Play reads a tune from a file
The loader, and the reason it is small: everything in a tune is an offset from wherever it was put, so taking one means adding the base to two tables and pointing four voices at their order lists. No sequence is walked. Nothing inside one is an address to be found and corrected, which is the difference between a malformed tune that plays wrongly and one that takes the loader with it. "SBTU", version, the tick in cycles, how many patches and sequences, offsets to the two tables, an order list each, and the patch each voice starts on. The magic is checked before anything else, because from there on the loader follows what the offsets name. break.sh shows what that guard is worth: without it, handing Play a PROGRAM runs the machine away until the cycle limit, rather than saying it is not a tune. PatchTable, SequenceTable and VoiceStart became pointers, so the engine does not care whether a tune came out of a file or was assembled in. Play's built-in tune now hands over the same three addresses a loaded one would, in eight lines - which is what keeps the two paths from drifting, and what made this rung change no scheduler code at all. Tests/maketune.py lays the fixture out byte by byte. IT IS NOT THE COMPILER: the sequences and the patches are literal bytes and the only thing computed is where each piece lands. That is the point - the loader is checked by something that does not share its idea of the format, which is the same reason SplitDisk and sbfs.asm share nothing but a specification. Both notes in the fixture are number 60, so the octave between them is a 0x80 command loading the second patch out of the file: the header, the tick, the relocation, an order list and a patch from a file, measured in one go. Play and the tune live on quiet.img rather than cosmos.img, so a fixture does not move ten recordings every time it changes size. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
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@@ -720,7 +720,7 @@ from every assembly file in it. Several are old programs written for the bare ma
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| Life | Conway's Game of Life, which had to be taught to stop, since a program that never ends takes the shell with it. Polls the console between generations. |
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| Snake | A game. Draws a whole screen with cursor addressing and steers with single keys, asking the console once a frame and never waiting. |
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| Keys | The console interrupting rather than being asked. The only one that brings a vector of its own, which is what the version two format exists for. |
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| Play | Four voices on one clock, which is what music is and one channel cannot be. The timer keeps a tick and every voice keeps its own place in its own track and its own count of how much longer the note it is holding lasts, so the parts move at four different rates and share nothing but the beat. A track is pairs of bytes, what to play and how many ticks it lasts: 1 to 127 is a MIDI note, zero is a rest, and 255 ends it - MIDI stops at 127, so neither of those had to be invented. A note's duration is its whole life and the gate goes down when the count runs out, which means a gap between two notes is written as a rest rather than invented by the player out of some fraction it decided on. Each voice loads an instrument of its own before a note is played - an oboe for the melody, strings under it, a square wave for the bass and a kalimba for the arpeggio - out of the format SoundPatch writes, which the player reads as a count and that many parameter and value pairs and understands nothing else about. Four patches can be up at once because a patch belongs to its channel; Kalimba has an LFO switched off and the other three have one on, and under a device where the LFOs belonged to the whole machine the last patch loaded would have imposed its setting on every part. A voice does not play one long track: it walks an ORDER LIST of its own, a table of sequence addresses, and takes the next one when a sequence runs out. That is where repetition comes from and it costs no notation - the bass plays the same sequence in the first bar and the last, written once. The four columns are how it reads and how a tracker would show it; per voice is how it is stored, because a voice's order cursor is then a pointer it advances by itself. Sequence and patch names are INDICES through two tables, which are the only places an address lives - so a tune read from a file will need its base added to two arrays and nothing else, rather than a loader that walks every sequence looking for addresses to correct. A sequence can also carry commands, which take no time at all: 0x80 plays the rest of that voice on a different patch, which is how the melody's last bar becomes a swell rather than a reed. Nothing keeps the voices together except that their sequences add up to the same length, which is the first thing a compiler should check. The patch each voice starts on is declared rather than assumed, because a voice given no instrument would play on whatever the device woke up with. The tune is assembled in for now; reading one from a file is what makes it a player rather than a program with one song in it, and the engine that plays it is Libraries/player.asm rather than this program. It spends over ninety nine per cent of its time asleep, because a beat is something to be woken by rather than counted up to. |
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| Play | Four voices on one clock, which is what music is and one channel cannot be. The timer keeps a tick and every voice keeps its own place in its own track and its own count of how much longer the note it is holding lasts, so the parts move at four different rates and share nothing but the beat. A track is pairs of bytes, what to play and how many ticks it lasts: 1 to 127 is a MIDI note, zero is a rest, and 255 ends it - MIDI stops at 127, so neither of those had to be invented. A note's duration is its whole life and the gate goes down when the count runs out, which means a gap between two notes is written as a rest rather than invented by the player out of some fraction it decided on. Each voice loads an instrument of its own before a note is played - an oboe for the melody, strings under it, a square wave for the bass and a kalimba for the arpeggio - out of the format SoundPatch writes, which the player reads as a count and that many parameter and value pairs and understands nothing else about. Four patches can be up at once because a patch belongs to its channel; Kalimba has an LFO switched off and the other three have one on, and under a device where the LFOs belonged to the whole machine the last patch loaded would have imposed its setting on every part. A voice does not play one long track: it walks an ORDER LIST of its own, a table of sequence addresses, and takes the next one when a sequence runs out. That is where repetition comes from and it costs no notation - the bass plays the same sequence in the first bar and the last, written once. The four columns are how it reads and how a tracker would show it; per voice is how it is stored, because a voice's order cursor is then a pointer it advances by itself. Sequence and patch names are INDICES through two tables, which are the only places an address lives - so a tune read from a file will need its base added to two arrays and nothing else, rather than a loader that walks every sequence looking for addresses to correct. A sequence can also carry commands, which take no time at all: 0x80 plays the rest of that voice on a different patch, which is how the melody's last bar becomes a swell rather than a reed. Nothing keeps the voices together except that their sequences add up to the same length, which is the first thing a compiler should check. The patch each voice starts on is declared rather than assumed, because a voice given no instrument would play on whatever the device woke up with. `Play <file>` reads a tune and plays that; `Play` on its own plays the one built into it. A tune file is "SBTU", a version, the tick in cycles, and offsets to a patch table, a sequence table and four order lists - everything in it an OFFSET from wherever it was put, so loading one is adding the base to two tables and pointing four voices at their order lists. No sequence is walked and nothing inside one is an address, which is what makes a malformed tune something that plays wrongly rather than something that takes the loader with it; the magic is checked first, because the loader follows what the offsets name. The patch each voice starts on is in the header, because a starting instrument is state. The engine that plays it is Libraries/player.asm rather than this program. It spends over ninety nine per cent of its time asleep, because a beat is something to be woken by rather than counted up to. |
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| Say | Prints whatever it was told, which is the shortest thing that shows osArgument working. |
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| Reboot | Starts the machine again, in 45 bytes. Writes a port rather than asking the system, because a reset has to work when the system does not. |
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| Once | Asks the loader to start something else on the next start, and only that one, in 569 bytes. |
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