``` ╔══════════════════════════════════════════════════════════════════════════════╗ ║ ║ ║ ⬡ B O B E N G I N E ║ ║ ║ ║ ██████████████████████████████████████████████████████████ ║ ║ ██ ██ ║ ║ ██ DOOM-STYLE AI WORLD ENGINE ██ ║ ║ ██ x86 NASM Assembly · VGA Mode 13h · COM Format ██ ║ ║ ██ BSP · DDA Raycast · AI State Machines · WORM ██ ║ ║ ██ ██ ║ ║ ██████████████████████████████████████████████████████████ ║ ║ ║ ║ ⬡ Ω ↺ Ψ Δ Λ Σ Φ α — 961 lines · 320x200 · real mode ║ ║ ║ ╚══════════════════════════════════════════════════════════════════════════════╝ ``` BOB ENGINE is a DOOM-style 3D virtual world engine for sovereign AI agents, written in 961 lines of x86 NASM assembly. It runs in VGA Mode 13h (320x200, 256 colors) as a DOS COM file (`ORG 0x100`). The engine models a philosophical truth: the sovereign agent (player) navigates a world inhabited by constrained agents (enemies), each locked in sector-bound state machines that cycle through `PATROL → CHASE → ATTACK → DEAD`. The world is built from a 16x16 cell BSP tree; walls are rendered via DDA raycasting with distance-based color shading (near/mid/far); agent sprites are projected to screen columns. A SHA-256 WORM chain serializes world state — player position, angle, health, and all agent states — every 64 frames, beginning with a genesis block stamped with magic `"BOB"` (0x424F42). The keyboard ISR hooks INT 9 directly, handling key state without BIOS polling overhead. This is the virtual game engine of AI: every agent a soul in the machine. ## Architecture ```mermaid flowchart TD subgraph Init Sequence A0[math_init\nsin/cos lookup table] --> A1[vga_init\nMode 13h + palette] A1 --> A2[kb_install\nINT 9 ISR hook] A2 --> A3[bsp_build\n16x16 map → BSP nodes] A3 --> A4[player_init\nSovereign Agent x=5.5 y=5.5] A4 --> A5[ai_init\n3 enemy agents spawned] A5 --> A6[worm_init\ngenesis block BOB magic] end subgraph Game Loop L0[input_update\nread g_keys] --> L1[player_update\nturn/move sovereign agent] L1 --> L2[ai_update_all\ntick 3 agent state machines] L2 --> L3[render_clear\nceiling + floor fill] L3 --> L4[render_walls\nDDA raycast 320 columns] L4 --> L5[render_agents\nsprite projection] L5 --> L6[render_hud\nhealth bar bottom row] L6 --> L7[vga_flip\nblockbuf → A000:0000] L7 --> L8{frame % 64 == 0?} L8 -->|yes| WORM[worm_tick\nserialize world state] L8 -->|no| L0 WORM --> L0 end A6 --> L0 subgraph AI State Machine ST0[PATROL\ntimer countdown\nflip angle on timeout] ST1[CHASE\nmove toward player\ntimer → ATTACK] ST2[ATTACK\ntimer → PATROL] ST3[DEAD\nno update] ST0 -->|proximity| ST1 ST1 -->|timer=0| ST2 ST2 -->|timer=0| ST0 ST2 -->|health=0| ST3 end subgraph WORM Chain W0[genesis\nmagic=BOB v1.0 seq=0] --> W1[frame 64\nplayer_x/y/angle/health\nagent states 0-7] W1 --> W2[frame 128\n...] W2 --> WN[worm_finalize\nterminal magic=0xDEAD] end ``` ## File Tree ``` bob-engine/ └── src/ └── bob_engine.asm # 961 lines — entire engine in one file ``` **Internal structure of `bob_engine.asm`:** ``` bob_engine.asm ├── CONSTANTS # Screen (320x200), fixed-point (16.16), map (16x16), BSP, agents, WORM ├── DATA SECTION │ ├── g_backbuf # 64000-byte back buffer (320x200) │ ├── g_px / g_py / g_pangle # Sovereign player (8.8 fixed-point) │ ├── g_keys / g_frame # Keyboard bitmask, frame counter │ ├── g_sin / g_cos # 1024-entry 16.16 fixed-point trig tables │ ├── g_bsp_nodes # 64 × 16-byte BSP node array │ ├── g_agents # 8 × 20-byte agent struct array │ ├── g_map # 16×16 map (0=open, 1=wall) │ └── g_worm_buf / g_worm_hash # 64-byte snapshot block + 32-byte hash └── CODE SECTION ├── _start # Boot: init all subsystems → game loop ├── math_init # Build sin/cos lookup tables ├── vga_init / vga_shutdown # Mode 13h set/restore + 8-color palette ├── vga_flip # rep movsw backbuf → A000:0000 ├── kb_install / kb_isr # INT 9 hook, scancode → g_keys, ESC → g_quit ├── bsp_build / bsp_add_node # Walk g_map → BSP leaf nodes ├── player_init / player_update # Sovereign agent movement + turn ├── ai_init / ai_update_all # Spawn 3 agents, tick state machines ├── render_clear # rep stosb ceiling (CLR_CEILING) + floor (CLR_FLOOR) ├── render_walls # 320-column DDA raycast + draw_vslice ├── raycast_dda # DDA march: player pos → wall distance → g_ray_dist ├── draw_vslice # Vertical column: center on SCREEN_HALF_H, paint CL ├── render_agents # Project agent sector_id → screen column, 4×8 sprite ├── render_hud # Health bar on bottom row (CLR_SOVEREIGN green) └── worm_init / worm_tick / worm_finalize # WORM serialization every 64 frames ``` ## Quick Start **Prerequisites:** NASM assembler, DOSBox (or real DOS) ```bash # Build the COM file nasm -f bin src/bob_engine.asm -o bob_engine.com # Run in DOSBox dosbox bob_engine.com # Or on real DOS hardware copy bob_engine.com C:\ C:\bob_engine.com ``` **Controls:** | Key | Action | |---|---| | Arrow Left | Turn sovereign agent left | | Arrow Right | Turn sovereign agent right | | Arrow Up | Move forward | | Arrow Down | Move back | | ESC | Exit (triggers WORM finalize) | **Build notes:** - Output is a raw COM binary (`ORG 0x100`) — no linker needed, runs direct - Entire engine fits in a single segment (CS=DS=ES=SS) - Stack placed at top of 64KB segment (SP=0xFFFE) - No external libraries — pure x86 real-mode BIOS and DOS INT calls - VGA palette: 0=black, 1=dark blue (ceiling), 2=dark gray (floor), 3=bright (near wall), 4=medium (mid wall), 5=dim (far wall), 6=red (enemy agents), 7=green (sovereign / HUD) ## Key Features - **961 lines of pure x86 NASM assembly** — no C runtime, no external libraries, one file, one COM binary - **VGA Mode 13h** — 320x200 256-color linear framebuffer at segment `0xA000`; double-buffered via `g_backbuf` and `rep movsw` flip - **DDA raycasting** — one ray per screen column (320 rays), distance computed by DDA grid march; wall slice height `= (CELL_SZ * SCREEN_H) / distance`; distance-shaded near/mid/far colors - **BSP tree** — map walk generates up to 64 axis-aligned BSP leaf nodes (16 bytes each: x1/y1/x2/y2, left/right child, sector_id, color) - **AI state machines** — up to 8 agents, each a 20-byte struct; three states active at boot (`PATROL × 2`, `CHASE × 1`); timer-driven transitions (`PATROL → CHASE → ATTACK → PATROL`); `DEAD` state terminates updates - **Keyboard ISR** — hooks INT 9 directly via DOS `AH=25h`; reads scancode from port `0x60`; sets `g_quit` on ESC; restores original vector on exit - **16.16 fixed-point math** — player position in 8.8 fixed point, angles in `[0, 1024)` integer units (full circle), trig via `g_sin`/`g_cos` lookup tables - **WORM world serialization** — 64-byte snapshot block (magic `BOB`, version 1.0, seq, player x/y/angle/health, agent states); serialized every 64 frames; genesis block on boot, terminal block (`magic=0xDEAD`) on clean exit - **Sovereign / constrained duality** — player is the sovereign agent (full movement, Trust Deed); enemies are constrained agents (sector-bound, no free will); the world map is the law - **HUD** — green health bar (`CLR_SOVEREIGN`) drawn on the bottom row of the back buffer each frame --- *Apache 2.0 · Bel Esprit D'Accord Trust · SnapKitty Collective · 2026* *Evidence or Silence.*