Sprites: things that move without the screen moving
Everything drawn on this machine was in a cell. Something between two cells meant rewriting both; something moving a pixel at a time meant rewriting them sixty times a second, which is affordable for one thing and not for twenty. A sprite is put at a pixel and the device draws it over whatever is behind, so moving it costs two bytes. MADE OF TILES, which is the decision the rest follows from: m by n taken in reading order from one index, so there is no second pixel format, no second kind of memory, and nothing a sprite can show that the map cannot. A 16 by 16 character is four tiles and the background can name the same four. 256 entries of 8 bytes at 0xC000 in the atlas - eight so the entry address is a shift, the same no-multiply argument as the palette's four. Position is signed and sixteen bits, because 640 by 400 does not fit in a byte and a sprite has to be able to sit half off the left rather than appearing whole at the edge. A PIXEL OF ZERO IS NOT DRAWN, or every sprite is a rectangle. Tested before the attribute is added, so a hole belongs to the art and not to the colour scheme. The same rule the other way round is what "behind" means: drawn only where the background pixel was zero, so a thing walks behind a pillar and in front of the floor in one frame. All of them draw, every frame, so they cannot flicker. Real machines dropped them per scanline because they had a fixed number of shift registers; this has a loop. The limit is the size of the table, which is a constant rather than a property of what is on screen. And the system takes them down at exit. The sprite table sits in the gap the screen save walks around - to the end of the map, then the palette - and that is right, because nothing the shell draws is a sprite: there is nothing to give back, only something to take away. Otherwise a program that put a ball up and left would leave it over the prompt, in front of everything, with nothing able to type it away. Sprite.asm deliberately leaves its own, because a program that faulted could not have cleared it. Every check here was re-broken and failed: transparency, reading order, draw order, priority, and size. Size needed breaking twice - the first attempt did not compile, and a silent build failure had left the old binary passing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
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@@ -977,6 +977,19 @@ cosmosGrid | CosmOS/Source/cosmos.asm | run | cosmosGri
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# osTakeScreen, which restores the screen as it was BEFORE the line was printed and so wiped
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# out the one thing it was pointing at. A program that damages nothing should not ask.
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cosmosFlip | CosmOS/Source/cosmos.asm | run | cosmosFlip.in | 60000000 | disks/cosmos.img
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# ---- A thing that moves without the screen moving ----
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#
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# Sprite draws a ball over the shell's own text and writes not one byte of the map to do it,
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# which is what a sprite is for. The picture is video.sh's business; what is checked here is
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# that the words either side of it are untouched - the line printed before it ran and the one
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# printed after are both still readable, because nothing underneath the ball was ever written.
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#
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# A KEYBOARD FIXTURE and not standard input, which is the difference between a test that
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# runs this program and one that only looks like it does. A null on standard input is a
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# character like any other, so the first of them satisfied the "has a key arrived" test and
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# the ball never moved at all - the whole 150 frames of it went past in the shell, reading a
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# line made of nulls. Through a keyboard a null is silence, which is what makes it a wait.
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cosmosSprite | CosmOS/Source/cosmos.asm | run | - | 60000000 | disks/cosmos.img | cosmosSprite.keys
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# Which disk the registers mean. Several disks are one controller with a drive register
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# rather than several devices, because a port is an immediate byte inside the instruction
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# that names it and a program cannot compute one. Run with a single disk, so drive 1 is a
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