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10 Commits
Author SHA1 Message Date
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 eee95ef0ce Flip says the true thing, and the checks that let it lie
Two bugs, both in what the demo claimed rather than in the device.

The assembler has no string escapes, so the "\n" written in a literal
printed as a backslash and an n. A newline is a byte; Say.asm has always
written one as 0x0A 0x00 and this now writes it out of the console port.

And the line whose whole job was to still be there afterwards was wiped
out on the way back, because the program called osTakeScreen - which
restores the screen AS IT WAS BEFORE, so the tidy-up erased the one thing
the demo was pointing at. It did not need saving: nothing it touches is
the shell's. A program that damages nothing should not ask, and asking
anyway costs it the screen it was standing on.

Which turned out to be untrue as written, and that is the third thing.
Flip drew with a tile of its own, and the system copies the font back
over every tile at exit - so the filled screen went blank the moment the
program left, and the check that the system put the display back could
not tell a restored screen from an abandoned one. It passed with the
restore deleted. So did the check that a program can show the other
screen at all: a blank screen counts as one colour just as well as a
filled one does.

Now it fills with 0x0A, which is an asterisk in one of the reversed
colour schemes: paper is the colour and ink is black, so a whole screen
is drawn with NO TILE REDEFINED and it survives leaving. Both checks ask
for the commonest colour in the picture rather than counting colours or
naming a pixel - the font's only blank glyph is the space, whose
attribute nibble is nought, so a filled screen is always a pattern and
which pixel lands on paper depends on the character.

Both were re-broken afterwards and both failed this time.

Also cosmosFlip, a transcript test, which is what would have caught the
printed backslash in the first place.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-02 11:08:09 -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 2abc8281df Loops, and the scripting language is a language
while and for. Both only mean anything in a script, because a loop goes back to
the line that opened it and a prompt has no line to go back to - and both say so
rather than doing something surprising.

THE SCRIPT READER KEEPS THE POSITION OF EVERY LINE before reading it, which is
what makes any of this possible: by the time a line has been read the reader is
past it, and a line is not a fixed size to subtract. Three words per line, and
the block is read again on the way back so the pointer into it means what it
meant - the same thing nesting one script inside another already did, for a
different reason.

THE TWO LOOPS END DIFFERENTLY, and that is the design rather than an accident. A
while is taken away at its end and its own line asks the question again, so
nothing has to be remembered. A for is not: how many words it has used is kept
in the block, and its line reads itself again and counts one more off the front.
That is a byte in a block instead of a copy of the word list in every one of
them.

Blocks grew from a byte to a record of sixteen - state, kind, words used, and
where the line that opened it was - and sixteen because A and B are a shift
register, so four rotations turn a block number into its offset. The history and
the variables are addressed the same way for the same reason.

Nested loops, an if inside a loop, a loop inside a branch nobody takes, and a for
with no words: the last two run no times rather than once, which is the case
worth having a test for.

Three things found by running it:

textSame asks whether two WHOLE strings are the same, so "in red green blue" is
not "in". The word has to be split off before it is compared.

A for typed at a prompt complained about while, because both arrive at the same
place. One message that names neither is better than one that names the wrong
one.

And docs.sh caught a naming convention nobody had written down: it recognises a
packed name by its label ending in "Name", so ForName2 was silently not counted.
It failed the right way round - saying the run was shorter than the count claims
rather than passing - but the convention now lives where the names are and not
only in the checker.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-01 20:50:05 -04:00
AnachronautandClaude Opus 5 16f8232a35 Lines that are only run sometimes
if, else, end, and same.

IF TAKES A COMMAND, which is one rule rather than two and is why comparing
values needs no syntax of its own: "same" is an ordinary command that fails when
its two words differ, so "if same $a $b" falls out of the rule instead of being
an exception to it. Anything else that can fail is a question too - "if load
Snake.sbx" is a perfectly good one.

The shell already had the other half. LineFailed exists because a script stops at
the first line that did not work, so every command was already saying whether it
had, for a different reason entirely.

A BLOCK HAS TWO KINDS OF NOT-RUNNING. One where an else would turn it on, and
one where it would not - which is what an if pushes when something above it is
already being skipped. That is what makes nesting need no looking down the
stack: the top of it says everything.

A branch nobody is taking is not even looked at. The skipping happens BEFORE the
names are filled in, so a variable mentioned in a branch that is not running is
not an error - a line nobody runs must not be able to fail.

AND LINES MAY BE INDENTED, which they could not be before there was anything to
indent inside. Nobody writes an if inside an if without indenting what is in
them, and a leading space used to make the first word empty and match nothing.
Found by writing the test script the way anybody would write one.

CALL commandFailed became BRI commandFailed in nine places. It never returns - it
marks the line and branches to the prompt - so calling it was a lie that cost a
Stack frame each time, and fourteen other sites already branched. THE LINT RULE
FOUND THIS, three days after I wrote the rule and on my own code: two false
positives that were really the linter being right about a CALL that is not one.
It does not fix the leak on its own, since a failure inside any called routine
still abandons that frame, but it removes the cause of the commonest case and
makes the code true.

The mechanical edit then left a BRI prompt stranded behind one of them, and the
linter caught that too.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-01 20:33:33 -04:00
AnachronautandClaude Opus 5 a8707f29f0 Names for things
"set apps /Apps", and then "$apps" anywhere on a later line stands for it. A
name stops where a name stops - letters and digits - so it composes into a path
without anything having to be quoted, which is the whole reason a script would
want one.

THE SUBSTITUTION HAPPENS ON EVERY LINE THE SHELL IS ABOUT TO RUN, typed or read
out of a file, so the two behave the same and no command below has to know that
variables exist. Same shape as the line editing: one place the whole system
already flows through, rather than a decision made twenty times.

A NAME NOTHING WAS SET TO DOES NOT RUN THE LINE. Every other shell expands it to
nothing, and that is the wrong answer here: a mistyped name would quietly become
an empty path, which is the class of silent wrong answer the rest of this system
spends its effort refusing. It says so and the line counts as failed, which
stops a script - and the test proves that by running one, where the line after
it must not appear. Somebody who wants an empty value writes "set name" and gets
one, so the escape hatch exists and has to be asked for.

A NAME TOO LONG IS AN ERROR RATHER THAN A SHORTER NAME. Cutting it off at
fifteen characters was the first version, and it is the same fault wearing a
different coat: two names differing only after the fifteenth would be one
variable, and the complaint about a missing one printed a word nobody typed.

Eight slots of sixty four bytes - sixteen of name, forty eight of value - and
sixty four rather than eighty because A and B are a sixteen bit shift register,
so two rotations turn a slot number into its offset. The same trick the history
uses, and the reason neither needs a multiply this machine has not got.

TWO THINGS I GOT WRONG AND ONE I FOUND:

doSetVar ended in RET. It is BRANCHED to from the dispatch, not called, so that
RET went wherever the Stack happened to point - the same fault that formatted a
disk last week, in a command written three days after the rule was named. The
new lint rule does not catch this shape: it fires on falling INTO a subroutine,
not on a branch target that ends like one.

And a test of the expansion's answer, which is dead code: commandFailed does not
return. It marks the line and branches to the prompt, the way every failure in
this shell is reported, so the only way out of the expansion is the one where it
worked.

Which turned up a real leak, measured and not yet fixed: every failure that goes
through commandFailed abandons the frames between the prompt and the call. SP
goes from FFFD to FE6D over twenty of them, twenty bytes each. Its own commit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-01 19:23:55 -04:00
AnachronautandClaude Opus 5 b04e4b7d1c Finish making the tune a program
The user's conversion, which I reverted while I was working out whether it was
half done or broken. It was half done: an sbx application wants its #Include
above #Program, because services.asm ends in a #Vectors block and a #Base
written after that has no segment to be the base of.

So the include moves up, the bases move a page with everything else, and the
test starts it from the shell instead of booting it. It plays for 9,469,987
cycles, 9,423,527 of them waiting, which is the same 567 frames of music it
played as a boot image.

BEING A PROGRAM MEANS ITS VECTOR IS THE SYSTEM'S TO INSTALL. It brings the
screen's, so that it has a beat to play to, and CosmOS puts it in when the tune
starts and takes it back out when it stops - a thing a boot image never had to
have right, and the second program here to exercise the version two format at
all.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-01 16:56:17 -04:00
AnachronautandClaude Opus 5 3449405b18 Give the system another page of each memory
CosmOS had 1,161 bytes of Program Memory left before the address applications
load at, and Tab completion is not going to fit in that with anything to spare.
So the wall moves up one page: the system keeps below 0x4FFF and 0x2FFF, and an
application is based at 0x5000 and 0x3000.

A PAGE IS A CHEAP THING TO GIVE IT AND AN EXPENSIVE THING TO RUN OUT OF. An
application still has 44K of Program Memory before the vector table and the
largest one here uses 7.5K, so what was taken from applications is space nothing
has ever asked for - while what the system gained is the difference between
building the next thing and counting bytes while building it.

Not doubling, which was the version that would have cost application space worth
minding. One page, and the same again when it is needed.

Nothing in the machine knows where the wall is, so this is 34 #Base lines, one
threshold in the fault handler, and the table in the CosmOS README that
Tests/docs.sh reads its limits out of.

The native assembler's scratch map had to move with it, and docs.sh said so
before anything ran: its data reached 0x40D6 and its buffers began at 0x4000, so
they were sitting on its variables. That file already carries a paragraph about
the floor coming up and the map staying where it was. It has happened twice now,
and been caught by a check the first time wrote.

Twenty three recordings are the same runs a page higher.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-01 16:49:12 -04:00
AnachronautandClaude Opus 5 fd9c4c75f8 Tell the person where it hurts
A fault stopped the machine and printed a line to standard error. On a terminal
that is a diagnosis. Behind a window it is a frozen picture and no reason at
all, because the message went somewhere nobody was looking - the machine looked
hung and was not. It had stopped, and said so invisibly.

CosmOS catches all five faults now and says what happened on the screen, with
the address, in red.

A FAULT ENDS THE PROGRAM, NOT THE MACHINE. That is the answer to "carry on or
start again", and it is not a compromise: a bare RETI from most of these meets
the instruction that failed and fails again, so carrying on was never on offer.
But the machine is almost never what is broken. Everything the shell puts back
when a program exits - the Stack, its vectors, the drive, the working directory,
the console, the screen - is exactly what wants putting back after one dies, so
the handler sets a status and joins handleExit. You are back at the prompt, and
the program is recorded as having STOPPED rather than finished, because saying
"finished" under a red fault message would be the shell contradicting itself.

A fault below where programs load is the system's own, and there is nothing to
go back to. That one says so and stops.

THE SCREEN GOES BACK TO A MODE TEXT CAN BE SEEN IN, and that is the part that
matters rather than the part that is prettiest. A program that faulted in bitmap
mode left the console with no text rows, so it draws nothing at all: the message
would be perfectly correct and completely invisible, which is the one thing it
must never be. Two palette entries go back for the same reason, since a program
that wrote its own colours can leave every ink the same as every paper. Only the
two the message needs, so the rest of what the program chose is left alone.

Both halves are checked by looking at the PICTURE, because the serial line was
never where the problem was. Crash blind ruins the palette and drops into bitmap
mode before it faults; without the mode the screen comes back 320 by 200 with
nothing on it, and without the palette it is the right size with the message
present and unreadable. Each break loses the red on its own.

Crash is also a program worth having: it breaks in whichever of the five ways
you name, so a fault screen can be looked at without having written a bug first.

Two things found on the way:

The native assembler keeps its OWN copy of the reserved vector names, so it did
not know NoHandler or NoDevice and built a cosmos.bin that differed from the
host assembler's. Caught by native.sh, which is exactly the drift that test
exists for.

And cosmosMonitor had dead input. It assembles code into 0x8000 and runs it, and
that code faults - which used to kill the machine, so everything after it in the
file had never run. It runs now, and the recording grew by sixty lines of
monitor session that had been unreachable since the day the fault was put there.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-09-01 15:08:20 -04:00