wprototype
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Prototype Release: vprototype
Date: 12.12.2025
Project Focus: Establishing core architecture, CPU emulation, and high-speed differential rendering.
New Features & Core Architecture
This release successfully validates the central concept of a high-speed, byte-based OS simulation by focusing heavily on core architectural features.
1. Dual-Core Emulation & Asynchronous Processing
- Feature: Implemented a Simulated Dual-Core CPU Architecture (Core 1 and Core 2).
- Details: The system now successfully splits incoming data streams (represented as binary strings) between the two simulated cores. Core processing utilizes Godot's
awaitkeyword for asynchronous operation, achieving a genuine parallel processing simulation within the GDScript environment. - Core Fix: The core processing logic was stabilized to ensure correct data splitting and non-blocking execution, even when a user executes the new
/stopcorecommand. - Key Achievement: Demonstrated high-speed execution times for core rendering tasks, validating the goal of snappy, responsive system feedback.
2. Experimental Internet Feature: NetSwitch (WIP)
- Feature: Added the NetSwitch Panel and the
netswitchcommand. - Details: This panel simulates a network interface and basic web browsing.
- URL Checking: Implemented basic URL-like string checking (e.g., matching "godotengine") to simulate successful page loads versus generic or 404 errors.
- Logging Bridge: A secure, robust logging bridge (
_netswitch_log_message) was implemented to safely pass internal network events (like connection status, errors, and successful loads) back to the main system console without crashing.
5. Custom Console, Logging, and Control
- Details: The console tracks execution times, core loads, data validation errors, and user commands using color-coded output.
- New Commands:
/list: Shows all available console commands. UPDATED/shutdown: Initiates system shutdown and saves persistence data. UPDATED<em>/stopcore</em>: Immediately halts any ongoing core simulation process (like a render or debug job). NEW
Changes, Improvements & Fixes
Core System Stability & Code Quality
- Fix: Indentation Consistency (Critical Fix): Resolved the persistent issue where hidden space characters caused indentation warnings and errors. The entire script now strictly uses the GDScript standard of tabs for indentation, ensuring stability and code maintainability.
- Improved: Core Color Feedback: Core color feedback now accurately reflects Active (
ACTIVE_COLOR- Bright Blue) and Idle (IDLE_COLOR- Dark Blue/Gray) states during processing and yields to the user's/stopcorecommand instantly. - Added: Persistence: Persistence for user settings (currently
last_resolution) is now saved/loaded via the simulated boot sector file (shutboot_data.json) during startup and shutdown.
User Experience & Input
- Added: Console Toggle: The console can now be reliably toggled with Shift + 0 or Shift + =.
- Added: Main Window Toggle: The main rendering rectangle can be toggled with F1.
Known Issues & Future Plans
Known Issues (To be addressed soon)
- The system currently relies on Godot's native thread-like features (
await) for parallelism simulation; implementing full, dedicated thread management within the GDScript layer is a future goal. - Resolution switching via
/coreguiis simulated (it only changes the load factor, not the actual screen resolution).
Stay tuned for more updates!
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- Prototype Release4 days ago

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