..
2026-03-24 13:42:17 +00:00
2026-03-24 13:42:17 +00:00

📜 Prometeu — The Fire and the Promise

PROMETEU is an imaginary console.

But not in the weak sense of "imagining".

PROMETEU was deliberately designed to exist as a complete computational model: simple enough to be understood, and powerful enough to create real games.

The name PROMETEU carries two intentional meanings:

  • Prometheus, the titan, who stole fire from the gods and gave it to humans
  • “Prometeu” as a verb, a promise made (in Portuguese)

In this project:

  • the fire is the knowledge of how computers really work
  • the promise is that nothing is magic, nothing is hidden, and everything can be understood

This manual is that written promise.


🎯 What is PROMETEU

PROMETEU is a Virtual Microconsole — a fictitious computer, with clear rules, limited resources, and deterministic behavior.

It was designed to:

  • teach real computing fundamentals
  • expose time, memory, and execution
  • allow full 2D games (platformers, metroidvanias, arcade)
  • serve as a bridge between:
    • microcontrollers
    • classic consoles
    • virtual machines
    • modern engines

PROMETEU is not:

  • a generic engine
  • a substitute for Unity or Godot
  • a real commercial console

PROMETEU is:

  • a laboratory
  • a didactic instrument
  • a serious toy

🧠 Fundamental Mental Model

PROMETEU is a microcontroller that draws pixels, plays sound, and handles player input.

Everything in the system derives from this.

Conceptual equivalence

Real microcontroller PROMETEU
Clock VM Tick
Flash PROMETEU Cartridge
RAM Heap + Stack
GPIO Input
DMA Graphics transfer
ISR System events
Peripherals GFX, AUDIO, INPUT, FS

If you understand an MCU, you understand PROMETEU.


🧩 Design Philosophy

1. Visible Simplicity

  • Every operation has a cost
  • Every frame has a budget
  • Every error has an observable cause

Nothing happens "just because".

2. Determinism

  • Same cartridge
  • Same input
  • Same result

Regardless of the platform.

3. Limitation as a pedagogical tool

PROMETEU imposes intentional limits:

  • finite memory
  • time per frame
  • limited graphics resources

Limits teach design.

4. Progressive depth

PROMETEU can be explored in layers:

  1. Game Layerupdate() and draw()
  2. System Layer — bytecode, stack, heap
  3. Machine Layer — cycles, events, peripherals

The student decides how deep to go.

🏗️ General Architecture

+---------------------------+
|        CARTRIDGE          |
|  (bytecodeX + assets)     |
+-------------+-------------+
              |
+-------------v-------------+
|        PROMETEU VM        |
|   (stack-based,           |
|    deterministic)         |
+-------------+-------------+
              |
+-------------v-------------+
|    VIRTUAL PERIPHERALS    |
|  GFX | AUDIO |INPUT | FS| | 
+-------------+-------------+
              |
+-------------v-------------+
|      PLATFORM LAYER       |
| PC | SteamOS | Android    |
| iOS | Consoles (future)   |
+---------------------------+

This manual describes the PROMETEU machine, not external tools.


📦 The PROMETEU Cartridge

A PROMETEU cartridge is an immutable package, equivalent to firmware.

Typical content:

  • program.pbx — PROMETEU bytecode (bytecodeX)
  • assets/ — graphics, audio, maps
  • manifest.json — metadata and configuration

The cartridge:

  • can always be executed
  • can always be distributed
  • is never blocked by the system

🧪 Programming Languages

PROMETEU does not execute high-level languages directly.

The languages are sources, compiled to PROMETEU bytecode.

Planned languages

  • Java (subset) — architecture, deep teaching
  • TypeScript (subset) — accessibility and market
  • Lua (subset) — classic and lightweight scripting

All converge to:

The same bytecode. The same VM. The same behavior.


🔄 Execution Model

PROMETEU executes in a fixed loop:

BOOT
↓
LOAD CARTRIDGE
↓
INIT
↓
LOOP (60 Hz):
  ├─INPUT
  ├─UPDATE
  ├─ DRAW
  ├─ AUDIO
  └─ SYNC

  • Default frequency: 60 Hz
  • Each iteration corresponds to one frame
  • Execution time is measurable

⏱️ CAP — Execution Cap

Definition

The CAP defines an execution budget (time, memory, and resources) in a specific context, such as a Game Jam or evaluation.

CAP never blocks execution. CAP never blocks packaging. CAP never prevents the game from being played.


When the CAP is used

  • PROMETEU Game Jams
  • Academic evaluations
  • Technical challenges
  • Comparisons between solutions

Outside of these contexts, PROMETEU operates in free mode.


The role of the CAP

The CAP serves to:

  • guide technical decisions
  • provide measurable feedback
  • generate technical certifications
  • create objective evaluation criteria

PROMETEU helps during development:

  • visual indicators
  • cost alerts
  • per-frame profiling

📄 PROMETEU Certification

What it is

The PROMETEU Certification is a technical report generated from the execution of the game under a defined CAP.

It:

  • does not prevent the game from running
  • does not invalidate the delivery
  • records technical evidence

Report Example

PROMETEUCERTIFICATIONREPORT
-----------------------------
Context:PROMETEUJAM#03
Target Profile:PROMETEU-LITE

Execution:
Avg cycles/frame:4,820
Peak cycles/frame:5,612❌

Memory:
Heap peak:34KB❌(limit:32KB)

Status:
❌NOTCOMPLIANT

Notes:
-OverruncausedbyenemyAIupdateloop
-Heappressurecausedbyper-frameallocations

The report accompanies the game.


🎓 Educational Use

Evaluation may consider:

  • Game quality (creativity, design)
  • Technical quality (certification)
  • Justified architectural decisions
  • Evolution between versions

PROMETEU evaluates process, not just result.

< Summary >