b83ba5bf7a1060491a17ce9572c5d5c7f87c16fa
156
Commits
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b1dde7908c |
Lunar Porter flies on a controller
A held thruster burns every tick it is held for, which is the whole reason the pad exists: the console can only say a key went down, so a thruster driven by it could be pumped and never leaned on. The burn happens on the same tick gravity does, and for the same reason - a sixteenth of a pixel is the smallest step this arithmetic takes, and applied sixty times a second it is an enormous acceleration. On the tick, thrust and gravity are two numbers whose RATIO is the whole feel of the thing. Position still moves every frame; only the acceleration is stepped, and nothing can see that. Two against gravity's one, so climbing and falling are the same speed. Three was the first try and it left the moon after about a second of holding. If there is a pad the console's arrows are ignored, because under a window the same keypress reaches both - the pad as a level, the console as a byte - and a thruster that fired twice for one press would be a mystery to anybody tuning it. q still quits, since a pad has no letter for it. With no pad the arrows still burn once a press, which is the most that can be done down a wire. And break.sh now rebuilds the disk images as well as the binaries. Half the things worth breaking here are SplitBit assembly rather than C, and those live on the fixture disks - so an edit to a .asm file changed nothing the suite could see, and the tool reported that nothing caught the break. That is the exact lie it was written to prevent, turning up in a new place. With the disks rebuilt it catches this one: the lander falls between the two captures instead of climbing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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fed1453e6e |
Controllers: four pads that say what is held
The console says WHICH KEY WENT DOWN, which is the right shape for typing and the wrong one for playing. A game wants to know what is being held, this frame, possibly several things at once, and a stream of presses cannot say that: a key that is down and staying down sends nothing at all. Lunar Porter's thrust is a burn per press for exactly that reason. So a pad is its own device on ports 0x60 to 0x6F, reporting a LEVEL. One read gives every button at once, holding is the natural thing to express, two directions together cost nothing, and reading does not consume it - a game may ask twice in a frame and be told the same thing both times. Four of them, because a party is four. They cost a port each and nothing at all when unused. The directions are the low nibble so "which way" is an AND with 0x0F; the buttons are the high nibble for the same reason. 0x64 says which are really there, so a game can ask for a controller rather than sitting silent while somebody presses things at it. They never interrupt: a game polls once a frame because that is when it draws. KEY-UP ON THE CONSOLE WAS THE OTHER WAY TO DO THIS AND WAS REJECTED. A terminal hands over characters and can never report a key coming up however it is asked, so it would have been a thing that worked behind a window and silently did not down a wire. A separate device can honestly say it is not there. Voyager drives pad nought from the keyboard as well as from any real controller, OR-ed rather than chosen between, so a game written for a pad is playable on a machine with none and unplugging one mid-game does not leave somebody holding nothing. And a recorded path, which is what makes any of it testable: --pad names a file of one byte a frame, and the manifest has an eighth column for it. A BYTE A FRAME AND NOT A BYTE A READ - a level asked twice in one frame has to answer the same both times, and a file that advanced per read would depend on how the program happened to be written. Voyager's own tests run headless with nobody holding anything, so without this the device would be exercised only by somebody playing: the state the console's line editing was in when it broke twice in two days. 0x50 is the timer, not free. The block this went in was chosen after looking rather than before. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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88ecb208f4 |
The coarse scroll register was being sent the wrong register
CALL eighth OUTA 0x36 RET puts A back the way it found it, so the column origin was written the high byte of the position that had been passed in, and the answer the subroutine had worked out went nowhere. The fine register was computed inline with OUTQ and was correct, which is exactly what it looked like from the outside: smooth scrolling within a cell that never advanced one. Q is the only register that crosses a RET. Every other answer in this program already came back in it; this one had been written as if A would do, and A very nearly does, which is what makes it worth a comment rather than a fix. Gravity was Jupiter's. A sixteenth of a pixel per frame per frame is the smallest step this arithmetic can take and it crossed the screen in a second, so it is applied one frame in six instead - which divides the pull by six and costs a byte and a compare. The alternative was a finer unit for velocity than for position, and that means a shift every time one is added to the other, twice a frame, for ever. And the check that catches all this now looks 1.5 million cycles in rather than twelve. The first number came from assuming a program that saves a whole screen takes a long time to start; it does not, and by twelve million the lander had flown seven hundred frames and left the picture. A capture near the beginning is worth more than a tuned one - there is less between it and the start that can move. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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d6c81fa32c |
Lunar Porter, rung one: it flies
A lander over a moon that wraps. Landing, crashing, fuel, cargo and bases are not here - this rung exists to answer whether it FEELS right, because everything after it is bookkeeping and none of it is worth building on a lander that is no fun to fly. The moon comes for free. The map's column origin is a ring in hardware, so 128 cells is 1024 pixels of surface with no edge and no seam to cross. Position and velocity are sixteen bit in SIXTEENTHS OF A PIXEL, and the unit is the design: gravity is a small number added to a velocity and a velocity is a number added to a position, with no multiply or divide anywhere. 1024 pixels is 16,384 sixteenths, which is 2^14 - so going all the way round is an AND with 0x3FFF rather than a comparison, and it is never wrong at the seam. The lander never moves sideways. The world scrolls under it and it sits at the middle of the screen, which is a byte a frame instead of two and is also what makes the wrap invisible: there is no moment where it jumps. One key is one burn. The console says which key went down and there is no such thing as a key coming up, so a thruster cannot be held - a press adds to the velocity once. That is a property of the machine rather than a choice this program made, and it reads as pumping the engine. Four bugs found by running it, all worth keeping written down: B CANNOT BE A LOOP COUNTER here. Every comparison is an INIB, so the count was overwritten by whichever bound was last tested and the loop reset itself for ever. Counters that outlive arithmetic live in memory. A subroutine answers in Q, and the AND after it read A. The moon came out flat because it was testing the height against 1 instead of the random number. Row minus height, not height minus row: they are equal at the surface, equal does not borrow, and the surface row has to be ground. And the shift register has A as its HIGH half. Written the other way, the view scrolled by 256 cells for every one it should have. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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5222c85100 |
More fills the screen it is on, not the screen it was written for
Twenty two lines was right when there was one screen size. It still is on the forty column screen and wastes three fifths of the eighty column one, so More asks the rows register instead - which is readable for exactly this sort of reason. Rows minus three is twenty two on a twenty five row screen, so nothing changed underneath anyone already reading files this way. It fills a bigger screen and leaves a smaller one alone. A bitmap screen has no rows and says so with a nought, which through an eight bit subtraction would be 253 lines. Anything under five falls back. The existing test stopped testing paging the moment this worked: 32 lines fits in a 47 line page, so the file never paged and the recording lost the prompt entirely. The fixture is 60 lines now - the INPUT needed moving, not just the output, which is the failure this project keeps meeting. And cosmosMoreNarrow, which runs Mode first and pages the same file on the forty column screen. Two recordings of one file at 47 lines and at 22: a More that went back to a constant would make them the same length. Both were verified with break.sh, and the first attempt was a bad break rather than a bad test - it replaced one of two reads of the rows port and the other still fetched the real value. Which is a fair argument against reading a port twice, so it is read once and kept now. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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fba1b553d2 |
Depth: a ball behind the near pillars and in front of the far ones
The demo for what V5 added. Four pillars at four distances, each ONE 8 by 8 tile stretched to its own width and height, and a ball walking past all of them at a distance between two. What it shows is the thing an ordering cannot. The ball is sprite NOUGHT and every pillar is numbered after it, so table order puts the ball in front of all four - and it is still hidden behind two of them, because the depth buffer is asked per column. Caught mid-straddle in the checks: the ball is 48 wide and the pillar 32, so it shows on both sides and nowhere across the middle. Writing it found the conceptual trap in the feature, which is now written down where somebody will hit it. The pillars first carried their own distance in their entries AND wrote that same distance into their columns, so each was asked whether it was in front of itself - and 20 is not nearer than 20, so all four vanished. THE BUFFER IS WHAT HAS BEEN DRAWN AND A SPRITE'S DEPTH IS A QUESTION ASKED OF IT. Scenery writes it; it does not ask. Also found that a scheme only gives a colour to index one. The default palette sets each scheme's paper and ink and nothing between them, so art drawn in index two comes out black until a program writes a palette. And the fixture disk's root directory was full: four blocks, 32 entries, all taken, so adding an app failed the whole disk build. Loudly, which is the right way round - but it is a wall that moves for free, so it is eight blocks and 64 entries now. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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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 |
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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 |
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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 |
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66e7b84272 |
The screen is two banks: an atlas and a screen
Tiles and colours are written when a program loads; the map is written whenever anything moves. Sharing one 64K bank made them compete for room neither needed all of, and had a worse consequence than being cramped: a bitmap covers the whole bank, so entering bitmap mode destroyed the font. A program could not draw a picture and then say anything about it. Split, each gets a whole bank. The atlas holds the tiles and the palette, the screen holds the map or a bitmap, and a picture now costs the map and nothing else. It also leaves 48K free in the atlas, which is where the sprite table and a second page of tiles are going. No new mechanism was needed. A bank is registered by naming the port that owns it, so a device with two banks needs two ports that own memory: the base port keeps the atlas, since tiles have been at 0x0000 since there was a screen at all, and 0x3A owns the screen. The registry now answers honestly about which ports in the block bring memory, where it used to say all sixteen did. CosmOS never addresses video memory except in one place - the screen save, which walks 196 pages of it. The page number already says which bank a page is in, so screenBankFor works it out rather than keeping a second list beside screenPageFor. Grid and picture.asm register both banks; colours.asm only touches the palette and needed none of it. Tests/video.sh names the memory every write is for, because an address cannot: tile 5 and bitmap pixel 5 are both 0x0005, and a helper that guessed would be right for the tiles and silently wrong for a picture. And picture.asm gained a check, because this change broke it and nothing noticed - registering the second bank leaves DestBank pointing at it, so the palette went into the wrong one and the picture came out black. It was the only thing here found by looking rather than by a test. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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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 |
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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 |
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4b109f704c |
The shell starts each line with the Stack where it left it
Every failure in this shell abandons a frame. commandFailed is reached with CALL and never returns: it marks the line and branches to the prompt, which is the idiom every command uses and is why a failure needs no unwinding anywhere. What it costs is the frame of that call and of everything between the prompt and it - twenty bytes for a name that was never set, more from somewhere deeper - and nothing ever gave them back. MEASURED BEFORE IT WAS FIXED. Twenty failed lines moved the Stack Pointer from FFFD to FE6D, and it only ever went one way. Nothing had noticed because it takes thousands of failures to reach anything and nobody types thousands of anything. A loop in a script would, which is why this is worth doing before there are loops rather than after. So the loop starts each turn from a known place. SystemStack is NOT that place: it is taken when a program starts, so that the shell's Stack can be given back when the program stops - which means it holds wherever the shell had got to at that moment, the value that needs correcting rather than the one to correct from. ShellStack is taken once, at boot, when nothing is happening. Second use of MVDS in the system, and it earns it for the same reason as the first: a Stack that is right by construction beats one that is right because everybody remembered. Break prints the registers, so the test is two dumps with eight failures between them and a requirement that they agree. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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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 |
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3c76934a9a |
Tab reaches the disk
Paths and programs, which is the half that makes it worth having. The first word of a line is a command or a PROGRAM, offered under the name somebody would type - the extension taken off - and anything after it is a file, offered as it really is. A separator anywhere in the word says which directory to look in. A directory answers with a separator on the end instead of a space, which says what it is and lets the next part be typed straight away. The answer ending in one is also what stops a space being added, so that is one test rather than a flag. PROGRAMS ARE LOOKED FOR WHERE THE SHELL WOULD LOOK to run one: where you are, /Apps on the disk you are on, and /Apps on drive 0. Offering something the shell would not find would be finishing a word into a thing that then does not work. Drive 0's is skipped when that is already the drive, or every program in it would be offered twice and nothing would ever be the only match. Walking somebody else's directory means standing in it, which is the only way to walk one here, so where the person was and which drive they were on are put down first and restored whatever happens. Three bugs, all found by running it: THE DIRECTORY TEST WAS INVERTED. dir asks the same question the same way round four hundred lines further up, which is what made it obvious once looked at. THE /Apps WALK OVERWROTE THE TYPED PATH. The whole search runs a second time to list the matches, and by then TabDir said "/Apps" - so a word that had named nowhere went looking in the wrong place and listed nothing at all. Two ways into the walk now, and the typed path is never written over. AND LISTING ONLY KNEW ABOUT COMMANDS, because it was a second copy of the walk. It is the same walk with a flag now: finding the answer and showing the matches are the same question asked twice. Also cosmosMonitor, which had been RE-BLESSED INTO MEANINGLESSNESS by the wall move. It disassembles a loaded program, at an address the input names - and that address moved a page while the recording was simply re-recorded to whatever came out, which was a page of zeroes. It is pointed at 5000 again. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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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 |
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b04e4b7d1c |
Finish making the tune a program
The user's conversion, which I reverted while I was working out whether it was half done or broken. It was half done: an sbx application wants its #Include above #Program, because services.asm ends in a #Vectors block and a #Base written after that has no segment to be the base of. So the include moves up, the bases move a page with everything else, and the test starts it from the shell instead of booting it. It plays for 9,469,987 cycles, 9,423,527 of them waiting, which is the same 567 frames of music it played as a boot image. BEING A PROGRAM MEANS ITS VECTOR IS THE SYSTEM'S TO INSTALL. It brings the screen's, so that it has a beat to play to, and CosmOS puts it in when the tune starts and takes it back out when it stops - a thing a boot image never had to have right, and the second program here to exercise the version two format at all. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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3449405b18 |
Give the system another page of each memory
CosmOS had 1,161 bytes of Program Memory left before the address applications load at, and Tab completion is not going to fit in that with anything to spare. So the wall moves up one page: the system keeps below 0x4FFF and 0x2FFF, and an application is based at 0x5000 and 0x3000. A PAGE IS A CHEAP THING TO GIVE IT AND AN EXPENSIVE THING TO RUN OUT OF. An application still has 44K of Program Memory before the vector table and the largest one here uses 7.5K, so what was taken from applications is space nothing has ever asked for - while what the system gained is the difference between building the next thing and counting bytes while building it. Not doubling, which was the version that would have cost application space worth minding. One page, and the same again when it is needed. Nothing in the machine knows where the wall is, so this is 34 #Base lines, one threshold in the fault handler, and the table in the CosmOS README that Tests/docs.sh reads its limits out of. The native assembler's scratch map had to move with it, and docs.sh said so before anything ran: its data reached 0x40D6 and its buffers began at 0x4000, so they were sitting on its variables. That file already carries a paragraph about the floor coming up and the map staying where it was. It has happened twice now, and been caught by a check the first time wrote. Twenty three recordings are the same runs a page higher. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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66be42d7bb |
A word the monitor does not know goes to the disk, not into the weeds
There was nothing at the end of the monitor's command list. An unrecognised word
fell off it and straight into sayPrompt - which is a ROUTINE, so its RET had
nothing of its own to return to and went wherever the Stack happened to be
pointing.
The user found it by typing a program's name at the monitor prompt, which is an
entirely reasonable thing to do: the monitor is a mode of the shell, so
everything the shell does is meant to work in it. What they got was a fault, and
before that a second prompt printed on top of the first - which is sayPrompt
doing exactly what it is for on its way past, and the tell that it had been
entered rather than called.
WHERE THAT RET WENT DECIDED HOW BAD IT WAS. Usually 0x0003, in the middle of
newLine, and the machine stopped on a byte that is not an instruction. Once it
was inside sbfsFormat, and the machine formatted the disk it had booted from -
the user's would not start again, and neither would mine, which is how I came to
have a reproduction before I had a diagnosis.
Pre-existing, and not recent: it is there at
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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 |
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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 |
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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 |
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71f6e215f9 |
The shell remembers what was typed before it
Up walks back through the last eight lines and Down forward again. It exists only because the keys reach the system now: until A1 and A2 there was nothing to press Up at, and the line was assembled somewhere the shell could not see. A RING RATHER THAN A LIST. A ninth line pushes the oldest out by moving where the ring starts, not by moving any of the lines - so keeping a line costs a copy of that line and nothing else, however full the history is. Eight is a power of two, so which slot an entry lives in is an AND. The ISA had the awkward part already: A and B are a sixteen bit shift register, so one SHR with B empty turns a slot number into the offset of a 128 byte slot, high byte and low, ready for DPUW. A NINTH SLOT HOLDS WHAT WAS BEING TYPED when Up left it, and Down brings it back. Losing a half written line to a keypress is the sort of small rudeness that makes a thing unpleasant to use, and it costs one slot to avoid. An empty line is not kept, and neither is one the same as the line already at the top. The test proves the second by looking one further back: if a repeated command were kept twice, the line behind the newest would be the same line again. The redraw had to learn to rub out. One space was enough while the only thing that shortened a line was taking one character out of it; a recalled line replaces the whole of it, and a short line over a long one left the tail of the long one on screen looking like part of what you were typing. It now covers exactly what was lost - which turned out to be one space fewer than before in the cases that GREW, so two lines of cosmosEditKeys lost a trailing space that was never doing anything. Costs 1157 bytes of Data Memory, taking CosmOS to 6220 of the 8192 it has before a loaded program's data begins. Worth writing down: that is the budget, and this is the largest single thing in it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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81e544eb3d |
Load a program that has no data
A five instruction program that writes one port and exits has no Data Segment at all, and the loader stopped the machine dead on it. It asked the memory controller to move a segment of no bytes, and a length of zero asks for the whole 64K - which is the machine's rule, and a reasonable one, since two bytes cannot say 65536 and a transfer of nothing is not usually what anybody meant. It is exactly what was meant here. 64K did not fit, the controller refused, and the load stopped half done. ON A TERMINAL THAT PRINTS A FAULT WITH AN ADDRESS. Behind a window it is a frozen picture and no reason at all, which is how it was found and is a separate problem from this one. The header says how long each segment is, so the loader knows before it asks. Both bytes are already in hand, so the test costs one OR. Nothing is lost by skipping the transfer: a blit leaves the controller's addresses past whatever it touched, and a blit of nothing would have left them where they already are, which is where the vectors are read from next. Guarded for the code segment too. A program with no code is equally assemblable and would have stopped in exactly the same place. Mode.sbx is the fix's test and a program worth having on its own: forty columns or eighty, whichever the screen is not in, which is what a person wanting Snake drawn twice the size actually needs. Ten instructions and no data, deliberately - it prints its two digits a register at a time rather than from a string, so it stays the smallest shape a loadable program can take. Nothing else on that disk had ever been that shape, which is why nothing had ever tried it. Reported by the user, who wrote the program. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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373454ec00 |
A fresh disk for every test, fixtures included
A fixture built by makedisks.sh was handed to each test where it lay. Twenty four tests name disks/cosmos.img and several of them write to one, so a test could hand the next one a disk with its leavings on. romBoot is what found it. Its recorded output described a directory that selfBoot had made earlier in the same run, so it passed in a full run and failed on its own - which is the worst way round for a test to be wrong, because the form nobody runs is the one telling the truth. Its recording now says "made" like selfBoot's, which is what running the same input on the same disk should always have said. Fixed as a class rather than as an instance: run.sh copies a fixture before attaching it, the same way it already removed a scratch image. Then every one of the 138 run and rom tests was run on its own to see whether anything else was leaning on what ran before it. Nothing was, before or after. Also, cosmosEditKeys.in was written by Python's write_text, which encodes as UTF-8, so every key byte was 0xC2 and then the key. The test passed anyway, because the shell ignores a byte it has no use for - a fixture working for a reason it was not built on, which is exactly the thing that stops working without anybody touching it. Written as bytes now; the recording is unchanged, which is the proof the stray bytes were being ignored. docs.sh is what caught that, and it turns out to draw the line in the right place by construction: a deliberately binary fixture does not decode as UTF-8 and is skipped, while one that is accidentally UTF-8 decodes and is reported. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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736037462e |
The shell edits the line it is given
Three different things used to do this job, and which one you got depended on where the machine was running. On a terminal the host held the line and did the echoing and the backspacing; behind a window the console's own gatherer did it; from a file nothing did it at all. One job, three implementations, none of them in the system - which is why there was no way to move about in a line and nowhere for a history to live. So editLine does it. Key mode while a line is being read and line mode straight after, so nothing else in the system and no program calling osReadLine notices anything changed. Left and Right, Home and End, Backspace for the character before the cursor and Delete for the one under it, and anything typed goes in where the cursor is with the rest of the line moving along. Ctrl-D means the end of input again, on an empty line, because that was a thing the terminal did while it was holding the line and it is not holding it now. Same trade as the echoing. MOST KEYSTROKES DRAW NOTHING BUT THEMSELVES. A character typed at the end of a line needs no cursor moved: printing it is the whole change, and a backspace there is three ordinary bytes. That matters beyond speed - moving the cursor by hand is what a terminal is TOLD about, in an escape sequence, so redrawing on every keypress would fill every recorded transcript in this suite with them. The line is only reprinted when something happened in the middle of it. Where the line STARTS is worked out backwards from where printing ended, rather than trusted from what was remembered. That is what makes it survive the screen scrolling: a line printed on the bottom row moves everything up by one, and a remembered row would be one too low from then on. The command line holds 127 characters, up from 63. The limit started to be felt the moment a line could be moved about in. 58 recordings changed, and every one of them by the echo. THE PROOF IS NOT A HEURISTIC: a CosmOS built with the echo silenced reproduces 187 of the 188 recordings byte for byte. The one exception is cosmosTyped, the backspace test, where the rub-out marks now come from the shell instead of from the console's gatherer - same marks, different author. cosmosEditKeys is the new test, and every line in it is typed wrong and then corrected with a different key. Its last line is eighty six characters at a prompt in column two on an eighty column screen, so the line runs onto the row below and the shell has to find the start of something it can no longer see; breaking either half of that arithmetic fails it. Also: agree.sh looked for "> the same", anchored to a prompt that no longer precedes what a command prints. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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b3726c950a |
Deliver the keys that are not characters
An arrow key has never reached this machine. Voyager threw it away for want of anywhere to put it, and a terminal sent ESC [ A, which arrived in the middle of whatever was being read and made it unrecognisable - typing Up at the CosmOS prompt put three bytes in the command line and got "I do not know". So the console names them: one byte each, 0x80 upward, above ASCII so nothing written before them can collide. Up, Down, Left, Right, Home, End and forward Delete, with room above for the paging and function keys. The console normalises, which is what it already does. Behind a window it turns the key somebody pressed into a byte; on a terminal it turns the sequence into the same byte. That is the act it has always performed on Return and Backspace, one layer further along, and it is why a program need not know which of the two it is talking to. What a key MEANS is not the console's business - that belongs to whoever is reading, the same way what is on a disk belongs to the system and what a drive is belongs to the machine. Translated only when standard input really is a terminal. Nothing else sends these sequences, a pipe holds exactly the bytes somebody put in it, and it keeps the Escape-or-Up timing problem out of every test here: a test writes the key values themselves. Line mode drops them, in both front ends, because line mode delivers characters and a line somebody else has finished editing cannot be moved about in. Press.sbx says what it was handed, in hexadecimal and by name, and reads a line before it reads keys so both halves of that rule are checked. Two recordings, one fed as standard input and one as a keyboard, agreeing byte for byte; each break fails exactly one of them. Three checks in terminal.sh type real escape sequences at a pseudo-terminal, which is the only place they are ever read as sequences: that they arrive as keys, that Escape alone is still Escape, and that a character typed straight after an escape is held rather than swallowed. Five recordings re-blessed for Press.sbx appearing on the shared disk, and the whole of that diff is the file's own line and the counts above it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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2a29cebc6b |
Make the screen come back on the machine people actually run
Found by running it: Grid exits and the shell prints its prompt into the grid, with the view up to seven pixels out of alignment. Three faults, and the first is the one that made the other two visible. MAKE RUN-VOYAGER HAD NO SCRATCH DRIVE. It gives drive 1 to Disks/personal.img, which is a file and not volatile, so there was nowhere to keep a screen - osTakeScreen answered no and the whole feature silently did not happen. It was tested with --ram-disk and shipped without one, which is as good a description of testing the wrong machine as I can write. There is now a RAM disk in drive 2, after the personal disk so that drive 1 stays the one that is yours. A PROGRAM TOLD NO MUST COPE. A refusal is not a fault, it means doing what the program did before there was anywhere to save a screen. Grid deleted its own tidying up when it started asking, so being refused left the grid on screen with a prompt written into it. It clears up again when refused, and only then. AND THE SYSTEM ALWAYS LEAVES THE SCREEN USABLE. The fine scroll registers go back to zero at every program exit, whether or not the picture could be saved: the console draws in whole cells, so a view three pixels into one puts every character three pixels out for ever. That is not part of saving a screen and should never have depended on it. Both paths are checked now. With a scratch drive the screen comes back cell for cell; without one, no grid is left behind. Breaking either fails one of them and not the other. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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ab72443b99 |
Give the screen back: osTakeScreen, and the RAM disk earns its keep
A program that takes the whole screen leaves the shell a blank one, and
whatever was on it is gone. There was nowhere to put 48K of video memory on
a machine with 64K of Data Memory that CosmOS already lives in.
A DRIVE MADE OF MEMORY IS SOMEWHERE. The screen goes to a file on the
scratch drive - the first volatile drive found at boot - like any other
file, and comes back from handleExit alongside the vectors and console mode
already put back there. The filesystem does the allocating, so this
invented nothing: it is 196 pages of tiles, map and palette, with a block
on the front holding the cursor, the four scroll registers and the mode.
NOT AUTOMATIC, and that is the whole design. Saving on every program start
would be cheap enough; restoring on every exit would be wrong, because dir
and Files and Say print and stop and their output is the reason you ran
them. A program says it took the screen, and one that says nothing behaves
exactly as every program did before this existed.
It deleted thirty lines of Grid, and they were all wrong anyway: four
scroll registers put back by hand, the map filled with spaces, the cursor
sent home, palette bank 0 written out - and the other fifteen banks kept
Grid's colours, because there was nowhere to have kept the real ones. Grid
is 64 bytes smaller and gives back what was actually there.
The check compares the screen before against the screen after, CELL BY
CELL, and allows only the rows around the cursor to differ - found from
where the text ends rather than guessed at, because the first version
assumed the cursor was near the bottom of the screen and let three real
differences through.
Two things cost time and neither was the feature:
- An edit adding "SWI osTakeScreen" to Grid was in the same script as a
failing s.index, so the file was never written - and the COMMENT
describing the call did land, from a later edit. Grid documented a call
it did not make, and read as though it should have worked.
- docs.sh caught osTakeScreen having no row in the services table, which
is the check the service layer added for exactly this and the second
time it has earned itself.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
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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 |
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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 |
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e4f4bae762 |
Work across two disks: copy between them, and run a program from one on
files from the other Two things anybody expects of a second disk, and each needed something different. COPYING NEEDED TWO THINGS TO REMEMBER A DRIVE. The write stream is the only thing here that lives across service calls, so it is the only thing whose drive can change underneath it: every osFileBlock names its source path again and goes back to the source drive, and then osFileWrite has to come home. It records the drive it was opened on and returns there. And the file lookup CACHE. It keeps the last path resolved so a reader walking a file does not re-walk the directory for every block - and skipping the walk skipped the drive the path named, so block one of a cross-drive copy read the source's block numbers off the DESTINATION disk. It only showed on files of more than one block, because a file of one is never looked up twice. One block worked and two did not, which is a suspicious enough shape to have suspected sooner. RUNNING A PROGRAM FROM ELSEWHERE NEEDED A THIRD PLACE TO LOOK, and two restorations. The shell tried where you are and /Apps on the disk you are on. It now tries /Apps on drive 0 as well, which is what makes the system's programs work from a disk of your own - one with your files on it and no system, which is most of the point of having a second disk. The drive goes back after the load, because by then the program is in memory and the blocks it came from mean nothing; and again when it exits, because a program that copies between disks moves the drive as its own paths need to and being left wherever it finished is not what was asked for. Copy 1:/a 0:/b now leaves you exactly where you were. The fixture disk grew an /Apps, because it kept its programs at the root and so could not exercise the third place at all. Two hours of the debugging above were spent on a stale disk image. The machine boots the system that is ON the image, so a rebuilt cosmos.bin means nothing until the image is rebuilt too - and the trace said my new code never ran, which was true. Third time this project has been misled by one. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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4cc6393f5b |
Name a drive in a path
"1:/notes", or "1:" on its own for wherever that drive already was. Done in sbfsWalk, which is where every path in the system arrives - eight callers between the shell, the config reader and the filesystem - so it works for anything that takes a path rather than for whichever commands somebody remembered to change. NAMING A DRIVE GOES THERE AND STAYS THERE. Switching for the length of one command and switching back reads better and cannot work: a path resolves to a start block and a length, and those mean nothing without the drive they were read from. A load that resolved on drive 1 and then read its blocks on drive 0 would read the right blocks of the wrong disk. A name beginning with a digit is still a name. The colon is the whole of what tells them apart, and /2things is on the fixture disk to keep it that way. Two bugs, and the second is the interesting one. SUB sets carry on a BORROW, so a character below '0' leaves it set - and the test for "not a digit" branched on clear. Every prefix was ignored. Then the leading-separator test reads the first character through DP0, which sbfsPathDrive could not move because RET puts DP0 back the way it found it. It advanced SbfsPathAt and DP0 still pointed at the digit, so every prefixed path was judged relative and walked from the named drive's working directory. IT ONLY SHOWED WHEN THAT DRIVE WAS STANDING SOMEWHERE OTHER THAN ITS ROOT, because a relative walk from the root is an absolute one - so "cd 1:/2things" worked from a fresh boot and failed after "cd 1:/notes". The test does it in that order for that reason. Copying between two disks is still not one command: each path resolves on its own drive and the drive stays where the last path left it. That wants Copy to change drives between blocks. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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5644c24113 |
CosmOS knows about all four drives
A mounted disk is EIGHT BYTES - where its directory starts, how many
blocks it is, how big the disk is, and where you are on it. They now sit
together in the data segment, and changing drives is one copy out and one
copy in. The other three thousand lines of filesystem go on reading the
same four names they always have and never learn there is more than one
disk, which is the whole reason this was affordable.
The version is not in the record. It is checked at mount and thrown away,
because a version one disk's zero parent already reads as "in the root".
Every drive is mounted at boot: the controller says how many are plugged
in and each is tried in turn. One with nothing in it, or a disk this
cannot read, is left unmounted rather than stopping the others, so a
machine with a good disk in drive 0 and a blank in drive 1 starts.
'drive' says which one, 'drive 1' goes to another, and the working
directory goes with it - where you are on a disk is part of which disk you
are on. A drive the machine has not got is refused, and refused
differently from one that is there with nothing readable in it.
Three things the assembly caught me on, all the same misunderstanding of
what survives a call:
- OR reads A and B, and the bit came back from sbfsDriveBit in Q, which
RET does not disturb - but RET does put A back. The mounted mask never
got set and drive 0 was reported unmountable.
- MVQA then RSTA throws away the copy it just made, so doubling a bit
doubled nothing. SHL does it in one instruction, because A and B are
one register to it.
- There is no move from A to B. INB reads a port straight into B, which
is what the drive count comparison wanted.
run.sh takes more than one image now, separated by a plus, since the
machine has four drives and a test that could only name one could not
check any of this.
The buffer note is forgotten on a drive change and that is DELIBERATELY
kept although nothing can currently reach it: only the file read-ahead
consults it, a directory scan does not, and finding a file requires a
scan which overwrites the note on the way past. Two disks were built with
the same file at the same block to try to catch it and the answer was
right either way. Three instructions to hold an invariant rather than a
story about a bug - and the comment says so instead of claiming a fix.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
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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 |
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3b650cabcd |
Grid took the disk's bank number, and gave the screen back untidy
Found by playing with it: after running Grid, the shell could not start anything by name and dir said the disk was empty. Several commands after the program that did it had exited, and nothing had said a word. BANK NUMBERS ARE ONE NAMESPACE FOR THE WHOLE MACHINE. Grid registered video memory as bank 3, which is the number CosmOS gives the disk's buffer when it mounts - and that does not fail, it succeeds. Every read the filesystem made afterwards came out of video memory. Grid uses 4 now, and the CosmOS README has a table of who owns what, because the one place this was written down was a line in a service description about sbfsMount. Nothing hands bank numbers out and nothing refuses one that is taken. If programs start wanting banks routinely, a service that allocates them is what should exist rather than a longer table - noted there rather than built, since one program wanting one bank is not yet a system. Also puts the cursor home on the way out. The map was emptied and the console was not told, so the shell carried on writing from wherever the cursor had been standing when Grid started - twelve rows down a screen with nothing on it. Clearing is what homes a cursor and it costs one write. The regression test runs a program by name, then Grid, then the same program again; the second one is the check. Putting Grid back on bank 3 fails it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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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 |
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1a8a5efe03 |
Grid: the first program to use the screen as a screen
Everything drawn on this machine so far has been text or a bitmap. The tile
engine has been there since the screen was built and only the console had
touched it, and only ever to put a letter in a cell - the one thing it can
do that a plain character display could do too.
Grid redefines a tile, fills all 128 map rows with it, and scrolls by
writing ONE BYTE A FRAME. Nothing moves. The rows above and below the
screen are already drawn, so a screenful of movement costs one OUTA and the
rows that leave the top are still there.
Its tile goes at 200 because the machine wakes with the font in tile memory
- glyph n at tile n, for 135 of the 256 - so a program starting at zero
paints over the alphabet and the shell it is about to hand the machine back
to. Its sixteen colour bands are one tile and not sixteen: the attribute
nibble is added to every index in a cell, so the same 64 bytes come out in
sixteen colourings.
Three things it cost, all of them the same lesson about this machine:
- "SETD.0 X" then "STD.0.1" stores through DP1, which had not been set
yet. It assembles, and the blit then reads its 64 bytes from wherever
DP1 was last left, so the tile came out as noise.
- The palette entry for scheme n is at 0xFC00 + 64n, which reaches
0xFFC0 - four pages, not one. And doubling A by adding B needs B to
hold A, which RSTB is the opposite of. Both went away by writing all
256 entries in order and letting the controller step the address, so
nothing computes an address at all.
- The screen it hands back had the right cells and the wrong colours,
because restoring the map is not restoring the palette.
That last one is a gap in the machine rather than in this program, and is
written up in the CosmOS README. The console's colours live at exactly the
entries the attribute nibble lands on, so any program using the nibble
overwrites them and has nowhere else to write. Grid puts bank 0 back - grey
on black - and leaves the other fifteen. The real answer is a command to
the screen meaning "give me back what you woke up with", the way the
console has one for clearing. There is not one, and this is the first
program that ever wanted it.
Two checks in video.sh, which boots the whole system and reads the pixels
the renderer produced rather than trusting what the program believed.
Breaking the tile fails one and breaking the attribute fails the other.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
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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 |
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553882d28d |
Start CosmOS with a script, and let a script hold its tongue
Three things scripts wanted, and they are one thing: a machine that can have a face. /System/Boot/startup.sh runs before anybody can type. Every way of reaching the prompt for the first time goes through it, including the one where there is no disk - in which case there is nothing to find and nothing is said. A MISSING one is ordinary and silent, because a clean install has none and a machine that complained every boot about a file nobody wrote would be teaching its owner to ignore it. One that is THERE and does not begin with #! is the other case entirely: somebody meant that to run. #quiet stops each line being echoed, #loud puts it back. The prompt and the echo go together, because together they are what makes a script look like typing, so a quiet script gets neither and what it prints is all that appears. A nested script inherits quiet - a build that asked for it meant its helpers too - and gets its own setting back when the helper returns. Anything else beginning with # is handed to the shell, which does not know it and stops the script, because a script that asked for something this shell cannot do should not carry on as though it had been given it. clear empties the screen, which the console has been able to do since before there was a screen to do it on. THE PROMPT IS NOW SAID BY WHOEVER SUPPLIES THE LINE. It used to be said at the top of the loop, which is a decision made before the line is read and an answer not known until after - and it was wrong at both ends. #quiet is itself a line, so its prompt went out before anything knew to stay silent; and the line after a quiet script's last one comes from the console, having already been denied one. Off by exactly one line in opposite directions. A first attempt at this remembered whether the prompt had been skipped, which worked and was a flag standing in for a structure. The monitor's assembler prints a prompt of its own, so it reads through shellReadRaw, which is the same source without one. One admission. Handing the console its prompt back when a quiet script ended was a real fix when I wrote it and stopped being one an hour later, because the restructure above means the console's own path prompts whatever the flag holds. The comment claimed it fixed something. Breaking it on purpose changed nothing, which is how that was found, and it is now a comment saying so instead of a line pretending to work. The startup fixture ends QUIET on purpose: nothing puts the flag back when the outermost script finishes, so a script ending #loud would have tested the easy half. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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c28826df77 |
Let a script run a script, four deep
A build script calling a setup script is the first thing anybody tries. What is saved when one script starts another is A POSITION AND NOT A BUFFER: the name, which block comes next, how many are left, and where in the block it had got to. Seventy bytes, and they sit next to each other in the data segment on purpose so that saving them is one copy. The block itself is read again on the way back, which costs one disk read per return and saves 257 bytes a level - the inner script reads its own block into the single buffer there is, so coming back means fetching the outer one's block again and landing on the byte it left. The slot is reached by stepping rather than by multiplying, because this machine has no multiply and the depth is never more than three steps. Four levels. Deep enough for a script calling a script that calls a helper, shallow enough that a script running itself says so rather than filling memory. A line that fails now stops every level and not just the innermost, because a build whose helper failed should not carry on in its caller. The caller's place is saved BEFORE the new file is looked at, and put back on every way out that is not success. Opening writes the name into the live state in order to ask the disk about it, so by the time "there is no such file" is known, the caller's place has already been overwritten - a failed 'do' inside a script would otherwise leave the script that ran it reading from a name it never chose. The test resumes in the outer script's SECOND block, which is the case the whole design turns on and the one an ordinary nesting test would miss. Breaking the re-read, the save, or the limit each fails it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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a12d61fb80 |
Give the shell an echo, so a script can say what it is doing
Say.sbx has printed words since long before there were scripts, and is the wrong shape for one. It is a program: it has to be found on the disk, loaded and started, it prefixes what it was told with "it says:", and the system prints "finished" after it. Three lines of noise around one line of narration, and a load off the disk to produce them. echo is a command, so it costs a comparison. With nothing after it, a blank line - which is what anybody expects and is worth having to space a long script out. Not called "say", although that is the better word. Built-in commands are tried before the disk and always win, so a built-in say would shadow Say.sbx and quietly change what every existing script and test meant by it. Also puts "do" in the help, which the commit that added it forgot, and splits the help text: the new lines pushed it over the assembler's 255 character limit for one string. That failure was hidden for a few minutes by a 'make' whose errors were going to /dev/null - the build kept the disk it already had, and the machine cheerfully reported "I do not know: echo" from a system assembled before echo existed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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2466d79d9c |
Let the shell run a file of commands
'do <file>' runs the lines in a file as though they had been typed. The
only thing a script changes is where the next line comes from: everything
below shellReadLine - splitting the line, matching it, loading a program -
cannot tell the difference and does not have to.
What makes a file a script is '#!' on the front of it, not its name and not
a flag in its entry. The rule this filesystem keeps is that an entry holds
only what the content cannot say about itself, and a script can say what it
is; the loader already refuses anything that is not SBEX, so the two kinds
of runnable file turn each other away without either knowing about the
other. It is also the deferred half of the file-typing design, which said
to wait for a second kind of runnable thing before building any of it. This
is that second kind.
'#' is a directive and ';' is a comment, as in SplitBit assembly - one rule
across the machine rather than two dialects. Not Unix's convention: there
'#!' really is a comment that only the kernel reads, while here the shell
requires it and refuses the file without it, so calling it a comment would
be a lie about what it does.
A script stops at the first line that does not work, which is what the
LineFailed groundwork was for. Comments and blank lines are dropped by the
reader rather than by the dispatch, so they are not echoed either. A script
running out hands back to the console rather than ending the shell, because
running out of file and running out of typing are not the same thing. The
interactive assembler reads through the same path, so a script can contain
a block of assembly.
Three things this cost that were not obvious:
- RET puts A and B back, so a routine cannot answer in them. scriptByte
returning the character in A assembled, ran, and handed the caller its
own A back every time. It answers in memory now.
- A last line with no newline is still a line. Text files do not reliably
end with one and an editor eating it is a bad way to find out a command
did not run.
- Not LastStatus. See the commit before this one.
Six checks in three tests, two of which are about byte positions rather
than behaviour - a command lying across the boundary between two blocks,
and that missing newline - so their fixtures are generated rather than
committed, where an editor cannot helpfully repair them.
Nesting is not in yet: a script cannot run a script. That wants a stack of
positions rather than the one the reader keeps.
Also derives native.sh's self-hosting source list from cosmos.asm's own
#Include lines. It was a hand written list and went stale the moment
script.asm existed - the fourth time a list beside a thing has drifted from
the thing - so it now asks the thing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
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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 |
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d388cd3122 |
Give the machine a sound device
Four channels on ports 0x40 to 0x4F, each one a whole soundThing voice:
two oscillators, two envelopes, a filter and the routing between them. A
channel keeps its patch between notes, so a program sets an instrument up
once and then plays it.
Six ports rather than forty, because a voice has around forty settings and
four of them would spend more than half the port space on one device.
There is a selector and a value instead: say which channel, say which
setting, write it. That is three writes to change a setting and two to
play a note, which is the right way round - patches are loaded, notes are
played in an inner loop.
Samples come from the machine's clock and not the host's: 48,000 a second
of emulated time, worked out in whole numbers so it never drifts. A
million cycles is exactly 48,000 samples on any host at any speed, which
is what makes a sound something a test can compare. --sound writes them
out, the way --screen writes a picture, for the same reason: the suite has
no speaker.
Tests/sound.sh is 22 checks and found three real defects the first time it
ran, all the same shape - a synthesizer written for a patch editor, wired
up as hardware and inheriting the editor's assumptions:
- Only one voice had an oscillator switched on, so three of the four
channels could not make a sound whatever was written to them.
- That voice's oscillator arrived at full gain and every other one
arrived at nothing, an asymmetry with no reason behind it.
- A note with no sustain is silent but not over, so the obvious way to
wait for a sound to finish waits for ever.
The first two are fixed by the device defining its own power-on state
rather than inheriting synthInit's: every channel arrives able to make a
sound, so writing a note number is the whole of playing a note. The third
was already written into the manual as advice, an hour before the check
existed. The check disagreed with the documentation and the check was
right; the manual now says the one rule, which is that a note sounds until
the gate is dropped.
Programs/Examples/tune.asm plays eight notes, taking its tempo from the
screen's frame interrupt because that is the only regular beat this
machine has. It spends 99.8% of its cycles asleep in WAIT.
Voyager has no speaker yet - this is the device and its tests. Playing the
samples out of the window is the next commit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
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13b20c8834 |
Give the screen a bitmap mode
V4. Mode 2 is 320 by 200 with a byte a pixel: no tile to look up and no attribute to add, the byte IS the palette index. Programs/Examples/picture.asm fills a whole one in 127 bytes of program and 47,498 cycles. IT IS THE SAME MEMORY AS THE TILES AND THE MAP, which is what shared video memory has always been, and there is nowhere else it could be - 64,000 bytes of picture in a 65,536 byte bank leaves room for nothing beside it. Going to bitmap mode does not clear the text screen, it stops calling it one, and coming back finds the tiles holding whatever the picture put there. Taking the screen means taking it. The palette moves to 0xFC00, the top of video memory, because it is the one thing that has to mean the same in every mode and 64,000 bytes of picture leaves nowhere in the middle for it to hide. That is a documented address, so the example, the tests and the manual move with it. A BITMAP HAS NO COLUMNS AND NO ROWS, and both registers read zero rather than a leftover from the last mode. The console asks: told there is no character screen, it has nowhere to put a glyph and draws nothing, while still saying everything down the serial line. The honest alternative is what a machine with shared video memory really does, which is scribble marks nobody can read across somebody's picture - honest and useless, since a program that has taken the screen has not stopped wanting to print. Six checks in Tests/video.sh, to 55: that the mode is 320 by 200, that a byte is one pixel's colour and only that pixel, that printing leaves a picture alone while the letter still goes out, and that the columns register says nought and then forty again. The example is worth reading for one thing beyond the mode: Fill leaves its destination past what it touched, so two hundred rows are drawn from one address set once. Working out where row n begins would be n times 320, and this machine has no multiply. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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1174bd9af5 |
Give the machine a frame to wait for
V3. The screen interrupts at each frame on hardware vector 0x30, and WAIT finally has something worth sleeping on. THERE WAS NO CLOCK. Every program that wanted to happen at a certain speed counted instructions and hoped, which is why Snake's pause silently halved the day a cycle stopped being an instruction and became a memory access - the program was right and the thing it was counting changed underneath it. A screen finishing sixty times a second is a real beat, and it is counted in the MACHINE'S cycles rather than the host's, so the same program sees the same number of frames in the same number of cycles however fast anything really ran. That is what makes a frame something a test can count and a recorded result can hold. Status bit 0 goes up when a frame has gone by and reading the status port puts it down, so a program with no handler can watch for it instead. Control bit 0 asks to be interrupted, and is OFF when the machine starts: an interrupt with nothing installed to catch it is a fault, so a screen that began interrupting the moment it was switched on would take down every program written before frames existed. More than one frame can pass between two looks, and the flag and the line are each one thing, so several still mean one of each. A missed frame is missed. Programs/Examples/frames.asm prints a dot a frame for a second: 1,000,324 cycles, and 996,460 of them spent asleep. That split is the thing worth seeing - a program that polled instead would print the same sixty dots, take the same second, and spend every cycle of it on the bus. Its header explains why waiting is not spinning and why a machine with a beat can stop guessing at one. Six checks in Tests/video.sh, and two of them are about the clock rather than the output, because the output cannot tell the difference. That the machine slept through nearly all of ten frames, and that polling three frames actually took three frames - a status flag that stayed up once set would print exactly the same character and look perfectly correct. Breaking the frame interrupt on purpose left a machine asleep for ever and hung the whole suite, which is a worse way to be told than a failing check. Tests/video.sh bounds its runs at ten seconds now, the way Tests/run.sh always has. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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7073b972e6 |
Say what went wrong, and give the file tools room for a path
The makefile on the disk was fine. "Makefile" is not "makefile", and SBFS names are case sensitive - but neither tool said so, and both failed in ways that pointed somewhere else. MORE PRINTED A NUMBER THAT MEANT NOTHING. "cannot find the file, error 2" invents a vocabulary the system does not have: the filesystem library documents its answer as zero or not zero, never as a code, so 2 could not be looked up anywhere. It says "there is no file by that name" now, which is the only way opening fails that a person can do anything about, and is nearly always a name typed slightly wrong. EDIT SAID "0 LINES", which is also what an empty file that IS on the disk says. A name typed slightly wrong therefore looked exactly like the document you meant to open, right up until you saved it somewhere new. It says "new file" instead. Two bugs came out of writing that, and both are worth more than the feature. The first is mine and the label lied to me: loadNothing is not where a load FAILS, it is where every load FINISHES, reached at the end of splitLast on files that opened perfectly well. A flag set there on the strength of the name was set on everything. It is called loadDone now, and the failure has its own name. The second is older and general: a program is loaded once and may be run many times, so "load Edit.sbx" then "run" twice is two sessions over one copy of the Data Segment. Anything a session changes has to be put back by the session. A zero written in the Data Segment is the state a program starts in the first time and never again - and cosmosEdit runs Edit twice from one load, which is why it caught it immediately. AND THE FILE TOOLS COULD NOT ADDRESS THE TREE THEY NOW HAVE. Edit took 23 characters of name and More and Type took 29, which were right when everything lived in the root. With the sources mirrored onto the disk, "/Source/CosmOS/Assembler/classify.asm" is an ordinary thing to type - thirty-seven characters, cut down to a name meaning something else, or nothing. All of them take sixty-three now, which is what the shell reads of a command line, so nothing longer can arrive. Wander with it, since a directory is a path too. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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ff4b025058 |
Make the cursor blink while the machine is waiting, and show how the palette works
THE CURSOR DID NOT BLINK, and the reason is worth stating: it blinks on the machine's clock, and the machine's clock had stopped. A console waiting on a key stops the CPU, so no cycles passed, so the phase never moved - and the one moment somebody is looking at a cursor is the moment they are being asked to type. Waiting is now charged as IDLE CYCLES, which is what they were built for: a machine stopped on a device is not using memory, the same distinction WAIT makes, arrived at from the other direction. And the devices are told as it happens rather than when the instruction finally finishes, because a display controller does not stop blinking because the processor is waiting on a keyboard, any more than a disk stops turning. A keyboard file can now say NOTHING happened. A zero is a byte no keyboard sends, so it is free to mean "a moment went by with nobody typing" - which is the commonest thing behind a window and the only thing a file otherwise could not express. That unlocked the whole waiting path: three checks that the cursor is lit, then dark half a second later, then lit again, which is what blinking is. And Programs/Examples/colours.asm, because the palette had nowhere a newcomer could read it. It prints the sixteen pairs, prints each one again turned inside out, and then CHANGES ONE by writing three bytes into the palette - so the difference between using the colours a machine wakes up with and choosing your own is visible in one program. Its header explains what a cell is, what the attribute nibble does, why palette entries are four bytes rather than three, and why video memory has to be reached through the controller. The manual now says where the palette lives and points at it. SplitLint found a redundant RSTA in the example, which was worth acting on rather than suppressing: the zero was already in A from the mode write two lines up, and saying so in a comment teaches that SETD does not touch A, which is a thing worth knowing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW |
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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 |