Depth: a ball behind the near pillars and in front of the far ones
The demo for what V5 added. Four pillars at four distances, each ONE 8 by 8 tile stretched to its own width and height, and a ball walking past all of them at a distance between two. What it shows is the thing an ordering cannot. The ball is sprite NOUGHT and every pillar is numbered after it, so table order puts the ball in front of all four - and it is still hidden behind two of them, because the depth buffer is asked per column. Caught mid-straddle in the checks: the ball is 48 wide and the pillar 32, so it shows on both sides and nowhere across the middle. Writing it found the conceptual trap in the feature, which is now written down where somebody will hit it. The pillars first carried their own distance in their entries AND wrote that same distance into their columns, so each was asked whether it was in front of itself - and 20 is not nearer than 20, so all four vanished. THE BUFFER IS WHAT HAS BEEN DRAWN AND A SPRITE'S DEPTH IS A QUESTION ASKED OF IT. Scenery writes it; it does not ask. Also found that a scheme only gives a colour to index one. The default palette sets each scheme's paper and ink and nothing between them, so art drawn in index two comes out black until a program writes a palette. And the fixture disk's root directory was full: four blocks, 32 entries, all taken, so adding an app failed the whole disk build. Loudly, which is the right way round - but it is a wall that moves for free, so it is eight blocks and 64 entries now. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
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Claude Opus 5
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@@ -24,6 +24,7 @@ Press.sbx 872
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Mode.sbx 48
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Flip.sbx 173
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Sprite.sbx 442
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Depth.sbx 672
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Crash.sbx 632
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vars.script 50
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blocks.script 343
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@@ -40,7 +41,7 @@ outer.script 376
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inner.script 44
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loop.script 35
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crossed.txt 560
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27 files, 1 directory
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28 files, 1 directory
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> exit
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halted
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Execution halted.
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