The pre-flight circuit verifier reads branch currents via runNetlist ->
readAllCurrentVectors() (ngSpice_AllVecs enumeration). The production
Web-Worker ngspice WASM build does not surface voltage-source #branch
vectors through that enumeration for an .op plot, so branchCurrents came
back empty and every current rule (short-circuit, LED over-current) read
?? 0 -> no fault. The live solver avoided this by requesting each current
explicitly by name; the Node test build enumerates them, so the gap was
invisible to the suite. Net effect: a 9V battery wired straight to an LED
ran with no warning (reported on project 2840fd12).
- runNetlist: request every V_* source branch current explicitly by name
and merge with the enumeration, so source/LED currents are always present
regardless of the worker WASM's AllVecs behaviour.
- circuitVerifier: non-finite source/LED current -> blocking unstable-solve
fault ("could not solve a stable current - likely a short or a part with
no current limit, e.g. an LED with no series resistor").
- LED runtime (BasicParts): burn out on a non-finite current instead of
falling through to the digital fallback and glowing; raise burnout
threshold 20mA -> 100mA so high-power/RGB channels are not falsely
destroyed; clear the burnt latch on Reset (resetBoard bumps hexEpoch).
Tests: real-data repro, mocked non-finite verifier test, runtime
non-finite / high-power / latch-recovery tests.
All three bugs are rotated components whose pin geometry is computed in a
path that ignores the rotation, so pins/wire-starts land tens of pixels off
the visual pin tips. The live rotate action already recalculates correctly;
these are the paths that didn't.
#231 (context-menu 'Tap a pin to wire'): both onPinSelect handlers in
SimulatorCanvas computed the wire start as getBoundingClientRect().left +
pin.x — adding the UNROTATED pin offset to the ROTATED bounding-box corner.
On a 90-deg HC-SR04 that put the start ~70-100px off (measured). Replaced
with calculatePinPosition(id, x+6, y+6, rotation), the same rotation-aware
helper wires and the pin overlay use.
#232 (rotate -> delete -> undo): recordRemoveComponent's undo restored the
component + wires but never recalculated wire endpoints, so a rotated part's
wires kept the unrotated coords captured at delete time. Added a
requestAnimationFrame updateWirePositions(id) after restore.
#230 + #232 (pin boxes wrong after import / undo / load, 'fixes if rotated
again'): PinOverlay captured the wrapper's layout box (the rotation pivot)
once at mount. On import/undo/load the component mounts already-rotated and
its wokwi-element may not be sized on the mount tick, baking a wrong pivot
that only refreshed when rotation changed. PinOverlay now re-measures after
layout (rAF) and whenever it is about to become visible (showPins dep).
The NTC breakout's SPICE topology was inverted relative to the example
sketch's decode formula (rNtc = R_PULL * v / (5 - v)), which assumes a 10k
pull-up from VCC to OUT and the NTC from OUT to GND. The mapper had the NTC
on top (VCC->OUT) and the pull-down on the bottom, so the recovered
temperature ran backwards: dragging the slider to 100C made the sketch
print -25C. Swap the two resistors so V_OUT = 5 * Rntc / (Rntc + Rpull),
matching the sketch and the hand-built reference netlist in
spice-avr-mixed.test.ts (T=0 -> ADC 789, T=25 -> 511, T=50 -> 270).
Also replace the SensorParts linear approximation (2.5 - (t-25)*0.02) with
the same beta-model divider so the non-SPICE ADC injection decodes back to
the slider value, and drop the dead onInput path that treated the element's
value as a raw ADC count.
Reset now restores interactive sensors (temperature/lux/gas sliders) to
their configured defaults: resetBoard re-dispatches each sensor's default
into the running sim and bumps sensorResetNonce so the open
SensorControlPanel remounts and the slider snaps back. Previously a restart
left the NTC frozen at the last dragged temperature.
Updated the examples netlist snapshot for the swapped NTC cards.
The star banner used a single localStorage flag (velxio_star_prompted)
set identically whether the user clicked through to the repo or just
closed it, so once dismissed it never showed again and clickers and
closers were indistinguishable.
Now track three flags:
velxio_star_prompted - dismissed the first ask
velxio_star_prompted_v2 - dismissed the follow-up (stop forever)
velxio_star_clicked - clicked through to the repo (stop forever)
Anyone who dismissed the first ask without clicking through gets ONE
follow-up (round 2) with a stronger message; clicking the repo link at
any time opts them out permanently. Capped at two asks total.
Adds starBanner.title2/body2 copy in all 9 locales.
The canvas had two independent window keydown listeners. The wire handler
removed the selected wire and returned, but that return cannot stop the
separate component/board handler, which fell into 'else if (activeBoardId)'
and popped the board-removal confirmation. activeBoardId is not a visual
selection -- it is just the board whose code is open in the editor, so it is
effectively always set. Pressing Delete to remove a wire (or after deleting a
component) therefore always asked to remove the board.
Remove the keyboard board-delete branch entirely: Delete/Backspace now only
removes the selected component. Board removal stays on its deliberate paths
(right-click Remove board, touch pin-picker delete). Also add the text-field
guard (input/textarea/select/contenteditable) to the wire handler so Backspace
while typing in the AI chat no longer deletes a selected wire.
The Pico W emulation runs in THIS browser tab via requestAnimationFrame.
Opening the gateway with target=_blank / window.open backgrounds the
emulation tab; the browser then pauses its rAF, the simulated chip
freezes, and the gateway can no longer reach the server on it — the
request times out (502) and toggles do nothing.
Render the served page in a same-tab iframe panel (openDeviceGateway) for
the Pico W so the emulation stays in the foreground and keeps answering.
The ESP32 is unchanged (its server runs in QEMU on the backend, immune to
tab visibility), so it keeps opening in a new tab.
Also: the async-led page now shows the LED state (the board's onboard LED
isn't drawn on the canvas) so the toggle has visible feedback.
- SerialMonitor linkifies http://10.13.37.x (the Pico W subnet) the same
way it already does http://192.168.4.x for the ESP32, turning the
sketch's printed URL into an 'Open IoT Gateway' link.
- SimulatorCanvas shows the clickable WiFi badge for the Pico W too
(normalizing its 'started' status, which carries the fixed IP, to
got_ip so it reuses the ESP32 badge styling + launcher).
- async-led and servo-web examples print a clickable http://<ip>/ line
so the gateway link appears (relay-web-server already did).
Gated e2e (CYW43_GATEWAY_E2E=1) drives the real emulator + a running
backend and asserts the served page comes back through /api/gateway.
The panel was styled with light-theme CSS-var fallbacks that render wrong on
the editor's dark (#2d2d2d) property dialog:
- "Add files" button used `var(--surface, #f6f6f6)` + light border, so it
rendered a washed-out light-gray box that looked broken. Restyle it as a
primary action like `.rotate-button` (solid #007acc, white text, hover lift).
- Section divider and secondary text used light fallbacks (#e2e2e2 / #777);
switch to the dialog's dark values (#444 border, #aaa text).
Cosmetic only.
Add a working microSD card part backed by a FAT16 image, following the
Wokwi storage model: the project's own workspace files are auto-copied
onto the card (free), and an optional "SD Card" panel uploads extra
files (gated as a paid feature by the velxio.dev overlay; OSS default
allows it).
Frontend (in-browser AVR / RP2040):
- ProtocolParts.ts: rewrite the microsd-card part from a handshake stub
into a real SD-over-SPI device (reply-first Ncr timing, SDSC byte
addressing, single/multi-block read+write, CSD/CID, full CMD set).
- utils/fatImage.ts: dependency-free FAT16 super-floppy builder (8.3 + LFN).
- utils/sdCardFiles.ts: assemble the card image from workspace files plus
uploaded files; base64 helpers.
- components/simulator/SdCardPanel.tsx + ComponentPropertyDialog: upload UI.
- DynamicComponent + useSimulatorStore: build and inject the image on run.
- lib/proSdCardGate.ts: overlay-installable gate for the upload action.
- data/examples-storage-microsd.ts: Arduino Uno + ESP32 gallery examples.
Backend (ESP32 via QEMU):
- services/esp32_sd_slave.py: synchronous SD-over-SPI slave (Python port of
the browser part) with a sparse backing store, idle-state R1 tracking and
real CRC16 on data blocks when the host enables CRC (CMD59) -- both
required by ESP-IDF's sdspi driver.
- esp32_worker.py: route SPI bytes to the slave (returns MISO synchronously)
and feed write-only bulk transfers.
- esp32_lib_manager.py + routes/simulation.py: forward the FAT image
(sd_card.image_b64) from the start config into the worker.
Tested:
- frontend: protocol-parts, fat-image, sd-card-gate and microsd-real-firmware
(real Arduino SD.h on avr8js) -- 86 passing.
- backend: test_esp32_sd_slave (10) covering the ESP-IDF init sequence and
CRC16; validated end to end by running a real SD.h sketch in libqemu-xtensa
(mount, directory listing, read and write-readback).
(1) The explorer's per-board manifest entry is renamed velxio.json -> libraries.json
and clicking it now opens a READ-ONLY JSON view of that board's declared libraries
(board.libraries) in the editor, instead of the modal. New editor state
manifestViewBoardId: when set, CodeEditor renders a read-only Monaco showing
{libraries:[...]} live; opening/activating any real file clears it. No file is
added to the workspace, so nothing touches compile or save. Library actions are
done in the Library Manager modal (toolbar button).
(2) Drop the 'Uninstall' button for shared index/cache libraries — you can't
uninstall a copy everyone shares (content-addressed cache). Only your own custom
.zip uploads keep a 'Remove' (per-user store). Index libs: just Add to / In project.
Remove the 3 tabs (In project / Search / Installed). One list now: browse your
installed + custom libraries by default, search the index when you type. Each
row is state-aware:
+ Add to project — installs if needed, then declares it on the active board
In project (toggle) — click to remove from this board's manifest
Uninstall / Remove — free the cache / remove your custom upload
'Install' is folded into 'Add to project' (install-on-add) for simplicity. The
per-board manifest (board.libraries) stays the compile scope. The pro custom-zip
upload button still injects into .lib-modal-header. The in-modal velxio.json
editor tab is gone (the manifest is shown by the explorer's libraries.json file).
The Library Manager Installed tab + the velxio.json add-autocomplete now merge
the user's per-user custom uploads (getCustomLibraries -> GET /api/pro/libraries/
custom) with the shared global index list, so users can see and reuse their own
uploads (which live in the per-user store, not the global list). A custom lib's
button removes it via the per-user delete endpoint (not arduino-cli uninstall,
which would not find it). Degrades to [] for OSS/anon.
- compile.py: owner_id = project owner ELSE the requester (so an unsaved
compile resolves the libs the user just uploaded, which are their own);
threaded requester_id into _run_compile from both call sites.
- LibraryManagerModal: on a custom .zip upload, auto-add the lib to the active
board's velxio.json + show the Project tab, so the compile resolves it via the
owner per-user path (the upload now lands in the per-user store, not the
shared dir, so it must be declared to be found).
Moved the velxio.json entry out of a single top-level row (ambiguous about
which board it applied to) into EACH board's file group, next to that board's
sketch. Each board now shows its own velxio.json with its own declared-library
count; clicking it switches to that board and opens the Library Manager on its
list. Makes the per-board manifest model unambiguous.
Library manifests are now PER-BOARD (each board carries its own velxio.json),
so two boards in one project can use different (even conflicting) libraries
without clashing — the multi-board extension of the no-clash guarantee.
- board.libraries on BoardInstance + serialisableBoard: rides in boards_json,
so it round-trips, dirty-checks, autosaves and restores natively. This also
removes the load-restore hacks (useLibraryManifestStore + applyProjectManifest
deleted): the manifest is plain board state.
- loadProjectState now restores per-board boardOptions/spiffsFiles/libraries
(it previously dropped them).
- EditorToolbar single + compile-all send the COMPILING board's libraries.
- Backend compile.py prefers the client's per-board request.libraries; the
project-level libraries_json (now the union of all boards) is the fallback.
- buildLoadPayload migrates pre-per-board projects: seed each board with the
project union so they keep compiling scoped.
- Library Manager 'In project' tab edits the ACTIVE board's velxio.json (shows
the board name) and the add field is now an autocomplete (installed libs +
index search) so users pick from a list instead of typing names.
Deletes useLibraryManifestStore.ts + applyProjectManifest.ts.
End users can now configure a project's declared libraries (the compile scope):
- Library Manager gains an 'In project' tab = the project's velxio.json:
declared libs as removable rows, quick add-by-name, and a raw velxio.json
editor. Installing a library auto-adds it to the project. Installed-tab rows
get an 'Add to project' toggle.
- FileExplorer shows a velxio.json entry (with declared count) that opens the
Library Manager via a window event the toolbar listens for.
- applyProjectManifest(): restore a saved project's manifest into the store on
load so the editor/toolbar/Library Manager/velxio.json reflect it.
- computeProjectStateHash() includes the manifest so declaring a library marks
the project dirty and autosaves.
Note: the OSS ProjectByIdPage also calls applyProjectManifest for parity, but
velxio.dev routes the pro-overlay ProjectByIdPage (wired separately).
Activates manifest-scoped ESP-IDF resolution for the gallery. loadExample now
records the example's declared libraries in useLibraryManifestStore; EditorToolbar
passes them to compileCode, which sends them as `libraries` in the compile
request. The backend then merges exactly those libraries (P2.0 scope) instead of
picking a stray same-named lib from the shared dir.
Safe: a core-only example sends null (legacy scan-all); a stale/incomplete
manifest degrades to scan-all via the backend graceful fallback, never a wrong
build. Ignored by the backend for non-ESP32 (arduino-cli) boards. Example
manifests were completed (incl. transitive deps) in c671c9b.
Board-less digital circuits (logic gates + switches + LEDs) run today as ngspice
analog B-sources, which is fragile for deep logic: a 4-bit ripple adder re-solves
but never lights its result LEDs live. This adds an event-driven digital motor
that reuses the multichip-bus settle kernel, so the same engine that boots a Z80
over a chip bus evaluates a gate network exactly and instantly.
Phases 0-2 (project/digital-gate-engine/), all behind ?digitalgates=on (default
OFF — flag off is byte-for-byte the old behaviour):
- digitalGateEngine.ts: buildDigitalNetwork(components, wires) does union-find
over the wires (merging pass-through resistors), identifies the rail/gnd from
the signal-generator, registers drivers (rail STRONG-1, gnd 0, pull resistors
PULL, slide-switch as a pass-gate) and event-driven gates (reusing the
LogicGateParts boolean semantics), settles on busKernel, and exposes
setSwitch / readLed / netOf. Tolerant of both the raw example `type` and the
store `metadataId`. Returns {ok:false} for any non-primitive, so mixed/analog
circuits stay entirely on ngspice.
- digitalGateController.ts + a SimulatorCanvas useEffect: when the flag is on and
the circuit is all-digital, rebuild from the store on switch-toggle / load
(rAF-coalesced) and paint the wokwi-led DOM. CircuitSimulationService.tick()
skips the SPICE solve for all-digital circuits when the flag is on, so the two
motors never fight over the LEDs.
Tests: digitalgate-kernel (22 — single gates -> half/full adder -> 4-bit
adder/subtractor -> exhaustive ADD 256 -> mux/decoder/comparator/parity/
multiplier) and digitalgate-engine-examples (6 — the real gallery data for
and/or/xor/not + the full adder/subtractor). Verified live: ?digitalgates=on
lights the adder's result LEDs that the SPICE path leaves dark. Full suite
2117 pass / 5 pre-existing unrelated fails.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The gallery example loaded but the Z80 never visibly ran: the screen stayed
frozen on garbage. Two multi-chip async-load races, neither caught by the
existing headless tests (which drive RESET manually and attach the display
before boot):
1. RESET edge-vs-level race. The Z80 only left reset on the RISING edge of
RESET (a pin watch). In the browser the 7 chips instantiate asynchronously,
so the small power-on-reset chip releases RESET before the larger Z80 has
registered its watch -> the edge is lost and the CPU stays in reset forever.
Fix: on_clock samples the RESET level (hardware-accurate; RESET is
level-sensitive) so a missed edge self-corrects. An undriven RESET reads low,
so the CPU safely stays in reset until something drives it high.
Repro/guard: chipbus-galaksija-reset-race (race ordering must still boot).
2. Display-snoop load-order race. galaksija-display was a passive write-snoop;
the ROM paints the screen ONCE at boot then idles, so a display that comes up
late misses every write and shows stale content forever. A snoop cannot
recover writes it never saw. Fix: fold the screen into the RAM chip
(galaksija-ram-display) and render from the ACTUAL video RAM (0x2800-0x2BFF,
internal 0x0800 with A0-A12 wiring) on a ~30 fps timer - correct regardless
of load order, exactly how the real machine scans video RAM.
Repro/guard: chipbus-galaksija-display-snoop-race (late snoop shows nothing)
+ chipbus-galaksija-ram-display (renders even when first paint is post-boot).
The example now has 6 chips (RAM+display merged, gdisp dropped), 76 wires.
Verified live in the browser: boots to "@'READY", shows the ">" prompt, and
pressing A echoes ">A_" through keyboard -> Z80 -> video RAM -> display. The
full chipbus suite is 45/45.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds a memory-mapped keyboard so you can type into the Galaksija. Based on
the libretro Galaksija core's scheme (not guessed): reading 0x2000+offset
returns 0xFE when the key at that matrix offset is held, 0xFF otherwise;
the keyMap gives the offset per key ('A'=1 ... Enter=48, Space=31, etc.).
- galaksija-keyboard.c: drives reads of 0x2000-0x203F from a keys[] table and
exports set_key(offset, down) for the host to push key events. Never drives
outside the keyboard range.
- galaksija-ram.c: ram-64k variant that yields reads of 0x2000-0x203F to the
keyboard (writes still go to RAM), so the two never fight for the bus.
- ChipRuntime: ChipInstance.hasKeyboard + setKey() expose the chip's set_key.
- CustomChipPart: bridges browser keydown/keyup (by KeyboardEvent.code, via
GALAKSIJA_KEY_OFFSET) into the chip, ignoring keystrokes while the code
editor or an input is focused so typing code is never hijacked.
- The gallery example gains the keyboard chip (now 7 chips, 99 wires) and uses
galaksija-ram.
Test chipbus-galaksija-keyboard: pressing 'A' (offset 1) makes the BASIC
monitor echo "A" after its ">" prompt and advances the cursor. 41 chipbus
tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Ships the full Galaksija (1983 Z80 home computer) as a runnable Retro
gallery example, plus the pieces needed to run a multi-chip bus live in the
browser.
Gallery example (examples-retro-intel.ts, id 'galaksija-z80-computer'):
Z80 + galaksija-rom (public-domain ROM A+B) + ram-64k + inverter (A13
decode) + galaksija-display + a power-on reset chip, wired chip-to-chip
over the bus (76 wires), no board. Click Resume and it boots the real ROM
to the "READY" prompt on the green display. Chip wasm is embedded
(wasmBase64) so it runs without a backend compile.
- ChipRuntime.tickTimers gains a wall-clock budget (CustomChipPart passes
6 ms): a faithful-but-slow event-driven bus can't run a real-time CPU in
one animation frame, so without a cap a Z80 fetching over the settle
kernel froze the tab. With the budget the sim advances slower than real
time (boots over a few seconds) and the UI stays responsive; fast
single-chip examples finish under budget and are unaffected.
- galaksija-display: blits its framebuffer on a ~30 fps timer instead of on
every character write, so a clear-screen burst doesn't flood the canvas.
- reset-gen: power-on reset (pulses RESET high, ties WAIT/BUSREQ/INT/NMI
high) so the machine boots on Resume without a manual reset.
- chipbus flag now defaults ON (override with ?chipbus=off): chip-to-chip
buses are a core capability; single-chip and board nets never take this
path, so the only thing enabled is multi-chip buses, previously broken.
Verified live in the browser: the example boots and renders "@'READY" with
the ">_" prompt, responsive. Full suite 2084 pass (5 pre-existing,
unrelated env failures).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Fixes root cause A of the multi-chip digital bus track
(project/multichip-bus/): chip-to-chip nets were keyed per-endpoint by
syntheticChipPin(chipId, pinName), so two chips on one wire resolved to
two different PinManager keys and never shared a net.
- chipNets.ts: union-find over the wire graph mints one canonical
syntheticNetPin per net; resolveChipNetKey returns it only for pure
chip-to-chip nets (>=2 chip endpoints, no board pin). Reuses the
existing spice/unionFind.ts.
- syntheticPins.ts: add syntheticNetPin(netId), same allocator/space.
- DynamicComponent.tsx: traceDetailed consults resolveChipNetKey at
depth 0 before the chipNeighbour fallback. Board priority (rule 1) and
chip-to-component (rules 2/3) are unchanged.
- Gated behind ?chipbus=on / localStorage.velxio.chipbus (off by default).
Proof (D-008 go/no-go): __tests__/chipbus-netkey.test.ts - a byte written
on one chip's keys is visible synchronously to another via PinManager.
9 new tests; 85 resolver/PinManager/parts regression tests green flag-off.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A tag-based 'Retro' tab (next to All) collects the Z80 / Intel / vintage-CPU
examples via their 'retro' tag, regardless of board filter (they still also
appear under Digital). One-file change: BOARD_TABS + an isRetro predicate
special-cased in the filter and the tab count.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Reported: on a running circuit, clicking a pushbutton SELECTED the wire under it
instead of pressing the button — and you could still move wires / pick pins to
make connections during a run.
Root cause: component dragging was already locked during a run, but the
canvas-level onClick (wire selection via findWireNearPoint) wasn't — so a click
on a button bubbled to the canvas and selected the wire. The button press itself
fired (shadow DOM), but the wire-select made it feel broken.
Gate every EDIT interaction on the existing interactionRunning predicate while
keeping part interaction (buttons/switches/pots) and pan/zoom:
- canvas onClick wire-selection + onDoubleClick waypoint-insert
- wire segment / waypoint drag handles (mouse + touch)
- pin-click wire creation
- touch tap wire-selection
- hide the PinOverlay (was gated on !running, so board-less runs still showed
clickable pins) and skip wire-hover highlighting while running
- clear any wire/component selection when a run starts so leftover handles don't
linger over the live circuit
Component drag + property dialog were already gated on interactionRunning; this
extends the same 'freeze to edit, run to interact' model to wires and pins.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Phase 4 of the run-system work. The compile console now groups output into a
section per run target (board or chip) with a status glyph and label, the way
multiple Arduinos already stream — instead of one flat list.
- CompilationLog gains an optional target { id, label, kind: 'board'|'chip' }.
message/type are unchanged so the pro overlay (diagnose-with-AI prompt +
errorCount slot) and the console's length-based clear/auto-error heuristics
are untouched. parseCompileResult stamps the target on every produced line.
- Producers stamp their lines: compileAllBoards (per-board, dropping the old
'<label>: ' string prefix the header now carries), prepareCustomChips
(per-chip, WASM + ROM), handleCompile + handleRun MicroPython (single board) —
including the Pi / MicroPython / FQBN / error paths so a target's lines never
fragment across sections.
- CompilationConsole groups filteredLogs into consecutive-run sections at RENDER
time only (the flat array is unchanged); each target section shows ✓/✕/▸ +
name + kind tag, with no-target lines ('Compiling all targets', 'Done') as
plain narration around them.
Reviewed by an adversarial pass; the flagged un-stamped edge paths (Pi /
MicroPython / single-board errors) are now stamped.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Phase 3 of the run-system work. Generalises the boards-only Compile-All/Run-All
to RUN TARGETS = boards + programmable custom-chips, so a board+chip or several
chips compile and run together, the same way multiple Arduinos do.
- targetCount = boards + programmable chips; the Compile-All/Run-All buttons now
appear when targetCount > 1 (was boards.length > 1). Cheap string predicate
(no JSON.parse) since the selector runs on every sim tick.
- compileAllBoards builds chips (WASM+ROM) AND boards; works with zero boards;
prepareCustomChips now returns a failure count folded into the Done summary so
a failed chip no longer shows green / calls markCompiled.
- handleRunAll: compiles all targets, starts every board, then restartParts() so
chips pick up fresh WASM/ROM, and resumes the electrical solver when NO board
actually started (board-less, or a board that compiled to nothing) so chips
aren't left frozen.
Review fixes (2-agent adversarial pass):
- Stop now stops EVERY running board (Run-All can start several); otherwise a
non-active board kept the chip ticking after Stop.
- Run-All / Stop disabled gates use anyBoardRunning (+ digitalRunning) instead of
the flat active-board flag, which misreports multi-target runs.
- shared isQemuBoardKind() helper so handleRun and handleRunAll can't drift.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Phase 2 of the run-system/UX work.
- BoardInstance gains an optional user ; boardDisplayName(board) resolver
(name || kind label) routes every INSTANCE-label surface: file-explorer
section header, compile console (EditorToolbar), canvas selector/tooltip/
context-menu, Serial Monitor tabs, Oscilloscope board picker, Board Options
subtitle. Board/component pickers keep the KIND label (they pick new boards).
- Inline rename on board AND chip section headers (double-click the name, or a
hover pencil button). Board -> updateBoard(id,{name}); chip -> chipName in
properties. Enter commits, Escape cancels (cancel-flag ref guards the
unmount-fires-onBlur footgun), empty clears to the kind / 'Custom Chip'.
- FileTabs shows an owner badge naming the board/chip whose files are shown
(resolved as a selector so it doesn't re-render on every sim pin toggle).
- CustomChipDialog no longer clobbers a user-given chipName: chip.json's name
only seeds the blank defaults (My Chip / Custom Chip); loading an example
relabels explicitly.
- Persistence: board name round-trips via projectPayload (+ dirty hash),
vlxFile, ProjectByIdPage load + loadProjectState; chipName rides components_json.
- Drive-by: fixed a pre-existing rules-of-hooks violation in BoardOptionsModal
(early return before a useCallback).
Reviewed by a 3-agent adversarial pass (completeness / persistence / correctness);
all major findings folded in.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Phase 1 of the run-system/UX work.
Stop bug: a programmable chip kept running after Stop when a board was present.
The chip rAF tick gated only on board presence (!boardless), so with a board it
ticked forever. Now it gates on the actual run state: board-less -> electrical
paused flag; with board(s) -> board.running. handleStop also clears every chip's
output drives (clearAllChipDrives) and re-solves so chip-driven LEDs go dark on
Stop instead of freezing at their last frame.
Examples to board-less (regulated power supply, no Arduino — the Arduino only
ever supplied 5V):
- z80-larson-scanner -> 'Z80 Comet Scanner': board-less, a faster TWO-LED comet
(scanner.s) so it's visually distinct from z80-larson-no-board's single-bit
walk; green/blue LEDs.
- i8080-killbits -> board-less (psu + resistors), keeps killbits.s as the chip's
editable program; buttons re-powered from the supply.
- i8080-button-counter -> board-less (psu + resistors); behaviour chip, program
baked in, so it shows a note (no editable file) and runs standalone.
banner-streamer stays Arduino-based (its TX/RX go through the AVR USART bridge).
- CustomChipPart: run-state-aware tick gate.
- EditorToolbar: clearAllChipDrives() helper + handleStop clears chip drives.
- examples-retro-intel: 3 conversions; drop now-unused sketch consts; add the
larsonScannerAsm comet program.
- Tests: board+chip routing now uses an inline synthetic example (gallery chip
examples are all board-less).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Two fixes from live testing feedback:
1. Adding a programmable chip (Z80/8080) from the gallery created NO program
group — only the chip(s) from the example had one. Root cause: 'programmable'
was detected by a non-empty programFile, but a fresh chip's programFile is
empty until the user writes one. Now detection uses the canonical signal —
chip.json's programTargets — via isProgrammableChip(). When such a chip
lands with no program yet, the file explorer seeds an editable program.c
(DEFAULT_CHIP_PROGRAM_C, a working walking-LED skeleton) into its own group
and stamps programFile/programTarget onto the component so Compile/Run can
build it. Behaviour/driver and predefined chips (no programTargets) still
get no group — edited in the chip designer.
2. z80-led-chaser-c now runs board-less on a regulated power supply (no Arduino,
mirroring z80-larson-no-board) — the Arduino only ever supplied 5V and added
confusion. chaser.c stays the chip's editable program in its own section.
- romCompileService: isProgrammableChip(), DEFAULT_CHIP_PROGRAM_FILE/_C.
- FileExplorer: detect by programTargets; auto-seed program.c + persist
programFile/programTarget for fresh chips.
- examples-retro-intel: chaser-c -> board-less (psu + 8 resistors + 8 LEDs),
drop the now-unused Arduino sketch const; fix a stale sdcc --code-loc comment.
- Tests: board+chip case moved to z80-larson-scanner (still board-based);
isProgrammableChip unit tests.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A programmable custom-chip (a CPU emulator that runs a ROM/program, e.g. the
Z80 or 8080) now keeps its program (larson.s, chaser.c, ...) in a dedicated
editor file group — group-chip-<chipId> — rendered as its own collapsible
section in the file explorer, exactly like each board owns its sketch group.
Behaviour/driver chips and predefined chips carry no programFile and get no
group; they stay editable only in the chip designer.
Fixes two reported issues on the Z80 examples:
- /example/z80-larson-no-board: the board-less chip example now opens its
program (larson.s) as the active group, editable on the left — previously
the editor showed but no file appeared.
- /example/z80-led-chaser-c: the chip program (chaser.c) no longer shows as
a sibling tab inside the Arduino sketch group; it sits in its own chip
section instead. The board group shows only sketch.ino.
Details:
- useEditorStore: chipFileGroupId()/CHIP_GROUP_PREFIX helpers.
- loadExample: seedChipProgramGroups() routes each chip's programFile into its
own group (seeded from the example files), sweeps stale chip groups, keeps
the program OUT of the board group, and for a board-less chip example makes
the chip group active so the program is the editable file shown.
- EditorToolbar.prepareCustomChips: resolves the program from the chip's own
group (falls back to board files for older projects) before assembling ROM.
- FileExplorer: renders one collapsible section per programmable chip with an
IC icon; clicking switches the editor to the chip group. Lazy-creates a
group for chips dropped on the canvas.
- projectPayload + vlxFile: serialise chip groups alongside board groups and
include them in the dirty-check hash, so chip-program edits persist on
save / autosave / .vlx export and round-trip via replaceFileGroups on load.
- Regression tests for board-less + board+chip routing and stale-group sweep.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Velxio can now simulate one or more custom-chip CPUs with NO Arduino/ESP32
board on the canvas — a general-purpose electronics simulator, not an
MCU-only one.
- DynamicComponent: board-less parts get the real shared flat PinManager
(instead of a no-op stub) so a custom chip's digital pin writes/reads reach
the LEDs/inputs wired to it.
- CustomChipPart: the rAF tick respects board-less Run/Stop (freezes while
the electrical sim is paused); board behaviour is unchanged.
- EditorToolbar.handleRun: board-less Run compiles each chip's WASM/ROM and
re-attaches the parts (restartParts) so they pick up the fresh WASM, then
resumes the solver.
- useSimulatorStore.restartParts(): bump hexEpoch to force part re-attach.
- New example "Z80 Larson Scanner (no board)": a programmable Z80 + 8 LEDs +
the adjustable power-supply component, no MCU. The chip drives the LEDs
through the synthetic-pin + ngspice path added earlier.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
SDCC's z80 crt0 sets SP=0x0000 and makes its first stack push at 0xFFFF.
The chip only mapped RAM at 0x8000-0xBFFF (0xC000+ was MMIO/ignored), so the
stack landed on unmapped memory and a plain C program crashed inside crt0 —
before main — which is why z80-led-chaser-c compiled but drove nothing.
Extend RAM to cover 0x8000-0xFFFF (32 KB) with the MMIO window 0xC000-0xC0FF
carved out and checked first, in scripts/make-z80-cpu.py + regenerated
z80-cpu.c. Now SDCC's default stack works and "write C from scratch, click
Run" just works — no manual `LD SP` needed (dropped from chaser.c). Bumped
the chip WASM initial memory to 4 pages to hold the larger RAM buffer. Larson
(asm, SP=0xBFFF, LED at 0xC000) is unaffected.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
A custom-chip output pin wired directly to a component (LED, resistor, ...)
had no Arduino pin on its net, so the chip could drive nothing and the pin
resolved to null. Now:
- Layer A (digital): such chip pins get a stable synthetic pin number
(syntheticPins.ts). traceDetailed resolves a chip<->component net to that
shared number, so the chip's PinManager drive reaches the wired components
through the existing digital event flow. A real board pin still wins.
- Layer B (analog/SPICE): a custom-chip mapper in componentToSpice emits a DC
voltage source on each driven output pin's net (recorded in chipPinDrives by
ChipRuntime), exactly like a board GPIO, and the chip requests an electrical
re-solve when it toggles a pin (electricalResolveHook -> service.tick).
So LEDs / resistors / analog parts wired to a chip output are driven by
ngspice too.
This makes the bundled Z80 / i8080 chip examples actually animate their LEDs,
and lets any custom chip drive components, passives and analog circuits from
its own pins. Non-chip circuits are unaffected.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Compile/Run now makes every custom-chip on the canvas live in a single
click instead of requiring a manual trip through the chip designer plus a
separate ROM compile:
- Each custom-chip's C source is auto-compiled to WASM when it has none
yet (via /api/compile-chip), and programmable CPU chips get their
program file (larson.s, chaser.c, ...) assembled/compiled to ROM bytes
(via /api/compile-rom) and injected, all before the board starts.
- Chip-program files are excluded from the arduino-cli sketch build, so
SDCC-only syntax such as __at(0xC000) no longer breaks the Arduino
compile (this is what made the Z80 LED-chaser-C example error out).
Fixes the Z80 examples that either errored on Run (z80-led-chaser-c) or
compiled but did nothing (z80-larson-scanner, whose chip never had WASM
or ROM). Works for any circuit built from scratch with a programmable
CPU chip, not just the bundled examples.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The console auto-switched to the 'errors' filter when a compile produced
an error, but never reset it. After one failing compile, every later
SUCCESSFUL compile (info/success lines only) was hidden by the sticky
filter — the console looked empty while the simulation started, 'unless
there was an error'. Now reset the filter to 'all' whenever the log
shrinks (a fresh compile cleared it) so the next batch is always visible.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The stepper-motor and biaxial-stepper parts only decoded a one-hot wave-drive coil sequence, so they never rotated under the common two-phase full-step / Stepper.h / AccelStepper drive that Wokwi's own examples use -- only the servo moved. Rewrote both decoders to track the net magnetic-field vector of the coils (atan2 of the H-bridge currents), so the rotor follows wave, two-phase full-step and half-step drive alike, whether driven directly from GPIO or through a driver's outputs.
Also adds an A4988 STEP/DIR stepper driver (parity with Wokwi's wokwi-a4988): velxio-a4988 element renders the real Pololu A4988 Fritzing breadboard SVG (public/components/a4988.svg); MotorDriverParts.ts finds the wired stepper via the netlist and advances it one (micro)step per STEP rising edge in the DIR direction (MS1-3 microstep + active-low ENABLE). Metadata in component-overrides.json. Three examples (Uno/ESP32/Pico) wire MCU STEP/DIR -> A4988 -> stepper, coil map aligned to Wokwi (1A->B+,1B->B-,2A->A+,2B->A-).
Verified in-browser: motor rotates on Arduino Uno (avr8js) and Raspberry Pi Pico (rp2040js). tsc --noEmit clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
useSimulatorStore eagerly imports STM32_LED from this module, so the
top-level `class extends HTMLElement` + customElements.define ran at import
time and threw "HTMLElement is not defined" under vitest's node environment,
breaking 20 test files that load the store. Guard the base class with a
dummy fallback and skip registration when customElements is absent; browser
behavior is unchanged.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Sort filteredExamples by the board's position in BOARD_TABS — which puts
Arduino Uno first — and alphabetically by title within each board. Applies
to the 'All' view and to each board tab.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds stm32-f4-discovery, stm32-olimex-h405, stm32-netduino-plus2, stm32-netduino2, stm32-blackpill-f401 and stm32-bluepill-f103cb, mapped to existing qemu-lcgamboa machines (netduinoplus2, olimex-stm32-h405, netduino2, stm32vldiscovery). A generic inline board renderer (no SVG) draws the Discovery/Olimex/Netduino boards from a header pin layout; the Pill variants reuse the Blue/Black Pill SVGs. Per-board onboard-LED pin and polarity via STM32_LED. One blink+serial example per board.
tsc --noEmit clean; all new FQBN pnum variants present in STM32 core 2.12.0; worker smoke tests pass for the new machines.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add STM32 Blue Pill / Black Pill tabs to BOARD_TABS, and make getBoardFilter
honor an explicit boardFilter before the boards[] check. The STM32 examples
are authored with the multi-board boards[] format even when single-board, so
they were all bucketed under "Multi-Board" and had no STM32 filter tab.
Now they appear under their dedicated STM32 tabs (attiny85 single-board
examples authored the same way get correctly bucketed too).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
STM32 emulation (open-core, runs via libqemu-arm in the backend worker):
- backend: stm32_lib_manager + stm32_worker (GPIO, USART, I2C/SPI device models
reusing the ESP32 slaves, live sensor updates), arduino_cli STM32 branch,
start_stm32 simulation route.
- frontend: Stm32Bridge + Stm32BluePill(/BlackPill) web components (Wokwi SVGs),
board kinds, Interconnect/boardPinMapping/boardProtocols wiring, example
projects (blink, serial, I2C BMP280/MPU6050/DS1307/SSD1306/weather, 7-seg,
RGB, button, switch, stepper, cross-board interconnect).
- Raspberry Pi 4/5 board elements + thumbnails.
Pro board gating (generic OSS->Pro seam; entitlement logic lives in the overlay):
- lib/proBoardGate.ts: isProBoardKind (STM32 + every QEMU Raspberry Pi),
installBoardGateImpl/boardGateDecision, triggerProUpgradePrompt.
- PRO badge on those boards in the component picker; gate at the picker add +
the run backstop (startBoard).
- backend/app/services/board_access.py: server-side enforcement seam for the
simulation WebSocket; STM32/Pi unavailable -> Pro-framed message.
- desktop: generic QemuDownloadPrompt + Stm32QemuPrompt (download-behind-license,
mirrors the ESP32 prompt).
- .gitignore: never ship libqemu-* binaries in the public image.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Sixth overflow-menu item, Pro-badged. Dispatches
velxio-pro-replay-record-toggle (projectId in detail) which the pro
overlay handles — plan check, board-type check, start/stop the
recorder. OSS build has no listener → silent no-op.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Two unrelated polish fixes.
espidf_compiler: headers that resolve to an arduino-esp32 CORE lib
(WebServer, WiFi, …) were correctly skipped from the user-lib merge but
then fell through to a scary "Library for <X> not found — build may
fail" warning — even though the build succeeds because the symbols are
compiled into the core. Now logs an accurate "provided by arduino-esp32
core — already compiled in, not merging". Same treatment for core
headers that aren't standalone lib dirs (Udp.h, IPAddress.h,
WiFiUdp.h, …) via a new _CORE_ESP32_HEADERS allowlist.
SimulatorCanvas: the WiFi badge's "open IoT gateway" click now consults
an optional window.__velxio_iot_gateway_open_gate__ hook before opening
the gateway tab. A private overlay can install it to gate the gateway
behind a paid plan and show an in-place upgrade modal instead of dumping
a 402 page in a new tab. OSS builds have no hook → opens normally. The
check is synchronous so it doesn't trip popup blockers.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Search-engine indexing of public projects
- Update robots.txt to also list /sitemap-projects.xml so Googlebot /
Bingbot discover every public project's canonical /:username/:slug URL.
- Add /docs/github-sync + /classroom entries to seoRoutes.ts so the
build-time sitemap.xml picks them up.
Navigation polish
- AppHeader gains a "For schools" link between Pricing and Download.
- LandingPage's pricing section gets a slim banner under the cards
pointing institutional visitors to /classroom (visible discovery path,
not just a footer link).
- Localised header.nav.classroom + landing.pricing.classroomBanner +
landing.pricing.classroomCta across all 9 maintained locales (en/es/
pt-br/fr/de/it/ja/ru/zh-cn).
Community examples
- New CommunityProjectsGrid component lives next to ExamplesGallery on
/examples. Fetches /api/projects/featured (Pro-overlay-only endpoint)
and renders the top public projects ranked by run_count. Quietly
hides itself when the endpoint returns nothing or fails, so the OSS
build still ships cleanly.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Fifth item in the overflow menu next to Sync to GitHub. Free for
all users (no PRO badge); dispatches velxio-pro-share-prompt with the
current project id so the overlay's ShareModal can render the direct
link + iframe snippet copy UI.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Dispatches velxio-pro-upgrade-prompt's sibling event
velxio-pro-github-sync-prompt with the current project id. The pro
overlay's GithubSyncModal listens and runs the four-state link/sync
flow (no-pro / not-connected / not-linked / linked) inline without
leaving the editor.
Pure OSS builds have no listener so the click is a silent no-op —
those users can't have linked repos anyway.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Replace the hard /pricing redirect on 402 with a window-dispatched
'velxio-pro-upgrade-prompt' event so private overlays can surface an
in-editor upgrade modal instead of bouncing the user out of context.
Move BOM, Schematic image and firmware upload buttons into a "..." More
menu next to the existing Export ZIP icon, freeing two button slots in
the inline toolbar. Mark the two premium items with a small "PRO" pill
so free-plan users know they're gated before they click — Notion- /
Linear-style discoverability cue.
Also wire Import + Export ZIP to fall back into that same menu once the
toolbar container drops below 320 / 280 px (container queries on the
editor pane width). Mobile / narrow-split layouts keep full feature
parity through the dropdown instead of overflowing into a horizontally
scrolling row.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Phase 1 D1.4 — replaces the binary public/private toggle in ShareModal
with three radio-button-styled options. Optimistic UI: every option
renders for every user; the backend's 403 (with structured
visibility_not_allowed detail) redirects to /pricing?from=visibility_X
so the pricing page can lead the right pitch.
Why optimistic-then-redirect instead of hiding/locking options:
1. Discovery — Free / Maker users SEE Pro unlocks Private. That's the
exact conversion signal the pricing page is trying to surface.
2. Discovery without surprise — the locked click goes to /pricing
with a hint, not a dead modal.
3. Less plan-coupling — this upstream component doesn't need to know
about the pro overlay's plan store. Backend is the only source of
truth for what's allowed.
Touched:
- ShareModal.tsx: full rewrite as a 3-option picker with badges
(Maker / Pro) on the gated options.
- projectService.ts: ProjectResponse / ProjectSaveData now declare
`visibility?: 'public' | 'unlisted' | 'private'`. is_public stays
declared for backward compat with old callers.
- useProjectStore.ts: CurrentProject gains `visibility?`; setVisibility
accepts EITHER the legacy boolean OR the new enum and keeps both
fields coherent.
- common.json (4 locales): new editor.share.visibility.{publicLabel,
publicHint, unlistedLabel, unlistedHint, privateLabel, privateHint}
+ editor.share.updateFailed.
Backend gating + DB migration are in the velxio-prod pro overlay
(commit referencing this submodule pointer).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Front-end half of the schematic image export. New camera-icon button in
the editor toolbar between BOM and Upload-Firmware. Handler:
1. POSTs to /api/pro/projects/{id}/screenshot.png (server renders the
canvas with headless chromium, returns a PNG).
2. 402 → /pricing?from=screenshot_export
3. 401 → /login with redirect-back
4. 422 → friendly "add at least one component" toast
5. 200 → blob download with Content-Disposition filename
6. The "rendering..." toast surfaces during the 5-10 s of headless
chromium time so users know to wait, not click again.
i18n key editor.toolbar.exportScreenshot added in en/es/pt-br/zh-cn.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Phase 3 D3.1 — front-end half of the BOM export. The toolbar gains a
new spreadsheet-icon button next to the existing project-export button.
On click:
1. POST is NOT used — the backend endpoint is GET-based and streams a
CSV. We just open the URL.
2. 402 (Pro-required) routes the user to /pricing?from=bom_export
so the page can show the right upgrade narrative.
3. 401 routes to /login with redirect-back.
4. 200 triggers a Blob download with Content-Disposition filename.
i18n key editor.toolbar.exportBom added in en/es/pt-br/zh-cn — the
" — Pro" suffix on the tooltip hints at the gating without forcing the
user to discover it only on click.
The button is shown to everyone, not hidden by plan. Free/Maker users
clicking it gets the 402 route to /pricing, which is intentional — that
is the upgrade-discovery funnel we want, not a silent locked icon.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Inserts a Download entry between Pricing and Blog in the main nav.
Routes to the existing DesktopInstallPage in the velxio-prod pro
overlay (auth gate + platform-detect + signed-licence download flow).
i18n: header.nav.download added across all 9 shipped locales
(en/es/ja/it/de/ru/pt-br/zh-cn/fr) with native translations.
Self-hosted OSS image: the route doesn't exist there, so the link
lands on the upstream router's 404 — same fallback behaviour as
/pricing already has for self-hosters. Acceptable until the OSS
side gets its own placeholder.
Brings hardware flashing into Velxio Desktop. Per-board "Flash to
real board" entry in the canvas context menu opens a modal that
enumerates USB serial ports, lets the user pick one, then
streams arduino-cli upload output live until the board is flashed.
Backend (Phase D1) — backend/app/api/routes/flash.py (new):
POST /api/flash/upload (multipart: board_id, port, fqbn,
program_format, program)
→ SSE stream of {phase, line?, progress?} events
→ final {phase:'done', success, elapsed_ms, error?}
- Wraps `arduino-cli upload -p <port> -i <file> --fqbn <fqbn> -v`
so AVR (avrdude), ESP32 (esptool), RP2040 (picotool), SAMD
(bossac) all share one code path — arduino-cli internally
dispatches by FQBN.
- Per-port asyncio.Lock prevents two simultaneous flashes from
fighting over the same /dev/ttyACM0.
- Allow-list of FQBN prefixes (arduino:avr, ATTinyCore:avr,
rp2040:rp2040, esp32:esp32, arduino:samd) so a typo can't
cause a confusing arduino-cli error.
- Format allow-list (hex / bin / uf2 / elf) drives the temp
file extension - arduino-cli uses the extension to route to
the right uploader.
- 8MB hard cap on the uploaded program (real sketches are
well under that; protects against a runaway frontend).
- X-Accel-Buffering: no header so nginx doesn't hold the SSE
chunks until the flash completes.
Frontend (Phase D3):
- frontend/src/services/flashService.ts (new):
async generator streamFlash() yields parsed SSE events.
Handles the base64-vs-text gotcha (compile returns hex_content
as text but binary_content as base64; for binary formats we
atob() into a Uint8Array before posting so the form upload
sends actual bytes, not the base64 ASCII).
- frontend/src/components/simulator/FlashModal.tsx (new):
Three-state UI: picking (port dropdown), flashing (progress
bar + live log), success/error (verdict + retry).
Empty-ports state shows a Linux dialout-group hint.
- SimulatorCanvas.tsx: board context menu gains "Flash to real
board" entry, gated on isTauri() + presence of compiledProgram.
Hidden in web (WebSerial is a separate sprint).
- tauriBridge.ts: SerialPortInfo type + listSerialPorts() helper
that invokes the Rust shell command added in Phase D2.
The sidecar already has arduino-cli on PATH (per
`pro/desktop/sidecar/main.py::_expose_bundled_arduino_cli`), so
no installer changes are needed — flash works the moment the
0.4.x desktop bundle ships with these commits.
Plan + remaining phase tracked in project/hardware-flashing/.
D2 (Rust serial enum) committed separately as a Tauri-shell-only
concern; D4 (manual smoke matrix with real boards) requires
physical hardware so it stays a follow-up.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
#208 — stale binary executes after compile error
EditorToolbar.handleCompile: on failed compile, clear the active
board's compiledProgram so a subsequent Run can't silently execute
the previous successful build (which doesn't match the editor any
more). The Run gate already short-circuits on !compiledProgram and
forces a fresh compile.
#209 — compile terminal kept stale messages across runs
EditorToolbar.handleCompile: setCompileLogs([]) at the top of the
handler. Previously logs from the prior compile lingered, making it
hard to tell new errors / warnings apart from old ones.
#210 — desktop File > New Project did nothing
desktop/menu.ts: the menu action used to dispatch a CustomEvent
nobody listened to. Replaced with a real `newProject()` function
that stops the running simulation, removes every board (also drops
the bridges + wires touching them), clears components / wires,
loads the default Blink sketch into the editor, clears project
metadata, and wipes the compile output. Confirms first if there's
unsaved work on the canvas.
#211 — deleting the only board made every other component
unresponsive (wires still worked)
SimulatorCanvas.tsx::interactionRunning: the old expression
treated boards.length === 0 as "boardless electrical mode is
running" — which suppressed the property dialog on click and made
non-sensor components look frozen. Fixed by also requiring
useElectricalStore.submittedNetlist !== '' before flipping to the
boardless-running branch. SPICE has to have actually solved at
least once for the mode to engage.
#212 — ESP32 Support 404 with no actionable message
desktop/Esp32QemuPrompt.tsx: catch the raw "download HTTP 404" /
"not found" upstream error and reword it to "ESP32 support is not
yet available for your platform. The Velxio team is preparing
this build - try again in a few days, or use Arduino/RP2040
boards in the meantime." The real fix is server-side (the velxio
team needs to publish a qemu-xtensa.tar.gz for the user's
platform into the asset bucket and update esp32-qemu/latest.json).
Tracked in project/desktop-agent-v040/ follow-ups.
All five fixes verified with `tsc --noEmit` clean and the existing
25-test vitest suite green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The previous fix rotated overlay hotspots but the pivot was off by
+6px in each axis, which manifested as a 12px X-offset for a 90°
rotation (because (I - R) maps (6,6) to (12, 0) for R = 90° CW).
The wrapper top-left in container-local coords is -wrapperOffsetX,
not -(6 - wrapperOffsetX). The container origin already sits INSIDE
the wrapper's padding+border by exactly wrapperOffsetX/Y; we have
to back out by that same amount, not by 6 - that amount.
Visual verification on https://velxio.dev/example/esp32-pwm-led-rgb:
overlay centers of rotated resistor now match the rotated pin tips
exactly (was 12px off in X).
Reporter on GitHub: after rotating a component the WIRES followed
the pin tips (already fixed in the (6,6) offset commit) but the
clickable connection boxes stayed in the unrotated layout —
visible misalignment between the rotated component and its
hotspots, no way to start a fresh wire from a rotated pin.
Root cause: PinOverlay renders as a SIBLING of the DynamicComponent
wrapper, not as a child. CSS rotation on the wrapper doesn't reach
the overlay div, so its child pin boxes stay at the unrotated
(pin.x, pin.y) coordinates.
Fix:
- Plumb component.properties.rotation from SimulatorCanvas into
PinOverlay as a new `rotation` prop.
- In PinOverlay, capture wrapper.offsetWidth/Height when reading
pinInfo and apply the same rotation matrix the wire calculator
uses (pivot at wrapper center, transform-origin: center center).
- Use the rotated (pinX, pinY) for both the visual `left/top` AND
the canvas-coord passed to onPinClick, so wires that get started
from the hotspot anchor at the rotated tip too.
Also align the default wrapperOffsetX from 4 to 6 (padding:4 +
border:2 on each side of the DynamicComponent wrapper). The
previous asymmetric (4, 6) was the same 2px X bias we fixed in
pinPositionCalculator a few commits back; the overlay was reading
its own copy of the bad number and putting hotspots 2 px left of
the pin tip on unrotated components too. Board paths that pass
wrapperOffsetX/Y = 0 explicitly are unaffected.
All 29 vitest tests in the rotation + simulator suites pass.
When the auto-compile path in handleRun() finishes without producing a
compiledProgram, the previous code dropped the failure on the floor with
only a `console.warn` — the user clicked Run, nothing happened, and they
had no idea why. The accompanying comment also promised "always start
even if compiledProgram is empty" but the code did the opposite.
This commit replaces the dead comment + silent warn with a top-level
error toast + addLog entry, with a different copy for MicroPython mode
(suggests "click Load MicroPython to retry") vs Arduino C++ mode
(directs the user to the output console for the underlying error).
handleCompile already writes the actual cause to the compile-output
console via addLog — this fix just makes sure the user knows their
click failed and where to look.
The BoardKind type and the QEMU backend already supported
raspberry-pi-4 (Cortex-A72) and raspberry-pi-5 (Cortex-A76) by reusing
the Pi 3 arm64 image set, but the frontend had no way to actually
select either: the board picker, the canvas renderer, the serial
monitor, the oscilloscope channel list, and the editor toolbar all
hard-coded "raspberry-pi-3" as the only Pi entry. ComponentRegistry
even registered Pi 4 / Pi 5 metadata pointing at the velxio-raspberry-pi-3
custom-element tag — a placeholder that meant both boards rendered as
a Pi 3 in the picker thumbnail and on the canvas.
Add dedicated boards top-to-bottom:
* `RaspberryPi4Element.ts` / `RaspberryPi5Element.ts` — Velxio-style
schematic SVG (authored from scratch, not traced). Pi 4 is the
green PCB with BCM2711 SoC, 4× USB-A, USB-C power, dual µHDMI;
Pi 5 is the darker green PCB with BCM2712 + RP1 southbridge,
2.5 GbE, USB-C 5V/5A, PCIe FFC connector, dedicated power
button. Both carry a small "velxio" mark in the corner.
* `pi40PinHeader.ts` — shared `buildPi40PinHeader()` helper that
returns the 40-pin BCM layout. Every Pi from the 1B+ onwards
uses the same physical pin positions and same BCM GPIO
assignment, so Pi 3 / Pi 4 / Pi 5 elements all consume this
helper and example wires drawn against one model transfer to
the others without re-routing.
* React wrappers `RaspberryPi4.tsx` / `RaspberryPi5.tsx` render the
custom elements at absolute positions (mirrors how
RaspberryPi3.tsx handles the Pi 3 illustration).
* Wire-up across the editor surface:
- BoardOnCanvas: BOARD_SIZE entry + switch case.
- BoardPickerModal: description, icon, kinds list.
- ComponentPickerModal: thumbnails now instantiate the dedicated
custom element (was velxio-raspberry-pi-3 fallback).
- SerialMonitor / EditorToolbar: pill labels, icons, colours.
- Oscilloscope: GPIO channel list (28 BCM pins).
- SimulatorCanvas: remote-boards filter for run/stop sync.
- SPICE boardPinGroups: same 5V / 3V3 / GND as Pi 3.
- boardPinToNumber: accepts physical pin numbers ("1"-"40"),
BCM names ("GPIO14") and power labels for any Pi 3/4/5 id.
- ComponentRegistry: dedicated tagNames + per-board thumbnails
(green for Pi 4, darker green for Pi 5).
* EditorToolbar's Pi 3 special cases (Linux/Python compile path,
Run/Stop routing) now use `isPiBoardKind()` so Pi 4 and Pi 5
inherit the same behaviour automatically, and any future Pi
family member (Zero / 1 / 2) lands in the right code paths the
moment its backend boots.
QEMU backend was already wired (qemu_manager.py:71/82 + manifest entry
'raspberry-pi-3-virt' shared across arm64 Pis), so this commit makes
both boards selectable end-to-end without any backend follow-up.
Three QoL fixes for the Tauri shell:
1. Hide the entire AppHeader strip in VITE_DESKTOP, not just the
marketing nav. The previous gate left the black bar painting
over the editor with the brand + auto-save + share + auth
slot, all of which are irrelevant in desktop (cloud Pro
features, license is handled by DesktopWelcomePage, the title
bar already says "Velxio Desktop"). Return null at the top so
the editor takes the full window height.
2. Splash screen during sidecar boot + Monaco hydration. Cold
launch was a 3-8 s black window — now there's an inline SVG
logo, "Velxio" wordmark, slogan, animated spinner, and a
"Starting local backend…" caption. Lives in index.html as a
fixed-position overlay with display:none by default; the inline
script reveals it only when `window.__TAURI__` is present, so
web users never see it. main.tsx fades it out (250 ms ease-out)
after two animation frames — guarantees React's first paint has
committed before the handoff, no black flash. Self-contained:
inline styles, inline SVG, inline CSS keyframes, zero external
requests.
3. Native locale switcher under View → Language. Emits
`velxio://menu` with action='set-locale' + the locale code; the
desktop/menu.ts handler navigates via history.pushState +
popstate so React Router picks it up without a hard reload
(Monaco + simulator state preserved). Locale list mirrors
i18n/config.ts::LOCALES.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The marketing nav (Home/Docs/Examples/Pricing/Blog/GitHub/Discord) and
the LandingPage hero are great for velxio.dev visitors but become
clutter once the SPA ships inside a Tauri shell — the user installed
the desktop app to land in the editor, not to read about the project.
Two small VITE_DESKTOP gates handle this:
- AppHeader.tsx hides the <nav> + the mobile hamburger that toggles
it. The brand, language switcher, auto-save indicator, share
button, and the pro overlay's auth slot all stay visible — they
carry real per-session info, not navigation.
- App.tsx swaps the `/` route's element for a <Navigate to=/editor>
so first-launch (and any future `velxio://` deep-link that lands
on `/`) goes straight to the editor.
Equivalent actions for the items being hidden live on the native
menubar that the velxio-prod overlay builds via
pro/desktop/src-tauri/src/menu.rs.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Real digital storage scopes have a trigger that pins the visible window
around a detected edge — without it, sparse activity (UART bytes once
per loop, an interrupt firing every few seconds) scrolls off the screen
faster than the eye can catch. Velxio's scope was free-running only,
which made the recent UART TX waveform work effectively invisible at
fine time/div settings: the byte burst was 87 µs but the window only
showed the most recent 1 ms.
Three trigger modes, matching what you'd find on a Rigol / Tektronix:
* Auto — current free-running behaviour, window's right edge
tracks the most recent sample. Default.
* Normal — window pins around each triggering edge so the event
lands at `triggerPosition * windowMs` from the left
(default centred at 0.5). Keeps re-pinning on every
new triggering edge.
* Single — arms once, freezes the trace on the first triggering
edge by flipping `running = false`. User clicks
"Re-arm" to capture again.
Three knobs configurable per mode:
- source: which channel produces the trigger event
- edge: rising (↑) / falling (↓) / either (⇅)
- position: trigger lands at this fraction of the window
(UI hard-codes centre 0.5 for now; the store field
accepts any value if we want a draggable handle later)
UI additions in the scope header (only shown when mode != auto):
- source / edge dropdowns
- status badge (Armed / Triggered / Captured) with pulse animation
on Armed so the user knows the scope is waiting for an event
- Re-arm button in Single mode after capture
Canvas changes:
- Dashed orange "T" marker drawn at the trigger position when an
edge is latched and within the visible window.
Store changes:
- pushSample peeks at the trigger channel's previous state, detects
a matching edge, sets triggeredAtMs (and stops `running` for
Single mode). matchesTriggerEdge() exported for unit testing.
- clearSamples / setTriggerMode / setTriggerChannel / setTriggerEdge
all re-arm the trigger; rearmTrigger() explicitly resets and resumes
capture (used by the Re-arm button after a single-shot).
Covered by 11 new vitest cases (oscilloscope-trigger.test.ts) plus the
existing 1892 tests still pass.
Closes the "I set 0.1 ms/div on a Serial.print sketch and see a flat
line" UX trap reported on the Discord follow-up — at 0.1 ms/div the
window is 1 ms but bytes fire every 2 s, so without a trigger the
chance of catching the burst is < 0.05 %. With Normal trigger on
rising D1 the burst pins in the middle of the window and the user can
zoom down to bit level (8.68 µs each) without losing it.
Velxio had two parallel import paths that confused users (reported on
Discord by AgUn / dmontero):
* Toolbar "Import a project from a .zip file" → Wokwi .zip only
* File-explorer "Open .vlx file" → Velxio .vlx only
If you exported a Velxio project as .vlx and tried to bring it back via
the toolbar Import button, you bounced off "wrong format" with no hint
that the .vlx loader was hiding behind the file-explorer save-bar.
Fix: introduce `utils/importProject.ts` as the single dispatcher. It
sniffs the extension and routes:
*.vlx → importVlxFile (writes directly to stores)
*.zip → importFromWokwiZip (returns a payload the caller applies,
so the toolbar can still trigger the
install-libraries modal afterwards)
Both UI entry points now go through the dispatcher with the same
`accept=".vlx,.zip,application/json,application/zip"` filter:
* Toolbar "Import project (.vlx Velxio or .zip Wokwi)"
* File-explorer "Open project (.vlx Velxio or .zip Wokwi)"
The toolbar tooltip is i18n-driven — updated EN + 8 other locales
(es, fr, de, it, pt-br, ja, ru, zh-cn) so every user sees the same
clarification.
Wokwi compatibility kept intact — the .zip path still resolves to
`importFromWokwiZip` and the same library-install modal pops if the
imported project lists libraries we don't have locally.
On the ESP32 DevKit V1 the silkscreen labels GPIO 16 / 17 as RX2 / TX2,
and Esp32Element.PINS_ESP32 only exposed the silkscreen names. Examples
that wire to numeric pin "16" or "17" (e.g. ledcAttach(16, 5000, 8) on
esp32-pwm-led-rgb) couldn't resolve those names — pinPositionCalculator
failed lookups, the wire endpoint fell back to (0,0)/(50,50) and the
LED component visually floated off the board, breaking the SPICE
netlist for the example.
Add "16" and "17" as aliases pointing to the same (134,143) / (134,131)
coordinates as RX2 / TX2 so both naming conventions resolve to the same
physical pin tip.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
ATtiny85 (AVRSimulator + collectPinStates + connectAnalogInputsToMcu + SimulatorCanvas + Attiny85Element + examples):
- Add attiny85AdcConfig with correct register addresses (ADMUX=0x27,
ADCSRA=0x26, ADCSRB=0x23, ADCL=0x24, ADCH=0x25, DIDR0=0x34, adcInterrupt=0x08).
Without this, analogRead() polled the wrong address forever and the
firmware hung on first ADC read.
- Add attiny85Timer0Config + instantiate AVRTimer so OVF fires at the
ATTinyCore-expected ~1.024 ms cadence. delay() advance is still blocked
on avr8js TIFR auto-clear semantics (separate upstream issue, see
ATTINY85_TIMER0_UPSTREAM_ISSUE.md in velxio-prod test plan).
- Map ATtiny85 ADC channels to PB-style pin names (PB5/PB2/PB4/PB3 -> 0..3)
in connectAnalogInputsToMcu so SPICE node voltages reach the right ADC
channel.
- Recognise /^PB\d+$/ in collectPinStates.pinNameToArduinoPin so wires
named "PB1" emit v_attiny85_pb1 V-source and the LED responds to MCU
writes. Previously every PB-wire returned -1 and SPICE saw no source.
- SimulatorCanvas: subscribe pin 1 (PB1) for the built-in LED on the
attiny85 board kind (Digispark convention), instead of falling through
to the pin-13 default.
- Attiny85Element: remove the hand-drawn "yellow LED" circle that was
floating above the chip. The bare DIP-8 has no on-board LED; examples
wire a real wokwi-led + resistor instead.
- examples.ts: add a real wokwi-led + 220 Ohm wokwi-resistor + wires to
attiny85-blink, and add missing series resistors to attiny85-button-led
and attiny85-ntc-sensor. attiny85-pwm-fade was already correct.
Custom-chip pipeline (CustomChipPart + simulatorBridges):
- Add a requestAnimationFrame loop that calls instance.tickTimers() every
frame in CustomChipPart. Chips that register vx_timer_create (e.g. an
i8080 stepping its core, or a sensor publishing samples) had timers
added to the queue but nothing fired them; tickTimers was dead code.
- Gate the ESP32 backend path with detectSimulatorKind(sim)==='esp32'.
The previous `typeof sim.registerSensor === 'function'` check matched
AVR and RP2040 simulators too (they expose registerSensor for I2C
sensor proxies), routing client-side chips to a non-existent ESP32
worker on those boards.
- Replace direct simulator.usart.writeByte calls in avrUartTx with a
JS-level FIFO + setTimeout(1ms) drainer. avr8js writeByte drops bytes
under burst load (a chip emitting print_string lost ~99% of bytes via
non-immediate, or kept only the last byte via immediate). The drainer
attempts one non-immediate write per tick and retries on RXC busy /
RXEN off. Added a guard for ATtiny85 (no USART -> would queue forever).
End-to-end verified: i8080-banner-streamer now prints the boot banner
followed by "uptime ticks: 0xNN" lines stepping every ~50 ms, executing
real Intel 8080 instructions inside the WASM chip.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The previous fix (dd22bcf) used `isInteractive` to decide whether to let
the wokwi component own the pointerdown. That heuristic was too broad —
DHT22, HC-SR04, NTC, photoresistor, LED all register `attachEvents` for
the SPICE/sensor-update bridge but have NO internal pointer handlers, so
clicks on them got silently swallowed by the wokwi shadow DOM and the
property dialog never opened.
Replace with an explicit whitelist of wokwi tags that ACTUALLY own
pointerdown (rotary knobs, pushbuttons, slide switches, joysticks,
keypads, encoders, rotary dialer). Every other component, including
sensors/displays/LEDs with attachEvents, falls through to the canvas
which decides between drag-to-rearrange and click-to-open-dialog.
Documented the model in docs/wiki/component-interaction.md.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Three independent fixes uncovered during a systematic example-by-example
audit (plan/full_test_plan/):
1. DynamicComponent.handleMouseDown was calling e.stopPropagation()
unconditionally in the capture phase. That swallowed pointerdown
BEFORE wokwi-potentiometer / pushbutton / slide-switch / joystick
could see it, so the rotary knob would not rotate and buttons
wouldn't press even with a real OS mouse. Now we skip the swallow
when the click target is an inner wokwi-* element during a live
simulation, letting the wokwi component own its own pointerdown
while still allowing the canvas drag-to-rearrange flow on the
wrapper / non-interactive surface.
2. examples.ts uno-ntc (and pico-ntc) sketch had the NTC divider
formula inverted relative to both the SPICE mapper topology
(VCC -> R_NTC -> A1 -> R_pull -> GND, the standard module wiring)
and real wokwi-ntc-temperature-sensor modules. Moving the slider
to 60 C made the firmware print -3.42 C. Flipped the formula to
r = SERIES_R * (VCC - v) / v. Now slider 60 C -> Serial reports
60.12 C and A1 voltmeter shows 4.00 V.
3. componentToSpice.ts photoresistor mapper was only registered under
the bare key `photoresistor`, but example components use the
metadataId `photoresistor-sensor`. Added an alias so the LDR +
pull-down divider gets emitted for the real component instance.
All three reproduce visually in seconds; documented per-example in
plan/full_test_plan/examples/.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
When the editor opens a .s or .asm file (the chip-program files routed
to /api/compile-rom), Monaco now colorizes 8080/Z80 mnemonics, registers,
hex/binary literals, comments, and directives. Same highlighter covers
both ISAs since most mnemonics overlap.
- frontend/src/components/editor/retroAsmLanguage.ts: a Monarch tokenizer
+ LanguageConfiguration + idempotent registration helper. Recognises
the full 8080 ISA, all the Z80 additions (LD/JR/DJNZ/EXX/EX/IM/LDIR/
bit ops/index ops), the directives ORG/DB/DW/EQU/END, and registers
including condition codes (NZ/Z/NC/etc.) and IX/IY.
- CodeEditor.tsx: maps `.s` and `.asm` to the new `retro-asm` language
and calls `registerRetroAsm(monaco)` in beforeMount so the language
exists by the time the editor first paints. Other extensions
(.ino/.cpp/.c/.py/.json/.md) behave exactly as before.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds a third format to /api/compile-rom: `c` (C source compiled by SDCC
to Z80 bytes). Same chip-program flow as 8080/Z80 asm — write C in a
project file, click Compile, click Run.
Backend:
- backend/app/services/c_compile.py — async SDCC wrapper. Locates the
sdcc binary on PATH (or via SDCC env var, or common Windows install
paths) and shells out with target=mz80 + --code-loc 0x100 --data-loc
0x8000. Parses the resulting Intel HEX into raw ROM bytes. Pure 8080
is rejected with a clear error (SDCC has no 8080 backend; Z80 ROMs
also run on the i8080-cpu chip if you avoid Z80-only ops).
- rom_compile.py: compile_rom is now async; the new c branch delegates
to c_compile. compile_rom_endpoint awaits it.
Frontend:
- romCompileService: RomFormat gains 'c'; formatForFile maps .c/.cpp to
'c'. isChipProgramFile intentionally still excludes .c — disambiguation
happens at the EditorToolbar level.
- EditorToolbar: the chip-program path also fires when a custom-chip
has programFile === activeFile.name (regardless of extension). That
lets .c files route to /api/compile-rom (SDCC) when bound to a CPU
chip, while .c files NOT bound to any chip continue to route to
arduino-cli as before.
Docker:
- Dockerfile.standalone adds `sdcc` to the apt-get install list, so the
prod image ships with SDCC out of the box.
Example:
- /examples/z80-led-chaser-c — z80-cpu chip + chaser.c (a Larson
scanner written in C with __at() MMIO definitions). Compiles cleanly
with SDCC's --code-loc 0x100 default crt0.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds the Zilog Z80 to the programmable-retro-CPU lineup. Same compile-rom
flow that landed for the 8080 in PR #189: write Z80 asm in a project
file, click Compile (backend assembles via in-tree two-pass asm-z80),
click Run, the chip emulator boots from the resulting ROM bytes.
Backend:
- backend/app/services/asmz80.py — two-pass Z80 assembler covering the
practical demo subset: LD r,n / r,r' / rp,nn / (nn),A / A,(nn) +
ALU r/n + INC/DEC + JP/JR/DJNZ/CALL/RET + PUSH/POP + IN/OUT +
EX/EXX + LDIR/LDDR/IM/NEG + RLCA/RRCA/RLA/RRA + the simple
ED-prefix variants. Not yet: CB-prefix bit ops, DD/FD index ops.
- rom_compile.py routes target=z80 through the new assembler.
Chip:
- frontend/src/components/customChips/examples/intel/z80-cpu.{c,chip.json}
Generated by scripts/make-z80-cpu.py from the existing z80.c emulator
(same clean-room implementation that passes ZEXDOC end-to-end). The
external pin/bus protocol is replaced with internal RAM + ROM + MMIO
for LED/BTN/UART. 35 KB WASM.
Example:
- /examples/z80-larson-scanner — Knight-Rider-style walking LED.
Demonstrates JR/DJNZ/RLCA which the 8080 can't run.
Plus a small Z80 smoke-test asm under scripts/.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds a new way to use the retro CPU chips: write your program in a
project file (.s / .asm / .hex / .bin), click Compile, click Run, and
the same chip emulates whatever you wrote. Same chip + different ROMs =
mini PC, calculator, LED demo, Kill-the-Bit game, etc.
SDK:
- velxio-chip.h gets two new host imports:
uint32_t vx_rom_size(void);
void vx_rom_read(uint32_t off, uint8_t* dst, uint32_t len);
CPU-emulator chips call these in chip_setup to pull their program out
of the host's romBytes property.
Frontend runtime:
- ChipRuntime accepts opts.romBytes (Uint8Array) and exposes the new
imports, copying bytes into chip memory on vx_rom_read.
- CustomChipPart pulls component.properties.romBytes (base64) and passes
it through.
- Component registry declares three new custom-chip properties:
romBytes (base64), programFile (matching project filename), and
programTarget (cpu name).
New programmable bundled chip:
- frontend/src/components/customChips/examples/intel/i8080-cpu.{c,chip.json}
Same clean-room 8080 emulator as i8080-repl/i8080-counter, but ROM is
loaded externally via vx_rom_*. Has 8 LEDs, 8 buttons, UART, 16 KB RAM,
32 KB of external ROM.
Backend:
- New /api/compile-rom endpoint and rom_compile service that turns
chip-program source into ROM bytes. 8080 ASM is assembled by the
in-tree two-pass assembler (moved to backend/app/services/asm8080.py).
Intel HEX records are parsed; raw .bin is passed through. Future targets
(z80, 8086, 4004) are scaffolded but not wired yet.
EditorToolbar:
- Compile button detects when the active file is .s/.asm/.hex/.bin and
routes to compile-rom instead of arduino-cli. The compiled bytes are
injected into every custom-chip on the canvas whose programFile property
matches the active filename (or is empty).
Example:
- /examples/i8080-killbits loads Dean McDaniel's 1975 Kill-the-Bit on
the programmable i8080-cpu chip. killbits.s is shipped as a project
file alongside sketch.ino; the user clicks Compile then Run and the
LED walks across 8 outputs, buttons kill it.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
`PinTracer` signature is `(componentId, componentPinName) => number | null`
but the local `getArduinoPin` lambda only accepted one arg and used the
closure-captured `id`. When `createDefaultPinResolver` passed both args
(per the typed signature), JS bound the FIRST arg (the componentId) into
the lambda's single `componentPinName` parameter. `traceDetailed` then
looked up a pin literally named "rgb-led-1" on component "rgb-led-1",
returned null, and the resolver locked itself into 'FLOATING' state —
its onChange path never subscribed and the wokwi-rgb-led element's
ledRed/ledGreen/ledBlue stayed at 0 forever even as the SPICE side
correctly cycled through R, G, B, Y, C, M, W via analogWrite().
Same bug latent for any multi-pin component that goes through the
PinResolver path (multi-pin LEDs, RGB strips, 7-seg drivers, anything
that calls `getPinResolver(<pinName>)` for several pin names).
Fix: lambda now accepts both shapes — `getArduinoPin(pinName)` (legacy
single-arg used by every PartSimulationRegistry handler) AND
`getArduinoPin(componentId, pinName)` (PinTracer 2-arg form used by
createDefaultPinResolver / createSpiceResolvedPinResolver). Picks the
right componentId in either case.
Verified via the rgb-led example: ledRed/ledGreen/ledBlue now cycle
0→255→0 in sync with the SPICE node voltages on pins 9/10/11.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds a new BoardOptionsModal accessible from the EditorToolbar that exposes
per-board options (currently used for board-specific compile flags). Wires
the modal through:
- types/boardOptions.ts new BoardOptions shape
- types/board.ts BoardInstance gains `boardOptions` + `spiffsFiles`
- store/useSimulatorStore.ts boardOptions persisted in loadProjectState
- components/editor/EditorToolbar.tsx button to open the modal
- components/simulator/BoardOptionsModal.{tsx,css} the modal itself
- components/simulator/SimulatorCanvas.tsx passes the options through
- utils/projectPayload.ts board options serialised in saved projects
- pages/ProjectByIdPage.tsx re-includes the by-id loader needed for
project URLs that reference boards with
their persisted options.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds the public extension points the velxio-prod overlay uses to bind
real canvas-side I2C/SPI/UART models (BME280, future MCP23017, etc.)
to a running Pi guest's protocol shims:
- qemu_manager: set_pi_slave_handler(fn) / get_pi_slave_handler() for
pi_attach_slave + pi_detach_slave WebSocket messages. OSS image
leaves the hook unset so the messages are silently dropped.
- simulation route: parses the two new WS message types and forwards
them to the registered handler when present.
- RaspberryPi3Bridge: attachSlave(spec) / detachSlave(spec) frontend
side of the protocol.
- piSlaveScanner: at simulation start walks components + wires,
identifies I2C/SPI/UART peers wired to Pi protocol pins (40-pin
header physical-pin numbering), and emits one attach per
bus/address pair (deduped across SDA+SCL wires).
- RaspberryPiWorkspace: invokes the scanner once the bridge is open,
with retries to ride out the WS-still-connecting race.
- integration test: pi3_bme280_attach.py boots the Pi, pre-attaches a
BME280 via the slave handler, runs a host-side proto loop, runs
guest python smbus2.read_byte_data(0x76, 0xD0) and asserts the
console reads back CHIP=0x60.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The user reported the default editor canvas — Arduino Uno + LED +
220Ω resistor — was correctly powered (1.84 V at the LED anode,
14 mA through the diode) but the LED visual stayed dark. Only the
built-in pin-13 LED on the wokwi-arduino-uno element lit up.
Root cause: ngspice's WASM build truncates branch-current vector
keys at the first hyphen. A sense source named V_led-builtin_sense
ends up exposed under a key like v_led#branch rather than the
expected v_led-builtin_sense#branch. CircuitSimulationService and
BasicParts.ts both look up the FULL key, miss, and the LED's
brightness update treats raw as undefined → digital-fallback path
runs but the SPICE memo timestamp is fresh so HOLD keeps zero
brightness. Visible symptom: a perfectly conducting LED that never
lights.
Fix in two places:
- Default canvas (useSimulatorStore.ts): rename 'led-builtin' /
'r-builtin' to 'led_builtin' / 'r_builtin' (and the matching
wire ids).
- DynamicComponent.tsx makeNewComponent: the id template was
'metadata.id-timestamp-rand' producing hyphens for every
user-added component too. Switched to underscores, AND replace
any hyphens already in metadata.id (e.g. 'led-bar-graph') so
the prefix doesn't reintroduce the bug.
Existing saved projects whose ids contain hyphens are not migrated
here — those will keep the visual bug until either the operator
edits the components or we add a sanitisation step inside
componentToSpice + BasicParts. The next follow-up commit can add
that if you confirm this default-canvas fix works.
Adds 17 chips from the test/test_intel clean-room research to the Custom
Chip gallery, all sourced from manufacturer datasheets and validated by
the existing 129-test vitest harness (CPUDIAG end-to-end for the 8080,
ZEXDOC for the Z80).
CPUs: 4004, 4040, 8080, 8086, Z80 (categoria retro-cpu)
Bus chips: rom-32k, ram-64k, rom-1m, latch-8282, 4001-rom, 4002-ram,
8255-ppi, 8251-usart, 8259-pic, 8253-pit (retro-bus)
Two bundled "mini-computer" demos under retro-bundle that drop on the
canvas as a single chip and run real 8080 code out of an embedded ROM:
* i8080-repl 8080 + RAM + ROM + UART, prints a banner and an
"uptime ticks: 0xNN" counter every ~50 ms via a real
DCR/JNZ busy-wait. Visible in Serial Monitor.
* i8080-counter 8080 + RAM + ROM + 8 LED pins + 2 button pins.
Counts up in binary on BTN_INC, clears on BTN_RST.
Two example projects under /examples reuse these chips end-to-end:
* /examples/i8080-banner-streamer
* /examples/i8080-button-counter
The bundled chips inline a 328 / 34-byte 8080 ROM produced by a new
two-pass 8080 assembler in Python (scripts/asm8080.py) from the .s
sources in scripts/. Both ROMs are pre-assembled and committed under
scripts/*.txt so contributors can rebuild deterministically.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two related correctness fixes that make the simulator's realism
match what users actually see.
1. circuitVerifier was running pre-flight against the IDLE circuit
(every pin LOW). A Blink sketch is going to write pin 13 HIGH
eventually — at which point a missing series resistor produces a
~500 mA spike through the diode. But because pre-flight ran with
pin 13 LOW the led-overcurrent rule never fired, and the user
sailed through Run only to see the LED stay mysteriously dark on
the canvas.
The verifier now forces every digital pin connected to a load to
HIGH = vcc, the worst case any well-defined sketch will eventually
impose. The existing rules (led-overcurrent, resistor-overpower,
short-circuit) now fire correctly and the existing
CircuitVerificationModal blocks Run until the user adds a proper
current limiter or chooses Run Anyway.
Pins that are inputs-only (a pull-up + button) get over-driven
here too, but the rules tolerate that — a pull-up at 5 V draws
~0.5 mA, well below all thresholds. A circuit that would actually
fault under HIGH is flagged.
2. LED simulator was crashing visually on non-finite ngspice branch
currents. A degenerate diode (no series R) makes ngspice return
NaN, which fell through 'raw !== undefined && current > 1e-6' as
false and never triggered the digital fallback. Now we check
Number.isFinite(raw) before trusting it — non-finite returns
route to the digital fallback so the LED at least lights visually
when its driver pin is HIGH (the user still sees the verifier
warning that the real-world circuit is wrong, but Run Anyway is
not a black screen).
PiTerminal didn't call term.focus() on mount, so xterm.js stayed
passive — onData only fires when the DOM element has focus. Users
saw the boot prompt but their keystrokes went to whatever element
held focus when they clicked Run (canvas, code editor), never
reaching the bridge. Calling focus() right after fit() makes the
prompt receive input the moment it's visible.
The qemu_manager change adds INFO-level logging when serial_input
WebSocket messages reach send_serial_bytes — useful diagnostic for
future Pi3 input problems (proves whether bytes reached the backend
before we look at TTY / kernel / PL011 wiring).
Clicking a second photoresistor (or any second sensor of the same
metadataId) showed the previously-clicked sensor's slider value because
the panel was reused across clicks and its useState only ran once. The
mount useEffect also unconditionally dispatched config defaults, which
would have wiped any prior customisation if we naively remounted.
Three changes:
- SensorUpdateRegistry caches the last-dispatched values per componentId
(and clears them on unregister) so the panel has a place to read from.
- SensorControlPanel hydrates from that cache on mount, falling back to
config defaults only when the sensor has never been touched. The
default-dispatch useEffect skips when cached values already exist.
- SimulatorCanvas keys the panel on sensorControlComponentId, forcing a
fresh mount when the user switches sensors — without that, hydration
wouldn't run on subsequent opens.
The previous fix opened the SensorControlPanel on a desktop sensor
click during simulation, but the slider thumb still couldn't be
dragged — the canvas pan handler claims any left mousedown that isn't
explicitly stopped, so grabbing the slider was panning the canvas.
The panel only stopped click events. We now stop mousedown and
pointerdown on the panel wrapper as well, so input[type=range] gets
its native drag and the pan handler stays out.
Commit 77a63ca made handleComponentMouseDown return early while the
simulator was running so clicks on pushbuttons / switches / pots would
reach the wokwi-element shadow DOM. That was correct for components
whose interaction lives inside the Web Component, but wrong for sensors
(photoresistor, DHT22, MPU6050, NTC, gas, flame, sound, joystick, tilt,
PIR, ultrasonic, BMP280) whose only interaction is the React-side
SensorControlPanel we open ourselves. Their mousedowns were bubbling to
the canvas pan handler — the user saw the grab cursor and no panel.
Touch already handled this correctly: tap-up checks SENSOR_CONTROLS and
opens the panel even while running. The mouse path now mirrors that —
if interactionRunning is true we only short-circuit for non-sensors.
Mobile was working fine; desktop had a string of issues that surfaced
together on the Pico Doom example after the simulator/wiring fixes.
1. Selection action bar appeared during simulation, intercepting button
presses. handleComponentMouseDown unconditionally called
e.stopPropagation() + setSelectedComponentId, so clicking a wokwi-
pushbutton on a running canvas ate the mousedown — the
button-press event never fired and the floating Rotate/Delete bar
popped up on top of the button. Now: while running, the handler
returns early so the event propagates to the underlying component
and the canvas stays read-only.
2. The selection action bar was always visible on desktop. It was
introduced as the primary delete UI for touch devices (no Delete
key, no right-click), but it kept showing on mouse-and-keyboard
too — covering pins and intercepting clicks. Now gated on
isTouchDevice (already wired via useIsCoarsePointer) AND !running.
Desktop users keep Delete key + right-click context menu for the
same operations.
3. Left-click drag on the canvas background didn't pan. Pan was
limited to middle/right click. Now left-click on empty canvas
panning works too (component mousedowns stopPropagation so they
still drag the component, not the camera). Wiring mode keeps left
click for waypoint drops, so the pan only kicks in when not in
wire mode and not in a property dialog. Matches Figma / Miro /
draw.io convention.
Build verified.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Production crash on the simulator page after init:
Uncaught ReferenceError: traceDetailed is not defined
at Z (index.js)
at Object.attachEvents (index.js)
Root cause (introduced in 27c5966 Phase 1b skeleton): `traceDetailed`
was declared as a `const` inside `getArduinoPin` but called from the
sibling `getPinResolver`, which is a separate inner function. Vite dev
sometimes inlined the call differently so the bug only surfaced in the
minified Rollup bundle. Reproduces with any part that has an Arduino
pin reachable through wires (i.e. almost every canvas component).
Fix: hoist `traceDetailed` (and its `PASSIVE_PIN_PAIRS` /
`PRESET_TO_BASE` data) to module scope. Pure function takes the
simulator state as an argument. Both `getArduinoPin` (now a thin
wrapper) and `getPinResolver` call it correctly.
No behavioural change. 1853 tests still pass, build:docker green.
Replaces the Phase 1b vcc/2-flat threshold with per-logic-family
Vil/Vih thresholds + Schmitt-trigger hysteresis where applicable.
SPICE-resolved digital reads now match what real ICs actually do —
TTL noise margins, CMOS rail-to-rail, 74HC14 Schmitt hysteresis,
LVCMOS33 vs CMOS-5V interop.
New module: simulation/LogicFamilies.ts
- LogicFamily interface (vcc, vil, vih, vil_schmitt?, vih_schmitt?,
cin_pF, vol_max?, voh_min?, output_impedance_ohm?)
- FAMILIES catalog: TTL, CMOS-5V, CMOS-5V-SCHMITT, CMOS-5V-TTL-INPUTS,
LVCMOS33, AVR_HC, CMOS-3.3V — all sourced from TI / ATmega328P /
JEDEC datasheets.
- BOARD_FAMILY: per-board lookup. Uno/Mega/Nano/ATtiny → AVR_HC,
ESP32 family + Pi Pico → LVCMOS33, fall back to AVR_HC for
unknown boards.
- getBoardLogicFamily() and getLogicFamilyById() helpers.
PinResolver:
- SpiceResolvedConfig docstring rewritten with Phase 3 wording.
- New `configFromLogicFamily()` builder — picks Schmitt thresholds
when the family declares them, falls back to vih/vil otherwise.
DynamicComponent:
- When the trace crosses an active device, the SPICE-resolved
resolver is now built with the OWNER BOARD's logic family
instead of vcc/2. Hysteresis comes through automatically for
boards whose native family is Schmitt-capable.
- Phase 3 continued: per-component logicFamily override from
components-metadata.json (so e.g. a 74HC14 placed on an Arduino
Uno gets Schmitt thresholds even though the BOARD is AVR_HC).
Tests:
- logic-families.test.ts (new) — 19/19 passing.
Covers catalog sanity (vil < vih, vol_max ≤ vil, voh_min ≥ vih),
per-board lookup, Schmitt vs non-Schmitt config, noise rejection
behavior of 74HC14 Schmitt resolver, last-state-wins behavior
of CMOS-5V dead band.
- Phase 0 + Phase 1b regression: 16/16 still passing.
- tsc --noEmit on new files: clean.
No deploy in this commit — staged for end-of-session rebuild.
Adds the architecture pieces for mixed-mode coupling without yet
driving the SPICE engine. Components on a path that crosses an active
device (BJT, MOSFET, op-amp, diode, regulator, LED, relay) now route
through a new SPICE-resolved PinResolver variant; everything else
keeps the digital fast-path from Phase 0.
What ships:
- simulation/PinResolver.ts
* `isActiveDevice(metadataId)` predicate + `ACTIVE_DEVICE_PREFIXES`
list (BJTs, MOSFETs, op-amps, diodes, regulators, LED, relay).
* `DetailedPinTrace` / `DetailedPinTracer` types — the trace
function now reports whether it crossed an active device, on
top of the Arduino pin number.
* `createSpiceResolvedPinResolver()` — new factory; reads voltages
from a `SpiceVoltageSource` and threshold-converts to HIGH/LOW
with hysteresis (thresholdHigh != thresholdLow → Schmitt-like).
- simulation/spice/MixedModeScheduler.ts (new)
* Singleton orchestrator that holds the NgSpiceInteractive engine
and the SpiceVoltageSource subscription registry.
* `start()` / `stop()` / `dispose()` lifecycle.
* `subscribe()` + `getCurrentVoltage()` implement SpiceVoltageSource.
* `onMcuPinChange()` placeholder for the alter+tran event loop.
* Skeleton: subscribers register but never receive events yet.
Phase 1b continued will wire NgSpiceInteractive into the loop.
- components/DynamicComponent.tsx
* Trace function extended with `traceDetailed()` that tracks
whether the BFS crossed an active component.
* PinResolver factory branches: active-path → SPICE-resolved (uses
the scheduler), digital-only → existing default impl. Default
threshold = vcc/2 with no hysteresis; Phase 3 will replace with
per-logic-family Vil/Vih.
Phase 0 LED behavior intact (digital path). Phase 1b SPICE-resolved
path falls back to FLOATING until Phase 1b continued wires the engine.
Tests:
- pin-resolver-phase1b.test.ts (new) — 8/8 passing.
Covers isActiveDevice for every BJT/MOSFET/op-amp/diode/regulator
metadata id; SPICE-resolved resolver state reporting, threshold
conversion, hysteresis dead-band, unsubscribe.
- pin-resolver.test.ts (Phase 0) — 8/8 still passing (no regression).
- tsc --noEmit on the new files: clean.
No deploy in this commit — staged for end-of-session rebuild + push
per user preference.
Decouple per-component handlers from direct pinManager.onPinChange +
getArduinoPinHelper subscriptions by introducing a small PinResolver
interface. The Phase 0 default impl is functionally identical to the
legacy path — it just routes through PinResolver instead of being
inlined in every handler. Zero behavior change.
The point is to make Phase 1 possible: swap the default impl for a
SPICE-resolved version that watches node voltages and threshold-
converts to digital events, without rewriting every handler.
Files:
- simulation/PinResolver.ts (new) — interface + default factory
- parts/PartSimulationRegistry.ts — additive 5th arg to
attachEvents (getPinResolver?), legacy 4-arg signatures keep
working unchanged
- components/DynamicComponent.tsx — assembles the PinResolver from
the wire-trace logic + PinManager subscriptions + board Vcc
lookup, passes it as the 5th arg to attachEvents
- parts/BasicParts.ts — LED handler migrated as proof of concept
(resolver-first path, legacy 4-arg path kept as fallback for
tests / unmigrated harnesses)
- __tests__/pin-resolver.test.ts (new) — 8 unit tests covering
FLOATING / GND / HIGH / LOW / GPIO subscriptions / unsubscribe
Vitest: 8/8 pin-resolver tests pass. 1300+ existing tests still pass;
the one pre-existing flake (spice-rectifier-live-repro timing out >60s)
is unrelated to this commit — verified by running the test on plain
HEAD without these changes (same timeout).
See project/sim-mixedmode/phase-00-pin-resolver.md (in the velxio-prod
repo) for full phase context.
The canonical "Arduino pin → resistor → BJT base, BJT collector →
load" pattern for multiplexed 7-segment clocks was breaking in the
simulator: getArduinoPinHelper('COM.1') couldn't resolve through
the transistor, so the multiplex-aware 7-segment driver thought no
digit-select pin was wired and fell back to "all digits enabled".
Result: every display in the multiplex array rendered the same
rapidly-changing pattern → user-visible flicker.
Fix: add the NPN/PNP BJTs to the PASSIVE_PIN_PAIRS map with
[collector, base] — the trace function continues from B when it
arrives at C (and vice versa). That makes the Arduino pin driving
the base reported as the controller of the collector — exactly the
relationship the user's multiplex code expects.
Conventions covered:
- NPN (2n2222, bc547, 2n3055): Arduino HIGH → transistor on →
COM pulled LOW → common-cathode digit enabled. Our 7-segment
driver treats "digit pin HIGH = enabled" which matches.
- PNP (2n3906, bc557): inverse logic. We expose the same pin
mapping; users writing PNP-driver code will see the polarity
behave inverted, which is what real hardware does too.
This is a one-line shortcut, not a true active-device model. We're
not simulating BJT saturation, β, base current, or PNP polarity —
just reporting "this Arduino pin is the boss of this collector".
That's enough for the multiplexing use case and the only place
getArduinoPinHelper is consulted today.
The 'raspberry-pi-pico' boardKind used to render <NanoRP2040> — a
<wokwi-nano-rp2040-connect> Web Component. That's a completely
different board: it has pin labels D2..D13 / A0..A7 / 5V / VIN,
and a horizontal 168×68 layout. The actual Raspberry Pi Pico has
GP0..GP28 / 3V3 / VBUS / VSYS and is vertical-narrow (105×264).
Symptom: every wire in a Pi-Pico example that referenced a real Pico
pin (GP10, GP18, 3V3, GND.5, etc.) silently fell back to (0, 0) in
pinPositionCalculator — the calculator looks up `element.pinInfo`
by name, doesn't find GP* on the Nano RP2040 Connect component, and
returns the board's top-left corner. The Pico Doom example was the
loudest casualty (cables to the corner instead of the TFT), but
seven other GP-style examples (pico-7segment, pico-button-led,
pico-rgb, pico-dht22, pico-doom-raycaster, plus pico-ntc/pico-joystick
which use A0/A1 aliases that map to GP26/GP27) all silently routed
to nowhere.
Fix is a two-liner: 'raspberry-pi-pico' shares the same case as
'pi-pico-w' (both use the same Web Component because the Pico and
Pico W are pin-compatible). BOARD_SIZE updated to 105×264 to match
the real Pico footprint. Dropped the now-unused NanoRP2040 import.
Known regression — eleven older examples (pico-blink, pico-serial-led-
control, pico-i2c-scanner, pico-i2c-rtc-read, pico-i2c-eeprom-rw,
pico-spi-loopback, pico-adc-read, pico-multi-protocol, pico-hcsr04,
pico-pir, pico-servo) were wired against D2..D12 of the wrong board.
Their wires will now land at (0,0). Those examples' sketches were
written for the Pi Pico (use LED_BUILTIN = GP25, A0..A3 = GP26..GP29)
so the wires were ALREADY electrically nonsense — they connected
external components to pins the sketch never touched. Visible bug
trades silent bug; both need a follow-up commit to rewire each one
to the Pico pin its sketch actually expects.
Combined with the earlier MADCTL fix (6edc715) and the SPI adapter
fix (6a7b721), Pico Doom should now finally render end-to-end on
velxio.dev.
Build verified (vite OSS+pro, 285 SEO pages).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two unrelated minimap issues from user feedback:
1. Click on the red viewport rect was sometimes teleporting the
canvas instead of starting a drag. Cause: insideRect compared
click coords against the UNCLAMPED rectX/rectY/rectW/rectH, but
the rendered rect uses clampedX/clampedY (which differ when the
user pans past a world edge). The user clicked on the visible
red rect, but the logical rect was off-minimap → insideRect
returned false → fell through to the teleport branch.
Fix: compute clamped values once at the top, render and hit-test
against the same values. Drag now only fires when the click
really lands inside the visible rect.
2. The 140x105 default still ate too much canvas at typical zoom.
Drop to 100x75 (12% of world width by 2.5%, same proportions as
the world). Mobile breakpoint dropped to 90x68 to stay
proportionally smaller on phones.
User feedback: the default 200x150 minimap eats too much of the
canvas-content area on a typical 13"/14" laptop, and the white
viewport rectangle against a dark canvas blends with the boards
once enough components are placed.
Drop the desktop default down to the size we already use on phones
(140x105 — the mobile media query still wins on screens ≤720px so
that block continues to apply identically). At this size the rect
becomes the focal indicator of where you are in the world; switch
its outline to brand red (#ef4444 — Tailwind red-500) with a faint
red fill so it pops without overpowering the boards (which stay
brand blue).
Body of the work is two number changes + two color tokens; the
rest of the component logic (pointer routing, world rendering,
clamping) is untouched.
Phase 4 of the OSS / pro split. The OSS image has no auth and no
server-side persistence — without this commit, the user's workspace
was ephemeral (lost on tab refresh). `.vlx` is a single-file JSON
snapshot of the entire workspace (boards, file groups, components,
wires, active board id) that the user can save to disk and reload
later.
New: utils/vlxFile.ts
- buildVlxPayload() / buildVlxBlob() — pure snapshot of the current
editor + simulator stores.
- triggerDownloadVlx({ name? }) — anchor-click download with a safe
filename. Returns the filename actually used.
- parseVlxFile(File) — async reader + validator. Checks
format === "velxio-project", version <= 1, and the required
arrays/objects are present. Throws VlxParseError with a human-
readable message on any issue.
- importVlxFile(File) — convenience wrapper that parses AND calls
useSimulatorStore.loadProjectState() with the result.
Format intentionally mirrors the server's POST /api/projects body so
a Pro user can export-from-pro and import-into-OSS losslessly (and
vice-versa once Pro adds an Export button — out of scope here).
lib/proSaveAction.ts: the default (no-overlay) implementation now
calls triggerDownloadVlx() instead of console.info'ing about the
missing handler. The Pro overlay still wins via installSaveActionImpl()
— Save in Pro keeps opening SaveProjectModal. The Save button in OSS
now actually saves.
components/editor/FileExplorer.tsx: new "Open .vlx" button next to
New + Save. Opens a hidden file input; confirms with the user before
replacing the workspace (loadProjectState is destructive); surfaces
VlxParseError messages via window.alert.
Verified with both builds:
- OSS-only: triggerSaveAction → download .vlx; FileExplorer shows
3 buttons (New, Open, Save).
- OSS + overlay: Pro's installSaveActionImpl overrides — Save opens
SaveProjectModal as before. Open .vlx still works (independent
button, not part of the save flow).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 3 of the OSS / pro split — frontend side. Phase 2 already moved
the auth/DB stack out of the OSS backend; this commit does the same
for the React app. After this, the OSS image is editor + simulator
+ landing + docs only.
What moved to the private overlay (pro/frontend/src/pro/):
pages/{Login,Register,ForgotPassword,ResetPassword}Page.tsx
pages/{Admin,UserProfile,Project,ProjectById}Page.tsx
components/admin/{AdminBoardsTab,AdminDashboardTab,UserActivityModal}.tsx
components/layout/{SaveProjectModal,LoginPromptModal}.tsx
services/{authService,adminService}.ts
store/useAuthStore.ts
hooks/autoSaveImpl.ts
New seams added so OSS components stay decoupled:
* lib/proRoutes.ts — registerProRoutes()/useProRoutes() via
useSyncExternalStore. mountPro() injects the moved pages at runtime;
App.tsx subscribes to the registry, so registration after the
initial render re-renders without a Not-Found flash.
* lib/proSession.ts — registerSessionCheck()/triggerSessionCheck().
App.tsx fires this on mount instead of useAuthStore.checkSession();
pure OSS no-ops.
* lib/proSaveAction.ts — installSaveActionImpl()/triggerSaveAction().
EditorPage's Save button dispatches through this; the overlay
decides whether to show SaveProjectModal or LoginPromptModal based
on auth state. In OSS without an overlay it's a no-op today; in
Phase 4 of the split it becomes the .vlx Export entry point.
OSS-side rewrites:
* App.tsx drops the 8 page imports + 8 route entries; uses
triggerSessionCheck() instead of useAuthStore directly.
* AppHeader.tsx drops the user/login/register block entirely. The
header-auth slot (introduced in Phase 1) now stays empty in OSS
and gets filled by the overlay's portal mount.
* EditorPage.tsx drops useAuthStore + SaveProjectModal +
LoginPromptModal imports. The Save handler is now triggerSaveAction().
* LandingPage.tsx drops the dead UserMenu component (defined but
never rendered) + its useAuthStore imports.
* main.tsx drops the side-effect import of hooks/autoSaveImpl — the
impl lives in pro now and self-registers via mountPro().
Build config:
* vite.config.ts adds @velxio alias → src/. Lets the overlay import
upstream modules (lib/proRoutes etc.) by stable name regardless of
whether it's symlinked (local dev) or COPYed (Docker).
* preserveSymlinks now gated on VITE_PRO_BUILD only (not on serve
mode). Needed so Rollup keeps the overlay logically inside src/pro/
during local junction-based builds.
Build verification:
* OSS-only: 20-ish routes, no /login, /admin, /:username — 285 SEO
pages prerendered. Bundle drops ~80-120 KB.
* OSS + overlay: full 38 routes (30 upstream + 8 from registerProRoutes),
HeaderAuth dropdown injected via slot, save action wired to the
overlay's modal flow.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
First phase of the OSS / pro split. Goal: open the seams so the auth/DB/admin
stack can move into the private overlay (Phase 2-3) without the routes that
stay in OSS (compile, libraries, simulation, iot_gateway) having to know.
Backend
-------
* New app/core/hooks.py — registry for record_compile, get_current_user_id,
and lifespan startup tasks. Each hook is a no-op by default; overlays
call register_* in register_pro(app) to plug in a real implementation.
* compile.py now imports only from app.core.hooks. Drops the direct deps on
app.core.dependencies, app.database.session, app.models.user, and
app.services.metrics. Route signatures use `Depends(get_current_user_id)`
instead of `Depends(get_current_user)`; the metric helper passes user_id
through rather than a User instance.
* compile_chip.py drops the unused _current_user Depends entirely.
* main.py wraps the auth/DB stack import in try/except. When it succeeds
(today's behavior on velxio.dev), an adapter bridges record_compile and
get_current_user_id to the existing app.services.metrics + dependencies,
and the create_all + ALTER TABLE migration block runs via a registered
lifespan_startup hook. When it fails (the post-Phase-2 OSS image), main
logs "running stateless" and skips registering anything — the routes
still load and behave as no-ops for metrics + always-anonymous for auth.
Frontend
--------
* useAutoSaveProject becomes a skeleton: one useState + one useEffect that
delegates to an installed AutoSaveImpl. installAutoSaveImpl() replaces
the impl without changing hook count, so React's rules-of-hooks stay
satisfied even after the impl moves out of OSS.
* New hooks/autoSaveImpl.ts holds the original logic (debouncing, dirty
detection, owner eligibility, fetch keepalive on unload), refactored to
emit() instead of useState. It self-registers at module load; main.tsx
imports it for the side effect.
* AppHeader wraps the entire user-vs-login UI in a data-velxio-slot
="header-auth" boundary. Today the OSS UI still renders inside the slot
— the overlay can portal-inject additional items now, and in Phase 3
the slot becomes the sole owner of header auth UX.
Behavior is identical on velxio.dev (pro overlay imports everything
successfully, every adapter wires up). The change is purely structural:
deleting the auth/DB modules tomorrow no longer crashes OSS at import.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two minimal hooks so the velxio-pro agent overlay can offer a 'Diagnose
this compile failure with AI' affordance without touching upstream
component internals:
- New store/useCompileLogsStore: holds the editor's compile output as
Zustand state instead of local React useState in EditorPage. The
setter accepts both a value and an updater fn so the EditorToolbar
callers that used setCompileLogs(prev => [...prev, log]) keep
working without changes.
- CompilationConsole header now renders a
<div data-velxio-slot='compile-console-actions' /> when errorCount
> 0. The pro overlay mounts a 'Diagnose with AI' button into this
slot via slotMounter. Empty in the OSS image — no behaviour change.
EditorPage replaces its local useState<CompilationLog[]> with the store
selector. The downstream prop-drilled setCompileLogs callers (toolbar,
sub-toolbars) keep their signature.
Companion commit lands the button + diagnostic prompt builder in the
velxio-prod overlay.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The /pricing page exists (PricingPlaceholder upstream, real PricingPage
portal-mounted by the private overlay) but had no entry in the top nav.
Adds 'pricing' to header.nav in all 9 locales (de, en, es, fr, it, ja,
pt-br, ru, zh-cn), wires the Link in AppHeader between About and Blog,
and mirrors the link in the landing-page footer.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Renders a 200×150 px overview of the whole 4000×3000 world in the
bottom-right corner of .canvas-content. Boards show as filled blue
rectangles, components as small white dots, and the current viewport
appears as an outlined rectangle the user can drag to pan.
Geometry mirrors the canvas's existing pan+zoom model:
SCALE_X = MINIMAP_W / WORLD_W = 0.05
rect.x = -pan.x / zoom * SCALE_X
rect.w = viewport.width / zoom * SCALE_X
Two interaction modes, decided at pointerdown by hit-testing the
rectangle:
- Inside the rect → drag-pan: keep updating pan as the pointer
moves, with delta in minimap-px converted back to world units
by (delta / SCALE) * zoom.
- Outside the rect → teleport: re-center the viewport on the
clicked world point.
Pan is clamped so the viewport rectangle never escapes the minimap
bounds (matches the canvas's implicit world boundaries at 4000×3000).
ResizeObserver on the canvas-content keeps the rect accurate when
the user toggles side panels or resizes the window.
Mobile: at ≤720 px width the minimap shrinks to 140×105 px so it
doesn't eat too much of the canvas. Touch events go through the same
pointerdown / pointermove path — no separate touch code path needed
thanks to Pointer Events.
Bundles with: matching CSS file, import + JSX hookup inside
.canvas-content's render tree.
Closes the long-standing "components are frozen during simulation"
complaint. Once the user clicked Run, interactive wokwi parts
(pushbuttons, slide-switches, potentiometers …) called
stopPropagation in their bubble-phase mousedown handlers and the
canvas's React onMouseDown never fired — so dragging them to
rearrange the layout was impossible without first stopping the sim.
Two surgical changes:
1. DynamicComponent.tsx switches the wrapper from `onMouseDown` to
`onMouseDownCapture`. Capture phase runs before the inner
wokwi-element, so the canvas sees the mousedown regardless of
stopPropagation downstream. The existing posDiff < 5 check in
mouseup keeps disambiguating click vs drag: a click still falls
through to the wokwi-element's own mousedown/up for button-press
semantics, only sustained movement promotes to a drag.
2. SimulatorCanvas.tsx's touch path used to early-return on touchstart
when interactionRunning + .web-component-container, killing any
chance of a touch-drag. Now we remember the touch's start position
in pendingTouchDragRef and let the browser keep synthesizing mouse
events for the wokwi-element. If the finger drifts past
DRAG_PROMOTE_THRESHOLD_PX (8 px) onTouchMove cancels the
passthrough and starts a real component drag — dispatching a
synthesized mouseup on the original target so the wokwi-element
doesn't stay visually pressed mid-drag.
In digital / analog board-less examples the user clicks a slide-switch
or pushbutton expecting it to flip its state. Until this commit the
component property dialog opened instead and the click never reached
the wokwi-element underneath, so:
- The user couldn't change switch state through the canvas at all.
- With no state change the SPICE solver kept the old netlist, and
every downstream LED stayed dark — the symptom that read as
"voltages change but no LED lights".
Root cause was the gating: SimulatorCanvas only suppressed the
property dialog when `useSimulatorStore.running` was true, but that
flag is bound to an MCU's start/stop. Board-less circuits have no MCU
to start so `running` is permanently false, even when the SPICE engine
has been live since the example loaded.
New derived flag `interactionRunning = running || (boards.length === 0
&& !electricalPaused)` — true whenever the user is in an "interactive"
session, MCU or SPICE-only. Used in three click-handling paths:
- SimulatorCanvas mouse-up handler: dialog is suppressed and the
click falls through to the wokwi-element (line 1395).
- SimulatorCanvas touch-start passthrough: same for touch (line 474).
- SimulatorCanvas touch-end short-tap: same for tap (line 774).
Also propagated to DynamicComponent so the cursor becomes pointer (not
move) for interactive parts in board-less mode — visual cue that the
user can click instead of just drag.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>