A six-scene demoscene production that pushes the interpreter to its edges on purpose: an LCG where there is no RND, redrawn strokes where the palette cannot be written, the sprite bank as the scrolltext, a supernova and black hole out of SOLID/COLLISION/RSPPOS, wireframe 3D from two rotations and a perspective divide, and a single-queue beeper-style soundtrack with a noise drum break. The same file runs in the standalone frontend and in the clockless screenshot host, which gets each scene as a still. Three interpreter lessons learned the hard way are recorded in the example's README and TODO.md section 4: a scalar first assigned in a GOSUB dies with its scope, predeclaring scratch runs the 128-slot variable pool dry, and a TI# busy-wait starves the PLAY queue of its one release per frame. Co-Authored-By: Claude Code (Fable 5) <noreply@anthropic.com> Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
32 KiB
32 KiB