86 Commits
Author SHA1 Message Date
AnachronautandClaude Opus 5 b83ba5bf7a A colour reaches a terminal as well as the screen
The console's attribute has always meant something to the screen and
nothing to the serial line: its low nibble picks one of sixteen ink and
paper pairs, and only videoPutCell ever read it. So the fault screen's
red was red in the window and grey down the wire, and Examples/colours
printed " ordinary  highlighted " with nothing to tell them apart.

It is said in ANSI now, on the same terms the cursor is said in: a
register write only marks it and the next character sends it, so setting
a scheme and printing nothing says nothing, and setting the same scheme
twice costs one sequence rather than two. Only the scheme nibble crosses
- the page bits say which tiles a cell draws from, which is a fact about
the screen's own art.

THE ORDER WAS ALREADY RIGHT, which is worth saying because it looks like
a borrowing and is not. Both sets enumerate a three-bit colour, red green
blue counted in binary: one is red in both, three is yellow in both, six
is cyan in both. The same arithmetic done twice, forty years apart. The
one place they differ is slot 0, and that difference is forced - this
screen is ink on black, so ink cannot be black, and slot 0 is grey where
ANSI's is black.

Every sequence begins with a reset, so going from bank 8 to bank 1 does
not write red on the grey paper bank 8 left behind.

Scheme 0 is a bare reset rather than grey on black, and a terminal is
assumed to start plain - so a machine that never asks for a colour says
nothing at all, and one that does put the terminal back on its way out.
Two ways out, because the two endings have different rules: stopping on
purpose goes through stdio, since atexit runs BEFORE the buffer is
flushed and a reset written to the file descriptor would arrive in front
of the text it is meant to follow. Dying on a signal writes the four
bytes directly and accepts that the buffer may be lost.

colourTest walks all sixteen and then halts WITH ONE STILL SET, so the
recording shows the reset after the halt line rather than before it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-06 17:24:44 -04:00
AnachronautandClaude Opus 5 7f96499438 Waiting for a key is not the same as time stopping
A console read that had nothing to hand over blocked in read(), and
while it was blocked nothing told the devices any time had gone by. The
whole machine stood still: the clock, the cursor, a disk settling, a note
decaying. Measured, four real seconds of sitting at the prompt bought
zero cycles.

A window has never done this. consoleGatherLine and the key mode loop
both spend a frame and then say so, and the comment on consoleWaited
gives the reason - a display controller blinking a cursor does not stop
because the processor is waiting on a key, and neither does a disk
finishing a read. The terminal path simply never got it.

How it showed was a note left in its release after a program exited.
Frozen mid-decay, it came out a snippet at a time, one per keystroke,
because a keystroke was the only thing that let the machine run at all.

So a terminal read now polls a frame at a time and tells the devices
about each one. Four seconds now buys 3.85 million cycles, which is the
wall clock, which is what the window has always done.

ONLY WHEN THERE IS REALLY A TERMINAL, the same rule the escape sequences
and the erase character follow. A file or a pipe keeps blocking: every
recorded test on this machine is reproducible because emulated time does
not depend on how fast the other end of a pipe is writing, and that must
stay true. The full suite is unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-05 18:54:31 -04:00
AnachronautandClaude Opus 5 8631a78229 Backspace, whatever the terminal calls it
CosmOS's line editor looks for 0x08, which is what Voyager's keyboard
sends. A POSIX terminal sends its own erase character instead, and on
most of them that is 0x7F.

It stayed hidden while the terminal was doing the editing: canonical
mode consumes the erase character itself and hands over a finished
line. Key mode turns ICANON off, which is the point of it, so from the
day the shell started editing its own line - 7360374 - Backspace worked
in Voyager and did nothing at all in the console-only emulator. The
Programming Manual already claimed the console normalised Backspace on a
terminal the way it normalises the arrow keys; the code did not.

The erase character is read from the terminal's own VERASE rather than
assumed to be 0x7F, because some terminals are set to 0x08 and a person
who has moved their erase key has said where it is. Forward Delete is
untouched and stays 0x86: two keys, two values.

Only when standard input really is a terminal. A file or a pipe holding
0x7F holds a byte somebody wrote, not a key somebody pressed.

Three checks in terminal.sh under a pseudo-terminal whose VERASE is set
on the slave side: erase at 0x7F arrives as Backspace, erase at 0x08
still does, and a 0x7F read from a file is left alone. The last one is
what fails on the obvious wrong fix of translating 0x7F unconditionally,
which was verified with break.sh along with the fix's removal.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-05 11:56:17 -04:00
AnachronautandClaude Opus 5 019c93a587 The console draws a tab instead of dropping it
consoleDraw gave meanings to newline, carriage return and backspace and
dropped every other byte below the first glyph. A tab was one of those,
so it left no mark on the screen at all - while the same byte went down
the serial line, where a host terminal laid it out perfectly.

That is why a tab separated file read correctly and displayed wrongly.
Type and More were never at fault: they hand the file's bytes to the
console unchanged, and the console is where the tabs stopped. An
assembler symbol table came out with its fields run together.

A tab now moves the cursor to the next stop, eight columns apart, and
wraps when the next stop would reach or pass the last column - which is
what an ordinary character does at the edge, rather than a rule only
tabs obey. It MOVES rather than writing spaces, the way a terminal does:
a carriage return followed by a tab steps over what is on the line and
leaves it.

Kept in the console rather than expanded by Type, More, and every future
program that prints text.

Three checks in video.sh, each of which fails on a different mistake: a
tab renders the same screen as the spaces it stands for, one that runs
off the edge renders the same screen as a newline, and sixteen letters
tabbed across still have their ink - which is the one that fails if a
tab is implemented by writing spaces. Verified with break.sh both ways.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-05 11:55:23 -04:00
Anachronaut d361ea1e46 An LFO belongs to its channel, not to the whole device
The two LFOs lived in the Synth, so four channels shared them and whichever patch
loaded last owned them for every voice at once. A sound with its LFO switched off
silenced the trill under a sound that was still playing - which is what made Lunar
Porter's low fuel warning intermittent: the first landing, docking or crash of a run
took its trill away, and it was right again next time the machine started.

The engine fix went upstream to soundThing and has come back. synth.c and synth.h
are re-vendored at 71e3cb2, character for character bar the ASCII transliteration,
and now carry two changes: the LFOs moved into the Voice, and synthSyncVoices
carries a free LFO's cycle down alongside its rate. That second hunk does nothing
here - it only matters to a caller that syncs voices, and this device never does,
because syncing would flatten four channels into one instrument. It is taken so the
vendored file stays identical in both trees, and it is commented as such.

Upstream also found a bug in the original patch, in patchLoad, which is soundThing's
own file and does not travel.

Downstream the LFO parameter groups 0x60 and 0x70 now read the selected channel like
every parameter beside them, so an LFO written to one channel is inaudible on the
other three. Everything else about the device is unchanged.

Lunar Porter keeps loading each patch immediately before its note, but for the
smaller reason that now applies: the bang and the latch share channel three, and a
channel used by two sounds has to be told which of them it is about to be. The
comment that said otherwise, and the manual's warning about sharing, are rewritten
as history rather than as a caveat.

Tests/sound.sh's shared-LFO check is inverted to assert the fixed behaviour, with a
third leg added: after proving another channel's patch leaves this one alone, it
switches this channel's OWN LFO off and requires the pitch to move. Without that,
both checks would pass on a device where writing an LFO did nothing at all. Routing
either group back to voice 0 is caught.

Cost, measured: four channels sounding continuously for 400 seconds of audio takes
5.0 s of wall clock against 4.59 s before, about 9% of total emulator time. Half of
that is wasted on voices that cannot sound, since VOICE_COUNT is 8 and there are
four channels; recovering it would mean diverging the vendored file, which is not
worth it at this price.
2026-09-04 22:20:26 -04:00
Anachronaut 3ca5f193e6 The warning's trill, and why it only sometimes came out
An LFO belongs to the DEVICE and not to a channel. There are two of them
against four voices, and a patch carries LFO settings the way it carries
everything else - so whichever patch was loaded last owns both of them,
for every voice at once.

The warning's trill is a saw LFO on the pitch. The patches on channel
three, the bang and the latch, carry an LFO that is switched off, and
they load at the moment they are used. So the first landing, docking or
crash of a run took the trill away and left a plain tone, and it was
right again next time the machine started. Correct until something
unrelated plays is the worst shape a fault can have.

The same thing had already happened silently at startup: the instruments
were set up in order, so the warning's LFO settings, written last, sat on
top of the rumble's and the rumble never had its own at all.

So nothing is set up once any more. Each sound loads its patch
immediately before its note - forty-odd writes at a moment already making
a sound - and is then whatever its patch says, whatever played before it.
Measured after a landing: 1056, 660, 516 hertz, then up to 1698 and down
again. Two sweeps of the saw, which is the trill.

What it does not fix, because it cannot: two sounds overlapping still
share the LFOs, so a warning going off mid-burn re-tunes the rumble for
as long as it lasts. With two between four that is the device.

Three checks at the device level, where the trap can be stated exactly: a
routed LFO bends a pitch (184 Hz against the 262 the note asked for),
another channel's patch takes it away (272, the note itself), and saying
it again gets it back (184). Written up in the Programming Manual beside
the LFO mode, since the next program to want two sounds will meet it too.
2026-09-04 19:44:02 -04:00
Anachronaut b2ff8d64e5 Fold soundThing's changes back down, and expose the two new switches
The three changes that went up came back as part of soundThing, along
with two more that they made possible. The engine here is now b73e5c0
character for character, except that em-dashes and arrows in comments are
written as ASCII because this tree is ASCII only - a local rule, not an
improvement, and not sent up.

So synth.h's "what was changed" list is gone. There is nothing to list:
what has to be kept current is only that if either copy changes, the
other one has to be told.

---- What came back ----

A VOICE CAN END ITSELF. Naming the level's source said what shapes a
voice; nothing said what ends one, so the only thing that could ever
finish one was a key coming up. A game is nearly all one-shots and not
one of them wants its length decided by how long a note was held. Exposed
as parameter 0x51: 0 gated, 1 triggered.

AND A ONE-SHOT IS THE SAME ONE-SHOT TWICE. A triggered voice re-arms its
oscillators, and an LFO can be told to start over with each voice -
parameter 3 of either LFO. Both halves are needed and the check proves
it: with the LFO left free, two triggered hits still differ.

Their note warned that whatever applies a patch to a channel has to set
these or they hold synthInit's defaults. Checked: Voyager never calls
synthSyncVoices, so their 0001 is a no-op here as they predicted, and
nothing reaches into an LFO's phase, so the struct split is safe.

---- What it is for ----

Lander's crash is a triggered voice now, so boomOff is gone. Nothing has
to remember to end a bang.

SoundPatch learnt voice_levelSource, voice_gate and lfo<N>_mode, which
the new soundThing writes - without that it would have refused every
patch saved from it, since an unknown field stops the tool on purpose. A
patch from before those fields still converts, and says in its own
comments that it predates the level routing.

Three checks, each seen to fail on its own break: a gated voice still
sounding with nothing holding it, a triggered one down to nothing with no
gate ever dropped, and two hits identical sample for sample.

One test bug worth keeping: the first version of the repeatability check
struck the second note while the first was still ringing, so what it
found and compared as "the second hit" was a point in the middle of the
first one's tail. It now looks for sound after SILENCE rather than sound
after an offset.
2026-09-04 16:02:40 -04:00
AnachronautandClaude Opus 5 ee77d79780 A pad is sampled once a frame, and the recorder writes what was sampled
The live state is written by whatever watches real hardware, on ITS clock:
a window polls its keyboard once a HOST frame, which is not a machine
frame. Read straight through, that made a pad whose value could change in
the middle of a machine frame - breaking the one promise the device makes,
that asking twice in a frame gives the same answer both times. The manual
said it could not happen and the code allowed it.

It also made recordings that were not of the flight. The recorder sampled
on a frame boundary and the program read whenever it read, so the two saw
different bytes. A replay of that is a DIFFERENT FLIGHT, faithfully
reproduced: it flew a lander off the top of the screen that had never gone
there, and every check said the replay was deterministic and re-recorded
as itself, because it was. Both were true and neither was the point.

So the live state is latched once a frame. What the machine reads and what
the recorder writes are now the same thing by construction rather than by
two clocks happening to agree. Real hardware latches a controller once a
frame for the same reason.

WHAT IS STILL NOT COVERED: the latch itself. Every recorded pad already
changes only on a frame, so the tests cannot tell a latched live pad from
an unlatched one - the case that went wrong is the one with a real hand on
a real controller, which is the case a headless suite has none of. Said
here rather than left to look tested.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-03 14:43:58 -04:00
AnachronautandClaude Opus 5 17c8da111f A window: a layer that does not scroll
The map moves and this does not, which the map alone cannot express. The
scroll registers move ALL of it, so a score printed into the map slides
away, and one printed into whichever rows the view happens to be showing
jumps a pixel at a time as the fine offset changes.

Port 0x3D is how many rows tall and 0x3E is which row it starts at. Nought
tall is no window, so a cleared screen has none and every program written
before this means what it meant. A start row is a register because a
status bar along the bottom is as common as one along the top.

IT HAS ITS OWN MEMORY, and that is the argument for it. The cheaper design
draws the top rows of the MAP without the scroll applied - no new memory,
one register - and makes those rows part of the playfield's ring, so a
game that scrolls vertically has to route its world around its own
scoreboard for ever. The point of a status bar is that it is not somewhere
in the level. Lunar Porter does not scroll vertically today and will the
moment an orbit is a thing you can reach.

0xC000 in the screen bank, which the map does not reach: it ends at
0xBFFF. Same cells, same tiles, same pages, same schemes. Being in the
screen bank makes it per screen, so flipping the buffer flips the status
bar with it - what a double buffered game wants, and surprising the other
way round.

Drawn over everything, sprites included. A sprite that could cover the
fuel gauge would be a bug in every game that had both.

Tile modes only. In bitmap mode the picture is using that memory, so a
bitmap program pins things to the screen with sprites, which are in screen
coordinates for the same reason.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-03 00:19:09 -04:00
AnachronautandClaude Opus 5 fed1453e6e Controllers: four pads that say what is held
The console says WHICH KEY WENT DOWN, which is the right shape for typing
and the wrong one for playing. A game wants to know what is being held,
this frame, possibly several things at once, and a stream of presses
cannot say that: a key that is down and staying down sends nothing at all.
Lunar Porter's thrust is a burn per press for exactly that reason.

So a pad is its own device on ports 0x60 to 0x6F, reporting a LEVEL. One
read gives every button at once, holding is the natural thing to express,
two directions together cost nothing, and reading does not consume it - a
game may ask twice in a frame and be told the same thing both times.

Four of them, because a party is four. They cost a port each and nothing
at all when unused. The directions are the low nibble so "which way" is an
AND with 0x0F; the buttons are the high nibble for the same reason. 0x64
says which are really there, so a game can ask for a controller rather
than sitting silent while somebody presses things at it. They never
interrupt: a game polls once a frame because that is when it draws.

KEY-UP ON THE CONSOLE WAS THE OTHER WAY TO DO THIS AND WAS REJECTED. A
terminal hands over characters and can never report a key coming up
however it is asked, so it would have been a thing that worked behind a
window and silently did not down a wire. A separate device can honestly
say it is not there.

Voyager drives pad nought from the keyboard as well as from any real
controller, OR-ed rather than chosen between, so a game written for a pad
is playable on a machine with none and unplugging one mid-game does not
leave somebody holding nothing.

And a recorded path, which is what makes any of it testable: --pad names a
file of one byte a frame, and the manifest has an eighth column for it.
A BYTE A FRAME AND NOT A BYTE A READ - a level asked twice in one frame
has to answer the same both times, and a file that advanced per read would
depend on how the program happened to be written. Voyager's own tests run
headless with nobody holding anything, so without this the device would be
exercised only by somebody playing: the state the console's line editing
was in when it broke twice in two days.

0x50 is the timer, not free. The block this went in was chosen after
looking rather than before.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-02 21:44:55 -04:00
AnachronautandClaude Opus 5 cb898450b5 Sprites that scale, and a depth buffer to hide them behind
A target size in PIXELS rather than a multiplier, which is the whole of
why this is usable here. A billboard at distance d wants to be k/d pixels
tall, and that is a number a program has anyway - out of a lookup table,
most likely. A multiplier would have to be a fixed point fraction arrived
at by dividing, and this CPU cannot divide.

Zero on an axis means the natural size, so every sprite written before
scaling existed still means what it meant.

The two axes are independent, and that shape - one tile wide at its own
size, stretched to whatever height a distance says - is a wall column in a
pseudo-3D game. Measured: a DDA step costs 85 cycles, so 80 columns of ray
casting is about 85,000 cycles, or 12fps. Drawing those walls from the CPU
instead would be 256,000 writes, fifteen frames of cycles for one frame of
screen. The device doing the pixels is what makes such a game possible at
all here, not merely faster.

And a depth buffer, one byte a screen column at 0xD000, written by the
program. A sprite with a depth draws only in the columns it is in front
of. PER COLUMN, and that is the point: a billboard is nearer than the wall
at one end of itself and further at the other, and no ordering of the
table can say that. Table order settles sprites against each other; the
buffer settles them against the scenery. Zero means no test at both ends,
so a program that never writes it behaves as it did before it existed.

The entry grew from 8 bytes to 16 - now, while two programs use the table,
rather than once a game is written on it. Bytes 0 to 7 kept their
meanings, so Sprite.asm needed no change.

The pass is rewritten to walk where a sprite is GOING rather than where it
came from, which is what makes a stretch and a squash one operation. It
also made flipping fall out: turning the source coordinate round mirrors
the tile order and the pixels inside each tile in one step, where drawing
tile by tile had to be told to do both. All 111 checks passed unchanged at
natural size, which is what says the rewrite changed nothing it should not.

Clipping moved out of the inner loop and had to: a target size is sixteen
bits, so a sprite asked to be 60,000 pixels tall would have been sixty
thousand turns of a loop that drew eight rows.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-02 14:07:38 -04:00
AnachronautandClaude Opus 5 9eed23120f Four pages of tiles, in bits that were already there
A tile number is a byte and a byte reaches 256, which is not many once a
font has taken 135 of them and a game wants a character, a background and
a wall. Bits 4 and 5 of the attribute now say which page of 256 the
number is in - bits already written on every cell and every sprite, and
reserved for this since the attribute was defined.

Four pages of 16K is 64K, which is the whole atlas, so THE FOURTH PAGE IS
THE MEMORY THE SPRITE TABLE AND THE PALETTE ARE IN. That is not a hole in
the design; it is the answer shared video memory has always given, and it
is checked rather than forbidden. The atlas is 1024 tiles, and what a
program spends on sprites and colours comes out of them: no sprites means
page 3 is art, and sprites means 768 tiles and a reason.

The page is a property of the CELL and not a mode, so one screen shows
tiles from all four at once and nothing has to decide which page it is in.

Both places a tile is drawn from now ask one function where the art is.
They would otherwise drift: the sprite pass was written days after the map
pass and neither is where the other is looked at.

Nothing in CosmOS changes. The shell draws from page 0, which the screen
save covers; a tile left in another page is invisible unless a map cell
names that page, and the map is given back or cleared.

Both breaks were tried and both failed the checks - and the second had to
be tried twice, because the constant it needed lives in video.h and the
harness was only editing video.c. That is the same silent no-op as
yesterday's uncompiled break, in a different disguise.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-02 12:59:02 -04:00
AnachronautandClaude Opus 5 a916103a7f 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
2026-09-02 11:42:11 -04:00
AnachronautandClaude Opus 5 023362b05a A second screen, and one port to say which is shown
A screen drawn where it can be seen is seen half drawn. A program that
moves forty things and rewrites the map underneath them is wrong for as
long as it takes to put them all right, and at a megahertz that is long
enough to look at.

So the device brings a second screen bank, on port 0x3B, and port 0x3C
says which of the two is displayed. Everything a program draws into the
other one is invisible until one byte shows the whole of it at once.

ONE REGISTER IS ENOUGH, where the hardware this imitates needed two. The
other said which screen the CPU's window pointed at; there is no window
here, because a program reaches a bank through the memory controller by
its number. Writing to the screen that is not shown is a matter of naming
its bank, and the device never has to be told.

And a flip cannot tear: a frame is drawn from one bank in one go, so a
flip either happened before that frame or happens before the next. There
is nothing to race, where the real machines had to catch the few lines
between frames to swap in.

The console draws into whichever screen is displayed rather than one of
its own, so a fault message lands where somebody can read it even if a
game had flipped. And CosmOS puts the displayed screen back at exit, the
way it already puts back the cursor and the ink: a program that faulted
while flipped could not have, and a shell that only came out right for
programs which remembered would come out wrong the day one crashed.

Flip.asm is the worked example. It deliberately does NOT restore the
display itself - that is the point of the paragraph above, and it is what
makes the system's guarantee the thing under test rather than the
program's good manners. Written the other way round first, where it
passed with the guarantee deleted.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-02 10:31:29 -04:00
AnachronautandClaude Opus 5 66e7b84272 The screen is two banks: an atlas and a screen
Tiles and colours are written when a program loads; the map is written
whenever anything moves. Sharing one 64K bank made them compete for room
neither needed all of, and had a worse consequence than being cramped: a
bitmap covers the whole bank, so entering bitmap mode destroyed the font.
A program could not draw a picture and then say anything about it.

Split, each gets a whole bank. The atlas holds the tiles and the palette,
the screen holds the map or a bitmap, and a picture now costs the map and
nothing else. It also leaves 48K free in the atlas, which is where the
sprite table and a second page of tiles are going.

No new mechanism was needed. A bank is registered by naming the port that
owns it, so a device with two banks needs two ports that own memory: the
base port keeps the atlas, since tiles have been at 0x0000 since there was
a screen at all, and 0x3A owns the screen. The registry now answers
honestly about which ports in the block bring memory, where it used to say
all sixteen did.

CosmOS never addresses video memory except in one place - the screen save,
which walks 196 pages of it. The page number already says which bank a page
is in, so screenBankFor works it out rather than keeping a second list
beside screenPageFor. Grid and picture.asm register both banks; colours.asm
only touches the palette and needed none of it.

Tests/video.sh names the memory every write is for, because an address
cannot: tile 5 and bitmap pixel 5 are both 0x0005, and a helper that
guessed would be right for the tiles and silently wrong for a picture.

And picture.asm gained a check, because this change broke it and nothing
noticed - registering the second bank leaves DestBank pointing at it, so
the palette went into the wrong one and the picture came out black. It was
the only thing here found by looking rather than by a test.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-02 10:09:53 -04:00
AnachronautandClaude Opus 5 f97d15de08 The font comes from a chip, not from RAM that remembers
videoReset zeroed video memory and then wrote the font and the sixteen colour
schemes into it, and the comment above that said out loud what was wrong with
it: "everything here is ordinary video memory". RAM does not wake up with
anything in it. That was the last piece of magic in this device, and it looked
harmless until something wanted the font BACK - a program that redefines a glyph
had destroyed the only copy there was.

So the device has a character generator, the way the machines this one is
pretending to be really did, and the copy into RAM is a thing it DOES rather
than a state it mysteriously starts in. Command port 0x39: bit 0 for the font,
bit 1 for the schemes.

THE RAM IS STILL RAM. A program may overwrite every glyph and every colour and
should be able to, which is what makes this a tile engine rather than a text
display. What changed is that it is no longer a one way door.

NEITHER COMMAND CLEARS WHAT IT DOES NOT OWN. The font used to clear the whole of
tile memory before writing itself, which was harmless while it happened only at
reset and is wrong the moment a program can ask: a program that defined a tile
of its own and then wanted its text back would have paid for it with the tile.

The reason it is a chip rather than a file on the disk, which was the other
candidate: the boot chain prints before CosmOS exists. Stage one prints "?" when
there is nothing to boot, and if the font came off the disk then the message
about the disk having failed would be the one thing that could not be drawn. A
system that wants its own font still loads one over the top - the ROM is the
floor, not the policy.

Two things that had been worked around now simply work. The shell asks for both
whenever a program exits, so a program that redefined a letter no longer leaves
it unable to spell, and Grid no longer needs to have saved the screen to avoid
handing back green text on blue. And the fault screen asks for the glyphs first,
because a message spelled in somebody's tile graphics is no message at all.

Five video checks. Two runs each for the font and the schemes, since the map
holds a tile NUMBER and the glyph is looked up when the frame is drawn - so
restoring changes every cell using it, including ones drawn before, and what the
two runs differ by is the command. The third guards the decision not to clear:
tile 200 has to survive the font coming back.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-01 16:21:24 -04:00
AnachronautandClaude Opus 5 000a6d39cb Somewhere to send the fault about there being nowhere to send it
Dispatching through a vector with nothing in it was the one fault this machine
could not hand over, because the thing that would hand it over is the thing that
has just found nothing to hand it to. It stopped the machine and no program
could do anything about it - so calling a service the system does not implement
was fatal, and that is an ordinary mistake to make.

Two new fault vectors: 5 when a software vector was empty, 6 when a device
interrupted and its hardware entry was. Separate, because they are separate
mistakes with separate fixes - one is a program calling something that is not
there, the other a program that asked to be interrupted and forgot the handler.

WHICH ENTRY WAS EMPTY ARRIVES IN Q, and it is the only thing on this machine a
handler is given in a register. Not a fault cause register by another route: the
vector still says what happened and Q says which of the 256 entries it happened
about, which is a parameter and not a cause. It costs no new state at all,
because the frame already saved the Q the interrupted program had and RETI puts
it back.

The escalation happens once. If vector 5 or 6 is itself empty the machine stops
the way it always did, having genuinely run out of places to go.

swiFaultTest is what guards that, and it was written long before any of this: it
installs nothing, so it must still get the old halt. Breaking the escalation
fails the two new tests and not that one; making the escalation unbounded fails
that one and not the two new ones. Each break fails exactly the half it belongs
to.

noDeviceTest is fed no input on purpose. The console raises its line once when
input ENDS as well as when a byte arrives - which exists so a program driven by
interrupts is told when nothing more is coming - so with no input at all, that
end is what turns up.

Groundwork for CosmOS's fault screen, which wanted to catch these two and could
not.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-01 14:40:53 -04:00
AnachronautandClaude Opus 5 4d976fc22a A program reading a line gets the editing too
osReadLine goes through the shell's editor now, so anything that asks the system
for a line gets arrows, Home, End and Delete. The editor is a program, and a word
typed with two letters the wrong way round can be put right without starting the
line again.

IT DOES NOT GET THE HISTORY, and that is the interesting half. Edit would
otherwise fill the history with the text of somebody's document, and pressing Up
in the middle of writing one would put "dir" into it. The history belongs to the
thing whose lines are commands. Two entry points rather than a flag the caller
sets first, so a caller cannot forget which it wanted.

And the console is put back the way it was FOUND rather than the way the shell
likes it. A program that had asked for key mode and then read a line through the
system used to be handed back a console in line mode having asked for nothing of
the sort. The status port reports all three things the control port can ask for,
in the same order two bits along, so one shift turns what the console IS into
what to write to make it that again.

Which uncovered a real fault in the console. READING THE STATUS PORT WAS EATING A
KEY: in line mode the poll consumed an arrow key and dropped it, so a program
that looked and then asked for key mode - exactly what reading a line now does -
found the first key it was reaching for already gone. A look must not consume
what it cannot report, because the mode can change. It is held now and delivered
as soon as something will take it. A blocking read still discards it, and must:
that read IS the delivery, and a byte held there would be met again forever.

Four recordings gained a program's echo, and cosmosEdit's went from
"> : : : : > : : > 1: alpha" to a session you can read. VERIFIED THE SAME WAY AS
BEFORE: with only the program side of the echo silenced, all 192 tests pass
against the recordings as they were before this commit, so the echo is the whole
of what changed.

cosmosEditService is the new test and it checks both halves at once. Inside Edit,
Left/Delete/Left puts "alpah" right. Up and Down do nothing there - were a
program's line walking the shell's history, the next line would come out as the
echo command from the top of the file instead of the word. And one press of Up
back at the prompt finds the command typed before Edit was started, which is the
proof that nothing the editor read went into the history at all.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-01 14:07:09 -04:00
AnachronautandClaude Opus 5 b3726c950a Deliver the keys that are not characters
An arrow key has never reached this machine. Voyager threw it away for want of
anywhere to put it, and a terminal sent ESC [ A, which arrived in the middle of
whatever was being read and made it unrecognisable - typing Up at the CosmOS
prompt put three bytes in the command line and got "I do not know".

So the console names them: one byte each, 0x80 upward, above ASCII so nothing
written before them can collide. Up, Down, Left, Right, Home, End and forward
Delete, with room above for the paging and function keys.

The console normalises, which is what it already does. Behind a window it turns
the key somebody pressed into a byte; on a terminal it turns the sequence into
the same byte. That is the act it has always performed on Return and Backspace,
one layer further along, and it is why a program need not know which of the two
it is talking to. What a key MEANS is not the console's business - that belongs
to whoever is reading, the same way what is on a disk belongs to the system and
what a drive is belongs to the machine.

Translated only when standard input really is a terminal. Nothing else sends
these sequences, a pipe holds exactly the bytes somebody put in it, and it keeps
the Escape-or-Up timing problem out of every test here: a test writes the key
values themselves. Line mode drops them, in both front ends, because line mode
delivers characters and a line somebody else has finished editing cannot be
moved about in.

Press.sbx says what it was handed, in hexadecimal and by name, and reads a line
before it reads keys so both halves of that rule are checked. Two recordings,
one fed as standard input and one as a keyboard, agreeing byte for byte; each
break fails exactly one of them. Three checks in terminal.sh type real escape
sequences at a pseudo-terminal, which is the only place they are ever read as
sequences: that they arrive as keys, that Escape alone is still Escape, and that
a character typed straight after an escape is held rather than swallowed.

Five recordings re-blessed for Press.sbx appearing on the shared disk, and the
whole of that diff is the file's own line and the counts above it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-31 22:24:11 -04:00
AnachronautandClaude Opus 5 04f1ffabd4 A disk made of memory, brought up by whoever owns it
THE MACHINE SUPPLIES BLOCKS AND SAYS WHAT A DRIVE IS. It says nothing about
filesystems, which is what leaves room for a system that would rather have
its own - and is why the volatile bit is a fact about the hardware rather
than a promise about SBFS.

  0x26        what the selected drive is: bit 0, contents do not survive
  0x27, 0x28  how many blocks it has
  --ram-disk N   a drive of N blocks with memory behind it

A drive of memory selects, reads, writes and has a size like any other, and
a program cannot tell the difference except by how fast it was. The one
thing it cannot work out for itself is that the contents are volatile,
because an empty disk and a volatile disk look identical from outside.

THAT BIT IS THE DIFFERENCE BETWEEN A DRIVE A SYSTEM MAY FORMAT ON SIGHT AND
ONE IT MUST NOT. CosmOS formats a volatile drive it cannot read, because
there was never anything on it to lose, and leaves every other unreadable
drive alone - an unformatted floppy is not an invitation, it is a blank
floppy. Removing that check formats somebody's blank disk, which is checked
rather than asserted: cosmosBlankDisk boots with one and requires it to be
refused.

So CosmOS grew a format. The size comes from the drive rather than from a
superblock, since a superblock states a size too and that is no use on a
disk which has not got one yet. Sixteen directory blocks, 128 names, chosen
rather than worked out: a scratch disk runs out of names long before room,
and this machine cannot divide.

The RAM disk is no faster on this emulator by default, and that is honest
rather than disappointing: the emulated disk has no seek time unless asked
for one. With --disk-cycles 10000 the same copy is 7.94M cycles against
8.70M, the difference being every write.

run.sh takes "ram:2048" where an image name goes, which needs no removing
between runs because there is nothing to remove.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-31 17:56:41 -04:00
AnachronautandClaude Opus 5 6b51d6391f A beat a program sets for itself
The only regular thing on this machine was the screen finishing a frame,
sixty times a second and not negotiable - a clock a program BORROWS rather
than one it sets. Every duration became a multiple of 16,667 cycles, so a
sixteenth note at 120 beats a minute, which is 125,000, is seven and a half
frames and cannot be asked for at all. The way round it was to choose a
tempo whose subdivisions happen to land on whole frames, which is making
the music fit the machine. Examples/tune.asm says so in its own header.

  0x50  Status: a period went by, it is running, it will interrupt
  0x51  Control: run, repeat, interrupt
  0x52-0x54  The period, in cycles, most significant first

THE PERIOD IS IN CYCLES because that is what everything else here is
counted in - the cost model counts them and a frame is measured in them -
so a timer counting anything else would be a second unit to remember.
Twenty four bits reaches from one cycle to sixteen and a half seconds, with
120 beats a minute at 500,000 in the middle, and there is no range left for
a prescaler to buy.

Starting loads the period; asking it to run while it already is does not,
so turning interrupts on half way through a period does not silently move
the beat being kept. What is left over carries into the next period, so a
period of 1,000 ticks every 1,000 and not every 1,000 plus however late
anybody looked. Reading the status takes the tick down and the line with
it, which is the rule this machine settled two days ago about every status
port.

The timing check is in terminal.sh and not the manifest, and the reason is
worth keeping: settle() strips cycle counts from recordings, which is right
for every other program and useless for a clock. "It printed eight dots"
would pass on a timer that fired them all at once. terminal.sh measures
that eight periods of 125,000 come to a million within a couple of hundred
cycles, and that 99.97% of them were spent asleep.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-31 17:06:28 -04:00
AnachronautandClaude Opus 5 b1538e0618 Give the disk four drives, behind one controller
SEVERAL DISKS ARE ONE CONTROLLER AND NOT SEVERAL DEVICES, and the
instruction set decided that rather than taste. A port is an immediate byte
inside the OUT that names it - portOut takes it from Program Memory - so a
program cannot compute one. "The disk on port 0x20 plus drive times four"
is not something this machine can say, and two disks as two devices would
mean a branch on the drive number in all eleven places sbfs.asm names a
disk port. A drive register is what a floppy controller has always been.

  0x24  Drive, which the block, command and status registers refer to
  0x25  Drives, read only: how many are plugged in

--disk given more than once fills them in order. What is per drive is the
image, its size and its write protection; the block register, the status
and the one buffer belong to the controller, which is the same division
real hardware makes.

A drive that is not there is refused rather than wrapped, because wrapping
means a program asking for a drive this machine has not got quietly reading
the one it has - the same shape of fault as taking a bank number somebody
else was using. An EMPTY drive is a different thing and is selectable: a
controller has its drives whether or not there are disks in them, and
reading one fails with the error bit the way an empty drive should.

Changing drives finishes whatever the one being left was in the middle of.
A transfer waits for the clock, so one may be owed at any moment, and
running it against the disk that is arriving would be a fault with no
owner.

Also stops parseOptions setting its defaults field by field. It was nine
assignments beside a struct, and a list beside a thing drifts from the
thing: adding two fields left them holding whatever was on the stack, so a
machine given one disk was told it already had four drives. It is one
zeroing now, and a default that is not nought can be written under it where
it reads as the exception. That struct growing a field once before left
Voyager linked against an object that disagreed about its size.

Nothing in CosmOS uses any of this yet. The mount record is next.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-31 10:10:38 -04:00
AnachronautandClaude Opus 5 bcd42e75ca Scroll the screen sideways, and by less than a cell
The screen could move one way, a cell at a time. Three registers were
missing and this adds them: a column origin so the map can be wider than
the screen as well as taller, and a pixel remainder for each axis so the
step can be one pixel rather than eight.

  0x36  Scroll column, in cells, wrapping at 128
  0x37  Fine X, 0 to 7 pixels
  0x38  Fine Y, 0 to 7 pixels

FINE DOES NOT CARRY INTO COARSE. Writing 8 to a fine register writes 0,
because only its low three bits mean anything. The alternative was for a
write of 8 to step the coarse register, and it was rejected for one reason:
a program that scrolls has to know where it has got to, and if the hardware
carries then the only way to find out is to read the register back. Keeping
them apart means the program already knows, because it did the arithmetic
itself. It is also what the machines this one is pretending to be did.

The renderer now draws one more row and one more column than fit and clips
them, because with a fine offset the screen no longer begins on a cell
boundary and the cells at two edges are partly off it.

videoPutCell follows the column origin as it has always followed the row -
a caller means a cell of the SCREEN, and the screen is a window onto the
map. The fine offsets are deliberately not applied there: they move the
finished picture by less than a cell, and there is no such thing as less
than a cell to write into. So a program may scroll to any pixel without the
console's idea of where row three, column five is moving underneath it.

Grid now scrolls diagonally, a pixel a frame, in four port writes and two
carries. It moved eight pixels every fourth frame before, which reads as
the picture jumping rather than travelling.

Seven checks, each one the same program with one register changed, so what
is compared is where the picture stopped. Breaking fine X, fine Y, the
column origin, the three-bit mask, or the console's use of the origin each
fails exactly one of them.

Grid's own two checks had to be rewritten, and the reason is worth keeping:
they asked whether pixel 4 was a grid line, which was really a check that
the scroll happened to be at a cell boundary. A picture that moves a pixel
a frame can only be asked things that are true at every offset - that it
repeats every eight pixels, and that one band of eight rows holds different
colours from the next.

Also repairs docs.sh, which found the minimal CosmOS application by taking
the first asm block in the README. Documenting a program with an example
above it made that a different block, and the check complained that the
minimal application had no #Base about something that never claimed to be
one. It looks under System Services now.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-30 18:52:15 -04:00
AnachronautandClaude Opus 5 0e0731e2b1 Put the cursor home when the screen is cleared
A screen with nothing on it and a cursor half way down it is not a cleared
screen: the next thing written lands where the last thing happened to leave
off, at a position whose meaning was just erased. The shell's clear did
exactly that, and left the next line one row below wherever it had been.

Both halves were missing. consoleClearScreen blanks the cells and does not
touch cursorRow or cursorColumn, and 2J on a terminal empties the screen
without moving anything - H is what puts the cursor at the top.

Life and Snake never showed this because they follow their clear with an
explicit 1;1H of their own. They were working around it, which is why the
bug survived until a command cleared the screen and then let somebody type.

The attribute is deliberately not reset. Clearing is about what is on the
screen rather than how the next thing will be drawn, and a program that
chose a colour and then cleared still wants that colour - which is what a
terminal does too.

Two checks in video.sh, and they took two goes to make independent. The
first pointed at the row where the letter lands when the cursor is NOT
homed, so removing the clear and removing the homing failed the same pair
and neither said which. The second now looks at a row nothing writes to
either way - and at a letter whose ink actually reaches the pixel it reads,
which "two" did not, so it passed on a screen that had never been cleared.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-30 17:08:27 -04:00
AnachronautandClaude Opus 5 85329f13c3 Take a device's line down when its status port is read
A device raises a line and something has to take it down. Two things did:
being interrupted, and being woken from WAIT with the Interrupt Flag down -
the second because a masked program has nowhere to dispatch to, so nobody
else would.

There was a third way to learn a device had finished and nothing answered
it. The documented idiom reads the status, branches out if the device is
already done, and only WAITs otherwise; on a disk quick enough to finish
before the first look, which is every disk here, the WAIT is unreachable.
The line then stood for the rest of the machine's life.

The program that leaves it standing never pays for it - it was masked
throughout. The bill arrives at whoever next sets the Interrupt Flag. The
boot chain reads the disk to load a program, leaves the line up, and hands
over; the loaded program is then interrupted on behalf of a read that
finished before it existed, through a vector table with no entry for a
device it never touched, and faults on the instruction after its SIF.

Found by running Examples/tune.asm through Once. It set up its whole sound
and died four bytes before its first note, which is why it was silent
rather than wrong - and why it looked like a sound bug for a while.

So reading the port that answers a device takes its line down, the same way
taking the byte already took the console's down. Disk and screen do it on
their status port. And a reset now clears every line, which is the sentence
the manual already makes about the vector table: a handler left behind aims
an interrupt into a program that is no longer running, and so does a line.

testPrograms/diskLineTest.asm pins it - the racy idiom, then SIF with no
handler installed anywhere. It faults without the fix.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-29 22:15:02 -04:00
AnachronautandClaude Opus 5 d388cd3122 Give the machine a sound device
Four channels on ports 0x40 to 0x4F, each one a whole soundThing voice:
two oscillators, two envelopes, a filter and the routing between them. A
channel keeps its patch between notes, so a program sets an instrument up
once and then plays it.

Six ports rather than forty, because a voice has around forty settings and
four of them would spend more than half the port space on one device.
There is a selector and a value instead: say which channel, say which
setting, write it. That is three writes to change a setting and two to
play a note, which is the right way round - patches are loaded, notes are
played in an inner loop.

Samples come from the machine's clock and not the host's: 48,000 a second
of emulated time, worked out in whole numbers so it never drifts. A
million cycles is exactly 48,000 samples on any host at any speed, which
is what makes a sound something a test can compare. --sound writes them
out, the way --screen writes a picture, for the same reason: the suite has
no speaker.

Tests/sound.sh is 22 checks and found three real defects the first time it
ran, all the same shape - a synthesizer written for a patch editor, wired
up as hardware and inheriting the editor's assumptions:

  - Only one voice had an oscillator switched on, so three of the four
    channels could not make a sound whatever was written to them.
  - That voice's oscillator arrived at full gain and every other one
    arrived at nothing, an asymmetry with no reason behind it.
  - A note with no sustain is silent but not over, so the obvious way to
    wait for a sound to finish waits for ever.

The first two are fixed by the device defining its own power-on state
rather than inheriting synthInit's: every channel arrives able to make a
sound, so writing a note number is the whole of playing a note. The third
was already written into the manual as advice, an hour before the check
existed. The check disagreed with the documentation and the check was
right; the manual now says the one rule, which is that a note sounds until
the gate is dropped.

Programs/Examples/tune.asm plays eight notes, taking its tempo from the
screen's frame interrupt because that is the only regular beat this
machine has. It spends 99.8% of its cycles asleep in WAIT.

Voyager has no speaker yet - this is the device and its tests. Playing the
samples out of the window is the next commit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-29 20:59:17 -04:00
AnachronautandClaude Opus 5 13b20c8834 Give the screen a bitmap mode
V4. Mode 2 is 320 by 200 with a byte a pixel: no tile to look up and no attribute to add,
the byte IS the palette index. Programs/Examples/picture.asm fills a whole one in 127 bytes
of program and 47,498 cycles.

IT IS THE SAME MEMORY AS THE TILES AND THE MAP, which is what shared video memory has always
been, and there is nowhere else it could be - 64,000 bytes of picture in a 65,536 byte bank
leaves room for nothing beside it. Going to bitmap mode does not clear the text screen, it
stops calling it one, and coming back finds the tiles holding whatever the picture put there.
Taking the screen means taking it.

The palette moves to 0xFC00, the top of video memory, because it is the one thing that has to
mean the same in every mode and 64,000 bytes of picture leaves nowhere in the middle for it
to hide. That is a documented address, so the example, the tests and the manual move with it.

A BITMAP HAS NO COLUMNS AND NO ROWS, and both registers read zero rather than a leftover from
the last mode. The console asks: told there is no character screen, it has nowhere to put a
glyph and draws nothing, while still saying everything down the serial line. The honest
alternative is what a machine with shared video memory really does, which is scribble marks
nobody can read across somebody's picture - honest and useless, since a program that has
taken the screen has not stopped wanting to print.

Six checks in Tests/video.sh, to 55: that the mode is 320 by 200, that a byte is one pixel's
colour and only that pixel, that printing leaves a picture alone while the letter still goes
out, and that the columns register says nought and then forty again.

The example is worth reading for one thing beyond the mode: Fill leaves its destination past
what it touched, so two hundred rows are drawn from one address set once. Working out where
row n begins would be n times 320, and this machine has no multiply.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-29 10:44:15 -04:00
AnachronautandClaude Opus 5 1174bd9af5 Give the machine a frame to wait for
V3. The screen interrupts at each frame on hardware vector 0x30, and WAIT finally has
something worth sleeping on.

THERE WAS NO CLOCK. Every program that wanted to happen at a certain speed counted
instructions and hoped, which is why Snake's pause silently halved the day a cycle stopped
being an instruction and became a memory access - the program was right and the thing it was
counting changed underneath it. A screen finishing sixty times a second is a real beat, and
it is counted in the MACHINE'S cycles rather than the host's, so the same program sees the
same number of frames in the same number of cycles however fast anything really ran. That is
what makes a frame something a test can count and a recorded result can hold.

Status bit 0 goes up when a frame has gone by and reading the status port puts it down, so a
program with no handler can watch for it instead. Control bit 0 asks to be interrupted, and
is OFF when the machine starts: an interrupt with nothing installed to catch it is a fault,
so a screen that began interrupting the moment it was switched on would take down every
program written before frames existed.

More than one frame can pass between two looks, and the flag and the line are each one
thing, so several still mean one of each. A missed frame is missed.

Programs/Examples/frames.asm prints a dot a frame for a second: 1,000,324 cycles, and 996,460
of them spent asleep. That split is the thing worth seeing - a program that polled instead
would print the same sixty dots, take the same second, and spend every cycle of it on the
bus. Its header explains why waiting is not spinning and why a machine with a beat can stop
guessing at one.

Six checks in Tests/video.sh, and two of them are about the clock rather than the output,
because the output cannot tell the difference. That the machine slept through nearly all of
ten frames, and that polling three frames actually took three frames - a status flag that
stayed up once set would print exactly the same character and look perfectly correct.

Breaking the frame interrupt on purpose left a machine asleep for ever and hung the whole
suite, which is a worse way to be told than a failing check. Tests/video.sh bounds its runs
at ten seconds now, the way Tests/run.sh always has.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-29 10:24:09 -04:00
AnachronautandClaude Opus 5 ff4b025058 Make the cursor blink while the machine is waiting, and show how the palette works
THE CURSOR DID NOT BLINK, and the reason is worth stating: it blinks on the machine's clock,
and the machine's clock had stopped. A console waiting on a key stops the CPU, so no cycles
passed, so the phase never moved - and the one moment somebody is looking at a cursor is the
moment they are being asked to type.

Waiting is now charged as IDLE CYCLES, which is what they were built for: a machine stopped
on a device is not using memory, the same distinction WAIT makes, arrived at from the other
direction. And the devices are told as it happens rather than when the instruction finally
finishes, because a display controller does not stop blinking because the processor is
waiting on a keyboard, any more than a disk stops turning.

A keyboard file can now say NOTHING happened. A zero is a byte no keyboard sends, so it is
free to mean "a moment went by with nobody typing" - which is the commonest thing behind a
window and the only thing a file otherwise could not express. That unlocked the whole waiting
path: three checks that the cursor is lit, then dark half a second later, then lit again,
which is what blinking is.

And Programs/Examples/colours.asm, because the palette had nowhere a newcomer could read it.
It prints the sixteen pairs, prints each one again turned inside out, and then CHANGES ONE by
writing three bytes into the palette - so the difference between using the colours a machine
wakes up with and choosing your own is visible in one program. Its header explains what a
cell is, what the attribute nibble does, why palette entries are four bytes rather than
three, and why video memory has to be reached through the controller.

The manual now says where the palette lives and points at it.

SplitLint found a redundant RSTA in the example, which was worth acting on rather than
suppressing: the zero was already in A from the mode write two lines up, and saying so in a
comment teaches that SETD does not touch A, which is a thing worth knowing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-29 08:26:15 -04:00
AnachronautandClaude Opus 5 d6feddd1b6 Give the console colour and a cursor
COLOUR COSTS A NIBBLE AND NO HARDWARE. A glyph is drawn in palette indices 0 and 1, paper
and ink, and a cell's attribute nibble adds sixteen to both - so sixteen banks is already
sixteen ink and paper pairs, and all that was missing was a register saying which one the
console draws in. That is port 0x06, read as well as written like the rest.

The palette a machine wakes up with is arranged so that HIGHLIGHTING IS ONE BIT: banks 0 to
7 are colours on black, banks 8 to 15 are the same colours as paper with black ink. So
attribute XOR 8 turns any pair inside out. That is a convention rather than a rule of the
machine - the device only ever adds the nibble and looks the answer up - but it is the
convention that makes a highlighted line and a cursor free.

Bank 0 is still grey on black, so nothing that was written before this has changed colour.

THE CURSOR IS THE SAME BIT AGAIN. It is drawn by turning its cell inside out rather than by
putting a block over it, so the character underneath stays readable, which matters to
somebody editing a line. The device draws it rather than the window, because on a machine
with a screen a cursor is a hardware feature - one drawn by the presenter would not be in a
picture the machine saved.

It blinks on the machine's own clock, half a second each way, so the phase is a pure
function of the cycle count and a screen saved at a given cycle is the same screen every
time. A blink on the host's clock would have made every saved picture a matter of luck.

Off unless asked for, with bit 2 of the control port. That is right for a machine - a
program painting its own screen does not want something blinking in the middle of it - and
CosmOS asks for one at boot. It also asks again when it takes the console back from a
program that has stopped, because a program handing key mode back the way it was told to
writes zero, which turns the cursor off. The shell owns the prompt, so the shell is what
makes sure there is something blinking at it.

Nine more checks in Tests/video.sh, to 41: that the attribute colours the ink and not the
paper, that XOR 8 turns both, that it reads back, that a cursor appears where the registers
put it and only when asked for, and that it goes dark again half a million cycles later.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-29 08:13:28 -04:00
AnachronautandClaude Opus 5 43a05b3df1 Replace the escape parser with cursor registers
The console had grown an ANSI parser, and that was the wrong shape. ANSI exists because a
screen used to be on the other end of a serial line and a byte stream was the only channel
there was. This screen is memory the program can already address, so reaching it by sending
characters for a state machine to take apart is a middleman for something the machine does
better - and it meant accepting an open protocol somebody else defines, in hardware, with no
natural end to it. Everything else on this machine is registers.

So the console gets three: cursor row at 0x03, cursor column at 0x04, and a command port at
0x05 where 1 clears the screen. Both cursor registers are READ as well as written, which is
the thing an escape cannot do without sending a query and parsing a reply - a routine that
wants to put the cursor back where it found it can now ask.

Clearing is one command against a thousand cells walked one at a time. Snake and Life are
smaller for it: 2,168 bytes to 2,163 and 1,410 to 1,396.

A HOST TERMINAL STILL SPEAKS ANSI, and bridging to the host is the emulator's job, the same
job it does reading standard input. So the escapes are now GENERATED, outbound, for the set
this device chooses, rather than parsed inbound as though the machine were a terminal. The
set cannot grow behind our backs because we are the ones saying it. The cursor is announced
lazily, at the next character rather than at the register write, so setting a row and a
column costs one sequence rather than two.

The console's block widens from three ports to six, which registryTest noticed: it had been
asking about port 0x05 precisely BECAUSE nothing was there, and the console had just moved
in. Re-blessing it would have left it checking nothing, so it asks about 0x80 instead -
clear of the console, the disk, the screen, the controller, and the sound device coming to
0x40.

Six checks in Tests/video.sh swapped from the sequences to the registers, including that the
cursor reads back and that one sent past the edge is clamped rather than refusing. Those
checks also stopped counting bytes from the ends of a file, which had quietly started
measuring an escape the moment the console began announcing the cursor.

SplitLint caught the one thing worth catching in the port: the clear command leaves A at 1
and key mode is also 1, so the second load looks redundant. Acting on it would tie a console
command to a console mode by coincidence, and break silently if either ever moved, so it is
suppressed with that reason rather than removed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-28 23:08:52 -04:00
AnachronautandClaude Opus 5 556a14b288 Teach the console the sequences the corpus already speaks, and let the status port see the window
Three things Snake found the moment somebody ran it in a window, and all three are the same
kind of mistake: the console grew a screen and kept asking the terminal.

IT COULD NOT CLEAR THE SCREEN. Every program here that moves a cursor does it with ANSI
escapes, because until there was a screen the thing on the other end was somebody's
terminal. The controller drew "[2J" as three letters and left the board underneath. It now
parses them, which is what a video terminal did - a VT100 is exactly this. The whole corpus
uses two, ESC[2J and ESC[H, and the general shape is recognised so anything else is
swallowed rather than drawn: a sequence nobody implemented should leave no marks. Cursor
positioning is in too, since it is the same parse and one line more.

IT DID NOT SEE KEYS FROM THE WINDOW, but did when the terminal behind it was focused, which
is the whole diagnosis in one sentence. Snake polls the READY bit and never blocks, and
consoleFetch - what the status port asks - was polling standard input regardless of whether
a front end had installed a hook. So a window's keys were invisible to every program that
looks before it reads, and a keystroke aimed at the terminal would be picked up instead.

The hook now takes a question. Zero is the status port looking, and must not present or
sleep: a program polling in a loop would otherwise be charged a frame for every glance. One
is the data port blocking, where presenting is exactly right, because a machine waiting for
a key is still a machine somebody is looking at. One value for both would have made either
polling ruinous or waiting dead.

AND IT RAN SLOWLY, which was the same bug wearing a hat: a game that never receives a
steering key is a game that only ever goes one way.

Six more checks in Tests/video.sh, to 32: that ESC[2J clears, that ESC[H goes to the corner
without disturbing what is drawn, that ESC[3;5H counts rows and columns from one, and that
an unknown sequence is swallowed and leaves nothing behind.

The hook itself is still the one thing here the suite cannot reach - it exists only when
there is a window, and this host has no display. It was found by a person playing Snake,
which is where the Test Manual says these go on being found.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-28 22:43:27 -04:00
AnachronautandClaude Opus 5 773b0f8add Put CosmOS on the screen without changing a line of it
The console is now a display controller as well as a port: it owns a font, keeps a cursor,
handles newline, carriage return, backspace and wrapping, and scrolls. That is an ordinary
kind of chip - it is what a video terminal's character generator did - and it is the reason
this rung needed no changes to CosmOS at all. CosmOS already writes bytes to port 0x00.

It writes to BOTH the screen and standard output, which is deliberate. A machine with a
screen and a serial line is an ordinary machine, the emulator's standard output is that
serial line, and one console drives both. It is also what keeps all 165 recorded results
passing under Voyager, and what makes --screen work on the plain SplitBit: there is one
console and it drives everything it has.

Scrolling moves the video device's origin and no memory. The row arriving at the bottom is
cleared because the map is a ring and it holds what was there 128 rows ago; the rows going
off the top are not, and that is a hundred rows of scrollback nothing had to keep. The test
reads the register back rather than looking at the screen, because a console blitting rows
instead would look identical and cost twelve percent of a frame for every line printed.

The font is vendored from Hatchet-GPU with a note saying where it came from, since that
repository is not part of this one. 135 glyphs in ASCII order, which is the thing that makes
it worth keeping - PETSCII's whole inconvenience was that its order was not ASCII's, so a
machine using it needed a translation table in front of every string. Here the machine
subtracts 32. It is stored one bit a pixel and expanded into tile memory at reset: 1,088
bytes against 16 kilobytes.

Voyager gets a keyboard. A window has no standard input, and a machine blocking on it inside
a frame would stop drawing and stop answering, so a front end with a window installs a hook
that the console calls while it has nothing: it keeps the window alive and hands back a key.
The hook has to tell "nobody has typed yet", which happens sixty times a second, apart from
"the window has gone", which is the end of input - one value for both would have made the
first keystroke look like a closed machine. In line mode the console echoes what it is
given, because there is no terminal behind a window to do it and that was always the
terminal's job.

Tests/video.sh grew from 14 checks to 26, half of them about the console rather than the
device: those programs ask the video device for nothing and write bytes to port 0x00 like
every SplitBit program always has. Verified by breaking two things - removing the scroll
failed exactly the two checks about scrolling, and removing the cursor advance failed
exactly the three that depend on it.

Two video checks had quietly depended on palette entry 0 being black, which stopped being
true the moment a machine woke up able to show text. They now set what they are about to
look at, and a new check pins the waking state itself.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-28 22:26:27 -04:00
AnachronautandClaude Opus 5 83623a3df3 Give the Voyager a screen
A tile engine on ports 0x30 to 0x3F, bringing one bank of video memory registered the way
the disk's buffer is. The CPU writes cell indices and the device turns them into pixels,
which is the whole reason a screen is affordable at a megahertz: a frame is 16,667 cycles,
a full 320 by 200 picture is 64,000 bytes, and a 40 by 25 map is 2,000. A program that
changes two cells writes four bytes. The cost of a screen becomes the number of cells that
changed rather than the number of pixels on it.

Which makes colour depth free, so the tiles are eight bits: an 8 by 8 cell is 64 pixels and
each picks independently out of 256 colours, with no per-cell limit of the kind that made a
Spectrum two and C64 multicolour four. The low nibble of a cell's attribute is ADDED to
every index in its tile, sixteen at a time, so a tile drawn in 0 to 15 appears in any of
sixteen schemes without a second copy in tile memory - and a tile wanting all 256 leaves the
nibble at zero and gets them. Neither use costs the other anything.

Two decisions are arithmetic rather than taste, and both come from the machine having no
multiply. A map row is a page whether the mode fills it or not, so a cell address is the row
number as the high byte and the doubled column as the low byte with no arithmetic at all;
otherwise every cursor move on a 40 column screen would cost a row-times-40 in software. And
a palette entry is four bytes rather than three, so entry n is at n times four, a shift.

THE MAP IS A RING and the Scroll register says which of its 128 rows is on top. Scrolling
moves a register and no memory: blitting a 40 by 25 screen up one line is 1,920 bytes inside
one bank, which is twelve percent of a frame even with the controller widened, and a program
printing one page would spend six frames shuffling memory. It is now one port write - and
the rows that scrolled off are still there, which is where a terminal gets scrollback it
never had.

The device is part of the machine rather than part of the window. It renders into a buffer
that is a pure function of video memory, so the same program draws the same picture with
nobody watching; Voyager puts that buffer on the glass and decides nothing. Both binaries
take --screen, which saves a PPM when the machine stops, and that is what makes a screen
checkable on a host with no display at all.

Tests/video.sh checks fourteen named behaviours rather than comparing a recorded image,
because a recorded image would say "something changed" and leave which of the palette, the
tile, the attribute, the map or the scroll register broke to be found by hand. Verified by
breaking three things in turn: the additive nibble failed exactly one check, the scroll
origin exactly two, and moving every cell one pixel sideways exactly the four about
placement.

Tests/docs.sh could not count past nine, which is how a suite of ten scripts reported
itself as wrong for the wrong reason.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-28 22:11:13 -04:00
AnachronautandClaude Opus 5 4c3eac8d9c Widen the memory controller's path to sixteen bits
The controller now reaches bank memory two bytes at a time, so a transfer whose source,
destination and length are all even moves two bytes a cycle between banks and one within
a bank - twice what each was. A 256 byte block between banks falls from 257 cycles to 129.

Alignment is required all three ways because a word is read at an even address and written
at an even address; an odd anything would mean shifting bytes across word boundaries to
line them up, which is a different design. A misaligned transfer falls back to the byte a
cycle it cost before, so nothing already written got slower.

THE CPU DOES NOT CHANGE. It still sees eight bits, a Data Pointer still addresses a byte,
and no instruction means anything different. This is a peripheral getting faster, which is
why it is worth doing now rather than after more is built on top of it.

The rule is deliberately visible rather than smoothed over: aligning a buffer costs nothing
and halves what moving it costs, and a cost a program cannot see is a cost it cannot avoid.

Tests/cycles.sh is new, and is the test the Test Manual has always said this kind of change
would need - run.sh strips the cycle count from every recorded result, so nothing else in
the suite can see any of this. It pins the RATE rather than a total: each case runs twice
from programs whose instructions are identical but for the byte written to the Command
port, once asking for the transfer and once for GuardOff, which costs nothing beyond the
port write. The difference is the transfer and nothing else. Verified by disabling the
widening, which failed exactly the three aligned cases and left the five misaligned ones
passing.

The Programming Manual gains a section saying what a transfer costs, which it never said at
all - it only promised a transfer does not wait, which is a different claim and could be
read as promising it is free.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-28 21:30:12 -04:00
Anachronaut 79727044b7 Reboot, and the machine device that makes it possible
Until now the only way to restart was to stop the emulator and run it
again, which meant the one thing the machine could not do was the thing
Once was written for. The loop now closes without leaving it:

  > Once /System/Boot/bare.bin
  next start: /System/Boot/bare.bin, once
  > Reboot
  starting again
  stage two
  just this once: /System/Boot/bare.bin
  bare metal: no system, just this

Writing 1 to port 0x13 asks the machine to start over. A PORT RATHER THAN A
SERVICE, because a reset has to work when the system does not: something
only askable through SWI would be unavailable in exactly the case that
wants it most, and a program that owns the whole machine has no system to
ask. It is device class 0x04, in the range kept for the machine rather than
among the peripherals, because it is not one - it is not attached to
anything and cannot be unplugged.

WHAT A RESET REPEATS IS HOW THE MACHINE STARTED. Named an image, the
emulator places it again; named none, the ROM is shadowed again and reads
the disk. Anything else would mean a reset changed what the machine IS,
which is the one thing a reset must not do. Both are tested.

Taken between instructions, because a device cannot restart the machine
from inside the instruction that asked: the CPU is part way through a step
and its state is not yet anything a reset could leave behind consistently.

The disk stays attached and keeps everything written to it - that is what
warm means. The vector table is cleared, which is the one deliberate
departure from leaving memory alone: a vector points into whatever
installed it, and after a reset that program is not running, so a handler
left behind would aim an interrupt at an address belonging to something
gone. It is the argument CosmOS already makes at exit, applied to the
machine.

Reboot is 45 bytes, most of them the word it prints.
2026-08-27 20:56:46 -04:00
Anachronaut 61a80ae13d Put the manual's sections back in opcode order
The user's edit. Moving branches to 0x60 and subroutines to 0x70 left their
sections sitting where they used to be numerically, between the ALU and the
registers, so the manual read in an order the opcode map no longer did.

The list has always been arranged by opcode sequence rather than by
importance or by how often a thing is used - arbitrary, and now canon.
2026-08-27 18:27:46 -04:00
Anachronaut c8c9f0b363 SRET: a handler answers the way a subroutine does
CALL saves A, B and Data Pointers 0 to 2 and nothing else, which is exactly
why Q and DP3 are how a subroutine hands something back. An interrupt saves
all of it, so a service with an answer had to reach into its own frame and
un-save two fields by hand:

  MVSD.2
  DPUP.2 0d02           ; the saved Q, by an offset it had to know
  STA.2
  RETI

Thirty places in CosmOS did that. Every one knew the frame's layout by
heart, and all thirty would have gone quietly wrong the day the frame
gained a field - the same duplicated fact this project keeps being bitten
by, except duplicated into thirty places AND into the CPU.

SRET is 0x76, in the seat the block split left for it. It is RETI's frame
with RET's rule applied: A, B and DP0 to DP2 come back, the saved Q and DP3
are dropped, and the Interrupt Flag is restored from the frame - only that
bit, so carry survives a service the way it survives a call, and there is
one rule rather than two. RETI stays exactly as it was: a hardware handler
has nothing to say and must leave no trace.

CosmOS is 10,969 bytes against 11,122, and no handler knows a frame offset.

TWO MISTAKES WORTH RECORDING, both mine, both caught by tests.

The first conversion matched STA.2 with a regular expression that did not
allow a trailing comment, so it ran past the end of one handler and into
the next. The second understood the pattern and still got it wrong: the old
frame write carried the answer from A into the saved Q slot, so simply
deleting the write left Q holding whatever it happened to hold. Services
that answer by calling something were fine - Q already had it - and
services that set A directly silently reported success for every failure.
cosmosCwd is what noticed, by saying "cannot go there" about a directory
that was there. Sixteen handlers move the answer into Q now.

Seven MVQA went with it. They copied Q into A so the frame write could
carry it; SRET puts A back, so they moved a value nobody would ever read.
2026-08-27 18:18:36 -04:00
Anachronaut cd5f548736 Move the opcode map: nothing in 0x0X, and room for a return variant
Three blocks move and nothing else changes. Branches take 0x60, subroutines
take 0x70, and the ALU moves up into the 0x10 block the two of them used to
share. Order within each block is preserved exactly - this relocates them,
it does not rethink them.

WHAT IT BUYS IS AN EMPTY 0x00 TO 0x0F. Program Memory that was never
written, or a load that stopped part way and left zeroes in its tail, used
to read as a long run of ADDs: the machine carried on through them, arrived
somewhere unpredictable, and whatever broke there was a long way from the
byte that caused it. Now it faults where it is met:

  Fault: 0x00 at Program Address 0x0004 is not an instruction.

That is the address of the byte after the last real instruction, which is
the difference between a diagnosis and a search. Reserving the whole nibble
rather than just 0x00 means a run into blank memory faults wherever it
starts rather than only when it lands on the right byte. runOffTest records
it, and the block is left empty for whatever turns out to want it.

The other half is room: branches and subroutines had filled 0x10 to 0x1F
between them, so a service return that keeps Q and DP3 had nowhere to sit
next to its family. It has 0x76 waiting now.

Five places wrote an opcode down that the scripted remap did not reach, and
four of them were found by tests rather than by looking:

- secondPass.c lists which opcodes take an address, and firstPass.c knows
  SWI by number. Missing those made XOR read as a branch.
- Asm.asm knows SWI by number too, being the other assembler. Missing it
  made the native and host assemblers disagree byte for byte, which is
  exactly the check that exists to catch a thing known in two places.
- loaderTest.asm carries a hand written payload, and its RETI was 0x19. To
  the assembler those are numbers and to the program they are data, so
  nothing but running it could notice. It says so in a comment now.
- The Assembler Manual prints the bytes hello.asm assembles to, and two of
  them were branches.

The monitor's recorded disassembly moved by exactly the bytes it should:
18 became 72 wherever SWI appears, with SETD and INIB untouched and every
disassembled line still reading the same.
2026-08-27 18:05:54 -04:00
Anachronaut c3188ed657 Seventy becomes seventy one: a machine that can wait
HALT is terminal - stepCPU returns at once when the Halt Flag is up, so a
halted machine does not execute, service devices, or take an interrupt -
and that has to stay true, because every test ends with a halt and "halted"
is how a program says it has finished. The consequence was that SplitBit
had no way to wait at all. Every wait was a spin, and a spin is bus
traffic: 11.5% of Type over a 14K file on a disk of ten thousand cycles,
after read-ahead had already hidden three quarters of the latency.

WAIT is 0xFE, one byte, no operands, sitting under HALT where the
instruction that almost stops the machine belongs. Three decisions in it:

- A line already standing means there is nothing to wait for, so WAIT does
  nothing. That is what makes test-then-wait race-free.
- Any line ends the wait, masked or not, so a program can sleep on a device
  it has no handler for and read its status afterwards. Masking says who
  answers a request, not whether it happened.
- A line that wakes the CPU without being dispatched is taken down by the
  WAIT. Left standing it would be found by the next WAIT, which would
  return at once - the program would spin exactly as before while looking
  as though it slept.

Waiting is NOT a Status bit, and that is the trap avoided rather than a
gap: Status rides into the interrupt frame and comes back out, so a machine
interrupted mid-wait would return from its handler still waiting, and wait
again for what it had already been given. An internal field instead.

Idle cycles are counted apart from bus cycles and the halt line says so
when there are any, which is what makes the difference observable at all -
with the line-clearing removed the total moves by ONE cycle, 20,100 against
20,099, and only the idle half changes, halving to 9,976. A test on
totals could never have seen it. Tests/terminal.sh asks that question,
being the file for things a recorded output cannot see, and fails with the
clear removed while "both reads finished" still passes.

Three collisions, all found by building it:

- 0xFE was the assembler's "not an instruction" sentinel. getOpcode now
  answers a negative NOT_AN_OPCODE, which is outside the range of every
  possible answer instead of inside the unused part of it.
- 0xFE was also what faultTest and faultResumeTest executed to provoke a
  fault. They now use 0xFD and say why, because they did not fail when it
  became an instruction - they HUNG, having started sleeping instead.
- Keys.asm has had a label called "wait" for a year, and mnemonics are
  matched uppercased. What that reported was "Branch without label" at the
  BRQ thirty lines away. The assembler now refuses a label that is already
  an instruction, at the label, by name; every instruction added takes a
  word out of the space of label names, so this will happen again.
2026-08-26 11:11:25 -04:00
AnachronautandClaude Opus 5 af0360128b Sixty four instructions becomes seventy
The six settled back on the twenty fourth, built now.

RCAL and RRET are a call that puts nothing back. CALL restores A, B and Data
Pointers 0 through 2, which costs ten bytes of Stack and is why a subroutine
here can only hand anything back through Q, DP3 or memory. RCAL costs two and
restores nothing, which is what a short leaf routine wants and is unsafe in
exactly the way the name says.

They are a pair because the frames are different sizes: returning from one
through the other walks the Stack to somewhere that was never a return address.
That was the user's correction to the original proposal, which had a raw call
and no raw return.

DPUA and DPDA offset a Data Pointer by A; DPUW and DPDW by A and B together,
most significant first. DPUP and DPDN take a byte written into the program, so
moving a pointer by something just worked out meant storing it and loading it
back. Down as well as up on symmetry grounds, which was also the user's call -
the argument against it came from counting uses in a corpus written under the
constraint.

The opcodes sit where they belong: 0x16 and 0x1E immediately below CALL and RET,
and 0x4E through 0x51 at the end of the Data Pointer family. All six fit shapes
that already existed, so instructiontable.py needed only set membership and both
machine side copies of the table regenerated from it unchanged.

Checked at every level it exists at: the emulator runs them, the host assembler
encodes them, the monitor disassembles all six with the right lengths, and the
assembler that runs on the machine builds a program using them byte for byte
identically to the host - and that program runs.

The recorded test measures what the two calls COST as well as what they put
back, because an RCAL that quietly did what CALL does would still return to the
right place. It does not survive that: returned through RRET, it hangs.

docs.sh can read a two word number now. The count of instructions taking a Data
Pointer went past twenty, and the pattern only allowed one word, so the check
would have reported that the manual had stopped saying it rather than that the
number was wrong.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-25 17:29:43 -04:00
AnachronautandClaude Opus 5 306b4dce92 Give the Programming Manual a title, and send the boot image format away
Last of the four. What was left after the reorder was a document whose first
heading was "General Description" doing a part title's job without being
one, and a section called "Input and Output In the Emulator" that held two
console ports, a worked program, and a file format.

  A title and an opening that says what this document is FOR, and what the
  other two are for, so a reader who wants the operating system or the
  language knows immediately they are in the wrong file.

  "General Description" is "The Machine", which matches the three part
  headings the reorder gave the rest.

  "Input and Output In the Emulator" is "Making It Print Something", which
  is what the section is: port 0, and the shortest program that uses it.

THE BOOT IMAGE FORMAT MOVES TO THE ASSEMBLER MANUAL, beside the loadable
program format, for the reason SBEX went there: it is a thing the assembler
WRITES. It is fair that the emulator reads them too - both tools speak it,
the way SplitDisk and sbfs.asm both speak the filesystem - but only one of
them makes one.

And it is called a boot image now, in the text as well as the heading. That
is what this project has been calling these files for a while; the manual
was still saying "binary", which now means either kind of output file and so
means neither.

A CHECK THAT GOT BETTER BY BEING SPLIT. The hello world program and the hex
dump of it were both in the Programming Manual, and docs.sh compared them
with each other and with the assembler. The program stays with the machine,
where the reorder put it just after the instruction list; the dump goes with
the format it demonstrates. So the check now settles THREE things against
each other: what one manual prints, what the other prints, and what the
assembler actually makes. Verified both ways - a wrong byte in the dump, and
the anchor renamed.

The manual is 692 lines and four parts. It was 1,116 lines and nineteen flat
sections when this started.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-21 14:44:11 -04:00
AnachronautandClaude Opus 5 e594f44cce Reorder the Programming Manual so it can be read from the front
The order was the order things were written in. A newcomer read the register
list and the very next heading was the vector table - an interrupt
mechanism, before a single instruction had been shown. The list of
instructions was section eighteen of nineteen, and how to make the machine
print something was dead last.

Four parts now, and each answers a question the one before it raises:

  General Description        the registers, the memories, the flags
    Naming a Data Pointer
    List of Instructions     was 18th, and nothing before it could be read
                             without it

  Making It Do Something
    Input and Output         was 19th and last. It carries the hello world
                             program, which now arrives on the heels of the
                             instruction list rather than after everything
    The Console
    The Stack Pointer, Set By Hand

  When Something Else Wants Attention
    Interrupts               the mechanism before the table, which was the
    The Vector Table         other way round and made no sense that way
    Hardware Interrupts
    Faults
    Refusing

  What A Machine Is Made Of
    Devices
    Asking What Is There
    The Memory Controller
    Storage

Nothing is rewritten. Every section is the text it was, in a different
place, so the diff is a move and can be read as one.

CROSS REFERENCES NO LONGER SAY WHICH WAY TO LOOK. "See The Console below"
was true until this commit and false after it, and three of them flipped at
once. The name is enough to find a section with, and a reference that
carries a direction is a reference that goes wrong the next time anything
moves. There will be a next time.

Left for the last commit of the four: "General Description" is doing the
work of a part title without being one, and "Input and Output In the
Emulator" now holds a worked example and a file format as well as two
ports, so it wants a better name or a split.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-21 14:39:56 -04:00
AnachronautandClaude Opus 5 fa3982dbd9 Move the CosmOS third of the Programming Manual to CosmOS
386 of the manual's 1,116 lines documented an operating system rather than
a machine. The split inside that file was never tutorial against reference;
it was the machine against the software that happens to run on it.

  What A Program May Ask The System For   129  -> CosmOS README
  Programs That Come With The System       111  -> CosmOS README
  Reading And Writing The Filesystem        64  -> CosmOS README
  Loading A Program From A Disk             52  -> Assembler Manual
  The Console Library                       25  -> CosmOS README

The services are the clearest case: a hundred and thirty lines describing
what CosmOS offers a program, in the manual for a CPU that has no operating
system of its own. A different system on the same machine would offer
different services and that section would be wrong for it.

The loadable program format goes to the Assembler Manual instead, because
SBEX is a thing the assembler WRITES. Nothing in the CPU knows what it is.

The Programming Manual is 716 lines and fourteen sections now, all of them
about the machine.

TWO DUPLICATE DESCRIPTIONS COLLAPSED INTO ONE EACH. The application list
existed in both documents in different words, and the CosmOS copy had gone
stale - no Break, no Stream, no assembler - because only the manual's copy
was checked. Moving the checked one in and deleting the other leaves one
list, and docs.sh follows it.

The second was made by this commit and caught while reading the seams: the
CosmOS README already had a service table, so the move briefly produced two.
That section now says what services are for and points at the one table.

Renaming a section as it moved: "Reading And Writing The Filesystem" is
"The Filesystem Library", which says what it is and reads beside "The
Console Library".

docs.sh follows all five, and each was verified by renaming the heading in
its new home and reading the complaint. The README and the CosmOS README
both described what the other manuals cover, and both were wrong the moment
this landed; they say the division out loud now, since it is the point.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-21 14:35:18 -04:00
AnachronautandClaude Opus 5 460a687939 Make the manuals plain ASCII, and check that they stay that way
"All files must be plain ASCII, the user's tooling doesn't support Unicode"
is a standing rule of this repository. Nothing enforced it, so it drifted:
39 em dashes and an ellipsis had collected in the two manuals, every one of
them typed by something that helpfully substituted a nicer character. The
spaced em dash becomes a spaced hyphen, which is what the source comments
and both READMEs use for the same job.

Tests/docs.sh now checks every tracked file and says which line and which
character. Verified that it bites.

THE CHECK READS git ls-files NUL SEPARATED, and that is the whole reason
this went unnoticed. I ran the obvious shell version of this audit two
commits ago - a loop over $(git ls-files) - and reported the repository
clean. It splits on whitespace, so it looked for a file called "SplitBit",
failed into /dev/null, and found nothing wrong with either manual because it
never opened them. Both have spaces in their names.

A check that cannot see the files with spaces in their names is worse than
no check at all, because it answers.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-21 14:16:54 -04:00
AnachronautandClaude Opus 5 ccf4b384e1 Give Programs/ one rule: a directory per kind, nothing loose
Five .asm files sat at the top of Programs/ beside six directories, with
nothing to say which a new file should join - and hello.asm, which is the
native assembler's first target and named in sixteen places, looked like a
stray.

    Programs/
      Examples/     what you read to learn: hello, printHello, inputTest,
                    replCalculator, and Fibonacci, primeSieve and gameOfLife
                    as sets of their own
      Libraries/    included by name, no entry point of their own
      Loader/       loader.asm, and the loadable program it reads
      CosmOS/       the system, its applications and its assembler
      testPrograms/ what 'make test' drives

Loader/ is the one worth explaining. loader.asm is not a demonstration: it
reads a program off a disk, puts the two pieces where the header asks, and
jumps to the entry. CosmOS grew out of it and does the same thing as one of
its commands. It is kept because backward compatibility with the simplest
version of the system is a standing goal, and it was sitting loose next to
the demos as though it were one.

Programs/loadable/ was a directory holding one file called hello.asm - a
third thing of that name, and the name said nothing about why it was there.
It is Loader/loadable.asm now, beside the loader that reads it.

Every reference moved with them: the makefile's program list, twelve
manifest lines, makedisks.sh, native.sh, and four paths across the README
and both manuals. Verified by deleting both build directories and running
the whole suite from nothing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-21 13:38:47 -04:00
AnachronautandClaude Opus 5 3d2ab34229 Streaming: read a file bigger than the machine's memory
osFileRead hands over a whole file, which settles anything under 64K and
settles nothing above it. CosmOS's own source is above it - the sources
together are 104K against 64K of Data Memory - so a machine that is going
to assemble itself needs another way to ask.

osFileInfo (0d26) says how many blocks a file occupies. osFileBlock (0d27)
hands over one of them and says how many of its bytes belong to the file.
Between them a program reads a file of any size through a buffer of 256.

Blocks rather than bytes from osFileInfo is forced, not chosen: a file on a
sixteen megabyte disk is up to twenty four bits long and a pointer holds
sixteen. osFileBlock's count answers in DP3 for the same kind of reason -
a whole block is 256 bytes, which does not fit in a register, and a count
that reported it as zero would make every reader special-case the end.

Nothing is kept open. Every call names the file, so there is no handle to
leak and nothing left behind by a program that stops halfway. Taken at its
word that means searching the directory once per block, so the system
remembers where the last file it was asked about lives; every path that can
change what a name means calls fileForget, including the shell's own delete
and rename, which do not go through the services. Correctness never depends
on the cache - a cache thrown away is indistinguishable from one never
filled. Measured on a 329 block file: 7% of the run saved when the file is
the first directory entry, 11% when it is the sixteenth.

These two say WHY when the answer is no, which the others do not. Elsewhere
the only useful response to a failure is to give up, so one value suffices.
These are asked questions, and running off the end is how a reader learns it
has finished, so it gets an answer of its own: 1 no disk, 2 no such file,
3 past the end, 4 the disk refused.

Apps/Stream.asm reads an 84,000 byte file through 256 bytes. The check that
matters is the second one: a small file read BOTH ways - whole with
osFileRead and streamed - with the two checksums compared, so streaming is
measured against the path already known to work rather than against a number
someone wrote down. The checksum is Fletcher's rather than a sum, because a
sum is the same whatever order the bytes arrived in and the order is exactly
what streaming has to get right. Both checksums were also confirmed against
the same arithmetic run on the host.

The rest of the test is the cache: two files read alternately catch a memory
that missed the name changing, and a rename catches one that missed the file
moving - and that one would otherwise pass, since the blocks are still there
holding the same bytes.

The test file is generated rather than taken from the repository. The CosmOS
sources would be a truer picture and would move the recorded checksum every
time a line of CosmOS was edited, putting a real difference in a crowd of
meaningless ones - the same trap the cycle counts used to set.

cosmosBreak's recorded output moves by two bytes in two pointers: SbfsIndex
added two bytes to the filesystem's data and Break prints the system
addresses the registers happened to hold.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-20 21:19:36 -04:00
AnachronautandClaude Opus 5 3b800a69e8 Monitor: a line assembler
a <address>, then instructions until a line that is just a dot.

The syntax is the assembler's own: a selector rides on the mnemonic as LDA.0
or LDD.0.1, and leaving one off means Data Pointer 0 exactly as it does in a
source file, so nothing learned at the monitor has to be unlearned when
writing a program. Case is folded, since the assembler does not care either.

Numbers are hexadecimal and bare. A source file writes 0x2000 or 0d16 because
it has both and must say which; a monitor has one and says so once, in the
manual, rather than on every line.

It reads the same table the disassembler does, searched the other way round,
which is the point of it being a table rather than two lists: what a writes,
d reads back, and neither can drift from the other or from the assembler both
were generated from. Instruction lengths come from the shared shape table
too, so the cursor cannot get out of step with what was written.

THE WHOLE LINE IS UNDERSTOOD BEFORE ANYTHING IS WRITTEN. Emitting the opcode
first and discovering a missing operand afterwards leaves half an instruction
in memory, which the next line usually covers up and the last line of a
session does not. Written that way first and fixed.

What cannot be written is a label, and that is the whole difference between
this and the assembler proper: a label is a promise to fill an address in
later, and later is what a line at a time does not have.

The recorded test now types in a complete program - a string poked into Data
Memory, instructions assembled into Program Memory, and the result run - and
includes a lower case mnemonic, both selector forms, an instruction that does
not exist and one missing its value, so the refusals sit beside the successes.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 22:29:50 -04:00
AnachronautandClaude Opus 5 c23adb2836 Break: name the status register properly and show the Stack Pointer
The dump labelled the status register "S", which reads as Stack to anybody
sensible - and the Stack Pointer was the one register it did not show, so
there was nothing to contradict the guess. It is written "status" now, and
followed by the bits that are up, because a dump that makes you look the
number up is only half a dump.

The Stack Pointer is not in the frame, since the frame is where the Stack
Pointer is. What the program had is fourteen bytes above it, that being what
entering an interrupt puts down, so it is worked out and shown.

Apps/Break.asm takes its second stop inside a subroutine, so the recorded
output shows the Stack Pointer at FFFF and then at FFF5: a difference of ten,
which is the size of a CALL frame. That checks the value is derived rather
than constant, which the previous version could not have told you.

Reported by Anachronaut, who read the output and asked why a pointer was two
digits long.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 22:19:15 -04:00
AnachronautandClaude Opus 5 5fd995aa62 Breakpoints: SWI osBreak, and s refuses a read only bank
A breakpoint that shows every register as the program had them, waits for a
key, and carries on.

NOTHING IS OVERWRITTEN, and that is the design rather than a shortcut. A
breakpoint poked into a running program has to replace an instruction, and
putting that instruction back in order to continue is the same act as
disarming the breakpoint; firing a second time would mean stepping over the
restored instruction and putting the breakpoint back behind it, and this
machine cannot step a single instruction. SWI is two bytes, dispatches
through a vector, and its frame already holds the address after it, so RETI
resumes at the next instruction with nothing to restore and nothing to
re-arm. It fires every time it is reached.

The price is that a breakpoint is part of the program: a build with them in
has different addresses from a build without. That is the bargain every
machine with a break instruction makes.

Every value shown comes out of the frame rather than the registers, because
by the time the handler runs the registers are the handler's. Apps/Break.asm
stops twice so that the second stop is checked as well as the first.

Also here, found by the test that came with it: the monitor's s wrote into
whichever bank was selected, and bank 2 is the controller's own table,
published read only. Writing to it was refused, and a refusal nobody catches
stops the machine - so selecting the bank table to look at it and then typing
s killed the session. bankPresent now keeps the whole flags byte and s
declines. The recorded output of cosmosMonitor had contained that crash,
having been blessed without being read.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 22:09:21 -04:00