437ddf8ebed681c3cf6490c3d5f8b5e4ff37163d
18
Commits
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eb695a3f3b |
--keyboard was a flag that did nothing behind a window
Voyager installed its own input hook after machineStart, which had already installed the keyboard file's - so naming a keyboard file and running the window silently got the window, and the flag said nothing about being ignored. Both together is the combination a demo wants. Recording a flight needs the typing that STARTS it to be the same every time, because a human reaching the shell a moment later shifts every frame of the recording after it - while the flying itself has to come from whatever is actually in somebody's hands. So the window only takes the keyboard when no file was named. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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df50c2f0f8 |
The pad was working; the game was told there was not one
0x64 counted only the RECORDED pads. So a controller plugged into Voyager reported its buttons perfectly, and every game asking whether there was a controller was told no - which is exactly what Lunar Porter asked, once, at startup, before falling back to the console for the rest of the run. The cause is worth naming: a front end calls padSet every frame for every pad, so "held nothing" is the commonest thing it says and cannot also mean "there is no pad here". Connected is said separately now. Pad nought is always there behind a window, because the keyboard is behind it - which is the useful answer rather than the literal one. And Pad.asm, which is what should have existed before any of that guessing began. It prints a line whenever a pad changes, and tells apart the three states that look identical from inside a game that will not respond: one nobody noticed, one mapped to nothing, and a mapping that is wrong. WHY A PROGRAM AND NOT A PRINT IN THE FRONT END: because the question is what the MACHINE can see. A front end reporting what it thinks it is sending answers a different question, and the gap between those two is the whole of this bug. It also found that osPrintNumber takes A as the HIGH half - the same way round as the shift register and every other pair here, and not what a byte in A wants. Every value came out 256 times too big. Gravity is one frame in ten rather than six. The ratio between thrust and gravity is the feel; how often the tick comes round is how fast that feel arrives, and one in six was still touchy. Same lander, more time to think. And the verdict waits for a key. It printed and left immediately, taking the screen with it - so the one thing worth seeing, the lander sitting on the ground it had just reached, was gone before it could be looked at. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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8eb4e4d67e |
Lunar Porter, rung two: it lands, or it does not
The terrain is an array in Data Memory rather than something read back out of the map, and that is the whole reason this is cheap: the ground under the lander is one index into 128 bytes, where asking the screen would be a transfer through the controller every frame. The column is the world position over eight, masked to the moon's 128. The surface is that column's row times eight - three turns left of the shift register, since a row is at most 24 and 192 fits in the low half. The feet are the lander's top plus its eight pixels. WHAT DECIDES IS THE SPEED AT THE MOMENT IT ARRIVES. Both of them, and both have to be gentle: three quarters of a pixel a frame downwards and half of one sideways. Sideways is the tighter on purpose, because a landing that was soft downwards and sliding is a lander on its side - which is the interesting half of the difficulty, and the half the drift bar was blind about until it existed. Two fixtures say it works, and they differ only in what was held: one holds nothing and falls the whole way, the other pulses the thruster six frames in sixteen and survives. Same terrain, same seed, same keys. Also: the gamepad did nothing, and the reason is that the four direction buttons are the D-PAD. A lot of controllers made this century have one nobody uses - the thumb goes on the stick, which reports as an axis rather than a button - so a pad that was plugged in and working correctly did nothing at all. The stick counts as held past halfway now. Untested here, because there is no controller in this environment and the suite runs headless; Voyager also says at startup which controllers it can see, so a pad that still does nothing can be told apart from one nothing noticed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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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 |
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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 |
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62a657f1a7 |
Give Voyager a speaker
The device already made the samples; this takes them out of its ring and hands them to Raylib, a sub-buffer at a time. Nothing here decides what a sound is, the same as nothing in presentFrame decides what the screen looks like - which is why the headless binary and this one make the same sound, and why the suite can check a device with no speaker in it. Asked for rather than assumed: a host with no audio device still gets a window, because a machine worth looking at should not need one to start. When the ring runs short the missing samples are filled by holding the last one rather than by zeroes. It is still a glitch; a jump to silence and back is a click, and a held level is not. Also removes a comment that had been left in twice above the frame loop. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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f2e26c1852 |
Stop a pending reset outliving the reset it belonged to
Reset out of picture.bin and CosmOS booted and then halted at once, having been told there was nobody at the keyboard. The button set two things: the machine's reset request, and a flag of the window's own that said "end the next console read, so a machine blocked on a key can get to the point where it notices". The second was only cleared when the console actually asked - and picture.bin never asks. It draws and halts. So the flag survived the restart and answered the NEXT machine's first read with the end of input, which for CosmOS means stop. There is one fact and it now lives in one place. The window asks whether a reset is still waiting rather than remembering that it asked for one, so the read ends only while a restart is genuinely on its way and goes back to normal the moment it has happened. The local flag is gone. Two pieces of state meaning one thing, one of them cleared on a path the other did not need - which is the same shape as the console's line editing flag surviving a second run, a fortnight ago. Worth noticing twice. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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adefce975b |
Let the reset button reach a machine that has stopped
The gesture rebooted CosmOS and could not reboot picture.bin, which is the case it was added for. picture.asm ends in HALT, and a halted machine runs no instructions - so nothing ever reached the code that notices a reset, because a reset is noticed BETWEEN INSTRUCTIONS and there are none. It only ever worked because CosmOS was still going. Which is backwards: a machine that is not going anywhere is exactly the one worth restarting, and it is the one that cannot hear a request by itself. The restart is lifted out of the run loop into machineTakeReset, and the window asks every frame whether the machine is running or not. NAMED AS EMULATOR MAGIC, because it is. There is no reset line on this machine and no keyboard controller to assert one; the window reaches in and sets the same flag the machine port sets. When those are designed, a keyboard controller will have to see the gesture and pull reset regardless of what the CPU is doing - which is the property that matters and the one a port write can never have, since a port write needs a program willing and able to make it. The shape of that is already visible here: asking every frame rather than leaving it to the machine to notice is what a line does. A restart now clears the cycle limit as well, since a machine stopped for reaching one is another thing somebody would press the button over. The three existing reset tests still pass, and they are the ones that matter: they exercise the same restart through the machine port. What no test reaches is the gesture itself, which exists only when there is a window. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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8c6ed62044 |
Reset on a gesture the host has no opinion about
Control, Shift and R. It was Control, Alt and Delete, which brings up a shutdown prompt rather than reaching the machine - and no amount of asking will change that. IT IS A SECURE ATTENTION KEY. Every serious operating system reserves it so that it always reaches the system and never an application, precisely so a program cannot imitate a login screen. On Windows an application cannot see it without a kernel driver; on Linux the desktop takes it. That is not an oversight to work around, it is the same guarantee a reset button wants being enforced one layer further down, and there is no call this program could make that would win the argument. It is unavailable for exactly the reason it seemed right. So the requirement list grew a third item that was not obvious until it bit: the gesture has to be one the host has no opinion about. Control and Shift with a letter is about as free as a combination gets - not window management, not a virtual terminal switch, and not a shortcut any desktop claims by default. It keeps the other two properties: plain F12 and plain Delete stay free for software, and three keys are not pressed by accident. If some platform does send a character for it, nothing comes of that either. Whatever arrives is in memory that is about to be thrown away. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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0afead00de |
Make the reset a gesture rather than a key
Control, Alt and Delete, which was F12. Two reasons, and the first one is about hardware rather than about the emulator. ON REAL HARDWARE THIS IS NOT A KEY AT ALL. A Voyager has a button on the case, and what a window has instead of a case is a gesture standing in for one. So it must not be a key software might want - a machine with a keyboard has function keys on it and something will eventually have a use for F12, which would have meant taking it away again later, from programs already written to expect it. And it must not be reachable by accident. Restarting throws away everything in memory, which is the same data loss Escape was one keypress from causing, arriving by a different door. Three keys together are not pressed by mistake. It has meant this since 1981, so it is also the one gesture nobody has to be told the meaning of - and Delete stays free for software, since the gesture is all three or nothing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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f7657081be |
Put a reset button on the case, and stop Escape closing the window
ESCAPE WAS A BUG I LEFT. This machine sends Escape to the console like any other key, and Raylib closes a window on Escape unless it is told not to - so a program reading keys could be ended by one of them, taking whatever was in memory with it. SetExitKey(KEY_NULL), and it is a byte again. F12 is the reset button. A button on the case rather than a key the machine can see: nothing sends a function key to the console, so nothing can be surprised by one. It does what writing MACHINE_RESET does, which is that the machine starts the way it started - the boot chain runs again and finds whatever the disk now says to run. Which is what makes a bare metal program escapable. Once puts a demo in front of the next start and deletes the request before jumping, so a demo that has taken the whole machine is one keypress from the system coming back, instead of closing the window and opening it again. IT HAD TO REACH A MACHINE THAT IS WAITING, and that took two more things. A reset is acted on between instructions, and a machine blocked on a key is part way through one - so the button would have set a flag that nothing ever came along to notice, in exactly the situation a reset button is for. The wait ends now: the console is told its input is over, which it is for a machine about to stop existing. And the reset puts the console's input back - nothing pushed back, no line half gathered, and not at the end of input. That was already wrong before the button existed: a reset after the input ran out left a console that had run out afterwards, so a machine could be restarted once and then never typed at again. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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310804e267 |
Give Snake back the speed its comment promised, and present in step with the display
Two things, one certain and one likely. THE CERTAIN ONE IS NOT THE WINDOW'S FAULT. Snake's pause loop said "at the emulated rate this is about an eighth of a second", and it was, when a cycle was one instruction. A cycle became one memory access, every loop in the machine got dearer, and this one silently doubled: the game has been running at half the speed it documents ever since, in a terminal as much as in a window. Measured rather than guessed - the inner loop is a DECA and a BNA, one byte and three, so four cycles a turn, and a whole run went from 3,848,610 cycles to 1,920,504 when the outer count came down from 256 to 122. Almost exactly half, which is what the arithmetic said it would be. That is the cost model change reaching a program nobody thought to re-measure. Worth looking for others: any loop tuned by eye before that change is running at half its intended speed. THE LIKELY ONE is the frame limiter. Without the vsync hint, Raylib sleeps towards sixty frames a second on its own clock, which beats against a display refreshing on its own - frames shown twice or skipped, and the machine handed an uneven number of cycles each time, since it takes its budget from the wall clock. The hint puts presentation in step with the screen. SetTargetFPS stays for a driver that ignores it. Snake is one byte bigger, because RSTB became INIB. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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bdb2d0d8e6 |
Keep a key until it is asked for
Input worked at the shell and not in Snake, and that split is the whole diagnosis: the shell blocks on a read, Snake polls the READY bit. Only the polling path was broken. RAYLIB CLEARS ITS CHARACTER QUEUE ON EVERY POLL, and a poll happens inside EndDrawing, so a key survives exactly one frame unless something takes it in that frame. The window presents sixty times a second and Snake looks about ten, so five keys in six were thrown away by the next present before the game ever glanced at them. A blocking read presented and then looked immediately, which is why the shell never noticed. The window now keeps its own queue, drained from Raylib at every present and emptied only when the console actually takes a byte. That is what this machine already promises about its console, and Snake's own comment is the specification: "the console keeps the next key until it is asked for, so a key pressed while the snake was moving is still there next frame". The hook was not honouring it. Asking the queue first also makes the two questions the same question. A poll takes whatever is waiting and returns at once, and a blocking read takes whatever is waiting, then presents a frame and looks again - so neither path can see a key the other would have missed. The queue drops its oldest when it fills, so somebody leaning on the keyboard while a program ignores it cannot push out what they typed most recently. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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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 |
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6f8ad42277 |
Fill the window, let it be resized, and make black black
Three things a person looking at a real screen found in five minutes, none of which the headless tests could have seen. THE PICTURE FILLED A QUARTER OF THE WINDOW. The window opened at the largest screen the device can make, doubled, and then drew a 320 by 200 mode at that same doubling - so three quarters of it was bezel. It now takes the largest whole-number scale that fits: the two modes are exactly a factor of two apart and the window opens at twice the larger, so both fill it exactly, at four and at two. Changing mode changes how sharp the screen is rather than how big it is. Whole numbers on purpose. A 320 by 200 picture stretched by 2.7 has some rows twice as tall as their neighbours, which on eight pixel glyphs is the difference between text and mush. THE WINDOW WOULD NOT RESIZE. It does now, and the picture rescales to whatever it becomes, still in whole pixels and still centred. How big somebody wants a screen is not the machine's business. AND BLACK WAS NOT BLACK. Both the paper and the bezel were tinted towards green, on the theory that a phosphor never was neutral. On a real screen that reads as a fault rather than as character: a background that is nearly black looks like a background that failed to be black. Paper is black now and ink is a neutral grey, because a default should be the unsurprising thing - anything with a point of view about colour is 254 palette entries away and belongs to a program. The bezel is a clearly lighter grey, so what is left over when the window's shape does not match the picture's looks like a bezel rather than like more screen. The two checks that name the waking colours name the new ones. That they had to change is the check working: they say what they depend on rather than assuming it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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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 |
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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 |
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e3ef25e3b3 |
Split the machine from its front end, and add Voyager
The Segan Voyager is the same SplitBit with a screen and a speaker instead of a terminal, and this is the rung that makes there be two of them at all. Everything that is actually the machine - the CPU, the controller, the devices, the run loop, the reporting - moves to machine.c, and each front end brings one file of its own. emulator.c is now sixty lines of argument handling and a three line loop. The machine runs in SLICES rather than to completion, because that is the cut a window needs: run a slice, present a frame, run another. A terminal runs slices until the machine stops. Both loops are three lines, which is why the cut is there rather than anywhere else. At this stage Voyager's window is empty. There is no video device yet and inventing a temporary way to draw would mean building something to throw away. PLAIN MAKE STILL WORKS WITH NO GRAPHICS LIBRARY. Raylib is probed by compiling and linking against it rather than by looking for a file, because a header with no library behind it passes a file check and then fails at link time. Where it is missing, make says so once and builds everything else - the machine, the assembler, the disk tool, the linter and the whole suite. A project about a small understandable CPU should not need OpenGL to run its tests. That nearly broke here: make strict globs Source/Emulator/*.c, so it would have tried to compile voyager.c and failed on precisely the machines the split exists to support, and this machine has Raylib so nothing would have caught it. Tests/voyager.sh runs the WHOLE MANIFEST through Voyager and holds it to the recorded results SplitBit is held to. Not that the two look alike: that one satisfies every recording the other does, byte for byte, exit status included. It reuses run.sh, which now takes the machine from SPLITBIT_EMULATOR, rather than keeping a second copy of the runner that would drift. Voyager not being built is not a failure - it says so and passes. Verified both ways. Made Voyager print one extra line, and 114 of 165 failed: exactly the tests that run the emulator, with the 51 assemble-only and xfail cases correctly untouched. Removed the binary, and the script skipped. Built with HAVE_RAYLIB=no, and everything else still built and checked clean. --headless is taken out of the arguments in voyager.c rather than in the shared parser, which should not learn about a window only one binary has. It exists so the suite can run this binary at all: a front end that could only be exercised by a person looking at it would be a front end nothing checks. loadFile takes a const char * now, which it always should have. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |