85029d3b8515d0b4f80cb85cb7b524b482ae6abf
20
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
85029d3b85 |
An altitude bar, and orbital speed marked on the drift bar
The orbit takes the lander off the top of the screen, and the panel only worked while the ground was in sight. Both other bars are rates: they say how fast, and neither says where. The altitude bar is height above the surface underneath, up the left edge, half a pixel of bar to a pixel of sky - the flyable band is about 256 pixels and the screen is 200 tall, so pixel for pixel would run off the top of the very screen it describes. Above the surface rather than above some fixed line, so it reads NOUGHT the moment the lander is down. The marks say where 64 sixteenths is. Without one that number is folklore: a pilot can feel that somewhere around here the falling stops and has no way to see where. The bar is a pixel a sixteenth from the middle at 160, so the marks sit at 224 and at the two pixels before 96, adjacent rather than overlapping - a bar at orbital speed would otherwise hide the thing it is being measured against. Both in magenta. Red and green are taken and they MEAN something here, how fast and whether it can be landed with, and an altitude is neither. White was the first choice and the ceiling check counts white to find its warning, so it read a warning that was never up - the suite caught that. Cyan was the second and it is the colour of a landing pad, which is checked as whole cells of it. groundLevel is factored out of restOnSurface, which had the same sum. Three checks, each seen to fail on its own break. Two flights, because no one flight holds both ends of the bar well: the climb reads 219 pixels and the descent lands and then stays landed. They fly on their own keyboard file - the shared one holds a key down every forty eight bytes for the held-thruster check, so borrowing it flew the lander from the keyboard and the controller at once and turned the gentle descent into a crash. |
||
|
|
c514d5328e |
An orbit that comes back round, out of gravity minus the swing
The relief version could never make one. It only ever SUBTRACTED from gravity, so a lander a little too slow sank for ever and one a little too fast rose for ever - nothing in it could turn a fall around, because nothing in it ever pushed up. There was no periapse to have. Gravity minus the swing outwards has a sign change in it, and that is the whole mechanic. Below orbital speed the pull wins and the lander falls; above it the swing wins and the lander climbs; at 64 sixteenths they cancel and it circles. Falling buys sideways speed and climbing spends it, so a fall carries the lander past orbital and turns into a climb, and the climb pays it back and turns into a fall. The trade is the quarter square multiply, because the rate has to be the PRODUCT of the two speeds. Set by the vertical speed alone it drained a climb to nothing, and any minimum to stop that became a trap the climb spent its way into - measured freezing at 23 with a gate of 24 and at 3 with a gate of 4. With the product in it there is no gate: as the sideways speed goes to nothing the trade stops by itself. Half the product rather than a quarter or the high half. The high half alone is nought below a product of 256, which is a dead patch exactly where the turn begins, and a quarter still ran the lander into the roof before it came round - the whole sky is about 145 pixels. Measured, placed at 80 sideways and left alone: apoapse at -1024 with 59 sideways, periapse at -124 with 71, and round again at 165, 241, 299 and 369 ticks with no sign of decay. A period of about 22 seconds. The ceiling also spends one sideways when it wipes a climb. Without that it was a trap with no way out: the pin wipes the climb, so the trade sees neither fall nor climb and never touches the speed that is pushing the lander up. Measured pinned at the top with 117 sideways, unmoving, for the whole of a four minute flight. Tests/makedisks.sh needed the library path, since Lander now includes math.asm, and the app went from 2,924 bytes to 4,651 - mostly the 1,022 byte table - which is what the listing expectations move for. |
||
|
|
f5642f52b5 |
A ceiling that pins rather than ends
Climbing made a sixteen bit height count down past nought and round to 65535, so a lander that kept going came back through the bottom and hit the ground FROM ABOVE. Two thousand pixels of climb, which a full tank reaches easily. Pinned instead, and told so in the window. Leaving upward is RECOVERABLE - gravity is always there and a lander with fuel can always come back - so ending the run would punish a state the player can fly out of. What kills you out here is running dry a long way from the ground, which is a death somebody flew into rather than one a boundary handed them. TWO DIFFERENT LINES, and both were got wrong before they were got right. The warning covers being AT the ceiling or above it: compared against the ceiling itself, a pinned lander read as back inside the world the next frame and the warning was written and wiped sixty times a second, so it never appeared at all. The pin covers being STRICTLY above it: including the ceiling dragged the height back every frame and the lander could never descend, which is a lid nobody can leave and worse than the wrap. And only the climb is spent, never the fall. Zeroing the speed outright pinned it there for ever - gravity adds once a tick and a clamp running every frame wiped the pull nine times out of ten. The orbit check is gone, and the reason is in video.sh. Every window where the difference showed turned out to be a few frames wide: hold the thruster and both landers are pinned with their climbs spent, ease off and both land and freeze. A version of it passed against one disk and failed against another, which is a check measuring the boot time rather than the physics. Orbit is verified by measurement and said to be so, rather than left looking tested. cosmosLanderDry wants seventy million cycles now instead of forty: it spends the whole tank at the ceiling before it falls the length of the world. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
||
|
|
a069ee7a00 |
Orbit, and two bars that answer instead of reporting
Going sideways lifts the moon off you. Not because gravity weakened - because at speed the surface falls away underneath as fast as the lander falls towards it, which is what an orbit is. A GRADIENT OUT OF INTEGER ARITHMETIC. Gravity is one sixteenth of a pixel a tick and there is nothing between that and nothing, so it cannot be scaled down. Instead four times the sideways speed goes into a byte every tick and the tick's gravity is skipped whenever that byte carries: the fraction cancelled is the speed over 64, smoothly, with no multiply and no divide. At four pixels a frame it carries every time. That is the linear approximation; the honest one is the square, and wants a table. It did nothing at all for its first two versions. Once because the relief was a 256th a tick, so orbit wanted a speed no lander would reach; and once because A IS THE HIGH HALF of the shift register, so multiplying by four left the answer in A while the code read B, which is nought. The same trap as the scroll register and the pixel conversion before it. And a bar for the vertical speed beside the one for drift, both GREEN WHILE A LANDING WOULD SURVIVE AND RED WHILE IT WOULD NOT. That turns two numbers into one question - can I put down - and answers it at a glance. WHAT THIS COST: the flown delivery check. A recording is a list of buttons and not a flight, so replaying it under different gravity flies somewhere else; the delivery became a crash two columns short. The fixture is still there and is still a faithful record of what somebody did, and is no longer a record of what happens. That is the standing cost of a flown fixture, and it is worse than the transcript tests dropped earlier: those broke when an output moved, and this breaks whenever a NUMBER moves. Making the delivery reachable without flying - a way to start already carrying, or at a chosen base - is what would fix it properly. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
||
|
|
caf5e1f99d |
A base speaks in the window, not into the world
Two bugs with one cause. The console draws into the map, so a message printed while flying was a message the lander then flew over - and printing scrolls, so every one of them moved the whole world up a row. The window is at a screen position and forty cells wide, and neither is true of it. So the window is two rows now: the gauge, and whatever there is to say. The letters are ordinary tiles, because the character generator starts at the space and glyph n is character n less thirty two. The rest of the row is blanked after every message, or a short one would leave the tail of a long one behind it. Opening the throttle wipes the line, because a message that outlived the moment would be read as describing this one. The crash still goes to the console, deliberately: it is the last thing the program says and it should survive the program. A or Start continues from a message as readily as a key does. Somebody flying on a controller should not have to reach for the keyboard to say they have read something. AND TWO TESTS WENT WITH IT, which is the interesting part. cosmosLanderSoft and cosmosLanderPadOne asserted on lines in a transcript, and the lines moved off the console - so both went on passing while checking nothing at all. A test that asserts a side effect rather than the thing itself is always one refactor from being decorative. What they were for is now checked in the picture, where the message actually is. The lander check moved earlier too. The window grew to two rows, so by 1.5 million cycles the lander had climbed behind the status bar - the window doing exactly what it should, and leaving the check counting six pixels of a forty pixel lander. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
||
|
|
bfb515e23b |
Cargo: bases with names, and a landing that is not an ending
Four bases, told apart by the scheme their pad is drawn in, so "the cyan one" is a thing a person can say and a thing the machine already knows. Yellow is missing on purpose: it is the lander, and a base the same colour as the thing landing on it would be a poor joke. Land empty at a base and it loads cargo for the base ACROSS THE MOON, two along - so the pairs are cyan with red and green with blue, and the wrapping surface is a route rather than scenery. Land carrying at the right one and it takes the cargo and pays eighty units of fuel. Land at the wrong one and nothing happens, which is why the destination will want to be on the screen. A LANDING NO LONGER ENDS THE RUN. The lander rests where it is, exactly on the surface with both speeds zeroed, until the throttle opens again - which is the only way to stop being landed. Gravity does not pull on something already sitting down, and a base does not hand out cargo sixty times a second to a lander parked on it. The pad array holds the base's number plus one rather than a flag. Nought still means no pad, so it is still one lookup, and a flag would have to be followed by "and which of the four" - the same walk done twice for an answer already in hand. Pads are eight columns rather than four. Four was 32 pixels in a moon 1024 round, which is a target somebody flying by feel misses over and over. WHAT IS NOT COVERED, and why: the delivery and wrong-base paths need a lander flown from one base to another, and hand-authoring a recorded pad input that hits an eight column pad across a 128 column moon is a piloting exercise rather than a correctness one. Several attempts got within two columns. Loading, crashing, landing off a pad and running dry are all covered; delivery is built and flown by hand. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
||
|
|
7257ad369c |
Landing pads, carved rather than looked for
A random walk does not leave flat ground and a lander wants some. Four pads are cut into the moon after it is generated, each four columns levelled to whatever height its first column happened to have - so they sit in the landscape rather than on a shelf above it. The moon decides where they are; this only decides that they are flat. Searching for flat spots was the alternative and it can fail, which means a fallback that carves anyway - the carving, plus a search nobody needed. They are marked by an ATTRIBUTE and not a tile of their own, which costs no art at all: a nibble is added to every index in a tile, so one solid block is grey moon or a cyan pad depending on the byte beside it. Which columns are pads is an array, because asking has to be one lookup. Four comparisons per column per row is 12,800 of them for one screen, and the landing verdict asks the same question again. THE LANDER STARTS ABOVE ONE, because that is where a porter's day begins. Starting in the middle of nowhere meant a straight descent landed in the middle of nowhere, which is a fine thing to be able to do and a poor thing to have to. That change cost the crash test its teeth, and the way it did is worth keeping. It held nothing at all and let the lander fall - and a short drop onto the high ground of the base you started above is survivable, which is correct, and left the test saying nothing. It holds Right now: lateral speed has no limit and nothing slows it, so a slide always ends badly however the rest is tuned. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
||
|
|
2274be4b68 |
Lunar Porter, rung three and a half: fuel
Every thruster costs a unit every tick it fires, so holding two at once costs two - the honest price, and it makes a drift you corrected expensive in a way a drift you avoided is not. AN EMPTY TANK IS NOT AN ENDING. There is no message and nothing stops: a lander with no fuel is still flying, it just cannot do anything about where. What happens next is gravity, and gravity is patient. The test for it holds the thruster from the first frame to the last and crashes anyway, which is what says the fuel is real - a lander that could hold Up for ever would land every time, and the economy this is the first half of would have nothing to buy. The gauge is in the window, which is what the window was built for two commits ago: a bar at a SCREEN position, so the moon turning underneath does not carry it off. Thirty five cells after a label, redrawn whole every frame because seventy bytes out of one port is cheaper than working out which of them changed. A byte of fuel, and a byte is enough. Over eight it is a bar of up to thirty one cells - a shift, because there is no divide - and at a unit a thruster a tick it is about forty seconds of holding the engine open. Sixteen bits would be more arithmetic for a number nobody reads to the unit. Cargo and the bases are the other half. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
||
|
|
e3eccd17a8 |
Settle the view before saying how the landing went
The console draws into the map and the map is what is being scrolled, so a message printed while the view was three pixels into a cell came out three pixels off the top, with as much of its first row missing as the cell above it had lost. The flying is over by then, so the fractional part of the view has no more work to do. Putting it back is what makes the whole message visible. This is not the general problem. A status bar that has to stay readable WHILE the map moves is a different thing entirely, and nothing here solves it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
||
|
|
a074a831f0 |
The shell scrolls, and the moon was drawn where nobody was looking
Lunar Porter never put the row origin back. The map is a ring 128 rows tall that the screen shows 25 of, and the shell leaves that origin wherever its last command finished - so a moon drawn into rows nought to 24 while the screen is reading from row forty is a moon nobody can see. It came out as terrain missing, or half there, depending on how far down the prompt had got. Running Pad first was enough; so was holding Return. Nothing here is tidiness. It is the difference between the rows a program WRITES and the rows the screen READS, and only one of those is under the program's control. Grid has always known this; Lander did not. The check for it needed writing twice. Forty returns caught nothing, because the shell runs an eighty column screen which is FIFTY rows tall - forty returns fill it and never scroll it, so the origin was still nought and the test passed against a build with the fix taken out. The screenful that matters is the one the shell is using, not the one the program is about to ask for. At eighty it is 28,608 pixels of moon with the fix and none at all without it. break.sh is what said so. The first version of this check looked exactly like a passing test. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
||
|
|
f7be843ed9 |
Lunar Porter takes any controller, not the first one
