllOut + SETD.0 Rumbling + LDA.0 + BNA thrustRemember ; Already running, and it should simply keep running. + INIA 0x01 + STA.0 + OUTA 0x41 + INIA 0d60 + OUTA 0x44 ; Held, until the gate comes up. + BRI thrustRemember +thrustAllOut: + SETD.0 Rumbling + LDA.0 + BRA thrustRemember ; Already quiet. + CALL hushRumble +thrustRemember: + SETD.0 ThrustNow + LDA.0 + SETD.1 ThrustWas + STA.1 ; Now becomes what "last frame" means next time round. RET ; ---- The rumble stopped, wherever the stopping is happening ---- @@ -2863,11 +2895,19 @@ thrustDone: ; Forgetting last frame with it, so that a thruster still held when the waiting ends counts as ; lighting again rather than as never having stopped. hushThrust: + CALL hushRumble + RSTA + SETD.0 ThrustWas + STA.0 ; And nothing was lit, so anything still held counts as new. + RET + +; The held note stopped, wherever the stopping is happening. +hushRumble: INIA 0x01 OUTA 0x41 RSTA OUTA 0x45 ; The gate up is the only thing that ends a held note. - SETD.0 ThrustWas + SETD.0 Rumbling STA.0 RET @@ -3841,9 +3881,15 @@ PendNote: 0x00 PendIn: 0x00 -; Whether a thruster was lit last frame, since only the changes are worth a sound. +; Which thrusters were lit last frame and which are now, since only the changes are worth a +; sound - and which ones they are, not merely how many. ThrustWas: 0x00 +ThrustNow: + 0x00 +; Whether the held rumble is running, which is a different question from any of the above. +Rumbling: + 0x00 ; Whether the quarter tank warning has been given since the last time it was filled. AlarmSaid: 0x00 diff --git a/Programs/CosmOS/README.md b/Programs/CosmOS/README.md index 3ccb8d1..fe2c12f 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. It turns from green to red at a quarter of a tank, and a warning sounds ONCE on the way down through it - once, because a lander is at its most careful in the last seconds before it touches and something repeating in its ear through that is a distraction rather than a warning. Filling up at a base allows it again. The sound is the moment it happened and the colour is how things stand, and both come off the same number so they cannot disagree. 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 landing kicks up dust, sideways and up off the lander's feet, because that is where kicked dust goes and there is ground in the way of the rest of it. Letting go of the station vents gas instead, evenly in every direction, since nothing is in the way of a docking port - and that one does NOT stop the world the way the others do, because it goes off on the frame a thruster is pressed and freezing then would be felt as the controls sticking. There is none on docking: a dock is a catch and not a touchdown, and there is nothing under it to kick. A lander also has to get two tiles clear of the station before it can take hold of it again, because a docked one sits exactly one tile under it - so letting go upwards docked it straight back on, took the fuel again, and sat waiting to be told the message had been read. A thruster bangs when it lights and rumbles while it burns, and the rumble is a HELD note: its gate goes down when one lights and does not come up until every one is out - or until anything stops to wait, because a held note outlives the loop that was holding it and landing on the thruster used to leave it roaring under the verdict. Arriving somewhere latches two notes quickly, middle C then the C above for taking hold of the station and the same pair reversed for letting go, two octaves lower for the ground. The second note is pending rather than played, since at an undocking the pilot is mid-burn and stopping the world for an eighth of a second would be felt as the controls sticking. Four channels for five sounds: the bang and the latch share one, because a lander arriving either arrives or does not and a crash ends the run outright. A crash also makes a noise, which was the first sound this game had, and it is a TRIGGERED voice - struck once and then playing its own length, so nothing has to come back and end it. That the program says so rather than the patch is deliberate: the patch decides what the bang sounds like and the program decides that it is a bang. It is noise through a low pass that the modulation envelope shuts as the level falls, so the bright part is only at the front and it is a boom rather than a hiss. The instrument is built at startup the way the tiles are, because a patch is twenty odd writes and a note is two - which is what the selector and value registers are for. It plays on channel THREE: effects count down from the top so that music, if it ever arrives, can take nought and count up and the two never have to negotiate. 