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4 Commits
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a01554d304
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Teach the artwork tutorial the converted listing
Chapter 18 still taught the machinery the listing lost when it moved onto SOLID and the persistent drawing layer: the frame-boundary PACE routine, the flattened live list, the SSHAPE pool accounting, and the sixty lines of BALLBRICKS/TESTCELL that computed a minimum translation axis by hand. Step 8 now registers each brick with SOLID, arms COLLISION 2 and reads the contact back with RCOLLISION, including the point that costs an evening if it is missed: the BUMP mask is by sprite, and the balls are sprites 5, 6 and 7, so their bits are 16, 32 and 64. The FOR-with-equal-bounds rule that every one-item case in the chapter depends on is now stated where it is first used rather than referred to from a step that no longer exists. The listing loses six declarations orphaned by the conversion and the comment blocks that still described the captures. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL |
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39d1d0c80c
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Stop the artwork breakout drawing its screen into two sprites
It captured the HUD strip into sprite 1 and the whole play field into sprite 2, and its own header called them "the screen". That was never a choice: a drawing lasted one frame, so a sprite was the only thing the interpreter would redraw for nothing. Both slots are free now, and five things went with them. **`WINDOW 0, 35, 49, 36` is the first executable line.** The text layer repaints every row it owns and by default owns the whole window; moved to two rows at the bottom, it leaves the other thirty-five to the drawing verbs, and what the program draws stays. **`PACE` is gone.** It spun on `TI#` until a batch boundary so an `SSHAPE` capture would not be cut in half by a present. Nothing is captured, so a drawing spanning two batches simply arrives over two frames and the layer keeps both halves. The 256-line drawing deadline that shaped every draw routine in this listing does not apply to it any more. **The flattened live list is gone** -- `BUILDLIVE`, `BUILDROW`, `STAMPROW` and the four arrays behind them. They existed so a full-field redraw could be one stamp and an advance per brick, and a full-field redraw existed because removing one brick meant rebuilding all sixty. A broken brick is now erased in place with a blank stamp, so the field is drawn once per level and not again. **`BALLBRICKS` and `TESTCELL` are gone** -- about sixty lines that turned the ball's box into a range of candidate cells, walked them with a nested `DO`, and computed an overlap rectangle to pick an axis. `SOLID` registers each brick as the level is laid out, `COLLISION 2` fires, and `RCOLLISION` says which brick, which way out, how far, and which axis to reverse. **The `SSHAPE` pool accounting is gone.** `SHN#` counted slots because every frame's capture spent another and `GRAPHIC 5` had to throw them all away periodically; eight are now spent once and never again. Three mistakes worth recording, because each was silent: - **The bricks were registered and then immediately thrown away.** `GOSUB BUILDLIVE` sat *after* the fill loop in `SETUPLEVEL` and meant "rebuild the list of what is standing"; replaced in place by a bare `SOLID`, it meant "retire everything" and ran after all sixty had been registered. Nothing failed -- the ball simply passed through the wall. - **The handler tested the wrong bits.** `BUMP` is a mask by *sprite*, and the balls are sprites 5, 6 and 7, so their bits are 16, 32 and 64. Testing 1, 2 and 4 asked about the HUD and field sprites that no longer exist. - **The eraser stamps were undeclared**, so `SSHAPE` filled them inside `DRAWPROTOS` and they were empty everywhere else -- exactly the scope trap chapter 17 Step 3 is about, found by printing the handle inside the routine and again outside it. Verified by driving it: a copy with a tracking paddle and auto-relaunch breaks thirteen bricks in sixty seconds with no error line, and the shipped listing runs clean. Both suites green. Chapter 18 still describes the architecture this commit removed; that is the rest of section 6 item 39. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL |
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0679c3042b
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Stop the listings and their chapters stating fixed defects as fact
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You were right that this was still everywhere. The two `.bas` files carried their workarounds as present-tense statements about the interpreter -- "a name first created inside a GOSUB costs a value slot that is never handed back", "writing PAST the terminator of a short row draws nothing at all", "SSHAPE and GSHAPE ignore the subscript on a string array", "a FOR inside a BEGIN block does not survive the RETURN" -- and every one of those is now false. A comment that lies is worse than no comment, and these were the first thing anybody opening the files would read. **The characters game takes the geometry fix.** `CW# = 16` becomes `CW# = RGR(3)`, and the grid comes from `RWINDOW`, so the game fits whatever window and font the host gives it. That was the one thing in the listing that would break on a different font, and `RGR(3)` and `RWINDOW` were added to the interpreter because of it -- leaving the constant in place while Chapter 17 teaches the function was the inconsistency worth closing. `RGR(1)` still comes first so a build with no graphics device refuses by naming the device that is missing. Everything else in both listings keeps its shape and says why. Declaring every name up front, guarding loops with `GOTO`, six scalars for six brick stamps: none is forced any more and none costs anything, so they stay, with the comments marking which rules stand and which are history. The sprites header's five traps are marked FIXED where they are fixed. The chapters follow: Chapter 17 Step 2 no longer says "the listing still has `CW# = 16`", and Chapter 18's trap section is "five things that did not do what they looked like" with the two that still stand named up front rather than left to be counted. Verified: Chapter 17 Step 2's block is once again verbatim from the listing, so every quoted fragment in both chapters matches its source with no exceptions; both games run 40 seconds on the SDL frontend with no error line; both suites green in both configurations; `docs_examples` and `docs_screenshots --check` pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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cb0e2d0800
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Add two Breakout examples and the tutorials that build them
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Two complete games in `examples/breakout/`, both 100% BASIC: `characters/` draws its wall in the text grid with two `DATA` sprites for the ball and paddle, and `sprites/` loads CC0 artwork and captures its whole screen with `SSHAPE`/`SPRSAV`. They take opposite shapes for reasons that are entirely this interpreter's, which is what the chapters are for. `docs/17-tutorial-breakout.md` and `docs/18-tutorial-breakout-artwork.md` build each one a step at a time, and end in a checklist of the rules a real program runs into: create every name before the loop starts, write a text row whole, loop with `GOTO` rather than `DO`, put the float on the left. Every trap is a runnable block with its own output rather than a claim -- the value pool dying at four thousand names, the skipped `BEGIN` block that breaks its caller's `RETURN`, `SSHAPE` ignoring a subscript, `READ`'s single cursor. Five figures, generated from the listings beside them by `docs_screenshots`, and a `breakout_art` setup so the ones that load artwork load the example's own. The character game's wall cannot be photographed -- the screenshot host omits the text layer on purpose -- so it is shown as compared output instead. `docs/07-sound.md` never said `SOUND`'s frequency is a SID register value rather than hertz, which both games depend on. It says so now, with the conversion from `src/audio_tables.c:84`. `TODO.md` gains the thirteen defects the two games turned up -- §6 items 30 to 33 and all of §9 -- each with a reduction that fits on a screen, the file and line of the cause, and what a fix would touch. Verified: `docs_examples` passes in both build configurations, `docs_screenshots --check` re-renders all thirteen figures and byte-compares them, the full 109-test suite passes in both builds, every quoted fragment was checked to appear verbatim in the listing it came from, and every relative link and anchor resolves. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |