Files
SplitBit-Emulator/Source/Emulator/video.c
T
AnachronautandClaude Opus 5 bcd42e75ca Scroll the screen sideways, and by less than a cell
The screen could move one way, a cell at a time. Three registers were
missing and this adds them: a column origin so the map can be wider than
the screen as well as taller, and a pixel remainder for each axis so the
step can be one pixel rather than eight.

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-30 18:52:15 -04:00

405 lines
18 KiB
C

// video.c
// The Voyager's video device.
// Written by Anachronaut
#include "video.h"
#include "font.h"
#include "io.h"
#include <stdio.h>
#include <string.h>
// The bank the device brings. Registered by whoever enumerates the hardware, reached only
// through the memory controller, and never by the CPU directly - the same arrangement the
// disk's buffer has always had.
static uint8_t videoRAM[VIDEO_MEMORY_BYTES];
static uint8_t mode;
// Which map row is drawn at the top. THE MAP IS A RING: rendering row r reads map row
// (scroll + r) wrapped, so scrolling a screen moves this byte and moves no memory at all.
//
// That is worth more than it looks. Blitting a 40 by 25 screen up one line is 1,920 bytes
// inside one bank, which is 1,920 cycles even with the controller widened - twelve percent
// of a frame, every line. A program printing one page would spend six frames shuffling
// memory. Here it costs one port write, and the rows that scrolled off are still there,
// which is where the console gets scrollback it never had.
static uint8_t scroll;
// The column origin, and the pixel remainder for each axis. Kept apart from the row origin
// above rather than folded into it, because they are read at different moments: the origins
// decide which cell a program's writes land in, and the fine offsets decide nothing at all
// except where the finished picture sits. See videoPutCell.
static uint8_t scrollColumn;
static uint8_t fineX, fineY;
static uint8_t pixels[VIDEO_MAX_WIDTH * VIDEO_MAX_HEIGHT * 3];
static int renderedWidth = 0;
static int renderedHeight = 0;
// Zero in bitmap mode, where there are no characters. Everything that draws one checks, so
// this is the single place the answer lives rather than a mode test in each of them.
static int columnsFor(uint8_t m) {
if (m == VIDEO_MODE_BITMAP) return 0;
return m == VIDEO_MODE_80x50 ? 80 : 40;
}
static int rowsFor(uint8_t m) {
if (m == VIDEO_MODE_BITMAP) return 0;
return m == VIDEO_MODE_80x50 ? 50 : 25;
}
int videoTextRows(void) { return rowsFor(mode); }
int videoColumns(void) { return columnsFor(mode); }
int videoRows(void) { return rowsFor(mode); }
// ---- Sixteen schemes a machine wakes up with ----
//
// A glyph is drawn in palette indices 0 and 1, paper and ink, and a cell's attribute nibble
// adds sixteen to both. So bank n colours text with entries n*16 and n*16+1, and SIXTEEN
// BANKS IS SIXTEEN INK AND PAPER PAIRS - a text attribute system that costs one nibble and
// no hardware at all.
//
// The arrangement is a convention rather than a rule of the machine, and it is chosen so
// that HIGHLIGHTING IS ONE BIT. Banks 0 to 7 are colours on black; banks 8 to 15 are the
// same colours as paper with black ink. Attribute XOR 8 therefore turns any of them inside
// out, which is what a cursor and a selected line both want, and a program that disagrees
// writes its own palette over the top.
//
// Bank 0 is grey on black, which is what the machine has always woken up as.
//
// BLACK IS BLACK AND GREY IS GREY. These were tinted towards green to begin with, on the
// theory that a phosphor never was neutral, and on a real screen it read as a fault rather
// than as character - a background that is nearly black looks like a background that failed
// to be black.
static const uint8_t defaultInks[8][3] = {
{ 0xD8, 0xD8, 0xD8 }, // grey, which is what plain text has always been
{ 0xD0, 0x40, 0x38 }, // red
{ 0x50, 0xC0, 0x50 }, // green
{ 0xD8, 0xC0, 0x48 }, // yellow
{ 0x58, 0x80, 0xE0 }, // blue
{ 0xC8, 0x60, 0xC0 }, // magenta
{ 0x50, 0xC0, 0xC8 }, // cyan
{ 0xF0, 0xF0, 0xF0 }, // white
};
static const uint8_t defaultPaper[3] = { 0x00, 0x00, 0x00 };
// Where the cursor is, whether it is wanted, and what the clock says - which is what makes
// it blink without anything having to remember when it last did.
static int cursorAtRow = 0;
static int cursorAtColumn = 0;
static int cursorVisible = 0;
static unsigned long videoNow = 0;
// When the last frame boundary went by, whether one has gone by unnoticed, and whether the
// screen is meant to say so out loud.
static unsigned long lastFrame = 0;
static int frameWaiting = 0;
static int frameInterrupts = 0;
void videoSetCursor(int row, int column, int visible) {
cursorAtRow = row;
cursorAtColumn = column;
cursorVisible = visible;
}
void videoTick(unsigned long now) {
videoNow = now;
// ---- Caught up rather than counted ----
//
// A loop, because more than one frame can go by between two looks: the machine runs in
// batches, and a slow host or a --fast run can cover several frames before anything asks.
