Commit Graph
118 Commits
Author SHA1 Message Date
Anachronaut a8b6b09a59 SoundPatch: design a sound where it can be heard, then convert it
The bang was guessed at directly in bytes and came out as a low gurgle,
which is what guessing at bytes gets you: a cutoff of 40 looks small and
is 57 Hz, so the filter sweep ended almost shut. Voyager's sound device
is soundThing's voice engine with the editor taken off, so a patch
designed in soundThing - where there is a screen, a keyboard and a pair
of ears - makes the same sound here. What differs is only how it arrives.

SoundPatch converts one into the other. Every parameter the device takes
is a documented function of a natural value and all of them invert: times
are squared into four seconds, cutoff and rate are exponential, depths
and detune are centred on 128. It writes a table of a count and that many
parameter and value pairs, and playPatch hands it to the device - so
every sound after this costs a table and a call rather than forty lines
of its own.

Two things the conversion has to say out loud. soundThing has no field
for the level routing, because there it is always the amplitude envelope,
so the table says so explicitly - a channel keeps its patch between notes
and a leftover from a previous one would otherwise be carried in. And a
field the tool does not recognise STOPS it: a patch format that has moved
on would otherwise produce a table that quietly means something else.

THE BUILD DOES NOT DEPEND ON IT. soundThing lives in its own repository
and is not needed to build anything here; the tables are checked in and
the tool is for when a sound is being changed.

Lander's crash now plays Kick808 as a stand-in until a bang is designed
for it, and the difference is the point: the hand-guessed patch wandered
between 1600 and 8200 for eight tenths of a second, and this decays
3492, 2743, 2037, 1515, 1040, 614, 87, nothing.

The docs check caught the tool count in two manuals, which is what it is
for.
2026-09-04 13:00:18 -04:00
AnachronautandClaude Opus 5 4b1c3d8e3f A missing file is an error, not a core dump
Naming a pad file that is not there printed the error and then said the
machine had STARTED. MACHINE_OK is nought and the code returned nought, so
the front end ran a machine whose clock had never been set up and divided
by it: a typo in a path came out as a floating point exception and a core
dump.

The trap is two functions in one file with opposite conventions -
machineStart returns MACHINE_OK for worked, machineRestart thirty lines up
returns 1 for worked - and this copied the nearer one. Both of the returns
I added last week had it.

Checked now for all three files the replay suite is about, because the
same mistake fits all of them, and re-broken to be sure: the check comes
back exit 136, which is a signal 8, which is the crash.

Found by somebody typing a path that was not there, which is the fourth
thing this week that no test would have reached.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-03 15:50:40 -04:00
AnachronautandClaude Opus 5 ee77d79780 A pad is sampled once a frame, and the recorder writes what was sampled
The live state is written by whatever watches real hardware, on ITS clock:
a window polls its keyboard once a HOST frame, which is not a machine
frame. Read straight through, that made a pad whose value could change in
the middle of a machine frame - breaking the one promise the device makes,
that asking twice in a frame gives the same answer both times. The manual
said it could not happen and the code allowed it.

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

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-03 14:43:58 -04:00
AnachronautandClaude Opus 5 de1857f5f7 Record every pad, not the one that happened to be first
The first recording ever made with this came back 1,766 frames of nothing.
It recorded pad NOUGHT and the controller was somewhere else - which pad
one lands on is an accident of the host, the same accident that made Lunar
Porter read all four in the first place - and a flight flown for the
purpose was lost to it.

So every pad is or-ed into the byte. A demo is a record of what somebody
DID, and on a machine one person is playing the number it arrived on is
not part of that. It plays back on pad nought, where --pad puts the first
file given, and any program that reads more than one pad reads them or-ed
anyway for exactly the same reason.

--record-pad takes one file now rather than filling pads in turn, because
there is nothing left for the second one to mean.

The check for it plays a recording on pad ONE with nought holding nothing
and requires the bytes back. That is the case that was missing: the round
trip was tested and passed, on pad nought, which is the only pad it could
not have gone wrong on.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-03 14:27:58 -04:00
AnachronautandClaude Opus 5 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
2026-09-03 12:52:17 -04:00
AnachronautandClaude Opus 5 a163c670d0 A demo recorder: --record-pad writes what --pad reads
One byte a frame, in exactly the format the player takes, so a recording
needs no conversion and there is no second format to keep in step. That
symmetry is the feature, and it makes the strongest form of the claim
testable: a recording is made OF a playback, and the bytes coming out have
to be the bytes that went in.

It exists because some inputs cannot sensibly be written by hand. Flying a
lander from one base to another is a few hundred frames of steering that
has to arrive somewhere eight cells wide, and several attempts at
authoring one got within two columns and no closer. That is a piloting
exercise rather than a test. Playing it once and keeping what happened is
the answer.

A BYTE FOR EVERY FRAME, written inside the loop that advances the
recordings rather than after it, so a machine that jumped several frames
at once still writes one for each. A recording is a timeline: one that
skipped the frames nobody looked at would play back faster than it was
flown.

What is recorded is what the DEVICE WOULD REPORT, not the live state - a
recording of a playback that wrote the live state would be a file of
noughts. And it is flushed as it goes, because a recording is usually
stopped by whoever is playing rather than by the program ending, and a
demo lost to a buffer is a demo flown twice.

Tests/replay.sh is where this and whatever follows it are checked. Twelve
scripts now.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-03 12:38:43 -04:00
AnachronautandClaude Opus 5 17c8da111f A window: a layer that does not scroll
The map moves and this does not, which the map alone cannot express. The
scroll registers move ALL of it, so a score printed into the map slides
away, and one printed into whichever rows the view happens to be showing
jumps a pixel at a time as the fine offset changes.

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

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

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

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-03 00:19:09 -04:00
AnachronautandClaude Opus 5 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
2026-09-02 22:48:24 -04:00
AnachronautandClaude Opus 5 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
2026-09-02 22:33:32 -04:00
AnachronautandClaude Opus 5 fed1453e6e Controllers: four pads that say what is held
The console says WHICH KEY WENT DOWN, which is the right shape for typing
and the wrong one for playing. A game wants to know what is being held,
this frame, possibly several things at once, and a stream of presses
cannot say that: a key that is down and staying down sends nothing at all.
Lunar Porter's thrust is a burn per press for exactly that reason.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-02 12:59:02 -04:00
AnachronautandClaude Opus 5 a916103a7f Sprites: things that move without the screen moving
Everything drawn on this machine was in a cell. Something between two
cells meant rewriting both; something moving a pixel at a time meant
rewriting them sixty times a second, which is affordable for one thing
and not for twenty. A sprite is put at a pixel and the device draws it
over whatever is behind, so moving it costs two bytes.

MADE OF TILES, which is the decision the rest follows from: m by n taken
in reading order from one index, so there is no second pixel format, no
second kind of memory, and nothing a sprite can show that the map cannot.
A 16 by 16 character is four tiles and the background can name the same
four.

256 entries of 8 bytes at 0xC000 in the atlas - eight so the entry
address is a shift, the same no-multiply argument as the palette's four.
Position is signed and sixteen bits, because 640 by 400 does not fit in a
byte and a sprite has to be able to sit half off the left rather than
appearing whole at the edge.

A PIXEL OF ZERO IS NOT DRAWN, or every sprite is a rectangle. Tested
before the attribute is added, so a hole belongs to the art and not to
the colour scheme. The same rule the other way round is what "behind"
means: drawn only where the background pixel was zero, so a thing walks
behind a pillar and in front of the floor in one frame.

All of them draw, every frame, so they cannot flicker. Real machines
dropped them per scanline because they had a fixed number of shift
registers; this has a loop. The limit is the size of the table, which is
a constant rather than a property of what is on screen.

And the system takes them down at exit. The sprite table sits in the gap
the screen save walks around - to the end of the map, then the palette -
and that is right, because nothing the shell draws is a sprite: there is
nothing to give back, only something to take away. Otherwise a program
that put a ball up and left would leave it over the prompt, in front of
everything, with nothing able to type it away. Sprite.asm deliberately
leaves its own, because a program that faulted could not have cleared it.

Every check here was re-broken and failed: transparency, reading order,
draw order, priority, and size. Size needed breaking twice - the first
attempt did not compile, and a silent build failure had left the old
binary passing.

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-02 10:09:53 -04:00
AnachronautandClaude Opus 5 bb065fe221 Tab finishes a word somebody started
The first word of a line, against the shell's fifteen commands. One match goes in
with a space after it, because a word that can only be one thing is finished.
Several are folded into their longest common prefix and that goes in, which is
the most that can be said without guessing which was meant - and if that adds
nothing, the matches are listed and the line put back underneath.

THE LINE COMING BACK IS THE HALF I EXPECTED TO BE HARD and it was already
solved. The prompt has been reprinted somewhere else entirely, so the editor's
idea of where the line begins is wrong - but editAnchor works that out backwards
from where printing ended, precisely so it survives the screen moving. Listing is
a redraw it already knew how to do.

editInsert became editPut, a routine, because completing a word puts in several
characters and every one of them is that. Which cost a bug immediately: the old
inline code left the insertion point in A, and a RET puts A back to what the
caller had.

Two more bugs worth naming, both mine and both the same shape - a pointer that
had moved:

THE CANDIDATE'S START HAS TO BE KEPT. The comparison walks DP3 through the name
as it matches, so by the time a match is declared, DP3 points at the part AFTER
what was typed - and that is what got copied. "he" completed to "he" because the
answer taken was "lp".

AND THE INSERTION STOPS AT OR PAST, not exactly equal. With the wrong answer the
two counters passed each other and the loop ran off the end of the buffer,
filling the line with whatever was next in memory. They cannot pass each other
now, and the branch stays, because the cheaper failure is worth nothing.

MY OWN TEST HAD A HOLE and breaking the code found it. The later-word case
pressed Tab after a space, where there is nothing to finish anyway, so it passed
whether or not the shell checked which word it was on. It types "echo he" now,
which would become "echo help" if it did not.

The assembler's label table went past 1024 and is doubled. A ceiling reached
once will be reached again, and it is pointers into source already in memory.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-01 17:43:48 -04:00
AnachronautandClaude Opus 5 f97d15de08 The font comes from a chip, not from RAM that remembers
videoReset zeroed video memory and then wrote the font and the sixteen colour
schemes into it, and the comment above that said out loud what was wrong with
it: "everything here is ordinary video memory". RAM does not wake up with
anything in it. That was the last piece of magic in this device, and it looked
harmless until something wanted the font BACK - a program that redefines a glyph
had destroyed the only copy there was.

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-01 16:21:24 -04:00
AnachronautandClaude Opus 5 c1b3c4c156 A rule for the bug that formatted a disk
falls-into-subroutine. The code above a label ends without going anywhere and
the label is one something CALLs, so execution walks into the subroutine,
reaches its RET, and returns to whatever the Stack happens to hold - because
nobody called, there is no caller, and it goes somewhere nobody named.

It is worth a rule because the symptom is nowhere near the cause and changes
with the Stack. In CosmOS's monitor it was usually a byte that does not decode,
in the middle of newLine; once it was inside sbfsFormat, and the machine
formatted the disk it had booted from.

Two exemptions, and both had to exist or the rule would have reported well
written code:

A TAIL CALL IS THE SAME SHAPE AND IS FINE. Falling out of one subroutine into
another means the RET returns to the outer caller, which is real. So it only
fires when nothing since the last branch or return was a call target either -
which is the linter's usual trade of precision for being worth reading.

AND osExit NEVER RETURNS. It is how a loaded program gives the machine back, and
every program here ends with it and then writes its helpers underneath. Without
that, twelve well written programs were reported. It is the one name from the
system this tool knows, and the comment says why it is there.

Also SRET, which stopsFallthrough did not list. It returns from a handler
exactly as RET returns from a call, and leaving it out is a gap in every rule
that asks what reaches an instruction. Load bearing rather than tidy: without it
cosmos.asm reports a handler ending in SRET as falling into the routine written
under it.

A first pass over the file collects call targets, because a subroutine is very
often called from further down than it is written.

The corpus reports none of it, which is the point rather than a disappointment,
and the Test Manual now says so - a baseline entry that is absent is otherwise
indistinguishable from a rule that never runs. Checked against the version of
cosmos.asm from before the fix, where it names the line.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-01 15:43:25 -04:00
AnachronautandClaude Opus 5 000a6d39cb Somewhere to send the fault about there being nowhere to send it
Dispatching through a vector with nothing in it was the one fault this machine
could not hand over, because the thing that would hand it over is the thing that
has just found nothing to hand it to. It stopped the machine and no program
could do anything about it - so calling a service the system does not implement
was fatal, and that is an ordinary mistake to make.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-29 22:15:02 -04:00
AnachronautandClaude Opus 5 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
2026-08-29 21:05:38 -04:00
AnachronautandClaude Opus 5 d388cd3122 Give the machine a sound device
Four channels on ports 0x40 to 0x4F, each one a whole soundThing voice:
two oscillators, two envelopes, a filter and the routing between them. A
channel keeps its patch between notes, so a program sets an instrument up
once and then plays it.

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-29 20:59:17 -04:00
AnachronautandClaude Opus 5 b0d06aa6e5 Make the vendored synth plain ASCII
soundThing's comments use em dashes and an arrow, and this repository is
plain ASCII throughout because the tooling around it does not do Unicode.
Tests/docs.sh caught it the first time it ran against the new file, which
is what that check is for.

Comments only; nothing the compiler sees has changed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-29 20:59:01 -04:00
AnachronautandClaude Opus 5 f58b0f93af Vendor the voice engine, with the level it always had and could not say
soundThing's synth.c and synth.h, and nothing else of it: the voice engine pulls in maths,
stdlib, stdint and stdio and knows nothing about Raylib, MIDI, patches or the interface, which
is what made it liftable. Copied rather than submoduled - two files against tying this build
to another repository's history is not a close call - so the header carries the whole of the
difference and is meant to stay current.

A VOICE'S LEVEL IS A ROUTING NOW. Envelope 0 was multiplied into the output unconditionally,
so routing it to a filter or an oscillator meant it shaped the volume as well whether that was
wanted or not, which is most of the trouble with making percussion. There was no flag to turn
that off and there never had been: Envelope is the only one of the four modulating things
without an active flag, where LFO, Filter and Oscillator all have one.

It could not take the filter's shape either. filterTick returning its input unchanged is the
right nothing-happens answer, but an envelope returning a constant would be useless as a mod
source - and being a mod source while NOT being the volume is exactly the thing wanted. So the
voice names the source that shapes its level, the way every other destination names its
source, and MOD_SOURCE_NONE means nothing shapes it. Two things fall out that were not
possible before: envelope 1 shaping the volume, and an LFO doing it, which is tremolo.

Envelope 0 still decides how long a voice lasts, because it still ticks. A voice with its
level unrouted will therefore cut rather than fade when the envelope reaches idle - fine or
wanted for percussion, a click if the oscillators are loud at that moment, and a one line
change to end on note-off instead if it turns out to matter.

NOISE COMES FROM A SEEDED GENERATOR, one to each thing that makes it. rand() is global state
shared with the whole process and varies between C libraries, so the same program sounded
different on different machines and no recorded result could have meant anything. One
generator each rather than one shared, because two noise sources drawing the same stream are
not two noise sources. Checked rather than assumed: two synths from the same start produce
identical samples, and 4,617 of 4,800 of them are non-zero, so it is noise and not silence.

AND A CHANNEL IS THE CHANNEL YOU ASKED FOR. synthNoteOn hunts for a free voice and steals
round-robin, which is what a keyboard wants and what the standalone synthesizer still does.
Channel two is channel two. Both old calls are untouched.

Nothing links it yet. It compiles clean and standalone under -std=c11 -pedantic, which is
what make strict already checks, and the 169 tests are unmoved because nothing calls it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-29 20:26:35 -04:00
AnachronautandClaude Opus 5 33afc20abc Give the memory controller to a bus rather than to the machine
The third and largest piece of the peripheral core, and like the two before it nothing
changes: 169 tests, and the two that would notice a misroute pass loudest of all.

A CONTROLLER IS THE MOST STATEFUL THING ON THIS MACHINE - a source bank and address, a
destination, a length, five guard registers and a table describing every bank it can reach.
Two processors sharing one would interleave into nonsense: one sets a source, the other sets
a destination, the first issues a blit and moves the wrong bytes somewhere else again. No
arbitration fixes that, because there is nothing to arbitrate - both writes were legal and
the result belongs to neither of them.

So it is a struct threaded through all seventeen functions that touch it, rather than a
pointer to a current one set on the way in. The smaller change was tempting and is the shape
that produced the stale reset flag and the editor's IsNew surviving a second run, both this
week: state that has to be set on the right path before anything reads it. A controller is
where that goes wrong quietly rather than loudly.

THE STATICS WERE DELETED RATHER THAN LEFT, which is what made this safe to do mechanically.
A missed reference is a compile error rather than a variable that still exists and serves the
wrong core, so "did I catch all 165?" stopped being a judgement and became a question the
compiler answered.

Two things the transformation nearly got wrong, both caught by reading rather than by
building. guardStart and guardEnd are fields of Bank as well as registers of the controller,
so banks[n].guardStart had to keep its name while a bare guardStart changed - the difference
between a fence and the register about to be written into one. And a definition and a call
look alike enough that the first attempt turned publishBank(number) into
publishBank(Controller *c, number); definitions start at column zero here and calls never do.

Tests/agree.sh is what says this is right, more than the count does. It builds the same disk
with SplitDisk and with CosmOS and compares byte for byte, and every filesystem operation on
the machine goes through the controller - so a blit that went to the wrong place would corrupt
a disk that is checked against one built by different code entirely. Tests/cycles.sh covers
the other half, since what a transfer costs depends on pendingCycles landing in the right one.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-29 17:32:10 -04:00
AnachronautandClaude Opus 5 5be5bea994 Make the interrupt lines belong to a bus rather than to the machine
The second piece of the peripheral core, and like the first it changes nothing: one array of
bits became a struct, and the machine's own devices reach it through wrappers because every
one of them really is on this bus.

IT WAS ONE ARRAY INDEXED BY PORT FOR THE WHOLE MACHINE. With two processors that is not a
tidiness problem, it is each of them seeing the other's lines: a disk finishing would
interrupt a sound core, a sound core's tick would interrupt the shell, and both would arrive
at a handler installed for something else entirely. Hardware vectors are per port, so the
numbers would even look plausible on the way in.

Unlike the shift register, which was harmless until there was a second core to share it with,
this one was always going to be wrong the moment there was one.

Still to come on this rung: a controller each, since it holds the source, the destination, the
length and five guard registers, and two cores setting those between each other's instructions
would interleave into nonsense. Then the interleaving rule, which belongs in the manual as
machine behaviour rather than as something the emulator happens to do.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-29 15:43:54 -04:00
AnachronautandClaude Opus 5 dae3455da0 Give the CPU a bus, so that there can be more than one
The first piece of the peripheral core, and it changes no behaviour: the machine still has
exactly one processor, and every one of the 169 tests still passes. What changes is that the
code has stopped assuming so.

FIVE THINGS A CPU ASKS OF THE WORLD OUTSIDE ITSELF, and every one of them was a call to a
function there was exactly one of: the port handlers, what the controller spent moving memory,
what was spent stopped waiting on a device, and the two that work the interrupt lines. Fine
for a machine with one processor and wrong for a machine with two, because A PERIPHERAL CORE'S
BUS IS ITS OWN - it sees the devices its own device gives it, raises its own lines, and stalls
on its own controller, none of which are the host's.

They are gathered into a Bus that the CPU holds a pointer to, rather than threaded through as
a bus number, because a bus is something a device PROVIDES. A device that provides one should
hand over the answers rather than be looked up by an index somebody else has to keep right.
initializeCPU puts the machine's own there, which is what every processor was on when there
could only be one, so nothing at any call site moved.

And shiftRegister is a local now. It always was one in effect - written and read inside a
single instruction and never carried to the next - but it sat at file scope, where a second
processor would have shared it. Two cores taking each other's shift halfway through an SHL is
a poor thing to discover later, and it cost two braces to make impossible.

Still to come on this rung: the interrupt bitmap, which is one file-scope array indexed by
port for the whole machine; a controller each; and the interleaving rule, which has to be
written into the manual as machine behaviour rather than left as something the emulator does.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-29 15:11:54 -04:00
AnachronautandClaude Opus 5 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
2026-08-29 14:59:15 -04:00
AnachronautandClaude Opus 5 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
2026-08-29 14:48:31 -04:00
AnachronautandClaude Opus 5 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
2026-08-29 14:41:05 -04:00
AnachronautandClaude Opus 5 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
2026-08-29 11:09:41 -04:00
AnachronautandClaude Opus 5 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
2026-08-29 11:05:16 -04:00
AnachronautandClaude Opus 5 13b20c8834 Give the screen a bitmap mode
V4. Mode 2 is 320 by 200 with a byte a pixel: no tile to look up and no attribute to add,
the byte IS the palette index. Programs/Examples/picture.asm fills a whole one in 127 bytes
of program and 47,498 cycles.

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-29 10:24:09 -04:00
AnachronautandClaude Opus 5 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
2026-08-29 08:45:46 -04:00
AnachronautandClaude Opus 5 ff4b025058 Make the cursor blink while the machine is waiting, and show how the palette works
THE CURSOR DID NOT BLINK, and the reason is worth stating: it blinks on the machine's clock,
and the machine's clock had stopped. A console waiting on a key stops the CPU, so no cycles
passed, so the phase never moved - and the one moment somebody is looking at a cursor is the
moment they are being asked to type.

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-29 08:13:28 -04:00
AnachronautandClaude Opus 5 978aec4809 Let the console edit a line, and let a file be a keyboard
BACKSPACE REACHED THE SHELL. A terminal in line mode does not hand a program every
keystroke: it collects a line, rubs out a backspace, and delivers the finished thing at
Return. CosmOS has always relied on that, and behind a window there is no terminal to do it,
so the raw 0x08 went into the command buffer. Correcting a typo produced a line that looked
perfectly right on the screen and matched no command at all - "I do not know: help".

So the console does it, because behind a window the console IS the terminal. In key mode it
does not, and must not: a program in key mode asked for every keystroke as it happens.

CosmOS now asks for eighty columns at boot. Its own help text is seventy-four characters
wide, and dir, the monitor and the assembler's messages all assume room. The machine still
wakes up in the smaller mode, which is right for a machine - it is the system that knows
what shape of screen its own output needs, and a game that wants forty columns says so.

AND A FILE CAN BE A KEYBOARD, which is the part that matters beyond today. The console
behind a window is not the console behind a terminal, and until now the difference was
unreachable: it broke twice in two days and a person typing found it both times. --keyboard
installs the same hook a window does, so the same path runs, and the manifest has a column
for it. cosmosTyped types "halp", backs over it, arrives at "help", and requires the help to
come out. Verified by removing the rub-out, which loses the whole help text.

It does not test the window. Voyager's key queue and everything about presenting frames are
still out of reach. It tests the console, which is where the logic is.

Along the way: VOY_OBJS was missing from the dependency include, so voyager.o never rebuilt
when a header changed. EmulatorOptions grew a field, Voyager kept an object that disagreed
about the size of the struct, and smashed its stack on every run. A clean build hides it and
'make sanitize' cleans first, so that would never have found it either. Tests/voyager.sh did,
by failing all 115 tests that start the machine - which is the differential test earning its
keep on a bug that has nothing to do with what it was built to check.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-28 23:39:35 -04:00
AnachronautandClaude Opus 5 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
2026-08-28 23:19:53 -04:00
AnachronautandClaude Opus 5 43a05b3df1 Replace the escape parser with cursor registers
The console had grown an ANSI parser, and that was the wrong shape. ANSI exists because a
screen used to be on the other end of a serial line and a byte stream was the only channel
there was. This screen is memory the program can already address, so reaching it by sending
characters for a state machine to take apart is a middleman for something the machine does
better - and it meant accepting an open protocol somebody else defines, in hardware, with no
natural end to it. Everything else on this machine is registers.

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-28 23:08:52 -04:00
AnachronautandClaude Opus 5 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
2026-08-28 22:50:20 -04:00
AnachronautandClaude Opus 5 556a14b288 Teach the console the sequences the corpus already speaks, and let the status port see the window
Three things Snake found the moment somebody ran it in a window, and all three are the same
kind of mistake: the console grew a screen and kept asking the terminal.

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-28 22:43:27 -04:00
AnachronautandClaude Opus 5 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
2026-08-28 22:32:27 -04:00