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. | +| 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. It turns from green to red at a quarter of a tank, and a warning sounds ONCE on the way down through it - once, because a lander is at its most careful in the last seconds before it touches and something repeating in its ear through that is a distraction rather than a warning. Filling up at a base allows it again. The sound is the moment it happened and the colour is how things stand, and both come off the same number so they cannot disagree. 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 landing kicks up dust, sideways and up off the lander's feet, because that is where kicked dust goes and there is ground in the way of the rest of it. Letting go of the station vents gas instead, evenly in every direction, since nothing is in the way of a docking port - and that one does NOT stop the world the way the others do, because it goes off on the frame a thruster is pressed and freezing then would be felt as the controls sticking. There is none on docking: a dock is a catch and not a touchdown, and there is nothing under it to kick. A lander also has to get two tiles clear of the station before it can take hold of it again, because a docked one sits exactly one tile under it - so letting go upwards docked it straight back on, took the fuel again, and sat waiting to be told the message had been read. A thruster bangs when it lights and rumbles while it burns, and EVERY thruster that catches bangs - a pilot already burning upwards who then adds a sideways one has lit an engine, so what is watched is which of them are lit rather than whether any is. The rumble is struck once and runs until every one is out, since restriking it when a second joins would start its attack over, which is a stutter rather than an engine, and the rumble is a HELD note: its gate goes down when one lights and does not come up until every one is out - or until anything stops to wait, because a held note outlives the loop that was holding it and landing on the thruster used to leave it roaring under the verdict. Arriving somewhere latches two notes quickly, middle C then the C above for taking hold of the station and the same pair reversed for letting go, two octaves lower for the ground. The second note is pending rather than played, since at an undocking the pilot is mid-burn and stopping the world for an eighth of a second would be felt as the controls sticking. Four channels for five sounds: the bang and the latch share one, because a lander arriving either arrives or does not and a crash ends the run outright. A crash also makes a noise, which was the first sound this game had, and it is a TRIGGERED voice - struck once and then playing its own length, so nothing has to come back and end it. That the program says so rather than the patch is deliberate: the patch decides what the bang sounds like and the program decides that it is a bang. It is noise through a low pass that the modulation envelope shuts as the level falls, so the bright part is only at the front and it is a boom rather than a hiss. The instrument is built at startup the way the tiles are, because a patch is twenty odd writes and a note is two - which is what the selector and value registers are for. It plays on channel THREE: effects count down from the top so that music, if it ever arrives, can take nought and count up and the two never have to negotiate. 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 a37e263..6b1c050 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 9168 +Lander.sbx 9220 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/expected/cosmosDrives.out b/Tests/expected/cosmosDrives.out index c443ddb..6157e6a 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 9168 +Lander.sbx 9220 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/expected/cosmosFault.out b/Tests/expected/cosmosFault.out index 83c8525..28f5bfd 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 9168 +Lander.sbx 9220 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/expected/cosmosFlip.out b/Tests/expected/cosmosFlip.out index 8d49060..b808c15 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 9168 +Lander.sbx 9220 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/expected/cosmosGrid.out