Files
SplitBit-Emulator/Tests/video.sh
T
AnachronautandClaude Opus 5 d6feddd1b6 Give the console colour and a cursor
COLOUR COSTS A NIBBLE AND NO HARDWARE. A glyph is drawn in palette indices 0 and 1, paper
and ink, and a cell's attribute nibble adds sixteen to both - so sixteen banks is already
sixteen ink and paper pairs, and all that was missing was a register saying which one the
console draws in. That is port 0x06, read as well as written like the rest.

The palette a machine wakes up with is arranged 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. So
attribute XOR 8 turns any pair inside out. That is a convention rather than a rule of the
machine - the device only ever adds the nibble and looks the answer up - but it is the
convention that makes a highlighted line and a cursor free.

Bank 0 is still grey on black, so nothing that was written before this has changed colour.

THE CURSOR IS THE SAME BIT AGAIN. It is drawn by turning its cell inside out rather than by
putting a block over it, so the character underneath stays readable, which matters to
somebody editing a line. The device draws it rather than the window, because on a machine
with a screen a cursor is a hardware feature - one drawn by the presenter would not be in a
picture the machine saved.

It blinks on the machine's own clock, half a second each way, so the phase is a pure
function of the cycle count and a screen saved at a given cycle is the same screen every
time. A blink on the host's clock would have made every saved picture a matter of luck.

Off unless asked for, with bit 2 of the control port. That is right for a machine - a
program painting its own screen does not want something blinking in the middle of it - and
CosmOS asks for one at boot. It also asks again when it takes the console back from a
program that has stopped, because a program handing key mode back the way it was told to
writes zero, which turns the cursor off. The shell owns the prompt, so the shell is what
makes sure there is something blinking at it.

Nine more checks in Tests/video.sh, to 41: that the attribute colours the ink and not the
paper, that XOR 8 turns both, that it reads back, that a cursor appears where the registers
put it and only when asked for, and that it goes dark again half a million cycles later.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E2JrLzFvuFX9fgi1LDRjrW
2026-08-29 08:13:28 -04:00

499 lines
21 KiB
Bash
Executable File

#!/usr/bin/env bash
# Checks what the video device actually draws.
#
# THE SUITE HAS NO DISPLAY, and a screen nothing can look at is a screen nothing checks. So
# the device renders into a buffer that is a pure function of video memory, and the machine
# can be asked to save it with --screen. Every check below runs a program, saves the picture
# and reads pixels out of it - no window, no display server, and the same answer every time.
#
# Each check is a named claim about one behaviour rather than a comparison against a
# recorded image. A recorded image would say "something changed" and leave which of the
# palette, the tile, the attribute, the map or the scroll register broke to be found by
# hand, which for a screen is the hardest kind of bug to see.
#
# Written by Anachronaut
set -u
ROOT="$(cd "$(dirname "$0")/.." && pwd)"
BUILD="$ROOT/Tests/build/video"
ASM="$ROOT/Assembler"
EMU="$ROOT/SplitBit"
for tool in "$ASM" "$EMU"; do
[ -x "$tool" ] || { echo "$(basename "$tool") is not built."; exit 1; }
done
rm -rf "$BUILD"; mkdir -p "$BUILD"
PASS=0
FAIL=0
FAILED_NAMES=()
GREEN=$'\033[32m'; RED=$'\033[31m'; RESET=$'\033[0m'
[ -t 1 ] || { GREEN=""; RED=""; RESET=""; }
result() {
# result <ok|no> <name> <detail>
if [ "$1" = "ok" ]; then
PASS=$((PASS + 1)); printf " [%sok %s] %-38s %s\n" "$GREEN" "$RESET" "$2" "$3"
else
FAIL=$((FAIL + 1)); FAILED_NAMES+=("$2")
printf " [%sFAIL%s] %-38s %s\n" "$RED" "$RESET" "$2" "$3"
fi
}
# ---- Writing to video memory from a program ----
#
# Through the controller, because that is the only way to reach a device's bank: the CPU
# never touches it directly. The Data port puts a byte at the destination and steps the
# address on, which is what makes a poke six instructions instead of a loop.
prologue() {
cat <<'ASM'
#Program
start:
INIA 0d3
OUTA 0xE3
INIA 0x30
OUTA 0xE2
INIA 0x03
OUTA 0xE8 ; Video memory becomes bank 3
ASM
# ---- Said rather than assumed ----
#
# The machine wakes up with a palette so that it can show text before any program has
# run, so palette entry 0 is the console's paper rather than black. A check that wanted
# black and got paper would be a check that had quietly depended on a default. These
# tests are about the device, so they set what they are about to look at.
poke 0xC000 0x00; poke 0xC001 0x00; poke 0xC002 0x00
}
poke() {
# poke <address> <byte>
printf ' INIA 0x%02X\n OUTA 0xE4\n INIA 0x%02X\n OUTA 0xE5\n INIA 0x%02X\n OUTA 0xE9\n' \
$(( ($1 >> 8) & 0xFF )) $(( $1 & 0xFF )) $(( $2 & 0xFF ))
}
port() {
# port <port> <byte>
printf ' INIA 0x%02X\n OUTA 0x%02X\n' $(( $2 & 0xFF )) $(( $1 & 0xFF ))
}
show() {
# show <port> - sends a port's value to the console, so a test can read a register.
# INA reads straight into A, so there is nothing to move first.
printf ' INA 0x%02X\n OUTA 0x00\n' $(( $1 & 0xFF ))
}
epilogue() {
printf ' HALT\n#Vectors\n Boot start\n'
}
# One byte to the console, by its number.
emit() {
printf ' INIA 0d%d\n OUTA 0x00\n' "$1"
}
# About 262,000 cycles of nothing. A DECA is one byte and a BNA is three, so four cycles a
# turn, 256 times 256. The label suffix is so that two of these can sit in one program.
spin() {
printf ' RSTB\nspinOuter%s:\n RSTA\nspinInner%s:\n DECA\n BNA spinInner%s\n DECB\n BNB spinOuter%s\n' \
"$1" "$1" "$1" "$1"
}
# A string to the console, which is all a program has ever had to do to put text on a
# SplitBit. That it now appears on a screen is the whole of this rung.
say() {
local i
for (( i = 0; i < ${#1}; i++ )); do
printf ' INIA 0d%d\n OUTA 0x00\n' "'${1:$i:1}"
done
}
# Assembles what is on standard input, runs it, and leaves the picture in $BUILD/<name>.ppm.
run() {
local name="$1"
cat > "$BUILD/$name.asm"
"$ASM" "$BUILD/$name.asm" -o "$BUILD/$name.bin" >"$BUILD/$name.log" 2>&1 || {
echo "could not assemble $name"; sed 's/^/ /' "$BUILD/$name.log"; return 1; }
"$EMU" --fast --screen "$BUILD/$name.ppm" "$BUILD/$name.bin" > "$BUILD/$name.out" 2>&1
}
# One pixel out of a PPM, as "r,g,b".
pixel() {
python3 - "$BUILD/$1.ppm" "$2" "$3" <<'PY'
import sys
data = open(sys.argv[1], "rb").read()
# P6, width height, maxval, then the bytes. The header is three whitespace-separated
# fields after the magic, which is all this needs to know about the format.
fields = data.split(b"\n", 3)
width, height = (int(n) for n in fields[1].split())
body = fields[3]
x, y = int(sys.argv[2]), int(sys.argv[3])
at = (y * width + x) * 3
print("%d,%d,%d" % tuple(body[at:at + 3]))
PY
}
size() {
head -c 20 "$BUILD/$1.ppm" | sed -n '2p'
}
# ---- What a program said, as numbers ----
#
# With two things taken out that are not the program's: the cursor sequences the console
# generates to drive a host terminal, and the emulator's own halt line. Counting bytes from
# either end of the raw file worked until the console started announcing the cursor, and
# then quietly measured an escape.
said() {
python3 - "$BUILD/$1.out" <<'PY'
import re, sys
data = open(sys.argv[1], "rb").read()
data = re.sub(rb"\x1b\[[0-9;]*[A-Za-z]", b"", data)
data = re.sub(rb"Execution [^\n]*\n$", b"", data)
print(" ".join(str(byte) for byte in data))
PY
}
echo "Checking what the video device draws."
# ---- The machine wakes up able to show text ----
#
# Before any program has done anything: the font is in tile memory and the two colours a
# console needs are in the palette. Checked at the pixel, because a font that loaded into
# the wrong place would still be a font that loaded.
{ printf '#Program\nstart:\n'
# 'A' is ASCII 65, so glyph 33, and its top-left pixel is paper while its middle is ink.
printf ' INIA 0d65\n OUTA 0x00\n'
epilogue
} | run wakeup || exit 1
[ "$(pixel wakeup 0 0)" = "0,0,0" ] \
&& result ok "the machine wakes with paper" "black, before any program set one" \
|| result no "the machine wakes with paper" "got $(pixel wakeup 0 0)"
[ "$(pixel wakeup 2 1)" = "216,216,216" ] \
&& result ok "and with a font to write in" "a letter A, drawn in ink" \
|| result no "and with a font to write in" "got $(pixel wakeup 2 1)"
# ---- A tile lands where it is put ----
#
# Palette entry 1 is red, tile 1 is 64 pixels of index 1, and two cells name it: the corner
# and column 3 of row 2. A tile drawn one cell out is the commonest way a tile engine is
# wrong, so the check is where it is AND where it is not.
{ prologue
poke 0xC004 0xFF; poke 0xC005 0x00; poke 0xC006 0x00
for i in $(seq 0 63); do poke $((0x0040 + i)) 0x01; done
poke 0x4000 0x01; poke 0x4001 0x00
poke $((0x4000 + 2 * 256 + 3 * 2)) 0x01
epilogue
} | run corner || exit 1
[ "$(pixel corner 0 0)" = "255,0,0" ] \
&& result ok "a tile lands where it is put" "cell 0,0 is red" \
|| result no "a tile lands where it is put" "got $(pixel corner 0 0)"
[ "$(pixel corner 7 7)" = "255,0,0" ] \
&& result ok "and fills its whole cell" "pixel 7,7 too" \
|| result no "and fills its whole cell" "got $(pixel corner 7 7)"
[ "$(pixel corner 8 0)" = "0,0,0" ] \
&& result ok "and stops at the cell edge" "pixel 8,0 is not" \
|| result no "and stops at the cell edge" "got $(pixel corner 8 0)"
[ "$(pixel corner 24 16)" = "255,0,0" ] \
&& result ok "row 2 column 3 is where it says" "pixel 24,16" \
|| result no "row 2 column 3 is where it says" "got $(pixel corner 24 16)"
# ---- The palette is what colours it ----
#
# Same tile, same map, a different palette entry. Nothing about the picture changes except
# the three bytes the colour came from.
{ prologue
poke 0xC004 0x00; poke 0xC005 0xFF; poke 0xC006 0x40
for i in $(seq 0 63); do poke $((0x0040 + i)) 0x01; done
poke 0x4000 0x01; poke 0x4001 0x00
epilogue
} | run palette || exit 1
[ "$(pixel palette 0 0)" = "0,255,64" ] \
&& result ok "the palette is what colours it" "entry 1 moved, the tile did not" \
|| result no "the palette is what colours it" "got $(pixel palette 0 0)"
# ---- The attribute picks a palette bank ----
#
# The tile is drawn in index 1 and never changes. Entry 1 is red and entry 17 is blue, and
# the only difference between the two cells is the attribute nibble: 0 leaves the index
# alone, 1 adds sixteen. This is the whole of the recolouring feature in one check.
{ prologue
poke 0xC004 0xFF; poke 0xC005 0x00; poke 0xC006 0x00
poke 0xC044 0x00; poke 0xC045 0x00; poke 0xC046 0xFF
for i in $(seq 0 63); do poke $((0x0040 + i)) 0x01; done
poke 0x4000 0x01; poke 0x4001 0x00
poke 0x4002 0x01; poke 0x4003 0x01
epilogue
} | run attribute || exit 1
[ "$(pixel attribute 0 0)" = "255,0,0" ] \
&& result ok "attribute 0 leaves the index alone" "still entry 1" \
|| result no "attribute 0 leaves the index alone" "got $(pixel attribute 0 0)"
[ "$(pixel attribute 8 0)" = "0,0,255" ] \
&& result ok "and attribute 1 adds sixteen" "the same tile, entry 17" \
|| result no "and attribute 1 adds sixteen" "got $(pixel attribute 8 0)"
# ---- Scrolling moves a register, not memory ----
#
# The tile is in map row 3 and nothing moves it. Setting the scroll origin to 3 brings that
# row to the top of the screen, which is the whole reason a terminal on this machine is
# affordable at all.
{ prologue
poke 0xC004 0xFF; poke 0xC005 0xFF; poke 0xC006 0x00
for i in $(seq 0 63); do poke $((0x0040 + i)) 0x01; done
poke $((0x4000 + 3 * 256)) 0x01
port 0x34 0x03
epilogue
} | run scroll || exit 1
[ "$(pixel scroll 0 0)" = "255,255,0" ] \
&& result ok "scrolling moves which row is on top" "map row 3 at screen row 0" \
|| result no "scrolling moves which row is on top" "got $(pixel scroll 0 0)"
[ "$(pixel scroll 0 8)" = "0,0,0" ] \
&& result ok "and takes the rest with it" "map row 4 below it" \
|| result no "and takes the rest with it" "got $(pixel scroll 0 8)"
# ---- The map is a ring ----
#
# Origin 127 with 128 rows puts map row 127 at the top and map row 0 immediately under it.
# A map that clipped instead of wrapping would show nothing on the second row.
{ prologue
poke 0xC004 0xFF; poke 0xC005 0xFF; poke 0xC006 0xFF
for i in $(seq 0 63); do poke $((0x0040 + i)) 0x01; done
poke 0x4000 0x01
port 0x34 0x7F
epilogue
} | run ring || exit 1
[ "$(pixel ring 0 8)" = "255,255,255" ] \
&& result ok "the map is a ring" "row 0 follows row 127" \
|| result no "the map is a ring" "got $(pixel ring 0 8)"
# ---- Modes ----
{ prologue; port 0x31 0x01; epilogue; } | run wide || exit 1
[ "$(size wide)" = "640 400" ] \
&& result ok "mode 1 is 640 by 400" "$(size wide)" \
|| result no "mode 1 is 640 by 400" "got $(size wide)"
{ prologue; epilogue; } | run narrow || exit 1
[ "$(size narrow)" = "320 200" ] \
&& result ok "and mode 0 is 320 by 200" "$(size narrow)" \
|| result no "and mode 0 is 320 by 200" "got $(size narrow)"
# The geometry is asked for rather than assumed, so a program can be written once and find
# out what it is running on.
{ prologue; show 0x32; show 0x33; epilogue; } | run geometry || exit 1
GOT="$(said geometry)"
[ "$GOT" = "40 25" ] \
&& result ok "the ports say how big the screen is" "40 columns, 25 rows" \
|| result no "the ports say how big the screen is" "got \"$GOT\""
# ---- A mode that does not exist ----
#
# Not taken, and not fatal either. A screen is a poor place to stop the machine: a program
# that asked for something impossible still has the screen it had.
{ prologue; port 0x31 0x09; show 0x32; epilogue; } | run badmode || exit 1
GOT="$(said badmode)"
[ "$GOT" = "40" ] \
&& result ok "an impossible mode is not taken" "still 40 columns" \
|| result no "an impossible mode is not taken" "got $GOT"
# ---- The console draws ----
#
# Nothing below asks the video device for anything. Every one of these programs does what
# every SplitBit program has always done - write a byte to port 0x00 - and the picture is
# the point. That is why CosmOS needed no changes to run on a screen.
#
# 'A' has ink at (2,1) inside its cell and paper at the corner, which is what makes a letter
# tellable from an empty cell one pixel at a time.
inked() { [ "$(pixel "$1" "$2" "$3")" = "216,216,216" ]; }
papered() { [ "$(pixel "$1" "$2" "$3")" = "0,0,0" ]; }
{ printf '#Program\nstart:\n'; say "AA"; epilogue; } | run twoletters || exit 1
inked twoletters 2 1 \
&& result ok "a character lands at the cursor" "cell 0 has a letter in it" \
|| result no "a character lands at the cursor" "nothing at 2,1"
inked twoletters 10 1 \
&& result ok "and the cursor moves along" "the second is in cell 1" \
|| result no "and the cursor moves along" "nothing at 10,1"
{ printf '#Program\nstart:\n'; say "A"; emit 10; say "A"; epilogue; } | run newline || exit 1
inked newline 2 9 \
&& result ok "a newline starts the next row" "the second is a row down" \
|| result no "a newline starts the next row" "nothing at 2,9"
papered newline 10 1 \
&& result ok "and goes back to the first column" "cell 1 of row 0 is untouched" \
|| result no "and goes back to the first column" "something at 10,1"
{ printf '#Program\nstart:\n'; say "A"; emit 8; epilogue; } | run backspace || exit 1
papered backspace 2 1 \
&& result ok "backspace rubs the letter out" "the cell is paper again" \
|| result no "backspace rubs the letter out" "still inked at 2,1"
# Forty columns, so the forty-first character is on the next row whether anybody asked for a
# newline or not.
{ printf '#Program\nstart:\n'
for i in $(seq 1 41); do say "A"; done
epilogue
} | run wrap || exit 1
inked wrap 2 9 \
&& result ok "the line wraps at the last column" "character 41 is on row 1" \
|| result no "the line wraps at the last column" "nothing at 2,9"
# ---- Scrolling, which is the reason a terminal is affordable here ----
#
# Twenty-five rows, so a twenty-sixth line moves the screen rather than the cursor. The
# check is the ORIGIN: a console blitting rows instead would leave it at zero, and would
# have moved 1,920 bytes to do the same thing.
{ printf '#Program\nstart:\n'
say "A"
for i in $(seq 1 25); do emit 10; done
show 0x34
say "B"
epilogue
} | run scrolled || exit 1
# COUNTED FROM THE FRONT, not the back: the emulator's own halt line follows whatever the
# program wrote, so the last byte of the file belongs to the machine rather than to the
# program. One 'A', twenty-five newlines, then the origin, which is byte 27. It is below 32
# so it goes to standard output without being drawn, and disturbs no pixel below.
GOT="$(head -c 27 "$BUILD/scrolled.out" | tail -c 1 | od -An -tu1 | tr -d ' ')"
[ "$GOT" = "1" ] \
&& result ok "the screen scrolls by moving a register" "the origin is 1, not 0" \
|| result no "the screen scrolls by moving a register" "the origin is $GOT"
inked scrolled 2 193 \
&& result ok "and the cursor stays on the bottom row" "the last line, row 24" \
|| result no "and the cursor stays on the bottom row" "nothing at 2,193"
papered scrolled 2 1 \
&& result ok "the row that came into view is clear" "not what was there a ring ago" \
|| result no "the row that came into view is clear" "something at 2,1"
# ---- Cursor registers, in place of a protocol ----
#
# The console used to be given escape sequences and parse them. It is not a terminal and the
# screen is not on the other end of a serial line, so it takes registers instead: rows and
# columns are written and READ BACK, which is the thing an escape sequence cannot do without
# sending a query and parsing a reply.
{ printf '#Program\nstart:\n'; say "A"; port 0x05 0x01; epilogue; } | run clearcommand || exit 1
papered clearcommand 2 1 \
&& result ok "the clear command clears the screen" "the letter is gone" \
|| result no "the clear command clears the screen" "still inked at 2,1"
{ printf '#Program\nstart:\n'
emit 10; emit 10; say "A"
port 0x03 0x00; port 0x04 0x00
say "A"
epilogue
} | run cursorhome || exit 1
inked cursorhome 2 1 \
&& result ok "the cursor goes where it is put" "row 0, column 0" \
|| result no "the cursor goes where it is put" "nothing at 2,1"
inked cursorhome 2 17 \
&& result ok "and leaves what was drawn alone" "the first is still on row 2" \
|| result no "and leaves what was drawn alone" "nothing at 2,17"
{ printf '#Program\nstart:\n'; port 0x03 0x02; port 0x04 0x04; say "A"; epilogue
} | run cursorput || exit 1
inked cursorput 34 17 \
&& result ok "row and column are counted from zero" "row 2, column 4" \
|| result no "row and column are counted from zero" "nothing at 34,17"
# Readable, which is the point of them being registers. Three characters put the cursor at
# column 3, and asking says so.
{ printf '#Program\nstart:\n'; say "AAA"; show 0x04; show 0x03; epilogue; } | run cursorread || exit 1
GOT="$(said cursorread)"
[ "$GOT" = "65 65 65 3 0" ] \
&& result ok "and the cursor can be read back" "column 3, row 0" \
|| result no "and the cursor can be read back" "got \"$GOT\""
# A cursor asked to go off the screen has an obvious place to be, and stopping the machine
# over one would be a poor trade.
{ printf '#Program\nstart:\n'; port 0x04 0xFF; show 0x04; epilogue; } | run cursorclamp || exit 1
GOT="$(said cursorclamp)"
[ "$GOT" = "39" ] \
&& result ok "a cursor past the edge is clamped" "column 39, the last one" \
|| result no "a cursor past the edge is clamped" "got $GOT"
# ---- Colour, which costs a nibble and no hardware ----
#
# A glyph is drawn in palette indices 0 and 1, paper and ink, and a cell's attribute nibble
# adds sixteen to both. Sixteen banks is therefore sixteen ink and paper pairs, and the
# default palette is arranged so that XOR 8 turns any of them inside out.
coloured() { [ "$(pixel "$1" "$2" "$3")" = "$4" ]; }
{ printf '#Program\nstart:\n'; port 0x06 0x01; say "A"; epilogue; } | run inkred || exit 1
coloured inkred 2 1 "208,64,56" \
&& result ok "the attribute register colours the ink" "bank 1 is red on black" \
|| result no "the attribute register colours the ink" "got $(pixel inkred 2 1)"
coloured inkred 0 0 "0,0,0" \
&& result ok "and leaves the paper alone" "still black behind it" \
|| result no "and leaves the paper alone" "got $(pixel inkred 0 0)"
# The same colour with one bit more, which is the whole of highlighting.
{ printf '#Program\nstart:\n'; port 0x06 0x09; say "A"; epilogue; } | run highlight || exit 1
coloured highlight 0 0 "208,64,56" \
&& result ok "XOR 8 turns a pair inside out" "red paper now" \
|| result no "XOR 8 turns a pair inside out" "got $(pixel highlight 0 0)"
coloured highlight 2 1 "0,0,0" \
&& result ok "and the ink with it" "black letters on it" \
|| result no "and the ink with it" "got $(pixel highlight 2 1)"
# Readable, like every other console register.
{ printf '#Program\nstart:\n'; port 0x06 0x05; show 0x06; epilogue; } | run attrread || exit 1
[ "$(said attrread)" = "5" ] \
&& result ok "and the attribute reads back" "bank 5" \
|| result no "and the attribute reads back" "got $(said attrread)"
# ---- The cursor ----
#
# Drawn by the device, turned inside out rather than drawn over, so that a person editing a
# line can still see the character they are standing on. Off unless asked for: a program
# painting its own screen does not want one blinking in the middle of it.
{ printf '#Program\nstart:\n'; port 0x02 0x04; epilogue; } | run cursoron || exit 1
coloured cursoron 0 0 "216,216,216" \
&& result ok "a cursor appears where the console is" "an empty cell, inside out" \
|| result no "a cursor appears where the console is" "got $(pixel cursoron 0 0)"
{ printf '#Program\nstart:\n'; epilogue; } | run cursoroff || exit 1
coloured cursoroff 0 0 "0,0,0" \
&& result ok "and there is none unless asked for" "the machine draws what it is told" \
|| result no "and there is none unless asked for" "got $(pixel cursoroff 0 0)"
{ printf '#Program\nstart:\n'; port 0x02 0x04; port 0x03 0x03; port 0x04 0x07; epilogue
} | run cursorwhere || exit 1
coloured cursorwhere 56 24 "216,216,216" \
&& result ok "and it follows the cursor registers" "row 3, column 7" \
|| result no "and it follows the cursor registers" "got $(pixel cursorwhere 56 24)"
# ---- And it blinks on the machine's own clock ----
#
# Which is what makes it deterministic: the phase is a pure function of the cycle count, so
# a screen saved at a given cycle is the same screen every time. Half a million cycles in it
# is dark, and this burns about 524,000 - a DECA and a BNA are four cycles a turn.
{ printf '#Program\nstart:\n'; port 0x02 0x04; spin a; spin b; epilogue; } | run cursorblink || exit 1
coloured cursorblink 0 0 "0,0,0" \
&& result ok "the cursor blinks off again" "half a second later, dark" \
|| result no "the cursor blinks off again" "got $(pixel cursorblink 0 0)"
# And what scrolled off the top is still in the map, which is scrollback nothing had to keep.
{ printf '#Program\nstart:\n'
say "A"
for i in $(seq 1 25); do emit 10; done
port 0x34 0x00
epilogue
} | run scrollback || exit 1
inked scrollback 2 1 \
&& result ok "what scrolled off is still there" "the origin went back and found it" \
|| result no "what scrolled off is still there" "nothing at 2,1"
echo
if [ "$FAIL" -eq 0 ]; then
echo "All $PASS video checks passed."
exit 0
fi
echo "$PASS passed, $FAIL failed: ${FAILED_NAMES[*]}"
exit 1