File size: 27,447 Bytes
4991736
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
;==============================================================================
; BOB ENGINE v1.0
; DOOM-style 3D virtual world for sovereign AI agents
; x86 NASM Assembly Β· VGA Mode 13h Β· Real Mode DOS
;
; Architecture:
;   Player   = Sovereign agent (full movement, Trust Deed)
;   Enemies  = Constrained agents (sector-bound state machines)
;   World    = BSP tree sectors + raycasting renderer
;   Audit    = WORM chain serialization every 64 frames
;
; Build:   nasm -f bin src/bob_engine.asm -o bob_engine.com
; Run:     dosbox bob_engine.com  (or real DOS)
;
; Bel Esprit D'Accord Trust Β· SnapKitty Collective Β· 2026
; Apache 2.0 Β· Evidence or Silence
;==============================================================================

    BITS 16
    ORG  0x100              ; COM file: DOS loads us at DS:0100h

;==============================================================================
; CONSTANTS
;==============================================================================

; --- Screen ---
SCREEN_W        EQU 320
SCREEN_H        EQU 200
SCREEN_HALF_H   EQU 100
NUM_RAYS        EQU 320     ; one ray per screen column
VGA_SEG         EQU 0xA000  ; VGA framebuffer segment

; --- Fixed-point math (16.16) ---
FP_BITS         EQU 16
FP_ONE          EQU 65536
ANGLE_MAX       EQU 1024    ; full circle = 1024 units (power of 2 for fast mod)
ANGLE_HALF      EQU 512
ANGLE_QUARTER   EQU 256
HALF_FOV        EQU 160     ; half FOV in angle units (~56 deg each side)

; --- Map ---
MAP_W           EQU 16
MAP_H           EQU 16
CELL_SZ         EQU 64      ; world units per map cell
CELL_SHIFT      EQU 6       ; log2(CELL_SZ)

; --- BSP ---
MAX_WALLS       EQU 128
MAX_BSP_NODES   EQU 64

; BSP node layout (16 bytes each)
; [0..1] x1  [2..3] y1  [4..5] x2  [6..7] y2
; [8..9] left_child  [10..11] right_child
; [12] sector_id  [13] color  [14..15] reserved
BSP_NODE_SZ     EQU 16

; --- AI Agents ---
MAX_AGENTS      EQU 8

; Agent state codes
ST_PATROL       EQU 0       ; walking waypoints
ST_CHASE        EQU 1       ; pursuing player
ST_ATTACK       EQU 2       ; firing at player
ST_DEAD         EQU 3       ; dead, no update

; Agent struct layout (20 bytes each)
; [0..1] x (fixed 8.8)  [2..3] y (fixed 8.8)
; [4..5] angle          [6] state   [7] health
; [8] sector_id         [9] timer   [10..11] speed
; [12..13] waypoint_x   [14..15] waypoint_y
; [16..17] flags        [18..19] reserved
AGENT_SZ        EQU 20

; --- WORM ---
WORM_MAGIC      EQU 0x424F42    ; "BOB"
WORM_VERSION    EQU 0x0100      ; v1.0
WORM_BLK_SZ    EQU 64          ; world snapshot block size

; --- Colors (VGA palette indices) ---
CLR_BLACK       EQU 0
CLR_CEILING     EQU 1           ; dark blue ceiling
CLR_FLOOR       EQU 2           ; dark gray floor
CLR_WALL_NEAR   EQU 3           ; bright wall (close)
CLR_WALL_MID    EQU 4           ; mid wall
CLR_WALL_FAR    EQU 5           ; dim wall (far)
CLR_AGENT       EQU 6           ; enemy agent sprite color
CLR_SOVEREIGN   EQU 7           ; player / HUD color

; --- Keyboard scan codes ---
KEY_ESC         EQU 0x01
KEY_W           EQU 0x11
KEY_A           EQU 0x1E
KEY_S           EQU 0x1F
KEY_D           EQU 0x20
KEY_UP          EQU 0x48
KEY_DOWN        EQU 0x50
KEY_LEFT        EQU 0x4B
KEY_RIGHT       EQU 0x4D

;==============================================================================
; DATA SECTION (placed before code)
;==============================================================================

; --- Back buffer (320Γ—200 = 64000 bytes) ---

g_backbuf:      TIMES (SCREEN_W * SCREEN_H) DB 0

; --- Player (sovereign agent) ---

g_px:           DW 0x0500       ; x = 5.0 in 8.8 fixed point (cell 5)

g_py:           DW 0x0500       ; y = 5.0

g_pangle:       DW 0x0000       ; facing angle (0..ANGLE_MAX-1)

g_phealth:      DB 100

g_pmove_speed:  DB 2

g_pturn_speed:  DB 3

; --- Key state bitmask ---

g_keys:         DW 0x0000       ; bit per key, updated by keyboard ISR

; --- Game state ---

g_quit:         DB 0

g_frame:        DW 0

g_worm_seq:     DW 0            ; WORM block sequence number

; --- Old keyboard ISR vector (save for restore) ---

g_old_kb_off:   DW 0

g_old_kb_seg:   DW 0

; --- Sin/Cos lookup table (ANGLE_MAX = 1024 entries, 16.16 fixed point) ---
; Populated at runtime by math_init

g_sin:          TIMES 1024 DD 0

g_cos:          TIMES 1024 DD 0

; --- BSP nodes (MAX_BSP_NODES Γ— BSP_NODE_SZ bytes) ---

g_bsp_nodes:    TIMES (MAX_BSP_NODES * BSP_NODE_SZ) DB 0

g_bsp_count:    DW 0

; --- AI agents (MAX_AGENTS Γ— AGENT_SZ bytes) ---

g_agents:       TIMES (MAX_AGENTS * AGENT_SZ) DB 0

g_agent_count:  DB 0

; --- Map data (16Γ—16 cells, 0=open, 1+=wall) ---

g_map:
    DB 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1    ; row 0 (top border)
    DB 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1    ; row 1
    DB 1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,1    ; row 2
    DB 1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,1    ; row 3
    DB 1,0,0,1,0,0,0,0,0,0,1,1,0,0,0,1    ; row 4
    DB 1,0,0,1,0,0,0,0,0,0,0,1,0,0,0,1    ; row 5
    DB 1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1    ; row 6
    DB 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1    ; row 7
    DB 1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1    ; row 8
    DB 1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,1    ; row 9
    DB 1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1    ; row 10
    DB 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1    ; row 11
    DB 1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1    ; row 12
    DB 1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1    ; row 13
    DB 1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1    ; row 14
    DB 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1    ; row 15 (bottom border)

; --- WORM output buffer (written to file) ---

g_worm_buf:     TIMES WORM_BLK_SZ DB 0

g_worm_hash:    TIMES 32 DB 0   ; current SHA-256 chain hash

; --- Scratch registers for raycasting ---

g_ray_angle:    DW 0

g_ray_dist:     DD 0

g_ray_hit_x:    DD 0

g_ray_hit_y:    DD 0

;==============================================================================
; CODE
;==============================================================================

_start:
    ; Setup segments (COM file: CS=DS=ES=SS)
    mov  ax, cs
    mov  ds, ax
    mov  es, ax
    mov  ss, ax
    mov  sp, 0xFFFE             ; stack at top of 64KB segment

    ; Engine init
    call math_init              ; build sin/cos tables
    call vga_init               ; set mode 13h + custom palette
    call kb_install             ; hook INT 9 keyboard ISR
    call bsp_build              ; populate BSP tree from g_map
    call player_init            ; set player start
    call ai_init                ; spawn agents
    call worm_init              ; WORM genesis block



.loop:
    call input_update           ; read g_keys from ISR bitmask
    call player_update          ; move sovereign agent
    call ai_update_all          ; tick all agent state machines
    call render_clear           ; fill backbuf ceiling/floor
    call render_walls           ; raycast β†’ wall slices
    call render_agents          ; draw agent sprites
    call render_hud             ; health / worm hash overlay
    call vga_flip               ; blit backbuf β†’ A000h

    inc  word [g_frame]
    test word [g_frame], 0x3F   ; every 64 frames
    jnz  .check_quit
    call worm_tick              ; serialize world state



.check_quit:
    cmp  byte [g_quit], 1
    jne  .loop

    call worm_finalize
    call kb_restore
    call vga_shutdown

    mov  ax, 0x4C00             ; DOS exit
    int  0x21

;==============================================================================
; MATH β€” sin/cos lookup tables (16.16 fixed point)
;==============================================================================

math_init:
    ; BIOS doesn't give us floats in real mode.
    ; We use a precomputed approximation via BIOS int 0x10 indirect, or
    ; bootstrap from the identity: sin(i) β‰ˆ sin(i-1)*cos_delta + cos(i-1)*sin_delta
    ; For simplicity: populate from constants via polynomial for first 256 entries
    ; then mirror for remaining quadrants.
    ;
    ; Shortcut: embed a 256-entry 8-bit sin table and scale to 16.16

    ; For a real build: link against a precomputed table or use FPU (8087)
    ; Here we mark the init as complete β€” table is zeroed (stubs walls as vertical)
    ret

;==============================================================================
; VGA β€” Mode 13h init + palette
;==============================================================================

vga_init:
    pusha

    ; Set mode 13h
    mov  ax, 0x0013             ; AH=00h (set mode), AL=13h
    int  0x10                   ; BIOS video interrupt

    ; Write custom palette to DAC
    mov  dx, 0x03C8             ; DAC write index register
    xor  al, al                 ; start at color 0
    out  dx, al

    mov  dx, 0x03C9             ; DAC data register

    ; Color 0: Black
    xor  al, al
    out  dx, al
    out  dx, al
    out  dx, al

    ; Color 1: Dark blue (ceiling)
    mov  al, 0
    out  dx, al                 ; R=0
    mov  al, 0
    out  dx, al                 ; G=0
    mov  al, 25
    out  dx, al                 ; B=25

    ; Color 2: Dark gray (floor)
    mov  al, 12
    out  dx, al
    out  dx, al
    out  dx, al

    ; Color 3: Bright white (near wall)
    mov  al, 55
    out  dx, al
    out  dx, al
    out  dx, al

    ; Color 4: Medium gray (mid wall)
    mov  al, 35
    out  dx, al
    out  dx, al
    out  dx, al

    ; Color 5: Dark gray (far wall)
    mov  al, 15
    out  dx, al
    out  dx, al
    out  dx, al

    ; Color 6: Red (enemy agent)
    mov  al, 55
    out  dx, al                 ; R
    xor  al, al
    out  dx, al                 ; G=0
    out  dx, al                 ; B=0

    ; Color 7: Green (sovereign / HUD)
    xor  al, al
    out  dx, al                 ; R=0
    mov  al, 50
    out  dx, al                 ; G
    xor  al, al
    out  dx, al                 ; B=0

    popa
    ret



vga_shutdown:
    mov  ax, 0x0003             ; mode 03h = 80x25 text
    int  0x10
    ret



vga_flip:
    ; Blit g_backbuf β†’ VGA segment 0xA000
    push ds
    push es

    mov  ax, cs
    mov  ds, ax                 ; DS = our segment (source)
    mov  ax, VGA_SEG
    mov  es, ax                 ; ES = VGA segment (dest)

    lea  si, [g_backbuf]        ; SI = source offset
    xor  di, di                 ; DI = 0 (VGA starts at A000:0000)
    mov  cx, (SCREEN_W * SCREEN_H) / 2  ; CX = number of words to copy
    rep  movsw                  ; copy 2 bytes per iteration

    pop  es
    pop  ds
    ret

;==============================================================================
; KEYBOARD ISR β€” replaces INT 9
;==============================================================================

kb_install:
    pusha
    push es

    ; Save old ISR vector (INT 9 = IRQ1)
    mov  ax, 0x3509             ; DOS get interrupt vector, INT 9
    int  0x21
    mov  [g_old_kb_off], bx

    mov  [g_old_kb_seg], es

    ; Install our ISR
    push ds
    mov  ax, cs
    mov  ds, ax
    mov  dx, kb_isr             ; DX = offset of our handler
    mov  ax, 0x2509             ; DOS set interrupt vector, INT 9
    int  0x21
    pop  ds

    pop  es
    popa
    ret



kb_restore:
    pusha
    push ds

    mov  dx, [g_old_kb_off]
    mov  ax, [g_old_kb_seg]
    mov  ds, ax
    mov  ax, 0x2509
    int  0x21

    pop  ds
    popa
    ret



kb_isr:
    ; Read scancode from keyboard controller
    in   al, 0x60               ; AL = scancode from port 60h

    ; Check for key-up (bit 7 set = key released)
    test al, 0x80
    jnz  .key_up



.key_down:
    ; Set bit in g_keys based on scancode
    ; (simplified: store last scancode for now)
    cmp  al, KEY_ESC
    jne  .done
    mov  byte [g_quit], 1       ; ESC β†’ set quit flag



.done:
    ; Acknowledge interrupt to PIC
    mov  al, 0x20               ; EOI command
    out  0x20, al               ; send to PIC1

    iret                        ; return from interrupt



.key_up:
    and  al, 0x7F               ; strip bit 7 to get scancode
    ; clear key bit (stub)
    jmp  .done



input_update:
    ; In a full implementation: copy ISR's g_keys snapshot
    ; For now, poll keyboard via BIOS
    mov  ah, 0x01               ; BIOS check keystroke
    int  0x16
    ret

;==============================================================================
; BSP β€” build tree from g_map grid
;==============================================================================

bsp_build:
    ; Walk the map grid, emit a wall segment (BSP leaf node) for each
    ; adjacent pair of cells where one is solid and one is open.
    ; Full BSP partitioning would recursively split β€” this is the seed pass.

    pusha
    mov  word [g_bsp_count], 0

    xor  bx, bx                 ; BX = row

.row_loop:
    cmp  bx, MAP_H
    jge  .done

    xor  cx, cx                 ; CX = col

.col_loop:
    cmp  cx, MAP_W
    jge  .next_row

    ; Compute map index = row * MAP_W + col
    mov  ax, bx

    mov  si, MAP_W
    mul  si                     ; AX = row * MAP_W
    add  ax, cx                 ; AX = index
    lea  di, [g_map]
    add  di, ax
    mov  al, [di]               ; AL = cell value
    test al, al
    jz   .not_wall              ; 0 = open, skip

    ; This cell is a wall β€” add a BSP node for it
    call bsp_add_node



.not_wall:
    inc  cx
    jmp  .col_loop



.next_row:
    inc  bx

    jmp  .row_loop



.done:
    popa
    ret



bsp_add_node:
    ; Add a wall node for cell [BX=row, CX=col]
    ; Node = axis-aligned box: (cx*CELL_SZ, bx*CELL_SZ) to ((cx+1)*CELL_SZ, (bx+1)*CELL_SZ)
    mov  ax, [g_bsp_count]
    cmp  ax, MAX_BSP_NODES
    jge  .overflow

    ; Compute node ptr
    push ax
    mov  si, BSP_NODE_SZ

    mul  si                     ; AX = count * BSP_NODE_SZ
    lea  di, [g_bsp_nodes]
    add  di, ax                 ; DI β†’ this node

    ; x1 = cx * CELL_SZ
    mov  ax, cx
    shl  ax, CELL_SHIFT         ; ax = cx << 6 = cx * 64
    mov  [di+0], ax             ; BSP.x1

    ; y1 = bx * CELL_SZ
    mov  ax, bx

    shl  ax, CELL_SHIFT
    mov  [di+2], ax             ; BSP.y1

    ; x2 = (cx+1) * CELL_SZ
    mov  ax, cx
    inc  ax
    shl  ax, CELL_SHIFT
    mov  [di+4], ax             ; BSP.x2

    ; y2 = (bx+1) * CELL_SZ
    mov  ax, bx

    inc  ax
    shl  ax, CELL_SHIFT
    mov  [di+6], ax             ; BSP.y2

    ; No children (leaf node)
    mov  word [di+8],  0xFFFF   ; left child = -1
    mov  word [di+10], 0xFFFF   ; right child = -1

    ; Sector = row (simple sector assignment)
    mov  [di+12], bl            ; sector_id
    mov  byte [di+13], CLR_WALL_MID  ; color

    pop  ax
    inc  ax
    mov  [g_bsp_count], ax      ; g_bsp_count++



.overflow:
    ret

;==============================================================================
; PLAYER (Sovereign Agent)
;==============================================================================

player_init:
    mov  word [g_px],     0x0580    ; x = 5.5 cells
    mov  word [g_py],     0x0580    ; y = 5.5 cells
    mov  word [g_pangle], 0x0000    ; facing east
    mov  byte [g_phealth], 100
    ret



player_update:
    ; Poll BIOS for key state (real implementation uses ISR bitmask)
    ; W/Up = move forward, S/Down = move back, A/Left = turn left, D/Right = turn right

    mov  ah, 0x01               ; BIOS: check if key available
    int  0x16
    jz   .no_key
    mov  ah, 0x00               ; BIOS: read key
    int  0x16

    ; AH = scan code, AL = ASCII
    cmp  ah, KEY_LEFT
    je   .turn_left
    cmp  ah, KEY_RIGHT
    je   .turn_right
    cmp  ah, KEY_UP
    je   .move_fwd

    cmp  ah, KEY_DOWN
    je   .move_back

    cmp  ah, KEY_ESC
    jne  .no_key
    mov  byte [g_quit], 1
    ret



.turn_left:
    sub  word [g_pangle], 4     ; turn left
    and  word [g_pangle], (ANGLE_MAX-1)  ; wrap
    ret



.turn_right:
    add  word [g_pangle], 4     ; turn right
    and  word [g_pangle], (ANGLE_MAX-1)
    ret



.move_fwd:
    ; px += cos(angle) * speed   (stub: just move in x)
    add  word [g_px], 2
    ret



.move_back:
    sub  word [g_px], 2
    ret



.no_key:
    ret

;==============================================================================
; AI AGENTS
;==============================================================================

ai_init:
    ; Spawn 3 enemy agents at known positions
    mov  byte [g_agent_count], 3

    ; Agent 0 β€” patrol sector top-left
    lea  di, [g_agents]
    mov  word [di+0], 0x0A80    ; x = 10.5
    mov  word [di+2], 0x0380    ; y = 3.5
    mov  word [di+4], 0x0000    ; angle = 0
    mov  byte [di+6], ST_PATROL
    mov  byte [di+7], 100       ; health
    mov  byte [di+8], 0         ; sector 0
    mov  byte [di+9], 60        ; timer

    ; Agent 1 β€” patrol sector right
    lea  di, [g_agents + AGENT_SZ]
    mov  word [di+0], 0x0C80    ; x = 12.5
    mov  word [di+2], 0x0C80    ; y = 12.5
    mov  word [di+4], 0x0100    ; angle = 90 deg
    mov  byte [di+6], ST_PATROL
    mov  byte [di+7], 80
    mov  byte [di+8], 1
    mov  byte [di+9], 30

    ; Agent 2 β€” starts chasing
    lea  di, [g_agents + AGENT_SZ*2]
    mov  word [di+0], 0x0880
    mov  word [di+2], 0x0880
    mov  word [di+4], 0x0200
    mov  byte [di+6], ST_CHASE
    mov  byte [di+7], 60
    mov  byte [di+8], 2
    mov  byte [di+9], 0

    ret



ai_update_all:
    xor  bx, bx                 ; BX = agent index
    movzx cx, byte [g_agent_count]



.loop:
    cmp  bx, cx
    jge  .done

    ; Compute agent ptr
    mov  ax, bx

    mov  si, AGENT_SZ
    mul  si
    lea  di, [g_agents]
    add  di, ax                 ; DI β†’ this agent

    ; Get current state
    movzx ax, byte [di+6]       ; AL = state

    cmp  al, ST_PATROL
    je   .patrol
    cmp  al, ST_CHASE
    je   .chase
    cmp  al, ST_ATTACK
    je   .attack
    jmp  .next                  ; ST_DEAD β†’ skip



.patrol:
    ; Tick timer, reverse direction on timeout
    dec  byte [di+9]            ; timer--
    jnz  .next
    mov  byte [di+9], 60        ; reset timer
    ; Flip angle 180 degrees
    add  word [di+4], ANGLE_HALF
    and  word [di+4], (ANGLE_MAX-1)
    ; Check player proximity β†’ transition to CHASE
    ; (simplified: always patrol for now)
    jmp  .next



.chase:
    ; Move toward player position
    ; (simplified: just decrement timer then attack)
    dec  byte [di+9]

    jnz  .next
    mov  byte [di+6], ST_ATTACK ; close enough β†’ attack
    mov  byte [di+9], 20
    jmp  .next



.attack:
    dec  byte [di+9]

    jnz  .next
    mov  byte [di+6], ST_PATROL ; attack done β†’ patrol
    mov  byte [di+9], 60



.next:
    inc  bx

    jmp  .loop



.done:
    ret

;==============================================================================
; RENDERER β€” raycasting wall slices
;==============================================================================

render_clear:
    ; Fill ceiling (top half) with CLR_CEILING
    lea  di, [g_backbuf]
    mov  cx, (SCREEN_W * SCREEN_HALF_H)

    mov  al, CLR_CEILING
    rep  stosb

    ; Fill floor (bottom half) with CLR_FLOOR
    ; DI is now at the midpoint
    mov  cx, (SCREEN_W * SCREEN_HALF_H)

    mov  al, CLR_FLOOR
    rep  stosb

    ret



render_walls:
    ; For each screen column (ray), cast a ray and draw a wall slice
    xor  bx, bx                 ; BX = column 0



.col_loop:
    cmp  bx, NUM_RAYS
    jge  .done

    ; Compute ray angle = player_angle - HALF_FOV + (column * (2*HALF_FOV) / NUM_RAYS)
    ; Simplified: step through angle space linearly
    mov  ax, bx

    mov  si, (2 * HALF_FOV)
    mul  si                     ; AX = col * (2*HALF_FOV)
    mov  si, NUM_RAYS
    div  si                     ; AX = col * (2*HALF_FOV) / NUM_RAYS
    sub  ax, HALF_FOV           ; AX = offset from player angle
    add  ax, [g_pangle]         ; AX = ray angle
    and  ax, (ANGLE_MAX-1)      ; wrap to [0, ANGLE_MAX)
    mov  [g_ray_angle], ax

    ; DDA ray march through the map grid
    call raycast_dda            ; returns distance in g_ray_dist

    ; Compute wall slice height = (CELL_SZ * SCREEN_H) / distance
    mov  ax, (CELL_SZ * SCREEN_H)

    mov  dx, 0
    mov  si, [g_ray_dist]
    cmp  si, 1
    jge  .div_ok

    mov  si, 1                  ; clamp distance to 1 (avoid div/0)

.div_ok:
    div  si                     ; AX = wall height in pixels
    cmp  ax, SCREEN_H

    jle  .height_ok
    mov  ax, SCREEN_H           ; clamp to screen height

.height_ok:

    ; Choose wall color based on distance
    mov  cl, CLR_WALL_NEAR
    cmp  word [g_ray_dist], 64
    jl   .draw
    mov  cl, CLR_WALL_MID
    cmp  word [g_ray_dist], 128
    jl   .draw
    mov  cl, CLR_WALL_FAR



.draw:
    ; Draw vertical wall slice at column BX, height AX, color CL
    push bx

    push ax
    push cx
    call draw_vslice            ; args: col in BX, height in AX, color in CL
    pop  cx
    pop  ax
    pop  bx


    inc  bx

    jmp  .col_loop



.done:
    ret



raycast_dda:
    ; Digital Differential Analysis ray march
    ; Inputs:  g_px, g_py (player pos in 8.8 fixed)
    ;          g_ray_angle (angle index)
    ; Outputs: g_ray_dist (distance to wall in world units)

    ; Simplified: march along X axis checking map cells
    ; Full implementation uses two-pass DDA (separate X and Y steps)

    mov  ax, [g_px]
    shr  ax, 8                  ; integer part of player X (cell)
    mov  si, ax                 ; SI = current cell X

    mov  ax, [g_py]
    shr  ax, 8
    mov  di, ax                 ; DI = current cell Y

    xor  cx, cx                 ; CX = step counter (= distance)



.march:
    cmp  cx, 512                ; max ray depth = 512 units
    jge  .hit

    ; Check if current cell is a wall
    mov  ax, di                 ; row = DI
    mul  word [_map_w_const]    ; AX = row * MAP_W
    add  ax, si                 ; AX = map index
    lea  bx, [g_map]
    add  bx, ax
    mov  al, [bx]               ; AL = cell value
    test al, al
    jnz  .hit                   ; non-zero = wall

    ; Step forward (move along X for now)
    inc  si
    add  cx, CELL_SZ            ; distance += CELL_SZ

    jmp  .march



.hit:
    mov  [g_ray_dist], cx
    ret



_map_w_const: DW MAP_W



draw_vslice:
    ; Draw a vertical column of pixels
    ; BX = screen column, AX = wall height (pixels), CL = color
    pusha

    ; Compute top of wall = SCREEN_HALF_H - (height/2)
    mov  dx, ax                 ; DX = height
    shr  dx, 1                  ; DX = height/2
    mov  di, SCREEN_HALF_H

    sub  di, dx                 ; DI = top Y

    cmp  di, 0
    jge  .clamp_ok
    xor  di, di                 ; clamp top to 0



.clamp_ok:
    ; DI = top Y, draw AX pixels downward
    mov  cx, ax                 ; CX = number of pixels to draw



.pixel_loop:
    cmp  di, SCREEN_H

    jge  .done                  ; past bottom of screen

    ; Compute backbuf offset = di * SCREEN_W + BX
    push cx
    mov  ax, di

    mov  si, SCREEN_W

    mul  si                     ; AX = row * 320
    add  ax, bx                 ; AX += column

    lea  si, [g_backbuf]
    add  si, ax
    mov  [si], cl               ; write pixel color

    pop  cx
    inc  di

    loop .pixel_loop



.done:
    popa
    ret



render_agents:
    ; Stub: draw a colored pixel at each living agent's approximate screen position
    xor  bx, bx

    movzx cx, byte [g_agent_count]



.loop:
    cmp  bx, cx
    jge  .done

    mov  ax, bx

    mov  si, AGENT_SZ
    mul  si
    lea  di, [g_agents]
    add  di, ax

    mov  al, [di+6]             ; state
    cmp  al, ST_DEAD
    je   .next

    ; Project agent onto screen (simplified: fixed column for demo)
    mov  al, [di+8]             ; sector_id β†’ column offset
    movzx ax, al
    shl  ax, 4                  ; col = sector * 16
    add  ax, 40

    ; Draw a 4Γ—8 sprite at column AX, mid-screen
    mov  si, SCREEN_HALF_H

    sub  si, 4                  ; top = mid - 4
    mov  cx, 8                  ; 8 rows tall



.sprite_row:
    push cx
    push ax
    mov  di, si
    mul  word [_screen_w_const]
    add  ax, si
    lea  di, [g_backbuf]
    add  di, ax
    mov  byte [di], CLR_AGENT   ; red pixel
    pop  ax
    pop  cx
    inc  si
    loop .sprite_row



.next:
    inc  bx

    jmp  .loop



.done:
    ret



_screen_w_const: DW SCREEN_W



render_hud:
    ; Draw a green line at the bottom showing health
    movzx ax, byte [g_phealth]  ; AX = health (0-100)
    mov  si, SCREEN_W

    mul  si
    div  word [_health_div]     ; AX = pixel width of health bar

    ; Bottom row = SCREEN_H-1
    mov  di, (SCREEN_H-1)

    mov  si, SCREEN_W

    mul  di                     ; AX = (SCREEN_H-1) * SCREEN_W (wrong β€” see note)
    ; (simplified: write first AX pixels of last row)
    lea  di, [g_backbuf + (SCREEN_W * (SCREEN_H-1))]

    mov  cx, ax
    mov  al, CLR_SOVEREIGN      ; green
    rep  stosb

    ret



_health_div: DW 100

;==============================================================================
; WORM β€” World state serialization with chained hash
;==============================================================================

worm_init:
    ; Write genesis block header
    mov  dword [g_worm_buf+0], WORM_MAGIC     ; magic = "BOB"
    mov  word  [g_worm_buf+4], WORM_VERSION   ; version = 1.0
    mov  word  [g_worm_buf+6], 0x0000         ; seq = 0
    ; (hash init: zero = genesis)
    ret



worm_tick:
    ; Snapshot key world state into WORM block
    ; [0..3] magic  [4..5] version  [6..7] seq
    ; [8..9] player_x  [10..11] player_y  [12..13] player_angle
    ; [14] player_health  [15] agent_count
    ; [16..31] agent states (2 bytes each: state + health)
    ; [32..63] prev hash (32 bytes)

    inc  word [g_worm_seq]
    mov  ax, [g_worm_seq]
    mov  [g_worm_buf+6], ax

    mov  ax, [g_px]
    mov  [g_worm_buf+8], ax

    mov  ax, [g_py]
    mov  [g_worm_buf+10], ax

    mov  ax, [g_pangle]
    mov  [g_worm_buf+12], ax

    mov  al, [g_phealth]
    mov  [g_worm_buf+14], al

    movzx ax, byte [g_agent_count]
    mov  [g_worm_buf+15], al

    ; Copy agent states (stub: first 8 bytes)
    xor  bx, bx

    movzx cx, byte [g_agent_count]

.agent_loop:
    cmp  bx, cx
    jge  .write_block
    mov  ax, bx

    mov  si, AGENT_SZ
    mul  si
    lea  di, [g_agents]
    add  di, ax
    mov  al, [di+6]             ; state
    mov  [g_worm_buf+16+bx], al
    inc  bx

    jmp  .agent_loop



.write_block:
    ; TODO: SHA-256 chain over g_worm_buf β†’ g_worm_hash
    ; TODO: write block to file via DOS INT 21h
    ; (stub: increment confirms the chain is ticking)
    ret



worm_finalize:
    ; Write final WORM block marking session end
    mov  dword [g_worm_buf+0], WORM_MAGIC
    mov  word  [g_worm_buf+4], 0xDEAD     ; terminal magic
    call worm_tick
    ret