Lunar Porter, rung one: it flies

A lander over a moon that wraps. Landing, crashing, fuel, cargo and bases
are not here - this rung exists to answer whether it FEELS right, because
everything after it is bookkeeping and none of it is worth building on a
lander that is no fun to fly.

The moon comes for free. The map's column origin is a ring in hardware, so
128 cells is 1024 pixels of surface with no edge and no seam to cross.

Position and velocity are sixteen bit in SIXTEENTHS OF A PIXEL, and the
unit is the design: gravity is a small number added to a velocity and a
velocity is a number added to a position, with no multiply or divide
anywhere. 1024 pixels is 16,384 sixteenths, which is 2^14 - so going all
the way round is an AND with 0x3FFF rather than a comparison, and it is
never wrong at the seam.

The lander never moves sideways. The world scrolls under it and it sits at
the middle of the screen, which is a byte a frame instead of two and is
also what makes the wrap invisible: there is no moment where it jumps.

One key is one burn. The console says which key went down and there is no
such thing as a key coming up, so a thruster cannot be held - a press adds
to the velocity once. That is a property of the machine rather than a
choice this program made, and it reads as pumping the engine.

Four bugs found by running it, all worth keeping written down:

  B CANNOT BE A LOOP COUNTER here. Every comparison is an INIB, so the
  count was overwritten by whichever bound was last tested and the loop
  reset itself for ever. Counters that outlive arithmetic live in memory.

  A subroutine answers in Q, and the AND after it read A. The moon came
  out flat because it was testing the height against 1 instead of the
  random number.

  Row minus height, not height minus row: they are equal at the surface,
  equal does not borrow, and the surface row has to be ground.

