The verdict used to be the whole of it: a line of text and a lander still sitting there in one piece, so somebody watching a recording had to read the words to know what had happened. That is the same problem the flames were for. The lander goes, and both flames with it, and six pieces of it leave in a rough hexagon at its own colour for about a second. Then they go too, rather than hanging over the words. The world is not running while it plays: it is a loop of its own, so nothing else in the program has to know how to be half destroyed. Yellow, which is the lander's own colour, because it IS the lander - and it is only free to use because the lander itself is hidden by then. The check that counts exactly forty pixels of yellow looks at a flying frame. ---- Two mistakes worth keeping ---- The block went in between touchdownCrash and touchdownStop, so a crash fell into the explosion and returned from there - no verdict, no end of run, and the lander sitting there being crashed into the ground again every frame. The linter caught it as a subroutine nothing called walking into, which is exactly what it was. And copyWord goes DP0 to DP1, so setting the pieces off from the lander's position had the pointers the wrong way round: it copied the empty pieces OVER ShipX. Since that is in the view block, it took the lander's own column with it, and the one piece that could be seen drifted out of the top left corner of the screen. Three checks, each seen to fail on its own break. They measure the SPREAD and not the count: two of the six leave the top of the screen on the way, so the count drops from twenty four to sixteen, which is correct and would make an exact count a check that breaks the day a lander crashes somewhere else.
133 lines
3.3 KiB
Plaintext
133 lines
3.3 KiB
Plaintext
CosmOS
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> monitor
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x examine, d disassemble, a assemble, s set, b bank, g go, exit leaves
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* b nonsense
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b <program|data|number>
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* b 9
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there is no such bank
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* load greet.sbx
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loaded, starting at 5000
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* b program
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bank 00
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* d 5000
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5000 47 00 30 00 SETD.0 3000
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5004 72 10 SWI 10
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5006 47 00 30 44 SETD.0 3044
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500A 72 10 SWI 10
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500C 47 00 30 7A SETD.0 307A
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5010 27 1F INIB 1F
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5012 72 11 SWI 11
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5014 47 00 30 5D SETD.0 305D
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* x 5000
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5000 47 00 30 00 72 10 47 00 30 44 72 10 47 00 30 7A G.0.r.G.0Dr.G.0z
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5010 27 1F 72 11 47 00 30 5D 72 10 47 00 30 7A 72 10 '.r.G.0]r.G.0zr.
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5020 47 00 30 65 72 10 20 72 12 00 00 00 00 00 00 00 G.0er. r........
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5030 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
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* b data
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bank 01
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* x 3000
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3000 61 20 70 72 6F 67 72 61 6D 2C 20 6C 6F 61 64 65 a program, loade
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3010 64 20 6F 66 66 20 61 20 64 69 73 6B 2C 20 72 75 d off a disk, ru
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3020 6E 6E 69 6E 67 20 6F 6E 20 74 68 65 20 73 79 73 nning on the sys
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3030 74 65 6D 20 74 68 61 74 20 6C 6F 61 64 65 64 20 tem that loaded
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* b 2
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bank 02
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* x 0
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0000 01 FF 00 00 00 00 00 00 01 FF 00 00 00 00 00 00 ................
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0010 03 FF 08 00 00 00 00 00 01 20 01 00 00 00 00 00 ......... ......
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0020 00 FF 00 00 00 00 00 00 00 FF 00 00 00 00 00 00 ................
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0030 00 FF 00 00 00 00 00 00 00 FF 00 00 00 00 00 00 ................
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* s 0 FF
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that bank will not be written
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* b program
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bank 00
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* s 8000 26 48 D1 00 26 0A D1 00 18 12
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* d 8000
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8000 26 48 INIA 48
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8002 D1 00 OUTA 00
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8004 26 0A INIA 0A
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8006 D1 00 OUTA 00
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8008 18 SHR
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8009 12 AND
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800A 00 ?
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800B 00 ?
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* g 8000
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H
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that byte is not an instruction, at 800A
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A 85 B 3F Q 05
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the program was stopped
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* d 8000
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8000 26 48 INIA 48
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8002 D1 00 OUTA 00
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8004 26 0A INIA 0A
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8006 D1 00 OUTA 00
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8008 18 SHR
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8009 12 AND
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800A 00 ?
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800B 00 ?
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* b data
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bank 01
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* s 8100 68 65 6C 6C 6F 2C 20 74 79 70 65 64 0A 00
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* b program
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bank 00
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* a 8200
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8200: SETD.0 8100
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8204: SWI 10
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8206: lda.2
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8208: LDD.0.1
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820B: frobnicate
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no such instruction
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820B: INIA
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that one needs a value after it
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820B: SWI 12
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820D: .
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* d 8200
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8200 47 00 81 00 SETD.0 8100
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8204 72 10 SWI 10
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8206 42 02 LDA.2
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8208 4A 00 01 LDD.0.1
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820B 72 12 SWI 12
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820D 00 ?
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820E 00 ?
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820F 00 ?
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* g 8200
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hello, typed
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finished
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* exit
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> dir
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greet.sbx 211
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hello.sbx 53
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Life.sbx 1396
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Snake.sbx 2164
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Keys.sbx 664
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Say.sbx 156
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Break.sbx 149
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Grid.sbx 571
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Press.sbx 872
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Mode.sbx 48
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Flip.sbx 173
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Sprite.sbx 442
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Depth.sbx 672
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Lander.sbx 7913
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Pad.sbx 264
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Crash.sbx 632
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vars.script 50
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blocks.script 343
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loops.script 272
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tune.sbx 306
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notes.txt 21
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Apps <dir>
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hi.script 121
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bad.script 45
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plain.script 24
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cross.script 280
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nonl.script 38
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outer.script 376
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inner.script 44
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loop.script 35
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29 files, 1 directory
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> exit
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halted
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Execution halted.
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[exit 0]
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