06af7e7fbb852d4ab6213b017593712a28c5ca58
15
Commits
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b160c66110 |
The arpeggio's first chord is the note its comment says it is
tune.asm wrote 0x2A four times, labelled "; Gs" each time. 0x2A is F#2. G# is 0x2C. The file has disagreed with itself since it was written. It is not a near miss. The progression is Ab, Bb, C - a flat six and a flat seven resolving home - and the other two chords are right: 0x2E is A# and 0x30 is C. With F# the first one is a tritone against its own third and stops being major at all. Found by the user transcribing the piece into the new tune language, where writing the notes out again by ear is what made the wrong one audible. The number was carried across faithfully; the intent was not in the number. Nothing churns: it is one value and not a length, so the binary is the same size and the recordings are untouched. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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1b251fb290 |
M1: the tune keeps a beat it sets, instead of one it borrowed
tune.asm counted the screen's frames, because until
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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 |
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b04e4b7d1c |
Finish making the tune a program
The user's conversion, which I reverted while I was working out whether it was half done or broken. It was half done: an sbx application wants its #Include above #Program, because services.asm ends in a #Vectors block and a #Base written after that has no segment to be the base of. So the include moves up, the bases move a page with everything else, and the test starts it from the shell instead of booting it. It plays for 9,469,987 cycles, 9,423,527 of them waiting, which is the same 567 frames of music it played as a boot image. BEING A PROGRAM MEANS ITS VECTOR IS THE SYSTEM'S TO INSTALL. It brings the screen's, so that it has a beat to play to, and CosmOS puts it in when the tune starts and takes it back out when it stops - a thing a boot image never had to have right, and the second program here to exercise the version two format at all. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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3449405b18 |
Give the system another page of each memory
CosmOS had 1,161 bytes of Program Memory left before the address applications load at, and Tab completion is not going to fit in that with anything to spare. So the wall moves up one page: the system keeps below 0x4FFF and 0x2FFF, and an application is based at 0x5000 and 0x3000. A PAGE IS A CHEAP THING TO GIVE IT AND AN EXPENSIVE THING TO RUN OUT OF. An application still has 44K of Program Memory before the vector table and the largest one here uses 7.5K, so what was taken from applications is space nothing has ever asked for - while what the system gained is the difference between building the next thing and counting bytes while building it. Not doubling, which was the version that would have cost application space worth minding. One page, and the same again when it is needed. Nothing in the machine knows where the wall is, so this is 34 #Base lines, one threshold in the fault handler, and the table in the CosmOS README that Tests/docs.sh reads its limits out of. The native assembler's scratch map had to move with it, and docs.sh said so before anything ran: its data reached 0x40D6 and its buffers began at 0x4000, so they were sitting on its variables. That file already carries a paragraph about the floor coming up and the map staying where it was. It has happened twice now, and been caught by a check the first time wrote. Twenty three recordings are the same runs a page higher. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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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 |
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2f22807458 |
Give the demo a real tune: the Anachronaut Labs theme
The composition is the user's - a leitmotif they already have variants of, written into the note table by hand. It replaces the eight note scale that was there to prove a note could be played at all, and it is a better demo for the obvious reason and one less obvious one: it is long enough to hear whether the machine keeps time, which a run of eight notes is not. Forty five notes, 567 frames, 9.45 seconds, peaking at 19,461 of 32,767. The test budget goes to twelve million cycles, which is a duration rather than a guess: at 16,667 cycles a frame the music is 9.45 million, so there is room to add bars before anybody has to come back here. Also records what borrowing the screen's frame actually costs, which came out of writing music rather than out of theory. The frame is not too slow, it is FIXED: every duration is a whole number of 16.67 ms, so a note worth a third of a beat cannot be written, and the way round it is choosing a tempo whose subdivisions land on whole frames - making the tune fit the machine. That is the argument for the timer peripheral wanting an arbitrary tick rather than a faster fixed one, and for the screen not being the clock: a display refresh and a music routine have no reason to share a rate. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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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
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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 |
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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 |
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0852666e73 |
Mirror the source tree onto the system disk
A list of files in a makefile goes stale the moment somebody adds a program and forgets to name it, and what they forgot is invisible until they go looking for it on the machine. So SplitDisk gained a mirror command and the disk rule is one line: putting a file where the others live is now the whole of putting it on the disk. EVERY FILE GOES THROUGH put AND EVERY DIRECTORY THROUGH mkdir. That is the point of it - mirror adds a walk and no filesystem code at all, so anything the format refuses here it refuses everywhere, in the same words. What is new is the walk, and the walk is what the six checks in Tests/disk.sh are about: that it goes all the way down, that it leaves dotfiles and named directories behind, and that a name too long stops it. REFUSED RATHER THAN SKIPPED, because a disk quietly missing a file is the exact failure a mirror exists to prevent. Which meant four sources had to be renamed - a directory entry holds 22 characters and they were 23, 23, 24 and 29: 16bitSegmentedSieve.asm -> 16bitSieve.asm 16bitSegmentedSieveModern.asm -> 16bitSieveModern.asm consoleInterruptTest.asm -> consoleInterrupt.asm controllerWriteTest.asm -> controllerWrite.asm The test names in the manifest are unchanged, since those are identifiers and every recorded result is filed under them. Only where the source lives has moved. The entries are sorted before anything is written. readdir hands them back in whatever order the host filesystem feels like, and a disk image that comes out different from one run to the next is an image no test could compare against another. The disk grew from one megabyte to four and from 192 directory entries to 1,024. The sources are 2,850 blocks and the mirror filled the old directory on its first run, which is a thing that should not need thinking about again. The Tests fixture disk is deliberately NOT mirrored. It is a controlled fixture with known contents, and the shipped disk is the one meant to be useful; they want different things. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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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 |
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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 |
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e1273337c4 |
Two mechanical fixes SplitLint found: MVQA, and RSTA for zero
Twenty four places moved Q into A or B by pushing it and popping it back. That is four bus cycles and two bytes to do what MVQA does in one of each, and several of them are inside loops - Life, the calculator, int8. Nineteen more loaded zero with INIA 0d0 where RSTA says the same thing in one byte. Both are equivalent at the CPU rather than by assertion: RSTA and INIA both leave Status alone, and PSHQ followed by POPA nets to A = Q with the Stack Pointer where it started. The one difference is that the pair leaves a copy of Q in memory just below the Stack Pointer and MVQA does not, which nothing here reads. Five recorded outputs moved and every one of them says the change worked: - 16x16Life fits five more generations into the same cycle budget, the first 457 lines identical, because the loop got cheaper. - Life.sbx is 1409 bytes rather than 1411, in three tests that list it. - Edit.sbx is 1995 rather than 1996. That last one broke a check I added this morning, and the hole is worth recording: the CosmOS README's claim about Edit's size did not have the word "Edit" on the same line as the number, because the subject was in the sentence before, so the check that measures quoted sizes skipped it silently. The sentence now names what it is talking about, which makes it both checkable and clearer, and the check fails on a wrong number there. Comments on either half of a replaced pair are carried onto the instruction that replaces them, so nothing anybody wrote was lost. |
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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
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