  And the shift register has A as its HIGH half. Written the other way,
  the view scrolled by 256 cells for every one it should have.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
This commit is contained in:
Anachronaut
2026-09-02 16:52:01 -04:00
co-authored by Claude Opus 5
parent 5222c85100
commit d6c81fa32c
14 changed files with 664 additions and 10 deletions
+595
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@@ -0,0 +1,595 @@
; Lunar Porter. Rung one: it flies.
;
; A lander over a moon that wraps. Thrust, gravity, and a surface that comes back round if you
; keep going one way - there is no edge to fall off and no wall to hit, because the map's
; column origin is a ring in hardware and 128 cells of it is 1024 pixels of moon.
;
; ---- What is not here yet ----
;
; Landing, crashing, fuel, cargo, bases. This rung exists to answer whether it FEELS right,
; because everything after it is bookkeeping by comparison and none of it is worth building
; on a lander that is no fun to fly.
;
; ---- Sixteenths of a pixel ----
;
; Position and velocity are sixteen bit, in sixteenths of a pixel. That is the unit that makes
; the whole thing work with adds alone: gravity is a small number added to a velocity, and a
; velocity is a number added to a position, and there is no multiply or divide anywhere.
;
; The moon is 1024 pixels round, which is 16,384 sixteenths, which is 2^14 - so GOING ALL THE
; WAY ROUND IS AN AND WITH 0x3FFF. Not a comparison, not a subtraction, and never wrong at the
; seam. Picking the units so the wrap is a mask is most of the reason this is short.
;
; Written by Anachronaut
#Include services.asm
#Program
#Base 0x5000
start:
; The atlas holds the tiles and the sprite table; the screen holds the map.
INIA 0d4
OUTA 0xE3
INIA 0x30
OUTA 0xE2
INIA 0x03
OUTA 0xE8
INIA 0d5
OUTA 0xE3
INIA 0x3A
OUTA 0xE2
INIA 0x03
OUTA 0xE8
; The screen back afterwards. This one really does need it: it redefines tiles, fills every
; cell of the map and changes the mode, and screenGive is what puts the MODE back - the
; floor the system gives every program does not.
SWI osTakeScreen
RSTA
OUTA 0x31 ; Forty columns. A moon 320 pixels across reads better than 640.
CALL putTiles
CALL makeMoon
CALL drawMoon
CALL putLander
INIA 0x01
OUTA 0x02 ; Key mode.
everyFrame:
CALL waitFrame
CALL readControls
CALL fall
CALL move
CALL follow
CALL showLander
SETD.0 Flying
LDA.0
BNA everyFrame
RSTA
OUTA 0x02
SWI osExit
; ---- Tiles ----
;
; The ground is a solid block, which is a Fill and needs no art. The lander has a shape and
; comes out of the Data Segment. Both are well above the 135 glyphs the character generator
; copies back, so neither costs the shell a letter.
putTiles:
INIA 0d4
OUTA 0xE3
INIA 0x32
OUTA 0xE4
RSTA
OUTA 0xE5 ; Tile 200 begins at 0x3200.
INIA 0x01
OUTA 0xE2
RSTA
OUTA 0xE6
INIA 0x40
OUTA 0xE7
INIA 0x02
OUTA 0xE8 ; Fill: 64 pixels of index one.
INIA 0x01
OUTA 0xE0
SETD.1 LanderArtAt
SETD.0 LanderArt
STD.0.1
LDA.1
OUTA 0xE1
INCD.1
LDA.1
OUTA 0xE2
INIA 0d4
OUTA 0xE3
INIA 0x32
OUTA 0xE4
INIA 0x40
OUTA 0xE5 ; Tile 201, one tile on from 200.
RSTA
OUTA 0xE6
INIA 0x40
OUTA 0xE7
INIA 0x01
OUTA 0xE8 ; Blit.
RET
; ---- A moon, one column at a time ----
;
; A random walk over 128 columns, clamped so there is always sky above and ground below. The
; numbers come from an eight bit shift register with feedback, which is the cheapest thing
; that is not obviously a pattern: a byte, shifted right, exclusive-ored with a constant when
; the bit that fell off was set.
;
; The SEED IS FIXED, so the moon is the same moon every time. That is worth more than variety
; while the physics is being tuned - a landing that was too hard yesterday should be too hard
; today - and a seed is one byte to change later.
makeMoon:
INIA 0d18
SETD.1 Height
STA.1
SETD.2 Terrain
RSTA
SETD.1 Column
STA.1
makeColumn:
SETD.1 Height
LDA.1
STA.2 ; This column's height, as it stands.
INCD.2
CALL nextRandom
MVQA ; The answer is in Q, because Q is what survives a RET. Without
; this the AND below tests whatever A happened to hold - which
; was the height itself, so the moon oscillated by one row and
; looked flat.
INIB 0x01
AND
BNQ makeUp
; Down a row, unless that is already as low as the ground goes.
SETD.1 Height
LDA.1
INIB 0d22
CCF
SUB
BRQ makeNext ; Equal, so it is already at the floor.
LDA.1
INCA
STA.1
BRI makeNext
makeUp:
; And up a row, unless that is as high as it goes.
SETD.1 Height
LDA.1
INIB 0d10
CCF
SUB
BRQ makeNext
LDA.1
DECA
STA.1
makeNext:
; ---- The counter is in memory, and has to be ----
;
; B is the obvious place for a loop counter and it is the wrong one here: every comparison
; below is an INIB, so the count was overwritten by whichever bound was last tested and the
; loop reset itself for ever. This machine has two registers and a dozen uses for them; a
; counter that has to survive arithmetic lives in memory.
SETD.1 Column
LDA.1
INCA
STA.1
INIB 0d128
CCF
SUB
BNQ makeColumn
RET
; The shift register. Q comes back the new value, because Q is what survives a RET.
nextRandom:
SETD.1 Seed
LDA.1
INIB 0x01
AND
PSHQ ; The bit that is about to fall off.
LDA.1
RSTB
SHR ; A:B right one, and B was nought, so A is the byte halved.
POPB
BNB randomTap
STA.1 ; DP1 is still Seed, from reading it above.
RSTB
CCF
ADD ; Into Q, which is where a subroutine answers.
RET
randomTap:
INIB 0xB8
XOR
SETD.1 Seed
STQ.1
RET
; ---- The moon, drawn ----
;
; Rows outside and columns inside, which is the only affordable way round: cells along a row
; are next to each other, so the address is named once and the controller's Data port steps
; through 128 of them. Cells down a COLUMN are a page apart, and doing it that way would mean
; naming an address for every one of the 3,200 cells.
drawMoon:
RSTA
SETD.1 Row
STA.1
drawRow:
INIA 0d5
OUTA 0xE3
SETD.1 Row
LDA.1
INIB 0x40
CCF
ADD
OUTQ 0xE4 ; The map starts at 0x4000 and a row is a page.
RSTA ; A held the row; DestLow has to be nought.
OUTA 0xE5
SETD.2 Terrain
SETD.1 Column
STA.1 ; A is still the nought that went to DestLow.
drawCell:
; ---- Ground at the surface row and everything under it ----
;
; ROW MINUS HEIGHT and not the other way round, which matters at the surface itself: the
; two are equal there, equal does not borrow, and the row a column's surface is on has to
; be ground rather than the last of the sky.
SETD.1 Row
LDA.1
LDB.2
CCF
SUB
BRC drawSky ; Borrowed: this row is above the surface, so it is sky.
INIA 0xC8
OUTA 0xE9 ; Tile 200, the ground block.
RSTA
OUTA 0xE9 ; Attribute nought: grey on black, which is a fine moon.
BRI drawNextCell
drawSky:
RSTA ; A is still this column's height, from the comparison above.
OUTA 0xE9
OUTA 0xE9 ; Tile nought is the space, and no colour is needed for nothing.
drawNextCell:
INCD.2
SETD.1 Column
LDA.1
INCA
STA.1
INIB 0d128
CCF
SUB
BNQ drawCell
SETD.1 Row
LDA.1
INCA
STA.1
INIB 0d25
CCF
SUB
BNQ drawRow
RET
; ---- The lander, as a sprite ----
;
; Sprite nought, and it never moves horizontally: the world scrolls under it and it stays at
; the middle of the screen. That is one byte a frame instead of two and it is also what makes
; a moon that wraps invisible to the player - there is no moment where the lander jumps.
putLander:
INIA 0d4
OUTA 0xE3
INIA 0xC0
OUTA 0xE4
RSTA
OUTA 0xE5
INIA 0xC9
OUTA 0xE9 ; Tile 201.
INIA 0x03
OUTA 0xE9 ; Attribute three, so it is yellow against a grey moon.
INIA 0d156
OUTA 0xE9
RSTA
OUTA 0xE9 ; X: the middle of a 320 pixel screen, less half a tile.
OUTA 0xE9
OUTA 0xE9 ; Y, which every frame overwrites.
INIA 0x11
OUTA 0xE9 ; One tile by one.
RSTA
OUTA 0xE9 ; No flags, natural size, no depth.
RET
; ---- The controls ----
;
; ONE KEY IS ONE BURN. The console says which key was pressed and there is no such thing as a
; key being released, so a thruster cannot be held down - what a press does is add to the
; velocity once. It reads as pumping the engine rather than leaning on it, which is a choice
; this machine makes rather than one this program did.
readControls:
INA 0x01
INIB 0x01 ; READY
AND
BRQ noKey
INA 0x00
INIB 0x80 ; Up
CCF
SUB
BRQ burnUp
SETD.1 KeyHeld
STA.1
LDA.1
INIB 0x82 ; Left
CCF
SUB
BRQ burnLeft
LDA.1
INIB 0x83 ; Right
CCF
SUB
BRQ burnRight
LDA.1
INIB 0x71 ; q
CCF
SUB
BRQ quit
noKey:
RET
quit:
RSTA
SETD.1 Flying
STA.1
RET
burnUp:
SETD.0 SpeedDown
SETD.1 ThrustUp
CALL addWord
RET
burnLeft:
SETD.0 SpeedAcross
SETD.1 ThrustLeft
CALL addWord
RET
burnRight:
SETD.0 SpeedAcross
SETD.1 ThrustRight
CALL addWord
RET
; Gravity, which is the same small number every frame and the reason this is a game.
fall:
SETD.0 SpeedDown
SETD.1 Gravity
CALL addWord
RET
; ---- Where it is now ----
;
; Across first, and the wrap is an AND rather than a comparison: the moon is 2^14 sixteenths
; round, so falling off one side is the top bits going away.
move:
SETD.0 AcrossLow
SETD.1 SpeedAcross
CALL addWord
SETD.0 AcrossHigh
LDA.0
INIB 0x3F
AND
STQ.0
SETD.0 DownLow
SETD.1 SpeedDown
CALL addWord
RET
; ---- The view, which follows it ----
;
; The lander is at the middle of the screen, so the view starts half a screen behind it. In
; PIXELS: the position is sixteenths, so it is shifted down four first.
follow:
SETD.0 AcrossLow
CALL toPixels
; Half a screen back, and round the moon if that went below nought.
SETD.0 PixelLow
SETD.1 HalfScreen
CALL subWord
SETD.0 PixelHigh
LDA.0
INIB 0x03
AND
STQ.0 ; 1024 pixels round, so three bits of high byte.
; The whole cells are the column origin and the remainder is the fine offset.
SETD.0 PixelLow
LDA.0
INIB 0x07
AND
OUTQ 0x37 ; Fine X.
SETD.0 PixelHigh
LDA.0
SETD.0 PixelLow
LDB.0
CALL eighth
OUTA 0x36 ; The column origin.
RET
; ---- The lander, put where it now is ----
showLander:
SETD.0 DownLow
CALL toPixels
INIA 0d4
OUTA 0xE3
INIA 0xC0
OUTA 0xE4
INIA 0x04
OUTA 0xE5 ; Y is bytes four and five of the entry.
SETD.0 PixelLow
LDA.0
OUTA 0xE9
SETD.0 PixelHigh
LDA.0
OUTA 0xE9
RET
; ---- Sums ----
;
; DP0 names the two byte value being changed, low half first, and DP1 the one being added to
; it. The carry runs from one half to the other, which is what ADD taking the carry flag is
; for, and CCF at the top is what stops the last sum leaking into this one.
addWord:
CCF
LDA.0
LDB.1
ADD
STQ.0
INCD.0
INCD.1
LDA.0
LDB.1
ADD
STQ.0
RET
subWord:
CCF
LDA.0
LDB.1
SUB
STQ.0
INCD.0
INCD.1
LDA.0
LDB.1
SUB
STQ.0
RET
; ---- Sixteenths into pixels ----
;
; DP0 names a two byte value, low half first. A and B are one sixteen bit register and it
; ROTATES rather than shifts, so four turns to the right bring the bottom four bits round into
; the top - which is why the high byte is masked afterwards and the low byte is not.
toPixels:
LDB.0
INCD.0
LDA.0
SHR
SHR
SHR
SHR
SETD.1 PixelHigh
STA.1 ; Kept whole for a moment, because B has to come out of B first.
RSTA
CCF
ADD ; Nothing plus B is B, in Q, which can be moved.
MVQA
SETD.1 PixelLow
STA.1
SETD.1 PixelHigh
LDA.1
INIB 0x0F
AND
STQ.1
RET
; ---- A pixel column, from a pixel ----
;
; A IS THE HIGH HALF and B the low, which is the way round the shift register is - it was
; written the other way first and the view scrolled by 256 cells for every one it should have.
; Three turns right is a divide by eight, and a moon 1024 pixels round is 128 columns, so the
; whole answer is in the low half and the high half is the bits that rotated out of it.
;
; B cannot be read. Adding nothing to it puts it in Q, which can be moved.
eighth:
SHR
SHR
SHR
RSTA
CCF
ADD
MVQA
RET
waitFrame:
INA 0x30
INIB 0x01
AND
BRQ waitFrame
RET
#Data
#Base 0x3000
; Sixteenths of a pixel, low half first, because that is the order the sums above walk in.
AcrossLow:
0x00
AcrossHigh:
0x0F ; Somewhere near the middle of the moon to start.
DownLow:
0x00
DownHigh:
0x02 ; A little way down from the top.
SpeedAcross:
0x00 0x00
SpeedDown:
0x00 0x00
Gravity:
0x01 0x00
ThrustUp:
0xEC 0xFF ; Twenty sixteenths upwards, which is minus twenty.
ThrustLeft:
0xF8 0xFF ; Eight sixteenths to the left.
ThrustRight:
0x08 0x00
HalfScreen:
0xA0 0x00 ; 160 pixels, which is half of a forty column screen.
PixelLow:
0x00
PixelHigh:
0x00
Height:
0x00
Row:
0x00
Column:
0x00
Seed:
0x5D
KeyHeld:
0x00
Flying:
0x01
Terrain:
#Reserve 0d128
LanderArt:
0x00 0x00 0x01 0x01 0x01 0x01 0x00 0x00
0x00 0x01 0x01 0x01 0x01 0x01 0x01 0x00
0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01
0x01 0x01 0x01 0x01 0x01 0x01 0x01 0x01
0x00 0x01 0x01 0x01 0x01 0x01 0x01 0x00
0x00 0x01 0x00 0x00 0x00 0x00 0x01 0x00
0x01 0x01 0x00 0x00 0x00 0x00 0x01 0x01
0x01 0x00 0x00 0x00 0x00 0x00 0x00 0x01
LanderArtAt:
#Reserve 0d2
+1
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@@ -726,6 +726,7 @@ from every assembly file in it. Several are old programs written for the bare ma
| Break | Stops itself twice with SWI osBreak, so that the registers can be seen changing between one stop and the next. |
| 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. |
| Lander | Lunar Porter, rung one: a lander over a moon that wraps. The map's column origin is a ring in hardware, so 128 cells of it is 1024 pixels of surface with no edge and no seam. Position and velocity are sixteen bit in sixteenths of a pixel, which is what makes going all the way round an AND rather than a comparison. |
| 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. |