The console is now a display controller as well as a port: it owns a font, keeps a cursor, handles newline, carriage return, backspace and wrapping, and scrolls. That is an ordinary kind of chip - it is what a video terminal's character generator did - and it is the reason this rung needed no changes to CosmOS at all. CosmOS already writes bytes to port 0x00. It writes to BOTH the screen and standard output, which is deliberate. A machine with a screen and a serial line is an ordinary machine, the emulator's standard output is that serial line, and one console drives both. It is also what keeps all 165 recorded results passing under Voyager, and what makes --screen work on the plain SplitBit: there is one console and it drives everything it has. Scrolling moves the video device's origin and no memory. The row arriving at the bottom is cleared because the map is a ring and it holds what was there 128 rows ago; the rows going off the top are not, and that is a hundred rows of scrollback nothing had to keep. The test reads the register back rather than looking at the screen, because a console blitting rows instead would look identical and cost twelve percent of a frame for every line printed. The font is vendored from Hatchet-GPU with a note saying where it came from, since that repository is not part of this one. 135 glyphs in ASCII order, which is the thing that makes it worth keeping - PETSCII's whole inconvenience was that its order was not ASCII's, so a machine using it needed a translation table in front of every string. Here the machine subtracts 32. It is stored one bit a pixel and expanded into tile memory at reset: 1,088 bytes against 16 kilobytes. Voyager gets a keyboard. A window has no standard input, and a machine blocking on it inside a frame would stop drawing and stop answering, so a front end with a window installs a hook that the console calls while it has nothing: it keeps the window alive and hands back a key. The hook has to tell "nobody has typed yet", which happens sixty times a second, apart from "the window has gone", which is the end of input - one value for both would have made the first keystroke look like a closed machine. In line mode the console echoes what it is given, because there is no terminal behind a window to do it and that was always the terminal's job. Tests/video.sh grew from 14 checks to 26, half of them about the console rather than the device: those programs ask the video device for nothing and write bytes to port 0x00 like every SplitBit program always has. Verified by breaking two things - removing the scroll failed exactly the two checks about scrolling, and removing the cursor advance failed exactly the three that depend on it. Two video checks had quietly depended on palette entry 0 being black, which stopped being true the moment a machine woke up able to show text. They now set what they are about to look at, and a new check pins the waking state itself. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
368 lines
15 KiB
Bash
Executable File
368 lines
15 KiB
Bash
Executable File
#!/usr/bin/env bash
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# Checks what the video device actually draws.
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#
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# THE SUITE HAS NO DISPLAY, and a screen nothing can look at is a screen nothing checks. So
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# the device renders into a buffer that is a pure function of video memory, and the machine
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# can be asked to save it with --screen. Every check below runs a program, saves the picture
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# and reads pixels out of it - no window, no display server, and the same answer every time.
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#
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# Each check is a named claim about one behaviour rather than a comparison against a
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# recorded image. A recorded image would say "something changed" and leave which of the
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# palette, the tile, the attribute, the map or the scroll register broke to be found by
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# hand, which for a screen is the hardest kind of bug to see.
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#
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# Written by Anachronaut
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set -u
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ROOT="$(cd "$(dirname "$0")/.." && pwd)"
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BUILD="$ROOT/Tests/build/video"
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ASM="$ROOT/Assembler"
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EMU="$ROOT/SplitBit"
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for tool in "$ASM" "$EMU"; do
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[ -x "$tool" ] || { echo "$(basename "$tool") is not built."; exit 1; }
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done
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rm -rf "$BUILD"; mkdir -p "$BUILD"
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PASS=0
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FAIL=0
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FAILED_NAMES=()
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GREEN=$'\033[32m'; RED=$'\033[31m'; RESET=$'\033[0m'
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[ -t 1 ] || { GREEN=""; RED=""; RESET=""; }
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result() {
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# result <ok|no> <name> <detail>
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if [ "$1" = "ok" ]; then
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PASS=$((PASS + 1)); printf " [%sok %s] %-38s %s\n" "$GREEN" "$RESET" "$2" "$3"
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else
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FAIL=$((FAIL + 1)); FAILED_NAMES+=("$2")
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printf " [%sFAIL%s] %-38s %s\n" "$RED" "$RESET" "$2" "$3"
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fi
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}
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# ---- Writing to video memory from a program ----
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#
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# Through the controller, because that is the only way to reach a device's bank: the CPU
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# never touches it directly. The Data port puts a byte at the destination and steps the
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# address on, which is what makes a poke six instructions instead of a loop.
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prologue() {
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cat <<'ASM'
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#Program
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start:
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INIA 0d3
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OUTA 0xE3
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INIA 0x30
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OUTA 0xE2
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INIA 0x03
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OUTA 0xE8 ; Video memory becomes bank 3
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ASM
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# ---- Said rather than assumed ----
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#
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# The machine wakes up with a palette so that it can show text before any program has
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# run, so palette entry 0 is the console's paper rather than black. A check that wanted
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# black and got paper would be a check that had quietly depended on a default. These
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# tests are about the device, so they set what they are about to look at.
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poke 0xC000 0x00; poke 0xC001 0x00; poke 0xC002 0x00
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}
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poke() {
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# poke <address> <byte>
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printf ' INIA 0x%02X\n OUTA 0xE4\n INIA 0x%02X\n OUTA 0xE5\n INIA 0x%02X\n OUTA 0xE9\n' \
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$(( ($1 >> 8) & 0xFF )) $(( $1 & 0xFF )) $(( $2 & 0xFF ))
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}
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port() {
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# port <port> <byte>
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printf ' INIA 0x%02X\n OUTA 0x%02X\n' $(( $2 & 0xFF )) $(( $1 & 0xFF ))
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}
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show() {
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# show <port> - sends a port's value to the console, so a test can read a register.
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# INA reads straight into A, so there is nothing to move first.
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printf ' INA 0x%02X\n OUTA 0x00\n' $(( $1 & 0xFF ))
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}
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epilogue() {
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printf ' HALT\n#Vectors\n Boot start\n'
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}
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# One byte to the console, by its number.
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emit() {
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printf ' INIA 0d%d\n OUTA 0x00\n' "$1"
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}
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# A string to the console, which is all a program has ever had to do to put text on a
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# SplitBit. That it now appears on a screen is the whole of this rung.
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say() {
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local i
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for (( i = 0; i < ${#1}; i++ )); do
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printf ' INIA 0d%d\n OUTA 0x00\n' "'${1:$i:1}"
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done
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}
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# Assembles what is on standard input, runs it, and leaves the picture in $BUILD/<name>.ppm.
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run() {
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local name="$1"
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cat > "$BUILD/$name.asm"
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"$ASM" "$BUILD/$name.asm" -o "$BUILD/$name.bin" >"$BUILD/$name.log" 2>&1 || {
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echo "could not assemble $name"; sed 's/^/ /' "$BUILD/$name.log"; return 1; }
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"$EMU" --fast --screen "$BUILD/$name.ppm" "$BUILD/$name.bin" > "$BUILD/$name.out" 2>&1
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}
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# One pixel out of a PPM, as "r,g,b".
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pixel() {
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python3 - "$BUILD/$1.ppm" "$2" "$3" <<'PY'
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import sys
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data = open(sys.argv[1], "rb").read()
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# P6, width height, maxval, then the bytes. The header is three whitespace-separated
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# fields after the magic, which is all this needs to know about the format.
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fields = data.split(b"\n", 3)
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width, height = (int(n) for n in fields[1].split())
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body = fields[3]
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x, y = int(sys.argv[2]), int(sys.argv[3])
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at = (y * width + x) * 3
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print("%d,%d,%d" % tuple(body[at:at + 3]))
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PY
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}
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size() {
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head -c 20 "$BUILD/$1.ppm" | sed -n '2p'
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}
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echo "Checking what the video device draws."
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# ---- The machine wakes up able to show text ----
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#
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# Before any program has done anything: the font is in tile memory and the two colours a
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# console needs are in the palette. Checked at the pixel, because a font that loaded into
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# the wrong place would still be a font that loaded.
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{ printf '#Program\nstart:\n'
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# 'A' is ASCII 65, so glyph 33, and its top-left pixel is paper while its middle is ink.
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printf ' INIA 0d65\n OUTA 0x00\n'
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epilogue
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} | run wakeup || exit 1
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[ "$(pixel wakeup 0 0)" = "16,20,18" ] \
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&& result ok "the machine wakes with paper" "before any program set one" \
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|| result no "the machine wakes with paper" "got $(pixel wakeup 0 0)"
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[ "$(pixel wakeup 2 1)" = "220,230,220" ] \
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&& result ok "and with a font to write in" "a letter A, drawn in ink" \
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|| result no "and with a font to write in" "got $(pixel wakeup 2 1)"
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# ---- A tile lands where it is put ----
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#
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# Palette entry 1 is red, tile 1 is 64 pixels of index 1, and two cells name it: the corner
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# and column 3 of row 2. A tile drawn one cell out is the commonest way a tile engine is
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# wrong, so the check is where it is AND where it is not.
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{ prologue
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poke 0xC004 0xFF; poke 0xC005 0x00; poke 0xC006 0x00
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for i in $(seq 0 63); do poke $((0x0040 + i)) 0x01; done
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poke 0x4000 0x01; poke 0x4001 0x00
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poke $((0x4000 + 2 * 256 + 3 * 2)) 0x01
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epilogue
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} | run corner || exit 1
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[ "$(pixel corner 0 0)" = "255,0,0" ] \
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&& result ok "a tile lands where it is put" "cell 0,0 is red" \
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|| result no "a tile lands where it is put" "got $(pixel corner 0 0)"
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[ "$(pixel corner 7 7)" = "255,0,0" ] \
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&& result ok "and fills its whole cell" "pixel 7,7 too" \
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|| result no "and fills its whole cell" "got $(pixel corner 7 7)"
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[ "$(pixel corner 8 0)" = "0,0,0" ] \
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&& result ok "and stops at the cell edge" "pixel 8,0 is not" \
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|| result no "and stops at the cell edge" "got $(pixel corner 8 0)"
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[ "$(pixel corner 24 16)" = "255,0,0" ] \
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&& result ok "row 2 column 3 is where it says" "pixel 24,16" \
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|| result no "row 2 column 3 is where it says" "got $(pixel corner 24 16)"
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# ---- The palette is what colours it ----
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#
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# Same tile, same map, a different palette entry. Nothing about the picture changes except
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# the three bytes the colour came from.
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{ prologue
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poke 0xC004 0x00; poke 0xC005 0xFF; poke 0xC006 0x40
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for i in $(seq 0 63); do poke $((0x0040 + i)) 0x01; done
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poke 0x4000 0x01; poke 0x4001 0x00
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epilogue
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} | run palette || exit 1
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[ "$(pixel palette 0 0)" = "0,255,64" ] \
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&& result ok "the palette is what colours it" "entry 1 moved, the tile did not" \
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|| result no "the palette is what colours it" "got $(pixel palette 0 0)"
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# ---- The attribute picks a palette bank ----
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#
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# The tile is drawn in index 1 and never changes. Entry 1 is red and entry 17 is blue, and
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# the only difference between the two cells is the attribute nibble: 0 leaves the index
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# alone, 1 adds sixteen. This is the whole of the recolouring feature in one check.
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{ prologue
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poke 0xC004 0xFF; poke 0xC005 0x00; poke 0xC006 0x00
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poke 0xC044 0x00; poke 0xC045 0x00; poke 0xC046 0xFF
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for i in $(seq 0 63); do poke $((0x0040 + i)) 0x01; done
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poke 0x4000 0x01; poke 0x4001 0x00
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poke 0x4002 0x01; poke 0x4003 0x01
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epilogue
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} | run attribute || exit 1
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[ "$(pixel attribute 0 0)" = "255,0,0" ] \
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&& result ok "attribute 0 leaves the index alone" "still entry 1" \
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|| result no "attribute 0 leaves the index alone" "got $(pixel attribute 0 0)"
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[ "$(pixel attribute 8 0)" = "0,0,255" ] \
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&& result ok "and attribute 1 adds sixteen" "the same tile, entry 17" \
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|| result no "and attribute 1 adds sixteen" "got $(pixel attribute 8 0)"
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# ---- Scrolling moves a register, not memory ----
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#
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# The tile is in map row 3 and nothing moves it. Setting the scroll origin to 3 brings that
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# row to the top of the screen, which is the whole reason a terminal on this machine is
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# affordable at all.
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{ prologue
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poke 0xC004 0xFF; poke 0xC005 0xFF; poke 0xC006 0x00
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for i in $(seq 0 63); do poke $((0x0040 + i)) 0x01; done
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poke $((0x4000 + 3 * 256)) 0x01
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port 0x34 0x03
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epilogue
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} | run scroll || exit 1
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[ "$(pixel scroll 0 0)" = "255,255,0" ] \
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&& result ok "scrolling moves which row is on top" "map row 3 at screen row 0" \
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|| result no "scrolling moves which row is on top" "got $(pixel scroll 0 0)"
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[ "$(pixel scroll 0 8)" = "0,0,0" ] \
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&& result ok "and takes the rest with it" "map row 4 below it" \
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|| result no "and takes the rest with it" "got $(pixel scroll 0 8)"
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# ---- The map is a ring ----
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#
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# Origin 127 with 128 rows puts map row 127 at the top and map row 0 immediately under it.
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# A map that clipped instead of wrapping would show nothing on the second row.
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{ prologue
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poke 0xC004 0xFF; poke 0xC005 0xFF; poke 0xC006 0xFF
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for i in $(seq 0 63); do poke $((0x0040 + i)) 0x01; done
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poke 0x4000 0x01
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port 0x34 0x7F
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epilogue
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} | run ring || exit 1
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[ "$(pixel ring 0 8)" = "255,255,255" ] \
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&& result ok "the map is a ring" "row 0 follows row 127" \
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|| result no "the map is a ring" "got $(pixel ring 0 8)"
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# ---- Modes ----
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{ prologue; port 0x31 0x01; epilogue; } | run wide || exit 1
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[ "$(size wide)" = "640 400" ] \
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&& result ok "mode 1 is 640 by 400" "$(size wide)" \
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|| result no "mode 1 is 640 by 400" "got $(size wide)"
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{ prologue; epilogue; } | run narrow || exit 1
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[ "$(size narrow)" = "320 200" ] \
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&& result ok "and mode 0 is 320 by 200" "$(size narrow)" \
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|| result no "and mode 0 is 320 by 200" "got $(size narrow)"
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# The geometry is asked for rather than assumed, so a program can be written once and find
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# out what it is running on.
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{ prologue; show 0x32; show 0x33; epilogue; } | run geometry || exit 1
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GOT="$(head -c 2 "$BUILD/geometry.out" | od -An -tu1 | tr -s ' ' | sed 's/^ //;s/ $//')"
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[ "$GOT" = "40 25" ] \
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&& result ok "the ports say how big the screen is" "40 columns, 25 rows" \
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|| result no "the ports say how big the screen is" "got \"$GOT\""
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# ---- A mode that does not exist ----
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#
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# Not taken, and not fatal either. A screen is a poor place to stop the machine: a program
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# that asked for something impossible still has the screen it had.
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{ prologue; port 0x31 0x09; show 0x32; epilogue; } | run badmode || exit 1
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GOT="$(head -c 1 "$BUILD/badmode.out" | od -An -tu1 | tr -d ' ')"
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[ "$GOT" = "40" ] \
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&& result ok "an impossible mode is not taken" "still 40 columns" \
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|| result no "an impossible mode is not taken" "got $GOT"
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# ---- The console draws ----
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#
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# Nothing below asks the video device for anything. Every one of these programs does what
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# every SplitBit program has always done - write a byte to port 0x00 - and the picture is
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# the point. That is why CosmOS needed no changes to run on a screen.
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#
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# 'A' has ink at (2,1) inside its cell and paper at the corner, which is what makes a letter
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# tellable from an empty cell one pixel at a time.