// The flag and the line are each ONE THING, so several frames at once still mean one of
// each - a missed frame is missed, which is what missing one is.
while (now - lastFrame >= VIDEO_FRAME_CYCLES) {
lastFrame += VIDEO_FRAME_CYCLES;
frameWaiting = 1;
if (frameInterrupts) {
raiseInterrupt(PORT_VIDEO);
}
}
}
void videoLoadFont(void) {
// One bit a pixel becomes one byte a pixel: index 1 where the font has a dot and 0
// where it does not, which is what makes the two palette entries below mean ink and
// paper. Glyphs the font does not have are left blank rather than left as whatever was
// in tile memory.
memset(videoRAM + VIDEO_TILE_BASE, 0, (size_t)VIDEO_TILE_COUNT * VIDEO_TILE_BYTES);
for (int glyph = 0; glyph < CONSOLE_FONT_GLYPHS && glyph < VIDEO_TILE_COUNT; glyph++) {
uint8_t *tile = videoRAM + VIDEO_TILE_BASE + glyph * VIDEO_TILE_BYTES;
for (int y = 0; y < CONSOLE_FONT_BYTES; y++) {
const unsigned char row = consoleFont[glyph * CONSOLE_FONT_BYTES + y];
for (int x = 0; x < VIDEO_CELL_PIXELS; x++) {
tile[y * VIDEO_CELL_PIXELS + x] = (row & (0x80u >> x)) ? 1 : 0;
}
}
}
uint8_t *palette = videoRAM + VIDEO_PALETTE_BASE;
for (int bank = 0; bank < 8; bank++) {
// Colour on black, and then the same colour as paper with black ink, sixteen banks
// apart so that one bit turns either into the other.
memcpy(palette + (bank * 16 + 0) * VIDEO_PALETTE_BYTES, defaultPaper, 3);
memcpy(palette + (bank * 16 + 1) * VIDEO_PALETTE_BYTES, defaultInks[bank], 3);
memcpy(palette + ((bank + 8) * 16 + 0) * VIDEO_PALETTE_BYTES, defaultInks[bank], 3);
memcpy(palette + ((bank + 8) * 16 + 1) * VIDEO_PALETTE_BYTES, defaultPaper, 3);
}
}
void videoPutCell(int screenRow, int column, uint8_t tile, uint8_t attribute) {
if (screenRow < 0 || screenRow >= rowsFor(mode)) return;
if (column < 0 || column >= columnsFor(mode)) return;
// ---- Where the caller means, not where the map begins ----
//
// Both origins, because a caller says "row three, column five OF THE SCREEN" and the
// screen is a window onto the map. The row origin has always been applied here - it is
// what makes the console's scrollback free - and the column origin has to be for the
// same reason, or text lands in the wrong cell the moment anything scrolls sideways.
//
// THE FINE OFFSETS ARE NOT APPLIED and must not be. They move the finished picture by
// less than a cell, and there is no such thing as less than a cell to write into.
const int mapRow = (scroll + screenRow) % VIDEO_MAP_ROWS;
const int mapColumn = (scrollColumn + column) % VIDEO_MAP_COLUMNS;
uint8_t *cell = videoRAM + VIDEO_MAP_BASE + mapRow * VIDEO_MAP_STRIDE
+ mapColumn * VIDEO_CELL_BYTES;
cell[0] = tile;
cell[1] = attribute;
}
void videoScrollUp(void) {
scroll = (uint8_t)((scroll + 1) % VIDEO_MAP_ROWS);
// The row now at the bottom held whatever was there a ring ago, so it is cleared. The
// rows that went off the top are NOT cleared, which is the whole of the scrollback: a
// hundred rows of what has already been said, still sitting in the map.
const int bottom = rowsFor(mode) - 1;
const int mapRow = (scroll + bottom) % VIDEO_MAP_ROWS;
memset(videoRAM + VIDEO_MAP_BASE + mapRow * VIDEO_MAP_STRIDE, 0, VIDEO_MAP_STRIDE);
}
void videoReset(void) {
memset(videoRAM, 0, sizeof(videoRAM));
mode = VIDEO_MODE_40x25;
scroll = 0;
scrollColumn = 0;
fineX = 0;
fineY = 0;
renderedWidth = 0;
renderedHeight = 0;
lastFrame = videoNow;
frameWaiting = 0;
frameInterrupts = 0;
clearInterrupt(PORT_VIDEO);
// A machine wakes up able to show text. Everything here is ordinary video memory that a
// program may overwrite the moment it wants the screen for something else.
videoLoadFont();
}
uint8_t *videoMemory(uint32_t *capacity) {
*capacity = VIDEO_MEMORY_BYTES;
return videoRAM;
}
uint8_t videoWrite(uint8_t value, uint8_t port) {
switch (port) {
case VIDEO_MODE:
// A mode that does not exist is not taken. Refusing outright would be the other
// choice, but a screen is not the place to stop the machine: a program that
// asked for something impossible still has the screen it had.
if (value < VIDEO_MODE_COUNT) {
mode = value;
}
break;
case VIDEO_CONTROL:
frameInterrupts = (value & VIDEO_CONTROL_FRAME) != 0;
if (!frameInterrupts) {
// Asking to stop being interrupted takes down whatever was already asked
// for. A request that outlived the setting that made it would arrive at a
// program which had just said it did not want it - the same reasoning the
// console's interrupt bit is written under.
clearInterrupt(PORT_VIDEO);
}
break;
case VIDEO_SCROLL:
// Wrapped rather than clipped, because the map is a ring and every byte names a
// row that exists.
scroll = (uint8_t)(value % VIDEO_MAP_ROWS);
break;
case VIDEO_SCROLL_COLUMN:
// The same ring the other way. A map row is 256 bytes and a cell is two, so
// there are 128 columns whatever the mode shows.
scrollColumn = (uint8_t)(value % VIDEO_MAP_COLUMNS);
break;
case VIDEO_FINE_X:
// The low three bits and nothing else. Eight is not one cell along, it is zero
// again - see the note by the port numbers about why this does not carry.
fineX = (uint8_t)(value & VIDEO_FINE_MASK);
break;
case VIDEO_FINE_Y:
fineY = (uint8_t)(value & VIDEO_FINE_MASK);
break;
default:
// Everything else is read only or not there yet. Writing does nothing rather
// than refusing: a port block reserved for later should be quiet, not fatal.
break;
}
return 0;
}
uint8_t videoRead(uint8_t port) {
switch (port) {
case VIDEO_STATUS: {
uint8_t status = 0;
if (frameWaiting) {
status |= VIDEO_STATUS_FRAME;
}
if (frameInterrupts) {
status |= VIDEO_STATUS_INTERRUPT;
}
// Looking is what answers it. A frame that has been noticed is not still
// waiting to be, and a program polling in a loop would otherwise see the first
// frame for ever.
//
// The line goes with the flag, and for the stronger reason: a program that polls
// this port is not going to be the one that answers an interrupt, so a line left
// standing here is one nothing will ever take down.
frameWaiting = 0;
clearInterrupt(PORT_VIDEO);
return status;
}
case VIDEO_CONTROL:
// Write only. Everything it sets is reported by the status port, and one fact
// wants one place to live.
return 0;
case VIDEO_MODE: return mode;
case VIDEO_SCROLL_COLUMN: return scrollColumn;
case VIDEO_FINE_X: return fineX;
case VIDEO_FINE_Y: return fineY;
// Asked rather than assumed. A program that wants to know how wide the screen is
// should be able to find out, the same way it asks the console what mode it is in.
case VIDEO_COLUMNS: return (uint8_t)columnsFor(mode);
case VIDEO_ROWS: return (uint8_t)rowsFor(mode);
case VIDEO_SCROLL: return scroll;
default: return 0;
}
}
void videoRender(void) {
if (mode == VIDEO_MODE_BITMAP) {
// ---- A byte a pixel, and nothing in the way ----
//
// No tile to look up and no attribute to add: the byte IS the palette index. Which
// is the whole difference between the two kinds of screen - a tile mode costs the
// CPU the number of cells that changed, and this costs it the number of pixels.
const uint8_t *palette = videoRAM + VIDEO_PALETTE_BASE;
const uint8_t *from = videoRAM + VIDEO_BITMAP_BASE;
uint8_t *out = pixels;
for (int at = 0; at < VIDEO_BITMAP_WIDTH * VIDEO_BITMAP_HEIGHT; at++) {
const uint8_t *entry = palette + from[at] * VIDEO_PALETTE_BYTES;
*out++ = entry[0];
*out++ = entry[1];
*out++ = entry[2];
}
renderedWidth = VIDEO_BITMAP_WIDTH;
renderedHeight = VIDEO_BITMAP_HEIGHT;
return;
}
const int columns = columnsFor(mode);
const int rows = rowsFor(mode);
const int width = columns * VIDEO_CELL_PIXELS;
const int height = rows * VIDEO_CELL_PIXELS;
// ---- One more row and one more column than fit ----
//
// With a fine offset the screen no longer starts on a cell boundary, so the first cell
// of each axis is partly above or left of the picture and one extra is needed at the far
// end to fill what that uncovered. Both are drawn and clipped, which is why every write
// below is guarded rather than trusted: the two edge cells are the only ones that can
// fall outside, but they fall outside on every frame that is not cell aligned.
for (int row = 0; row <= rows; row++) {
// The ring. Rows that scrolled off the top are still in the map, which is what
// makes scrollback free rather than something the console has to keep itself.
const int mapRow = (scroll + row) % VIDEO_MAP_ROWS;
const uint8_t *cells = videoRAM + VIDEO_MAP_BASE + mapRow * VIDEO_MAP_STRIDE;
for (int column = 0; column <= columns; column++) {
const int mapColumn = (scrollColumn + column) % VIDEO_MAP_COLUMNS;
const uint8_t tile = cells[mapColumn * VIDEO_CELL_BYTES];
uint8_t attribute = cells[mapColumn * VIDEO_CELL_BYTES + 1];
// ---- The cursor, turned inside out ----
//
// Not a glyph of its own, because a block drawn over a cell hides what is in it
// and a person editing a line wants to see the character they are standing on.
// XOR 8 swaps a bank for its reverse, which is what the default palette is laid
// out to make possible.
//
// The phase comes from the machine's clock, so a screen saved at a given cycle
// count is the same screen every time.
if (cursorVisible && row == cursorAtRow && column == cursorAtColumn
&& ((videoNow / VIDEO_BLINK_CYCLES) & 1) == 0) {
attribute ^= 0x08;
}
// ---- The additive nibble ----
//
// The low nibble of the attribute is added to every palette index in the tile,
// sixteen at a time. A tile drawn in indices 0 to 15 therefore appears in any
// of sixteen colour schemes without a second copy of it in tile memory, and a
// tile that wants all 256 colours simply leaves the nibble at zero and gets
// them. One adder in hardware, and neither use costs the other anything.
const uint8_t bank = (uint8_t)((attribute & 0x0F) << 4);
const uint8_t *art = videoRAM + VIDEO_TILE_BASE + tile * VIDEO_TILE_BYTES;
for (int y = 0; y < VIDEO_CELL_PIXELS; y++) {
// Where this row of the cell lands once the view has been slid up by the
// fine offset. Negative means it is the part of the top cell that is off
// the screen, which is the whole point of drawing it.
const int atY = row * VIDEO_CELL_PIXELS + y - fineY;
if (atY < 0 || atY >= height) {
continue;
}
for (int x = 0; x < VIDEO_CELL_PIXELS; x++) {
const int atX = column * VIDEO_CELL_PIXELS + x - fineX;
if (atX < 0 || atX >= width) {
continue;
}
// Wrapping, because a byte plus a byte is a byte. A tile using the
// high end of the palette with a nibble set comes round the bottom,
// which is what an adder does and what the manual says it does.
const uint8_t index = (uint8_t)(art[y * VIDEO_CELL_PIXELS + x] + bank);
const uint8_t *entry = videoRAM + VIDEO_PALETTE_BASE
+ index * VIDEO_PALETTE_BYTES;
uint8_t *out = pixels + (atY * width + atX) * 3;
out[0] = entry[0];
out[1] = entry[1];
out[2] = entry[2];
}
}
}
}
renderedWidth = width;
renderedHeight = rows * VIDEO_CELL_PIXELS;
}
const uint8_t *videoPixels(int *width, int *height) {
*width = renderedWidth;
*height = renderedHeight;
return pixels;
}
// A binary PPM, because it is the smallest format that needs no library to write and no
// library to read - which matters when the thing reading it is a test script.
int videoWriteImage(const char *path) {
videoRender();
FILE *file = fopen(path, "wb");
if (file == NULL) {
fprintf(stderr, "Error: Couldn't write the screen to: %s\n", path);
return 1;
}
fprintf(file, "P6\n%d %d\n255\n", renderedWidth, renderedHeight);
size_t bytes = (size_t)renderedWidth * (size_t)renderedHeight * 3;
size_t written = fwrite(pixels, 1, bytes, file);
fclose(file);
if (written != bytes) {
fprintf(stderr, "Error: The screen was not written whole to: %s\n", path);
return 1;
}
return 0;
}