b/Tests/expected/cosmosGrid.out index 018685a..92a7f4b 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 9168 +Lander.sbx 9220 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/expected/cosmosMonitor.out b/Tests/expected/cosmosMonitor.out index 9c6b5fc..3b58319 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 9168 +Lander.sbx 9220 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/expected/cosmosMonitorRun.out b/Tests/expected/cosmosMonitorRun.out index 369240b..6d78e30 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 9168 +Lander.sbx 9220 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/expected/cosmosRun.out b/Tests/expected/cosmosRun.out index fb798c4..1cfccd6 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 9168 +Lander.sbx 9220 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/expected/cosmosSlowDisk.out b/Tests/expected/cosmosSlowDisk.out index bbf0a86..cb1da76 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 9168 +Lander.sbx 9220 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/expected/cosmosSprite.out b/Tests/expected/cosmosSprite.out index 4ea87ad..12f5e5d 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 9168 +Lander.sbx 9220 Pad.sbx 264 Crash.sbx 632 vars.script 50 diff --git a/Tests/video.sh b/Tests/video.sh index beb4f75..8524bc7 100755 --- a/Tests/video.sh +++ b/Tests/video.sh @@ -2737,6 +2737,25 @@ timeout 60 "$EMU" --fast --cycles 12000000 --keyboard "$BUILD/fly.keys" \ --pad "$BUILD/hold.pad" --sound "$BUILD/hold.raw" \ --disk "$BUILD/high.img" --ram-disk 2048 \ "$BUILD/cosmos.bin" > "$BUILD/hold.out" 2>&1 || true +# ---- Every thruster that catches pops, not only the first ---- +# +# A pilot already burning upwards who then adds a sideways thruster has lit an engine, and +# that is what an engine lighting sounds like. So what is watched is the SET of them: the bits +# on now that were not on before, which is an exclusive or and an and. "Was anything on" is a +# different and poorer question. +# +# Two flights of the same length: one thruster held throughout, against one that gains a +# second in the middle and loses it again. The rumble is identical in both - it is struck once +# and runs until everything is out - so the whole of the difference is the extra pop. +python3 -c "open('$BUILD/onethruster.pad','wb').write(b'\x00' * 130 + b'\x08' * 180 + b'\x00' * 20000)" +python3 -c "open('$BUILD/twothrusters.pad','wb').write(b'\x00' * 130 + b'\x08' * 60 + b'\x0A' * 60 + b'\x08' * 60 + b'\x00' * 20000)" +for view in onethruster twothrusters; do + timeout 60 "$EMU" --fast --cycles 12000000 --keyboard "$BUILD/fly.keys" \ + --pad "$BUILD/$view.pad" --sound "$BUILD/$view.raw" \ + --disk "$BUILD/high.img" --ram-disk 2048 \ + "$BUILD/cosmos.bin" > "$BUILD/$view.out" 2>&1 || true +done + # ---- And landing with the thruster STILL DOWN ---- # # The case the release above cannot reach. Braking into the ground ends the flying and then @@ -2753,7 +2772,7 @@ timeout 60 "$EMU" --fast --cycles 8000000 --keyboard "$BUILD/fly.keys" \ --pad "$BUILD/none.pad" --sound "$BUILD/latch.raw" \ --disk "$BUILD/dock.img" --ram-disk 2048 \ "$BUILD/cosmos.bin" > "$BUILD/latch.out" 2>&1 || true -read -r BURNING AFTERWARDS LATCHLONG UNDERVERDICT < 300] span = (loud[-1] - loud[0]) if loud else 0 # During the burn, and a second and a half after it, which is still long before the ground. -print(peak(h, 115200, 124800), peak(h, 192000, 288000), span, peak(b, 240000, 336000)) -" 2>/dev/null || echo "0 -1 0 -1") +# The burn, wide enough that a few frames of drift in when the program starts cannot move +# the event out of it. +one = peak(samples('$BUILD/onethruster.raw'), 100000, 260000) +two = peak(samples('$BUILD/twothrusters.raw'), 100000, 260000) +print(peak(h, 115200, 124800), peak(h, 192000, 288000), span, peak(b, 240000, 336000), + one, two) +" 2>/dev/null || echo "0 -1 0 -1 0 0") EOT [ "$BURNING" -gt 1000 ] \ && result ok "a held thruster rumbles" "$BURNING while it burns" \ @@ -2791,6 +2815,9 @@ EOT [ "$UNDERVERDICT" = "0" ] \ && result ok "and nothing roars under the verdict" "landed on the thruster, and it stopped anyway" \ || result no "and nothing roars under the verdict" "$UNDERVERDICT still sounding after landing" +[ "$TWOLIT" -gt "$(( ONELIT + 2000 ))" ] \ + && result ok "and a second thruster pops as well" "$ONELIT alone against $TWOLIT with two" \ + || result no "and a second thruster pops as well" "$ONELIT alone, $TWOLIT with two" # ---- A quarter of a tank, said once ---- #