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inked() { [ "$(pixel "$1" "$2" "$3")" = "220,230,220" ]; }
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papered() { [ "$(pixel "$1" "$2" "$3")" = "16,20,18" ]; }
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{ printf '#Program\nstart:\n'; say "AA"; epilogue; } | run twoletters || exit 1
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inked twoletters 2 1 \
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&& result ok "a character lands at the cursor" "cell 0 has a letter in it" \
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|| result no "a character lands at the cursor" "nothing at 2,1"
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inked twoletters 10 1 \
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&& result ok "and the cursor moves along" "the second is in cell 1" \
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|| result no "and the cursor moves along" "nothing at 10,1"
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{ printf '#Program\nstart:\n'; say "A"; emit 10; say "A"; epilogue; } | run newline || exit 1
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inked newline 2 9 \
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&& result ok "a newline starts the next row" "the second is a row down" \
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|| result no "a newline starts the next row" "nothing at 2,9"
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papered newline 10 1 \
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&& result ok "and goes back to the first column" "cell 1 of row 0 is untouched" \
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|| result no "and goes back to the first column" "something at 10,1"
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{ printf '#Program\nstart:\n'; say "A"; emit 8; epilogue; } | run backspace || exit 1
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papered backspace 2 1 \
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&& result ok "backspace rubs the letter out" "the cell is paper again" \
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|| result no "backspace rubs the letter out" "still inked at 2,1"
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# Forty columns, so the forty-first character is on the next row whether anybody asked for a
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# newline or not.
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{ printf '#Program\nstart:\n'
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for i in $(seq 1 41); do say "A"; done
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epilogue
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} | run wrap || exit 1
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inked wrap 2 9 \
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&& result ok "the line wraps at the last column" "character 41 is on row 1" \
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|| result no "the line wraps at the last column" "nothing at 2,9"
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# ---- Scrolling, which is the reason a terminal is affordable here ----
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#
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# Twenty-five rows, so a twenty-sixth line moves the screen rather than the cursor. The
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# check is the ORIGIN: a console blitting rows instead would leave it at zero, and would
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# have moved 1,920 bytes to do the same thing.
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{ printf '#Program\nstart:\n'
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say "A"
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for i in $(seq 1 25); do emit 10; done
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show 0x34
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say "B"
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epilogue
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} | run scrolled || exit 1
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# COUNTED FROM THE FRONT, not the back: the emulator's own halt line follows whatever the
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# program wrote, so the last byte of the file belongs to the machine rather than to the
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# program. One 'A', twenty-five newlines, then the origin, which is byte 27. It is below 32
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# so it goes to standard output without being drawn, and disturbs no pixel below.
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GOT="$(head -c 27 "$BUILD/scrolled.out" | tail -c 1 | od -An -tu1 | tr -d ' ')"
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[ "$GOT" = "1" ] \
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&& result ok "the screen scrolls by moving a register" "the origin is 1, not 0" \
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|| result no "the screen scrolls by moving a register" "the origin is $GOT"
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inked scrolled 2 193 \
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&& result ok "and the cursor stays on the bottom row" "the last line, row 24" \
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|| result no "and the cursor stays on the bottom row" "nothing at 2,193"
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papered scrolled 2 1 \
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&& result ok "the row that came into view is clear" "not what was there a ring ago" \
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|| result no "the row that came into view is clear" "something at 2,1"
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# And what scrolled off the top is still in the map, which is scrollback nothing had to keep.
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{ printf '#Program\nstart:\n'
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say "A"
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for i in $(seq 1 25); do emit 10; done
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port 0x34 0x00
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epilogue
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} | run scrollback || exit 1
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inked scrollback 2 1 \
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&& result ok "what scrolled off is still there" "the origin went back and found it" \
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|| result no "what scrolled off is still there" "nothing at 2,1"
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echo
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if [ "$FAIL" -eq 0 ]; then
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echo "All $PASS video checks passed."
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exit 0
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fi
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echo "$PASS passed, $FAIL failed: ${FAILED_NAMES[*]}"
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exit 1
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