A controller does not always arrive on pad nought. The front end hands out the numbers the host gave it, so a game that reads only the first one works on the machine it was written on and silently does nothing on the next - which is the shape of "the pad is detected, Pad shows it, and the game ignores it". Four reads and three ORs. One person flies this and which socket they plugged into is not a thing they should have to know. Presence is any of the four bits rather than the low one, for the same reason. The manifest's pad column takes several fixtures now, comma separated, and they fill the pads in turn. So cosmosLanderPadOne holds nothing on pad nought and flies the whole landing on pad one - a test that fails on the version of this program that shipped an hour ago. Also confirmed while looking: raylib 6 does refresh which gamepads are ready every frame in PollInputEvents, so a hot-plugged pad should be seen. Whatever is stopping that is above us and worth a separate look. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
||
|
|
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 |
||
|
|
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 |
||
|
|
db0c26e13f |
A bar for the drift, and a lighter touch sideways
A moon has no air, so a sideways drift never stops by itself and stopping one means cancelling the velocity EXACTLY. That is not hard to do; it is hard to do blind, which is what it was - a number nothing on the screen said anything about. So sprite one is a bar whose width is the drift. It runs right from the middle of the screen for a rightward one and left for a leftward one, so which way is as plain as how fast, and stopped is the one state with nothing drawn at all. The whole of it is a target width written once a frame; the device stretches one tile into it and the program draws nothing. Sideways thrust is one a tick rather than two. At two, the smallest correction available was twice the size it needed to be and overshooting was the normal outcome. WHICH ZERO MEANS NOTHING TURNED OUT TO MATTER. A target width of nought is the NATURAL width, not an empty sprite - so a bar with no drift in it came out eight pixels wide, sitting at the middle of the screen, saying "stopped" in the same shape it says "drifting slightly". What draws nothing is a SIZE of nought, which is the other zero in the other byte. Both meanings are deliberate and documented and it still caught me out inside a week of writing them down. The check for it earned its place by failing on that before it was found, which is the best evidence a check can offer. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
||
|
|
b1dde7908c |
Lunar Porter flies on a controller
A held thruster burns every tick it is held for, which is the whole reason the pad exists: the console can only say a key went down, so a thruster driven by it could be pumped and never leaned on. The burn happens on the same tick gravity does, and for the same reason - a sixteenth of a pixel is the smallest step this arithmetic takes, and applied sixty times a second it is an enormous acceleration. On the tick, thrust and gravity are two numbers whose RATIO is the whole feel of the thing. Position still moves every frame; only the acceleration is stepped, and nothing can see that. Two against gravity's one, so climbing and falling are the same speed. Three was the first try and it left the moon after about a second of holding. If there is a pad the console's arrows are ignored, because under a window the same keypress reaches both - the pad as a level, the console as a byte - and a thruster that fired twice for one press would be a mystery to anybody tuning it. q still quits, since a pad has no letter for it. With no pad the arrows still burn once a press, which is the most that can be done down a wire. And break.sh now rebuilds the disk images as well as the binaries. Half the things worth breaking here are SplitBit assembly rather than C, and those live on the fixture disks - so an edit to a .asm file changed nothing the suite could see, and the tool reported that nothing caught the break. That is the exact lie it was written to prevent, turning up in a new place. With the disks rebuilt it catches this one: the lander falls between the two captures instead of climbing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
||
|
|
88ecb208f4 |
The coarse scroll register was being sent the wrong register
CALL eighth OUTA 0x36 RET puts A back the way it found it, so the column origin was written the high byte of the position that had been passed in, and the answer the subroutine had worked out went nowhere. The fine register was computed inline with OUTQ and was correct, which is exactly what it looked like from the outside: smooth scrolling within a cell that never advanced one. Q is the only register that crosses a RET. Every other answer in this program already came back in it; this one had been written as if A would do, and A very nearly does, which is what makes it worth a comment rather than a fix. Gravity was Jupiter's. A sixteenth of a pixel per frame per frame is the smallest step this arithmetic can take and it crossed the screen in a second, so it is applied one frame in six instead - which divides the pull by six and costs a byte and a compare. The alternative was a finer unit for velocity than for position, and that means a shift every time one is added to the other, twice a frame, for ever. And the check that catches all this now looks 1.5 million cycles in rather than twelve. The first number came from assuming a program that saves a whole screen takes a long time to start; it does not, and by twelve million the lander had flown seven hundred frames and left the picture. A capture near the beginning is worth more than a tuned one - there is less between it and the start that can move. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
||
|
|
d6c81fa32c |
Lunar Porter, rung one: it flies
A lander over a moon that wraps. Landing, crashing, fuel, cargo and bases are not here - this rung exists to answer whether it FEELS right, because everything after it is bookkeeping and none of it is worth building on a lander that is no fun to fly. The moon comes for free. The map's column origin is a ring in hardware, so 128 cells is 1024 pixels of surface with no edge and no seam to cross. Position and velocity are sixteen bit in SIXTEENTHS OF A PIXEL, and the unit is the design: gravity is a small number added to a velocity and a velocity is a number added to a position, with no multiply or divide anywhere. 1024 pixels is 16,384 sixteenths, which is 2^14 - so going all the way round is an AND with 0x3FFF rather than a comparison, and it is never wrong at the seam. The lander never moves sideways. The world scrolls under it and it sits at the middle of the screen, which is a byte a frame instead of two and is also what makes the wrap invisible: there is no moment where it jumps. One key is one burn. The console says which key went down and there is no such thing as a key coming up, so a thruster cannot be held - a press adds to the velocity once. That is a property of the machine rather than a choice this program made, and it reads as pumping the engine. Four bugs found by running it, all worth keeping written down: B CANNOT BE A LOOP COUNTER here. Every comparison is an INIB, so the count was overwritten by whichever bound was last tested and the loop reset itself for ever. Counters that outlive arithmetic live in memory. A subroutine answers in Q, and the AND after it read A. The moon came out flat because it was testing the height against 1 instead of the random number. Row minus height, not height minus row: they are equal at the surface, equal does not borrow, and the surface row has to be ground. And the shift register has A as its HIGH half. Written the other way, the view scrolled by 256 cells for every one it should have. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
||
|
|
fba1b553d2 |
Depth: a ball behind the near pillars and in front of the far ones
The demo for what V5 added. Four pillars at four distances, each ONE 8 by 8 tile stretched to its own width and height, and a ball walking past all of them at a distance between two. What it shows is the thing an ordering cannot. The ball is sprite NOUGHT and every pillar is numbered after it, so table order puts the ball in front of all four - and it is still hidden behind two of them, because the depth buffer is asked per column. Caught mid-straddle in the checks: the ball is 48 wide and the pillar 32, so it shows on both sides and nowhere across the middle. Writing it found the conceptual trap in the feature, which is now written down where somebody will hit it. The pillars first carried their own distance in their entries AND wrote that same distance into their columns, so each was asked whether it was in front of itself - and 20 is not nearer than 20, so all four vanished. THE BUFFER IS WHAT HAS BEEN DRAWN AND A SPRITE'S DEPTH IS A QUESTION ASKED OF IT. Scenery writes it; it does not ask. Also found that a scheme only gives a colour to index one. The default palette sets each scheme's paper and ink and nothing between them, so art drawn in index two comes out black until a program writes a palette. And the fixture disk's root directory was full: four blocks, 32 entries, all taken, so adding an app failed the whole disk build. Loudly, which is the right way round - but it is a wall that moves for free, so it is eight blocks and 64 entries now. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
||
|
|
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 |
||
|
|
eee95ef0ce |
Flip says the true thing, and the checks that let it lie
Two bugs, both in what the demo claimed rather than in the device. The assembler has no string escapes, so the "\n" written in a literal printed as a backslash and an n. A newline is a byte; Say.asm has always written one as 0x0A 0x00 and this now writes it out of the console port. And the line whose whole job was to still be there afterwards was wiped out on the way back, because the program called osTakeScreen - which restores the screen AS IT WAS BEFORE, so the tidy-up erased the one thing the demo was pointing at. It did not need saving: nothing it touches is the shell's. A program that damages nothing should not ask, and asking anyway costs it the screen it was standing on. Which turned out to be untrue as written, and that is the third thing. Flip drew with a tile of its own, and the system copies the font back over every tile at exit - so the filled screen went blank the moment the program left, and the check that the system put the display back could not tell a restored screen from an abandoned one. It passed with the restore deleted. So did the check that a program can show the other screen at all: a blank screen counts as one colour just as well as a filled one does. Now it fills with 0x0A, which is an asterisk in one of the reversed colour schemes: paper is the colour and ink is black, so a whole screen is drawn with NO TILE REDEFINED and it survives leaving. Both checks ask for the commonest colour in the picture rather than counting colours or naming a pixel - the font's only blank glyph is the space, whose attribute nibble is nought, so a filled screen is always a pattern and which pixel lands on paper depends on the character. Both were re-broken afterwards and both failed this time. Also cosmosFlip, a transcript test, which is what would have caught the printed backslash in the first place. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |