diff --git a/AUTHORS b/AUTHORS
new file mode 100644
--- /dev/null
+++ b/AUTHORS
@@ -0,0 +1,3 @@
+Francesco Ariis
+Simon Michael
+José Rafael Vieira
diff --git a/CHANGES b/CHANGES
deleted file mode 100644
--- a/CHANGES
+++ /dev/null
@@ -1,253 +0,0 @@
-1.7.0.0
--------
-
-- After some feedback from library users, I decided to eliminate
-  `simpleGame` from the API.
-  To reiterate hte migration guide, if your type was:
-
-    Game 80 24 13 initState logicFun drawFun quitFun
-    -- or
-    -- simpleGame (80, 24) 13 initState logicFun drawFun quitFun
-
-  You just need to modify it like this:
-
-    Game 13 initState
-                (const logicFun)
-                (\e s -> centerFull e $ drawFun s)
-                quitFun
-        -- notice how we lost `80 24`. You can still have a screen size
-        -- check with `assertTermDims`, as described below.
-- Added `blankPlaneFull` and `centerFull` convenience functions (to work
-  with GEnv terminal dimensions).
-- Added assertTermDims, a quick way to check your user terminal is big
-  enough at the start of the game.
-- minimal blitting optimisation (you should be able to see a 1–2
-  FPS improvement).
-- improved documentation on various functions.
-
-1.6.0.2
--------
-
-- lun 15 nov 2021, 02:21:08
-- more doc tweaking
-
-1.6.0.1
--------
-
-- released lun 15 nov 2021, 00:35:41
-- minor documentation / spelling fixes
-
-1.6.0.0
--------
-
-Summary and tl;dr migration guide:
-- This version introduces a breaking changes in the main way to make
-  a `Game`. I will detail the changes below, but first a three-lines
-  migration guide:
-    the only thing you should have to do is to replace your `Game`
-    data constructor with `simpleGame` smart constructor, and substitute
-    the first to `c` `r` arguments (col/row) with a `(c, r)` tuple.
-  And of course, if you are interested in displaying FPS and adapt to
-  screen size modifications at game-time (“liquid” layout), read along!
-
-Changes:
-- This version introduces GEnv, a structure that exposes current frame
-  rate (in FPS) and current terminal size (in Width, Height).
-- `GEnv` is added as a parameter to logic and draw functions, which
-  now have these signatures:
-    gLogicFunction :: GEnv -> s -> Event -> slightly
-    gDrawFunction :: GEnv -> s -> plane
-- If you do not want to dabble with GEnv, you can still use `simpleGame`
-  smart constructor, which mimicks the old `Game`. `simpleGame` has some
-  nice defaults:
-    - if the terminal is too small it will ask the player to resize it
-      (even in the middle of the game), blocking any input;
-    - if the terminal is bigger, it will paste `Plane` in the middle
-      of the screen.
-- For this reason, `DisplayTooSmall` exception exists no more.
-- the new `Game` does not have those defaults, but allows you to get
-  creative with screen resizes, e.g. accomodating as much gameworld
-  as possible etc. Check `cabal run -f examples balls` and resize the
-  screen to see it in action.
-- Minor change: I have introduced a `Dimensions` alias for
-  `(Width, Height)`.
-
-Future work:
-- these changes lay the path for an even more general `Game` type,
-  adding effects like reading form a game configuration, writing to it
-  etc.
-  I would like to have these wrapped in a pure interface (maybe à la
-  Response/Request? Maybe callbacks?) and for sure want them to be
-  composable with current test scaffolding (testGame,
-  narrateGame, etc.). It will not be easy to design; if are reading
-  this and have any suggestion, please write to me.
-
-Released dom 14 nov 2021, 20:25:19
-
-1.5.0.0
--------
-
-- `timers-tick` has released a new version: all timers function (creaTimer,
-  creaBoolTimer, creaTimerLoop, creaBoolTimerLoop, creaAnimation,
-  creaLoopAnimation, ticks) are slightly more robust now (will `error`
-  on nonsenical arguments, e.g. frame duration <1).
-  This should not impact any of your current projects, it just makes
-  catching bugs easier.
-- Removed `getFrames` from Animation interface.
-- Updated `Random` interface to fit the new `random`. This is a breaking
-  change but it should be easy to fix by updating your `Random` constraints
-  to `UniformRange`.
-  Be mindful that `recordGame` could play slightly differently, as the
-  update function for the StdGen in `random` has changed.
-- Removed `getRandomList` from Random interface.
-- Added `pickRandom` to Random interface.
-- Removed unuseful `creaStaticAnimation` from Animation interface.
-- Released mar 9 nov 2021, 15:56:14.
-
-1.4.0.0
--------
-
-- Fixed an annoying bug that made a game run slower than expected on
-  low TPS. Now if you select 5 ticks per second, you can rest assured
-  that after 50 ticks, 5 seconds have elapsed.
-- Renamed `FPS` to `TPS` (ticks per second); highlight logic speed is
-  constant timewise on all machines, while FPS might be different on
-  differently efficient terminals.
-  This will allow in future releases to provide a function to easily
-  calculate actual FPS of the game.
-- Added alternative origin combinators `%^>`, `%.<`, `%.>`; they are
-  useful when you want to — e.g. — «paste a plane one row from
-  bottom-right corner».
-
-1.3.0.0
--------
-
-- `displaySize` and `playGame`/`playGameS` now throw an exception
-  (of type `ATGException`) instead of `error`ing. These exeptions are
-  `CannotGetDisplaySize` and `DisplayTooSmall`; they are synchronous,
-  for easier catching. (requested by sm)
-- Released sab 16 ott 2021, 21:09:22
-
-1.2.1.0
--------
-
-- Fixed textBox, textBoxHyphen bug (boxes were not transparent, contrary
-  to what stated in docs) (reported by sm).
-- Released lun 11 ott 2021, 22:29:40
-
-1.2.0.0
--------
-
-- Added textBoxHyphen and textBoxHyphenLiquid and a handful of `Hypenator`s.
-  This will allow you to have autohyphenation in textboxes. Compare:
-    (normal textbox)                       (hyphenated textbox)
-    Rimasi un po’ a meditare nel buio      Rimasi un po’ a meditare nel buio
-    velato appena dal barlume azzurrino    velato appena dal barlume azzurrino
-    del fornello a gas, su cui             del fornello a gas, su cui sobbol-
-    sobbollliva quieta la pentola.         liva quieta la pentola.
-- Switched `Width`, `Height`, `Row`, `Col` from `Integer` to `Int`.
-  This is unfortunate, but will make playing with `base` simpler. I will
-  switch it back once `Prelude` handles both integers appropriately
-  or exports the relevant function. (request by sm)
-- Changed signature for `box`, `textBox` and `textBoxLiquid`. Now
-  width/height parameters come *before* the character/string. E.g.:
-    textBoxLiquid :: String -> Width -> Plane  -- this was before
-    textBoxLiquid :: Width -> String -> Plane  -- this is now
-  This felt more ergonomic while writing games.
-- `paperPlane` is now `planePaper` (to respect SVO order)
-
-1.1.1.0
--------
-
-- Added (***) (centre blit) (request by sm)
-- Released gio 30 set 2021, 12:29:22
-
-1.1.0.0
--------
-
-- Added Plane justapoxition functions (===, |||, vcat, hcat).
-- Added `word` and and `textBoxLiquid` drawing functions.
-- Added `subPlane`, `displaySize` Plane functions.
-- Removed unused `trimPlane`.
-- Sanitized non-ASCII chars on Win32 console.
-- Wed 03 Feb 2021 18:41:20 CET
-
-1.0.0.0
--------
-
-- Milestone release.
-- Beefed up documentation.
-- Released Sun 08 Dec 2019 04:19:33 CET
-
-0.7.2.0
--------
-
-- Fixed 0.7.1.0 unbumped dependency.
-- Released Fri 22 Nov 2019 16:51:25 CET
-
-0.7.1.0
--------
-
-- Fixed 0.7.0.0 (deprecated) interface.
-- Released Fri 22 Nov 2019 14:51:40 CET
-
-0.7.0.0
--------
-
-- Simplified Animation interface (breaking changes).
-- Added `creaLoopAnimation` and `creaStaticAnimation`.
-- Released Fri 22 Nov 2019 14:40:44 CET
-
-0.6.1.0
--------
-
-- Reworked Timers/Animations interface and documentation.
-- Added `lapse` (for Timers/Animations).
-- Released Fri 22 Nov 2019 01:03:37 CET
-
-0.6.0.1
--------
-
-- Add public repo (requested by sm).
-- Released Tue 19 Nov 2019 22:38:34 CET
-
-0.6.0.0
--------
-
-- Add random generation functions.
-- Released Sun 10 Nov 2019 13:44:32 CET
-
-0.5.0.0
--------
-
-- Add `setupGame` to setup games before playtesting (skip menus, etc.).
-- Fixed screen corruption on Windows.
-- Released Fri 08 Nov 2019 13:52:39 CET
-
-0.4.0.0
--------
-
-- Exposed new functions in API.
-- Greatly improved haddock documentation.
-- Released Tue 25 Jun 2019 16:08:53 CEST
-
-0.2.1.0
--------
-
-- Improved haddock documentation a bit.
-- Cleanup runs regardless of exception.
-- Released on Sun 18 Mar 2018 03:04:07 CET.
-
-0.2.0.0
--------
-
-- Added dependencies constraints.
-- Removed internal module.
-- Fixed changelog.
-- Released on Fri 16 Mar 2018 00:42:41 CET.
-
-0.1.0.0
--------
-
-- Initial release.
-- Released on Fri 16 Mar 2018 00:33:18 CET.
diff --git a/COPYING b/COPYING
new file mode 100644
--- /dev/null
+++ b/COPYING
@@ -0,0 +1,674 @@
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+  17. Interpretation of Sections 15 and 16.
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+              END OF TERMS AND CONDITIONS
+
+     How to Apply These Terms to Your New Programs
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+    <program>  Copyright (C) <year>  <name of author>
+    This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+    This is free software, and you are welcome to redistribute it
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+
+The hypothetical commands `show w' and `show c' should show the appropriate
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+might be different; for a GUI interface, you would use an "about box".
+
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+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
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+
+  The GNU General Public License does not permit incorporating your program
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+<http://www.gnu.org/philosophy/why-not-lgpl.html>.
diff --git a/LICENSE b/LICENSE
deleted file mode 100644
--- a/LICENSE
+++ /dev/null
@@ -1,674 +0,0 @@
-              GNU GENERAL PUBLIC LICENSE
-                Version 3, 29 June 2007
-
- Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
- Everyone is permitted to copy and distribute verbatim copies
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diff --git a/NEWS b/NEWS
new file mode 100644
--- /dev/null
+++ b/NEWS
@@ -0,0 +1,441 @@
+1.9.4.0
+-------
+
+- Thanks to José Rafael Vieira, ansi-terminal-game now sports an API for
+  efficient dense-grid drawing.  `Cell` is exported, along with functions
+  to create Cell`s
+
+    creaCell, colorCell, rgbColorCell, paletteColorCell,
+    boldCell, reverseCell
+
+  The most important function is
+
+    cellsPlane :: Width -> Height -> [(Coords, Cell)] -> Plane
+
+  which merges the cells into a `Plane` in a single pass.
+  Many thanks to José!
+
+
+1.9.3.0
+-------
+
+- Bump ansi-terminal 1.1. Due to the introduction of hNowSupportsANSI,
+  older ansi-terminal support has been dropped. If you rely on them,
+  contact me.
+- Released on mer 7 feb 2024, 17:44:31
+
+1.9.2.0
+-------
+
+- This version of a-t-g introduces convenience file-embedding functions
+  `embedFile` and `embedDir`.
+  An example on how this can be useful: suppose you are working on an ASCII
+  map using `tiled` map editor. You could save the map in a `data/map` and
+  then with `embedFile`
+
+      {-# LANGUAGE TemplateHaskell #-}
+
+      mapBS :: ByteString
+      mapBS = $(embedFile "data/map/gamma-labs.map")
+
+      gammaLabs :: GameMap
+      gammaLabs = parseMap mapBS
+
+  having it as a pure value in your program, and being able to ship a
+  single binary instead of a zipped archive.
+  `unpack :: ByteString -> String` and the `ByteString` type itself are
+  also re-exported as helpers.
+
+1.9.1.3
+-------
+
+- Bump hsped
+- dom 14 mag 2023, 14:58:31
+
+1.9.1.2
+-------
+
+- Bump ansi-terminal, fix hspec bounds.
+- Minor documentation fixes.
+- Released dom 14 mag 2023, 12:13:07.
+
+
+1.9.1.1
+-------
+
+- New git repository home, browse it at
+    http://www.ariis.it/static/repos/stagit/ansi-terminal-game
+
+1.9.1.0
+-------
+
+- This version of ansi-terminal-game introduces new ways to describe
+  colours: RGB and xterm colours. You can find a description of the
+  API in the “Non-standard colors” section of Haddock.
+  The new functions and types are are
+      data Colour a
+      rgbColor, paletteColor, sRGB24, sRGB, sRGB24read     -- RGB
+      xterm6LevelRGB, xterm24LevelGray, xtermSystem,       -- xterm
+  Enticing as they are, they are supported only by a minority of
+  terminals/multiplexers, so use them only when you are sure of the
+  terminal you are targetting.
+  This change was proposed /and/ implemented by José Rafael Vieira,
+  whom I thank.
+- Fixed a bug on `balls` example (thanks Andread Abel).
+- The haskell tiny game competition is over
+      https://github.com/haskell-game/tiny-games-hs
+  a number of games were made with ansi-terminal-game.
+- Released mer 1 mar 2023, 06:34:52
+
+1.9.0.0
+-------
+
+tl;dr and migration guide:
+- This version of ansi-terminal-games has a new signature for logic
+  function:
+      gLogicFunction :: GEnv -> s -> Event -> Either r s
+- Notice the `Either r s`: `Left` means “game is over”; `Right`means
+  “game continues”.
+- To migrate a project to 1.9.0.0 you should:
+    - Adjust logic function to incorporate those changes.
+    - Get rid of your `quitFunction` in your `Game`.
+    - Modify every `Game s` to `Game s ()`.
+
+Breaking changes:
+- This version changes the logic function from
+      gLogicFunction :: GEnv -> s -> Event -> s
+  to
+      gLogicFunction :: GEnv -> s -> Event -> Either r s
+  `Either r s` is a way to explicitly state whether the game is over
+  not not. If you return `Left $ …` then the game will stop, if you
+  return `Right $ …` your game will continue.
+- the `r` stands for `result` and is present in the type constructor
+  too:
+      Game s r  -- A game with state `s` which will,
+                -- upon exit, return a result `r`.
+- Usually r is () (as simple games do not care about end results,
+  they just quit to terminal). But there are cases (games embedded
+  in a larger program, a set of minigames, high scores) where you
+  want to return something and this is the way to do it.
+- Many other functions have had a slight change of signature to
+  accomodate this change
+      playGame :: Game s r -> IO r
+      narrateGame :: Game s r -> GRec -> IO ()
+      testGame :: Game s -> GRec -> Either s r
+  I will spend some second on the test function. A game tested in
+  a pure environment will end in two ways: a) by reaching Left
+  (proper end game) b) by exhausting the input stream.
+  In case b) we cannot return a result `r`, but just a half-baked
+  ingame state. This is very useful for testing purposes.
+  A trick that I do is this: record events with `recordGame` and
+  then press Ctrl-C midgame. This way the stream is cut and I will
+  get a `Right` state when running `testGame`. I can then analyse
+  the resulting state.
+- Functions have been deleted too
+      playGame :: Game s -> IO s
+  is no more
+- And new functions were introduced:
+    playGame_ :: Game s r -> IO ()      -- discard result
+- The change was suggested by Gergő Érdi, whom I thank.
+  The rationale was to improve ergonomics for the game-makes, I
+  welcome feedback from you.
+- Released mar 28 feb 2023, 20:23:02
+
+Other changes:
+- Clarified KeyPress and Tick behaviour. tl;dr: *all* keypresses are
+  recorded and fed to your game-logic function. If your played manages
+  to type the Divine Comedy in the space of a Tick, all those characters
+  are recorded, not just one.
+  If your game is running faster when keys are pressed, that probably
+  means you are updating some world variables on `KeyPress` events too,
+  while you should do that only on `Tick` events.
+
+1.8.1.0
+-------
+
+- Fixed hcat, vcat, stringPlane, stringPlane documentation to match
+  behaviour (i.e. they do not error on empty strong/list).
+- Now `subPlane` too does not throw an exception when called with
+  inconsistent coordinates, but returns a transparent 1×1 plane.
+- Introduced `MalformedGRec` exception for when `readRecord` fails.
+- Provided instructions for hot-reloading a game running in normal
+  (interactive) mode with various means (tmux, urxvt, etc.).
+  Check `example/MainHotReload.hs`.
+- Introduced RGB and term colours (patch by José Rafael Vieira).
+- Added AUTHORS.
+
+1.8.0.0
+-------
+
+- Fixed testing facilities `recordGame`, `testGame`, `narrateGame` and
+  similar functions. `testGame` in particular is able to precisely
+  emulate recorded environment (so if your game has a bug only at a
+  specific size, `testGame` will now catch it).
+  Check `cabal run -f alone-playback examples ` to see a replay in action
+  and `test/Terminal/Game/Layer/ImperativeSpec.hs` for pure test ideas.
+- Added information on how to have an hot-reload mode, albeit only for
+  non-interactive game replays. Check `example/MainHotReload.hs` if
+  interested.
+- Added a new exception, `DisplayTooSmall`, which expands gracefully to
+  a “please resize your terminal” message to the player if uncaught.
+  Nothing changes if you do not already use `asserTermDims`.
+- `assertTermDims` is now curries (`Width -> Height -> IO ()` instead
+  of `Dimensions -> IO ()`) to better fit the rest of the API.
+- Modified behaviour of functions `vcat`, `hcat`, `stringPlane`,
+  `stringPlaneTrans`. They will not error on empty list, rather return
+  a transparent, 1×1 plane.
+- Changed licence and changes files to COPYING and NEWS.
+
+1.7.0.0
+-------
+
+- After some feedback from library users, I decided to eliminate
+  `simpleGame` from the API.
+  To reiterate hte migration guide, if your type was:
+
+    Game 80 24 13 initState logicFun drawFun quitFun
+    -- or
+    -- simpleGame (80, 24) 13 initState logicFun drawFun quitFun
+
+  You just need to modify it like this:
+
+    Game 13 initState
+                (const logicFun)
+                (\e s -> centerFull e $ drawFun s)
+                quitFun
+        -- notice how we lost `80 24`. You can still have a screen size
+        -- check with `assertTermDims`, as described below.
+- Added `blankPlaneFull` and `centerFull` convenience functions (to work
+  with GEnv terminal dimensions).
+- Added assertTermDims, a quick way to check your user terminal is big
+  enough at the start of the game.
+- minimal blitting optimisation (you should be able to see a 1–2
+  FPS improvement).
+- improved documentation on various functions.
+
+1.6.0.2
+-------
+
+- lun 15 nov 2021, 02:21:08
+- more doc tweaking
+
+1.6.0.1
+-------
+
+- released lun 15 nov 2021, 00:35:41
+- minor documentation / spelling fixes
+
+1.6.0.0
+-------
+
+Summary and tl;dr migration guide:
+- This version introduces a breaking changes in the main way to make
+  a `Game`. I will detail the changes below, but first a three-lines
+  migration guide:
+    the only thing you should have to do is to replace your `Game`
+    data constructor with `simpleGame` smart constructor, and substitute
+    the first to `c` `r` arguments (col/row) with a `(c, r)` tuple.
+  And of course, if you are interested in displaying FPS and adapt to
+  screen size modifications at game-time (“liquid” layout), read along!
+
+Changes:
+- This version introduces GEnv, a structure that exposes current frame
+  rate (in FPS) and current terminal size (in Width, Height).
+- `GEnv` is added as a parameter to logic and draw functions, which
+  now have these signatures:
+    gLogicFunction :: GEnv -> s -> Event -> slightly
+    gDrawFunction :: GEnv -> s -> plane
+- If you do not want to dabble with GEnv, you can still use `simpleGame`
+  smart constructor, which mimicks the old `Game`. `simpleGame` has some
+  nice defaults:
+    - if the terminal is too small it will ask the player to resize it
+      (even in the middle of the game), blocking any input;
+    - if the terminal is bigger, it will paste `Plane` in the middle
+      of the screen.
+- For this reason, `DisplayTooSmall` exception exists no more.
+- the new `Game` does not have those defaults, but allows you to get
+  creative with screen resizes, e.g. accomodating as much gameworld
+  as possible etc. Check `cabal run -f examples balls` and resize the
+  screen to see it in action.
+- Minor change: I have introduced a `Dimensions` alias for
+  `(Width, Height)`.
+
+Future work:
+- these changes lay the path for an even more general `Game` type,
+  adding effects like reading form a game configuration, writing to it
+  etc.
+  I would like to have these wrapped in a pure interface (maybe à la
+  Response/Request? Maybe callbacks?) and for sure want them to be
+  composable with current test scaffolding (testGame,
+  narrateGame, etc.). It will not be easy to design; if are reading
+  this and have any suggestion, please write to me.
+
+Released dom 14 nov 2021, 20:25:19
+
+1.5.0.0
+-------
+
+- `timers-tick` has released a new version: all timers function (creaTimer,
+  creaBoolTimer, creaTimerLoop, creaBoolTimerLoop, creaAnimation,
+  creaLoopAnimation, ticks) are slightly more robust now (will `error`
+  on nonsenical arguments, e.g. frame duration <1).
+  This should not impact any of your current projects, it just makes
+  catching bugs easier.
+- Removed `getFrames` from Animation interface.
+- Updated `Random` interface to fit the new `random`. This is a breaking
+  change but it should be easy to fix by updating your `Random` constraints
+  to `UniformRange`.
+  Be mindful that `recordGame` could play slightly differently, as the
+  update function for the StdGen in `random` has changed.
+- Removed `getRandomList` from Random interface.
+- Added `pickRandom` to Random interface.
+- Removed unuseful `creaStaticAnimation` from Animation interface.
+- Released mar 9 nov 2021, 15:56:14.
+
+1.4.0.0
+-------
+
+- Fixed an annoying bug that made a game run slower than expected on
+  low TPS. Now if you select 5 ticks per second, you can rest assured
+  that after 50 ticks, 5 seconds have elapsed.
+- Renamed `FPS` to `TPS` (ticks per second); highlight logic speed is
+  constant timewise on all machines, while FPS might be different on
+  differently efficient terminals.
+  This will allow in future releases to provide a function to easily
+  calculate actual FPS of the game.
+- Added alternative origin combinators `%^>`, `%.<`, `%.>`; they are
+  useful when you want to — e.g. — «paste a plane one row from
+  bottom-right corner».
+
+1.3.0.0
+-------
+
+- `displaySize` and `playGame`/`playGameS` now throw an exception
+  (of type `ATGException`) instead of `error`ing. These exeptions are
+  `CannotGetDisplaySize` and `DisplayTooSmall`; they are synchronous,
+  for easier catching. (requested by sm)
+- Released sab 16 ott 2021, 21:09:22
+
+1.2.1.0
+-------
+
+- Fixed textBox, textBoxHyphen bug (boxes were not transparent, contrary
+  to what stated in docs) (reported by sm).
+- Released lun 11 ott 2021, 22:29:40
+
+1.2.0.0
+-------
+
+- Added textBoxHyphen and textBoxHyphenLiquid and a handful of `Hypenator`s.
+  This will allow you to have autohyphenation in textboxes. Compare:
+    (normal textbox)                       (hyphenated textbox)
+    Rimasi un po’ a meditare nel buio      Rimasi un po’ a meditare nel buio
+    velato appena dal barlume azzurrino    velato appena dal barlume azzurrino
+    del fornello a gas, su cui             del fornello a gas, su cui sobbol-
+    sobbollliva quieta la pentola.         liva quieta la pentola.
+- Switched `Width`, `Height`, `Row`, `Col` from `Integer` to `Int`.
+  This is unfortunate, but will make playing with `base` simpler. I will
+  switch it back once `Prelude` handles both integers appropriately
+  or exports the relevant function. (request by sm)
+- Changed signature for `box`, `textBox` and `textBoxLiquid`. Now
+  width/height parameters come *before* the character/string. E.g.:
+    textBoxLiquid :: String -> Width -> Plane  -- this was before
+    textBoxLiquid :: Width -> String -> Plane  -- this is now
+  This felt more ergonomic while writing games.
+- `paperPlane` is now `planePaper` (to respect SVO order)
+
+1.1.1.0
+-------
+
+- Added (***) (centre blit) (request by sm)
+- Released gio 30 set 2021, 12:29:22
+
+1.1.0.0
+-------
+
+- Added Plane justapoxition functions (===, |||, vcat, hcat).
+- Added `word` and and `textBoxLiquid` drawing functions.
+- Added `subPlane`, `displaySize` Plane functions.
+- Removed unused `trimPlane`.
+- Sanitized non-ASCII chars on Win32 console.
+- Wed 03 Feb 2021 18:41:20 CET
+
+1.0.0.0
+-------
+
+- Milestone release.
+- Beefed up documentation.
+- Released Sun 08 Dec 2019 04:19:33 CET
+
+0.7.2.0
+-------
+
+- Fixed 0.7.1.0 unbumped dependency.
+- Released Fri 22 Nov 2019 16:51:25 CET
+
+0.7.1.0
+-------
+
+- Fixed 0.7.0.0 (deprecated) interface.
+- Released Fri 22 Nov 2019 14:51:40 CET
+
+0.7.0.0
+-------
+
+- Simplified Animation interface (breaking changes).
+- Added `creaLoopAnimation` and `creaStaticAnimation`.
+- Released Fri 22 Nov 2019 14:40:44 CET
+
+0.6.1.0
+-------
+
+- Reworked Timers/Animations interface and documentation.
+- Added `lapse` (for Timers/Animations).
+- Released Fri 22 Nov 2019 01:03:37 CET
+
+0.6.0.1
+-------
+
+- Add public repo (requested by sm).
+- Released Tue 19 Nov 2019 22:38:34 CET
+
+0.6.0.0
+-------
+
+- Add random generation functions.
+- Released Sun 10 Nov 2019 13:44:32 CET
+
+0.5.0.0
+-------
+
+- Add `setupGame` to setup games before playtesting (skip menus, etc.).
+- Fixed screen corruption on Windows.
+- Released Fri 08 Nov 2019 13:52:39 CET
+
+0.4.0.0
+-------
+
+- Exposed new functions in API.
+- Greatly improved haddock documentation.
+- Released Tue 25 Jun 2019 16:08:53 CEST
+
+0.2.1.0
+-------
+
+- Improved haddock documentation a bit.
+- Cleanup runs regardless of exception.
+- Released on Sun 18 Mar 2018 03:04:07 CET.
+
+0.2.0.0
+-------
+
+- Added dependencies constraints.
+- Removed internal module.
+- Fixed changelog.
+- Released on Fri 16 Mar 2018 00:42:41 CET.
+
+0.1.0.0
+-------
+
+- Initial release.
+- Released on Fri 16 Mar 2018 00:33:18 CET.
diff --git a/README b/README
--- a/README
+++ b/README
@@ -21,7 +21,7 @@
 - run the basic example with `cabal new-run -f examples alone`;
 - check the source in `examples/Alone.hs`;
 - open the 'Terminal.Game' haddock documentation (start reading from
-  `Data.Game`).
+  `data Game`).
 
 A full game can be found at:
 
@@ -43,4 +43,10 @@
 For any feedback or report, contact me at:
 
     http://ariis.it/static/articles/mail/page.html
+
+Contributing
+------------
+
+browse repo: http://www.ariis.it/static/repos/stagit/ansi-terminal-game/
+Upload your modifications somewhere and send me an email (<fa-ml@ariis.it>).
 
diff --git a/ansi-terminal-game.cabal b/ansi-terminal-game.cabal
--- a/ansi-terminal-game.cabal
+++ b/ansi-terminal-game.cabal
@@ -1,7 +1,6 @@
 name:                ansi-terminal-game
-version:             1.7.0.0
-synopsis:            sdl-like functions for terminal applications, based on
-                     ansi-terminal
+version:             1.9.4.0
+synopsis:            cross-platform library for terminal games
 description:         Library which aims to replicate standard 2d game
                      functions (blit, ticks, timers, etc.) in a terminal
                      setting; features double buffering to optimise
@@ -10,26 +9,30 @@
                      no unix-only dependencies), practical.
                      See @examples@ folder for some minimal programs.  A
                      full game: <http://www.ariis.it/static/articles/venzone/page.html venzone>.
-homepage:            http://www.ariis.it/static/articles/ansi-terminal-game/page.html
+homepage:            http://www.ariis.it/static/articles/libraries/page.html#ansi-terminal-game
 license:             GPL-3
-license-file:        LICENSE
-author:              Francesco Ariis
+license-file:        COPYING
+author:              Francesco Ariis et al. (see AUTHORS)
 maintainer:          fa-ml@ariis.it
-copyright:           © 2017-2021 Francesco Ariis
+copyright:           © 2017-2023 Francesco Ariis et al.
 category:            Game
 build-type:          Simple
 extra-source-files:  README,
-                     CHANGES,
-                     test/alone-record-test.gr
-cabal-version:       >=1.10
+                     NEWS,
+                     AUTHORS,
+                     test/records/alone-record-test.gr,
+                     test/records/alone-record-left.gr,
+                     test/records/balls-dims.gr,
+                     test/records/balls-slow.gr
+cabal-version:       >= 1.10
 
 flag examples
   description:       builds examples
   default:           False
 
 source-repository head
-    type:     darcs
-    location: http://www.ariis.it/link/repos/ansi-terminal-game/
+    type:     git
+    location: http://www.ariis.it/static/repos/stagit/ansi-terminal-game/
 
 library
   exposed-modules:     Terminal.Game
@@ -42,28 +45,32 @@
                        Terminal.Game.Layer.Object.Interface,
                        Terminal.Game.Layer.Object.IO,
                        Terminal.Game.Layer.Object.Narrate,
+                       Terminal.Game.Layer.Object.Primitive,
                        Terminal.Game.Layer.Object.Record,
                        Terminal.Game.Layer.Object.Test,
-                       Terminal.Game.Utils,
                        Terminal.Game.Plane,
                        Terminal.Game.Random,
-                       Terminal.Game.Timer
+                       Terminal.Game.Timer,
+                       Terminal.Game.Utils
   build-depends:       base == 4.*,
-                       ansi-terminal == 0.11.*,
+                       ansi-terminal >= 1.0 && < 1.2,
                        array == 0.5.*,
-                       bytestring >= 0.10 && < 0.12,
+                       bytestring >= 0.10 && < 0.13,
                        cereal == 0.5.*,
                        clock >= 0.7 && < 0.9,
+                       containers >= 0.6 && < 0.9,
                        exceptions == 0.10.*,
+                       file-embed >= 0.0.15 && < 0.1,
                        linebreak == 1.1.*,
                        mintty == 0.1.*,
-                       mtl == 2.2.*,
-                       QuickCheck >= 2.13 && < 2.15,
-                       random >= 1.2 && < 1.3,
+                       mtl >= 2.2 && < 2.4,
+                       QuickCheck >= 2.13 && < 2.18,
+                       random >= 1.2 && < 1.4,
                        split == 0.2.*,
                        terminal-size == 0.3.*,
                        unidecode >= 0.1.0 && < 0.2,
-                       timers-tick > 0.5 && < 0.6
+                       timers-tick > 0.5 && < 0.6,
+                       colour >= 2.3.6 && < 2.4
   hs-source-dirs:      src
   default-language:    Haskell2010
   ghc-options:         -Wall
@@ -78,6 +85,7 @@
   hs-Source-Dirs:      test, src, example
   main-is:             Test.hs
   other-modules:       Alone,
+                       Balls,
                        Terminal.Game,
                        Terminal.Game.Animation,
                        Terminal.Game.Character,
@@ -90,31 +98,37 @@
                        Terminal.Game.Layer.Object.Interface,
                        Terminal.Game.Layer.Object.IO,
                        Terminal.Game.Layer.Object.Narrate,
+                       Terminal.Game.Layer.Object.Primitive,
                        Terminal.Game.Layer.Object.Record,
                        Terminal.Game.Layer.Object.Test,
+                       Terminal.Game.Layer.Object.TestSpec,
                        Terminal.Game.Utils,
                        Terminal.Game.Plane,
                        Terminal.Game.PlaneSpec
                        Terminal.Game.Random,
                        Terminal.Game.RandomSpec
   build-depends:       base == 4.*,
-                       ansi-terminal == 0.11.*,
+                       ansi-terminal >= 1.0 && < 1.2,
                        array == 0.5.*,
-                       bytestring >= 0.10 && < 0.12,
+                       bytestring >= 0.10 && < 0.13,
                        cereal == 0.5.*,
                        clock >= 0.7 && < 0.9,
+                       containers >= 0.6 && < 0.9,
                        exceptions == 0.10.*,
+                       file-embed >= 0.0.15 && < 0.1,
                        linebreak == 1.1.*,
                        mintty == 0.1.*,
-                       mtl == 2.2.*,
-                       QuickCheck >= 2.13 && < 2.15,
-                       random >= 1.2 && < 1.3,
+                       mtl >= 2.2 && < 2.4,
+                       QuickCheck >= 2.13 && < 2.18,
+                       random >= 1.2 && < 1.4,
                        split == 0.2.*,
                        terminal-size == 0.3.*,
                        unidecode >= 0.1.0 && < 0.2,
-                       timers-tick > 0.5 && < 0.6
+                       timers-tick > 0.5 && < 0.6,
+                       colour >= 2.3.6 && < 2.4
                        -- the above plus hspec
-                       , hspec
+                       , hspec >= 2.10.1 && < 2.12
+  build-tool-depends:  hspec-discover:hspec-discover
   type:                exitcode-stdio-1.0
   ghc-options:         -Wall
 
@@ -131,7 +145,7 @@
       buildable:      False
 
     hs-source-dirs:   example
-    main-is:          Main.hs
+    main-is:          MainAlone.hs
     other-modules:    Alone
     default-language: Haskell2010
     ghc-options:      -threaded
@@ -146,7 +160,7 @@
       buildable:      False
 
     hs-source-dirs:   example
-    main-is:          Playback.hs
+    main-is:          MainPlayback.hs
     other-modules:    Alone
     default-language: Haskell2010
     ghc-options:      -threaded
@@ -160,7 +174,22 @@
       buildable:      False
 
     hs-source-dirs:   example
-    main-is:          Balls.hs
+    main-is:          MainBalls.hs
+    other-modules:    Balls
+    default-language: Haskell2010
+    ghc-options:      -threaded
+                      -Wall
+
+executable hot-reload
+    if flag(examples)
+      build-depends:  base == 4.*,
+                      ansi-terminal-game
+    else
+      buildable:      False
+
+    hs-source-dirs:   example
+    main-is:          MainHotReload.hs
+    other-modules:    Alone
     default-language: Haskell2010
     ghc-options:      -threaded
                       -Wall
diff --git a/example/Alone.hs b/example/Alone.hs
--- a/example/Alone.hs
+++ b/example/Alone.hs
@@ -8,23 +8,22 @@
 import qualified Data.Tuple as T
 
 -- game specification
-aloneInARoom :: Game MyState
+aloneInARoom :: Game MyState ()
 aloneInARoom = Game 13                       -- ticks per second
-                    (MyState (10, 10)
-                             Stop False)     -- init state
+                    (MyState (10, 10) Stop)  -- init state
                     (\_ s e -> logicFun s e) -- logic function
-                    (\_ s -> drawFun s)      -- draw function
-                    gsQuit                   -- quit function
+                    (\r s -> centerFull r $
+                               drawFun s)    -- draw function
 
 sizeCheck :: IO ()
-sizeCheck = assertTermDims (T.swap . snd $ boundaries)
+sizeCheck = let (w, h) = T.swap . snd $ boundaries
+            in assertTermDims w h
 
 -------------------------------------------------------------------------------
 -- Types
 
 data MyState = MyState { gsCoord :: Coords,
-                         gsMove  :: Move,
-                         gsQuit  :: Bool }
+                         gsMove  :: Move }
              deriving (Show, Eq)
 
 data Move = N | S | E | W | Stop
@@ -36,10 +35,11 @@
 -------------------------------------------------------------------------------
 -- Logic
 
-logicFun :: MyState -> Event -> MyState
-logicFun gs (KeyPress 'q') = gs { gsQuit = True }
-logicFun gs Tick           = gs { gsCoord = pos (gsMove gs) (gsCoord gs) }
-logicFun gs (KeyPress c)   = gs { gsMove = move (gsMove gs) c }
+logicFun :: MyState -> Event -> Either () MyState
+logicFun _ (KeyPress 'q') = Left ()
+logicFun gs Tick          = Right $ gs { gsCoord = pos (gsMove gs)
+                                                       (gsCoord gs) }
+logicFun gs (KeyPress c)  = Right $ gs { gsMove = move (gsMove gs) c }
 
 -- SCI movement
 move :: Move -> Char -> Move
@@ -73,9 +73,9 @@
 -- Draw
 
 drawFun :: MyState -> Plane
-drawFun (MyState (r, c) _ _) =
+drawFun (MyState (r, c) _) =
                            blankPlane mw     mh            &
-                (1, 1)   % box mw mh '_'                   &
+                (1, 1)   % box mw mh '.'                   &
                 (2, 2)   % box (mw-2) (mh-2) ' '           &
                 (15, 20) % textBox 10 4
                                    "Tap WASD to move, tap again to stop." &
diff --git a/example/Balls.hs b/example/Balls.hs
--- a/example/Balls.hs
+++ b/example/Balls.hs
@@ -1,5 +1,7 @@
-module Main where
+module Balls where
 
+-- library module for `balls`
+
 import Terminal.Game
 
 import qualified Data.Bool as B
@@ -11,14 +13,12 @@
    There are three things I will showcase in this example:
 
    1. ** How you can display current FPS. **
-      This is done using `Game` to create your game rather than
-      `simpleGame`. `Game` is a bit more complex but you gain
-      additional infos to manipulate/blit, like FPS.
+      This is done using information passed via `GEnv` (eFPS).
 
    2. ** How your game can gracefully handle screen resize. **
       Notice how if you resize the terminal, balls will still
       fill the entire screen. This is again possible using `Game`
-      and the information passed via GameEnv (in this case, terminal
+      and the information passed via GEnv (in this case, terminal
       dimensions).
 
    3. ** That — while FPS can change  — game speed does not. **
@@ -30,10 +30,6 @@
    a high TPS! 15–20 is more than enough in most cases.
 -}
 
-main :: IO ()
-main = getStdGen >>= \g ->
-       playGame (fireworks g)
-
 -------------------------------------------------------------------------------
 -- Ball
 
@@ -119,40 +115,46 @@
 -- Game
 
 data GState = GState { gen :: StdGen,
-                       quit :: Bool,
                        timer :: Timer,
-                       balls :: [Ball] }
+                       balls :: [Ball],
+                       bslow :: Bool }
+            -- pSlow is not used in game, it is there just
+            -- for the test suite
 
-fireworks :: StdGen -> Game GState
-fireworks g = Game tps istate lfun dfun qfun
+fireworks :: StdGen -> Game GState Int
+fireworks g = Game tps istate lfun dfun
     where
           tps = 60
 
           istate :: GState
-          istate = GState g False (ctimer tps) []
+          istate = GState g (ctimer tps) [] False
 
 -------------------------------------------------------------------------------
 -- Logic
 
-lfun :: GEnv -> GState -> Event -> GState
+-- The `Int` in `Either Int Gstate` is: number of balls
+-- on screen at the end of the game.
+lfun :: GEnv -> GState -> Event -> Either Int GState
 lfun e s (KeyPress 's') =
             let g = gen s
                 ds = eTermDims e
                 (b, g1) = genBall g ds
-            in s { gen = g1,
-                   balls = b : balls s }
-lfun _ s (KeyPress 'q') = s { quit = True }
-lfun _ s (KeyPress _)   = s
+                s' = s { gen = g1,
+                         balls = b : balls s }
+            in Right s'
+lfun _ s (KeyPress 'q') = Left $ length (balls s)
+lfun _ s (KeyPress _)   = Right s
 lfun r s Tick           =
             let ds = eTermDims r
 
                 ps = balls s
                 ps' = M.mapMaybe (modPar ds) ps
-            in s { timer = ltimer (timer s),
-                   balls = filter (isIn ds)  ps' }
 
-qfun :: GState -> Bool
-qfun s = quit s
+                bs = eFPS r < 30
+                s' = s { timer = ltimer (timer s),
+                         balls = filter (isIn ds)  ps',
+                         bslow = bs }
+            in Right s'
 
 -------------------------------------------------------------------------------
 -- Draw
@@ -179,7 +181,8 @@
 
           inst :: Plane
           inst = word "Press (s) to spawn" ===
-                 word "Press (q) to quit"
+                 word "Press (q) to quit"  ===
+                 word "Resize terminal to pop balls"
 
           trans :: Draw
           trans = makeTransparent ' '
diff --git a/example/Main.hs b/example/Main.hs
deleted file mode 100644
--- a/example/Main.hs
+++ /dev/null
@@ -1,12 +0,0 @@
-module Main where
-
-
-import Alone ( aloneInARoom, sizeCheck )
-
-import Terminal.Game
-
--- run with: cabal new-run -f examples alone
-
-main :: IO ()
-main = do sizeCheck
-          errorPress $ playGame aloneInARoom
diff --git a/example/MainAlone.hs b/example/MainAlone.hs
new file mode 100644
--- /dev/null
+++ b/example/MainAlone.hs
@@ -0,0 +1,12 @@
+module Main where
+
+
+import Alone ( aloneInARoom, sizeCheck )
+
+import Terminal.Game
+
+-- run with: cabal new-run -f examples alone
+
+main :: IO ()
+main = do sizeCheck
+          errorPress $ playGame aloneInARoom
diff --git a/example/MainBalls.hs b/example/MainBalls.hs
new file mode 100644
--- /dev/null
+++ b/example/MainBalls.hs
@@ -0,0 +1,22 @@
+module Main where
+
+import Balls
+
+import Terminal.Game
+
+-- Balls Main module. The meat of the game is in `examples/Balls.hs`
+
+main :: IO ()
+main = do
+        g <- getStdGen
+        r <- playGame (fireworks g)
+            -- We use game result `r` (how many balls were on
+            -- screen) and feed it to another function.
+            -- This could be useful to upload high scores to
+            -- a site, or for a game embedded in a larger pro-
+            -- gram, etc.
+        putStrLn (bye r)
+    where
+          bye wi = "See you later!\nYou left the game with " ++
+                   show wi ++ " balls on screen."
+
diff --git a/example/MainHotReload.hs b/example/MainHotReload.hs
new file mode 100644
--- /dev/null
+++ b/example/MainHotReload.hs
@@ -0,0 +1,87 @@
+module Main where
+
+import Alone ( aloneInARoom, sizeCheck )
+
+import Terminal.Game
+
+-- Hot reloading is a handy feature while writing a game. Here I will
+-- show you various ways to do that with ansi-terminal-game.
+--
+-- Hot reloading makes use of `entr` (install it from your repos) and
+-- some additional scaffolding, provided by `tmux` or your plain terminal.
+-- Read below to see two ideas in action.
+
+
+{- === HOT RELOAD WITH ENTR AND TMUX ===
+
+	1. Install `entr` and `tmux`.
+
+    2. open a tmux window, in the bottom-right plane launch the game
+       in an infinite loop, e.g.
+
+         while true; do cabal run -f examples alone; done
+
+       Remember, the pane has to be the bottom-right one, like this:
+
+            +----------------------------------------------+
+            |                        |                     |
+            |                        |                     |
+            |                        |                     |
+            |                        |                     |
+            |                        |                     |
+            |                        |                     |
+            |                        |---------------------|
+            |                        |                     |
+            |                        |                     |
+            |                        |                     |
+            |                        |       G A M E       |
+            |                        |                     |
+            |                        |                     |
+            |                        |                     |
+            +----------------------------------------------+
+
+     3. in another pane launch `entr` in this fashion:
+
+          find src example/ -name *.hs | entr tmux send-keys -t {bottom-right} q
+
+     4. Now whenever you modify a source file in example/ , the game
+        will be reloaded!  -}
+
+
+{- === HOT RELOAD WITH ENTR AND PLAIN TERMINAL ===
+
+    1. If your terminal has a `command` option, it is even easier.
+       We will use `urxvt` for this example
+
+          find src example/*.hs | entr -r urxvt -e cabal run -f examples alone
+
+    2. Every time you save a source file, a terminal will be spawn with
+       your game running in it.  -}
+
+
+{-  === HOT RELOAD REPLAYS WITH ENTR ===
+
+    `entr` by itself *cannot* autoreload a game in the same window, as it
+    cannot handle interactive programs. But if you are just displaying a
+    replay, this can come handy
+
+        find example/*.hs | entr -cr cabal run -f examples hot-reload
+
+    This is very useful to incrementally build NPCs’ behaviour,
+    iron out mechanics bugs etc.
+
+    Remember that you can use `recordGame` to record a session.  -}
+
+
+-- If you you need something fancier for your game (e.g. hot reloading user
+-- maps), `venzone` [1] (module Watcher) has a builtin /watch mode/ you can
+-- take inspiration from.
+--
+-- [1] https://hackage.haskell.org/package/venzone
+
+main :: IO ()
+main = do
+        sizeCheck
+        gr <- readRecord "test/records/alone-record-test.gr"
+                -- check `readRecord
+        () <$ narrateGame aloneInARoom gr
diff --git a/example/MainPlayback.hs b/example/MainPlayback.hs
new file mode 100644
--- /dev/null
+++ b/example/MainPlayback.hs
@@ -0,0 +1,30 @@
+module Main where
+
+import Alone ( aloneInARoom, sizeCheck )
+
+import Terminal.Game
+
+import System.IO.Temp ( emptySystemTempFile )
+
+-- plays the game and, once you quit, shows a replay of the session
+-- run with: cabal new-run -f examples alone-playback
+
+main :: IO ()
+main = do
+        sizeCheck
+        tf <- emptySystemTempFile "alone-record.gr"
+        playback tf
+
+playback :: FilePath -> IO ()
+playback f = do
+        prompt "Press <Enter> to play the game."
+        recordGame aloneInARoom f
+        prompt "Press <Enter> to watch playback."
+        es <- readRecord f
+        _ <- narrateGame aloneInARoom es
+        prompt "Playback over! Press <Enter> to quit."
+    where
+          prompt :: String -> IO ()
+          prompt s = putStrLn s >> () <$ getLine
+
+
diff --git a/example/Playback.hs b/example/Playback.hs
deleted file mode 100644
--- a/example/Playback.hs
+++ /dev/null
@@ -1,30 +0,0 @@
-module Main where
-
-import Alone ( aloneInARoom, sizeCheck )
-
-import Terminal.Game
-
-import System.IO.Temp ( emptySystemTempFile )
-
--- plays the game and, once you quit, shows a replay of the session
--- run with: cabal new-run -f examples alone-playback
-
-main :: IO ()
-main = do
-        sizeCheck
-        tf <- emptySystemTempFile "alone-record.gr"
-        playback tf
-
-playback :: FilePath -> IO ()
-playback f = do
-        prompt "Press <Enter> to play the game."
-        recordGame aloneInARoom f
-        prompt "Press <Enter> to watch playback."
-        es <- readRecord f
-        _ <- narrateGame aloneInARoom es
-        prompt "Playback over! Press <Enter> to quit."
-    where
-          prompt :: String -> IO ()
-          prompt s = putStrLn s >> () <$ getLine
-
-
diff --git a/platform-dep/windows/Terminal/Game/Utils.hs b/platform-dep/windows/Terminal/Game/Utils.hs
--- a/platform-dep/windows/Terminal/Game/Utils.hs
+++ b/platform-dep/windows/Terminal/Game/Utils.hs
@@ -6,8 +6,6 @@
 
 -- horrible horrible horrible hack to make unbuffered input
 -- work on Windows (and win32console check)
--- todo [windows] https://gitlab.haskell.org/ghc/ghc/-/issues/2189#note_290480
--- e anche i caratteri
 
 module Terminal.Game.Utils (inputCharTerminal,
                             isWin32Console )
@@ -26,6 +24,7 @@
 foreign import ccall safe "conio.h getch"
   c_getch :: IO FT.CInt
 
+-- TODO elimina isWin32Console [win]
 -- not perfect, but it is what it is (on win, non minTTY)
 isWin32Console :: IO Bool
 isWin32Console = not <$> M.isMinTTY
diff --git a/src/Terminal/Game.hs b/src/Terminal/Game.hs
--- a/src/Terminal/Game.hs
+++ b/src/Terminal/Game.hs
@@ -1,8 +1,8 @@
---------------------------------------------------------------------------------
+-------------------------------------------------------------------------------
 -- |
 -- Module      :  Terminal.Game
--- Copyright   :  © 2017-2021 Francesco Ariis
--- License     :  GPLv3 (see COPYING file)
+-- Copyright   :  © 2017-2023 Francesco Ariis et al.
+-- License     :  GPLv3 (see COPYING)
 --
 -- Maintainer  :  Francesco Ariis <fa-ml@ariis.it>
 -- Stability   :  provisional
@@ -12,14 +12,19 @@
 --
 -- New? Start from 'Game'.
 --
---------------------------------------------------------------------------------
+-------------------------------------------------------------------------------
 
 -- Basic col-on-black ASCII terminal, operations.
 -- Only module to be imported.
 
--- todo eccezioni con maybe o lanciando l’eccezione?
--- todo [u:3] testing facilities should record/read fps/screen-resize
+-- todo you can eliminate unidecode!
+-- todo you probably can eliminate part of platform dep too (ffi)
+--      (anche check what is linked -- see lib.so.8 error)
+-- todo you should check again on win the «press exit to continue» test
+-- todo write that ascii/latin-1/greek letters should be ok on win
 
+-- todo rewrite test w/ an internal library method
+
 module Terminal.Game ( -- * Running
                        TPS,
                        FPS,
@@ -27,10 +32,13 @@
                        GEnv(..),
                        Game(..),
                        playGame,
+                       ATGException(..),
 
                        -- ** Helpers
-                       playGameS,
+                       playGame_,
+                       Terminal.Game.displaySize,
                        assertTermDims,
+                       errorPress,
                        blankPlaneFull,
                        centerFull,
 
@@ -42,7 +50,7 @@
                        -- parametrised over any state @s@, you are free
                        -- to implement game logic as you prefer.
 
-                       -- ** Timers/Animation
+                       -- ** Timers/Animations
 
                        -- *** Timers
                        Timed,
@@ -86,6 +94,18 @@
                        planePaper,
                        planeSize,
 
+                       -- *** Performance blitting
+                       -- $performance
+
+                       Cell,
+                       creaCell,
+                       colorCell,
+                       rgbColorCell,
+                       paletteColorCell,
+                       boldCell,
+                       reverseCell,
+                       cellsPlane,
+
                        -- ** Draw
                        Draw,
                        (%), (&), (#),
@@ -111,23 +131,47 @@
                        -- *** Declarative drawing
                        (|||), (===), (***), hcat, vcat,
 
+                       -- *** Non-standard colors
+                       -- | Non-standard RGB and xterm colors. These are
+                       -- prettier, but work on a minority of terminal
+                       -- emulators/multiplexers.
+                       -- Use them only on your machine or when you are sure
+                       -- of the terminal you are targetting.
+                       S.Colour, rgbColor, paletteColor,
+                       S.sRGB24, S.sRGBBounded, S.sRGB, S.sRGB24read,
+                       xterm6LevelRGB, xterm24LevelGray, xtermSystem,
+
                        -- * Testing
-                       testGame,
-                       setupGame,
+                       GRec,
                        recordGame,
                        readRecord,
+                       testGame,
+                       setupGame,
                        narrateGame,
 
-                       -- * Utility
-                       Terminal.Game.displaySize,
-                       errorPress,
-                       ATGException(..)
+                       -- | A quick and dirty way to have /hot reload/
+                       -- (autorestarting your game when source files change)
+                       -- is illustrated in @example/MainHotReload.hs@.
 
+                       -- * Embedding files
+
+                       -- | Embedding files is convenient when working on
+                       -- assets separately and still wanting to ship a
+                       -- single binary. Remember to add this pragma to
+                       -- the top of your module:
+                       --
+                       -- > {-# LANGUAGE TemplateHaskell #-}
+                       embedFile,
+                       embedDir,
+                       BC.ByteString,
+                       BC.unpack,
+
                        -- * Cross platform
                        -- $xcompat
                      )
     where
 
+import Data.FileEmbed
 import System.Console.ANSI
 import Terminal.Game.Animation
 import Terminal.Game.Draw
@@ -138,11 +182,13 @@
 import Text.LineBreak
 
 import qualified Control.Monad as CM
+import qualified Data.ByteString.Char8 as BC
+import qualified Data.Colour.SRGB as S
 
 -- $origins
 -- Placing a plane is sometimes more convenient if the coordinates origin
--- is a corner other than top-left (e.g. «Paste this plane one row from
--- bottom-left corner»). These combinators — meant to be used instead of '%'
+-- is a corner other than top-left (e.g. “Paste this plane one row from
+-- bottom-left corner”). These combinators — meant to be used instead of '%'
 -- — allow you to do so. Example:
 --
 -- @
@@ -161,54 +207,49 @@
 -- $xcompat
 -- Good practices for cross-compatibility:
 --
--- * choose game dimensions of no more than __24 rows__ and __80 columns__.
+-- * Choose game dimensions of no more than __24 rows__ and __80 columns__.
 --   This ensures compatibility with the trickiest terminals (i.e. Win32
---   console);
+--   console).
 --
--- * use __ASCII characters__ only. Again this is for Win32 console
+-- * Use __ASCII characters__ only. Again this is for Win32 console
 --   compatibility, until
 --   [this GHC bug](https://gitlab.haskell.org/ghc/ghc/issues/7593) gets
---   fixed;
+--   fixed.
 --
--- * employ colour sparingly: as some users will play your game in a
+-- * Employ colour sparingly: as some users will play your game in a
 --   light-background terminal and some in a dark one, choose only colours
---   that go well with either (blue, red, etc.);
+--   that go well with either (blue, red, etc.).
 --
--- * some terminals/multiplexers (i.e. tmux) do not make a distinction
---   between vivid/dull; do not base your game mechanics on that
---   difference.
+-- * Some terminals/multiplexers (i.e. tmux) do not make a distinction
+--   between vivid/dull, others do not display bold; do not base your game
+--   mechanics on that difference.
+--
+-- * If you use WASD for movement, you can readily gain compatibility with
+--   AZERTY keyboard layout by mapping “up” to both @W@ and @Z@ and “left”
+--   to @A@ and @Q@. Users from France, Belgium, and Québec will thank you.
 
+-- $performance
+-- Using 'Plane' for graphics is convenient due to the many primitives
+-- for drawing.  If you need extra performance, @ansi-terminal-game@
+-- exposes 'Cell' functions too, for efficient dense-grid drawing.
+--
+-- Remember that most likely the bottleneck for your app will still be
+-- the terminal your users run!
+
 -- | /Usable/ terminal display size (on Win32 console the last line is
 -- set aside for input). Throws 'CannotGetDisplaySize' on error.
 displaySize :: IO Dimensions
 displaySize = O.displaySizeErr
 
--- | Check if terminal can accomodate 'Dimensions', otherwise @error@ with
--- a «please resize your term» message.
-assertTermDims :: Dimensions -> IO ()
-assertTermDims (sw, sh) =
-                clearScreen >>
-                setCursorPosition 0 0 >>
-                displaySizeErr >>= \tds ->
-                CM.when (isSmaller tds) (error $ smallMsg tds)
+-- | Check if terminal can accomodate 'Dimensions', otherwise throws
+-- 'DisplayTooSmall' with a helpful message for the player.
+assertTermDims :: Width -> Height -> IO ()
+assertTermDims dw dh =
+            clearScreen >>
+            setCursorPosition 0 0 >>
+            displaySizeErr >>= \ads ->
+            CM.when (isSmaller ads)
+                    (throwExc $ DisplayTooSmall (dw, dh) ads)
     where
-          colS ww = ww < sw
-          rowS wh = wh < sh
           isSmaller :: Dimensions -> Bool
-          isSmaller (ww, wh) = colS ww || rowS wh
-
-          smallMsg :: Dimensions -> String
-          smallMsg (ww, wh) =
-                let cm = show ww ++ " columns"
-                    rm = show wh ++ " rows"
-                    em | colS ww && rowS wh = cm ++ " and " ++ rm
-                       | colS ww = cm
-                       | rowS wh = rm
-                       | otherwise = "smallMsg: passed correct term size!"
-                in
-                  "This games requires a grid of " ++ show sw ++
-                  " columns and " ++ show sh ++ " rows.\n" ++
-                  "Yours only has " ++ em ++ "!\n\n" ++
-                  "Please resize your terminal now!\n"
-
-
+          isSmaller (ww, wh) = ww < dw || wh < dh
diff --git a/src/Terminal/Game/Draw.hs b/src/Terminal/Game/Draw.hs
--- a/src/Terminal/Game/Draw.hs
+++ b/src/Terminal/Game/Draw.hs
@@ -14,8 +14,10 @@
 
 import Text.LineBreak
 
-import qualified Data.Function       as F ( (&) )
-import qualified Data.List           as L
+import qualified Data.Colour.RGBSpace as S
+import qualified Data.Function as F ( (&) )
+import qualified Data.List as L
+import qualified Data.Word as W
 import qualified System.Console.ANSI as CA
 
 
@@ -97,14 +99,16 @@
                 (r, c) % b
 
 
--- | Place a list of 'Plane's side-by-side, horizontally.
+-- | Place a list of 'Plane's side-by-side, horizontally. Returns a 1×1
+-- transparent plane on empty list.
 hcat :: [Plane] -> Plane
-hcat [] = error "hcat: empty list"
+hcat [] = blankPlane 1 1 # makeTransparent ' '
 hcat ps = L.foldl1' (|||) ps
 
--- | Place a list of 'Plane's side-by-side, vertically.
+-- | Place a list of 'Plane's side-by-side, vertically. Returns a 1×1
+-- transparent plane on empty list.
 vcat :: [Plane] -> Plane
-vcat [] = error "vcat: empty list"
+vcat [] = blankPlane 1 1 # makeTransparent ' '
 vcat ps = L.foldl1' (===) ps
 
 infixl 6 |||, ===, ***
@@ -126,8 +130,15 @@
 invert :: Plane -> Plane
 invert p = mapPlane reverseCell p
 
+-- | Set RGB color
+rgbColor :: S.Colour Float -> Plane -> Plane
+rgbColor k p = mapPlane (rgbColorCell k) p
 
+-- | Set Palette color
+paletteColor :: W.Word8 -> Plane -> Plane
+paletteColor k p = mapPlane (paletteColorCell k) p
 
+
 -------------
 -- DRAWING --
 -------------
@@ -172,7 +183,7 @@
 -- sobbolliva quieta la pentola.           liva quieta la pentola.
 -- @
 --
--- Notice how in the right box «sobbolliva» is broken in two. This
+-- Notice how in the right box /sobbolliva/ is broken in two. This
 -- can be useful and aesthetically pleasing when textboxes are narrow.
 textBoxHyphen :: Hyphenator -> Width -> Height -> String -> Plane
 textBoxHyphen hp w h cs = frameTrans w h (textBoxHyphenLiquid hp w cs)
diff --git a/src/Terminal/Game/Layer/Imperative.hs b/src/Terminal/Game/Layer/Imperative.hs
--- a/src/Terminal/Game/Layer/Imperative.hs
+++ b/src/Terminal/Game/Layer/Imperative.hs
@@ -15,37 +15,39 @@
 import qualified Control.Exception as E
 import qualified Control.Monad as CM
 import qualified Data.Bool as B
+import qualified Data.Either as ET
 import qualified Data.List as D
 import qualified System.IO as SI
 
 import Terminal.Game.Plane
 
--- | Game environment with current terminal dimensions and current display
--- rate.
-data GEnv = GEnv { eTermDims :: Dimensions,
-                        -- ^ Current terminal dimensions.
-                   eFPS :: FPS
-                        -- ^ Current blitting rate.
-                       }
-
--- | Game definition datatype, parametrised on your gamestate. The two most
--- important elements are the function dealing with logic and the drawing
--- one. Check @alone@ demo (@cabal run -f examples alone@) to see a simple game
--- in action.
-data Game s =
-        Game { gTPS           :: TPS, -- ^ Ticks per second. You do not
-                                      -- need high values, since the
-                                      -- 2D canvas is coarse (e.g. 13 TPS is
-                                      -- enough for action games).
-               gInitState     :: s,   -- ^ Initial state of the game.
-               gLogicFunction :: GEnv -> s -> Event -> s,
-                         -- ^ Logic function.
-               gDrawFunction  :: GEnv -> s -> Plane,
-                         -- ^ Draw function. Just want to blit your game
-                         -- in the middle? Check 'centerFull'.
-               gQuitFunction  :: s -> Bool
-                         -- ^ «Should I quit?» function.
-                                      }
+-- | Game definition datatype, parametrised on:
+--
+-- * your gamestate @s@; and
+-- * a result when the game is finished @r@. Simple games do not need this,
+--   just fill @r@ with @()@.
+--
+-- The two most important elements are the function dealing with logic and
+-- the drawing one. Check @alone@ demo (@cabal run -f examples alone@) to
+-- see a basic game in action.
+data Game s r = Game {
+        gTPS           :: TPS,
+            -- ^ Game speed in ticks per second. You do not
+            -- need high values, since the 2D canvas is coarse
+            -- (e.g. 13 TPS is enough for action games).
+        gInitState     :: s,   -- ^ Initial state of the game.
+        gLogicFunction :: GEnv -> s -> Event -> Either r s,
+            -- ^ Logic function.  If `gLogicFunction` returns @Right s@
+            -- the game will continue with state @s@; if it returns @Left@
+            -- the game is over (quit condition).
+            --
+            -- Curious to see how @r@ can be useful? Check
+            -- @cabal run -f examples balls@ and
+            -- @example/MainBalls.hs@.
+        gDrawFunction  :: GEnv -> s -> Plane
+            -- ^ Draw function. Just want to blit your game
+            -- in the middle? Check 'centerFull'.
+    }
 
 -- | A blank plane as big as the terminal.
 blankPlaneFull :: GEnv -> Plane
@@ -65,57 +67,77 @@
 -- | Entry point for the game execution, should be called in @main@.
 --
 -- You __must__ compile your programs with @-threaded@; if you do not do
--- this the game will crash at start-up. Just add:
+-- this the game will crash, at start-up. Just add:
 --
 -- @
 -- ghc-options:      -threaded
 -- @
 --
 -- in your @.cabal@ file and you will be fine!
---
--- Need to inspect state on exit? Check 'playGameS'.
-playGame :: Game s -> IO ()
-playGame g = () <$ runGIO (runGameGeneral g)
+playGame :: Game s r -> IO r
+playGame g = either id (error "`Right` in playGame") <$>
+               runGIO (runGameGeneral g)
 
--- | As 'playGame', but do not discard state.
-playGameS :: Game s -> IO s
-playGameS g = runGIO (runGameGeneral g)
+-- | As 'playGame', but ignore the result @r@.
+playGame_ :: Game s r -> IO ()
+playGame_ g = () <$ playGame g
 
--- | Tests a game in a /pure/ environment. You can
--- supply the 'Event's yourself or use 'recordGame' to obtain them.
-testGame :: Game s -> [Event] -> s
-testGame g es = fst $ runTest (runGameGeneral g) es
+-- | Tests a game in a /pure/ environment. Aims to accurately emulate 'GEnv'
+-- changes (screen size, FPS) too. Returns a result @r@ or a state @s@ in
+-- case the Event stream is exhausted before the game exits.
+--
+-- A useful trick is to call 'recordGame' and press /Ctrl-C/ while playing
+-- (instead of quitting properly). This way @testGame@ will return
+-- @Left s@, a state that you can then inspect.
+testGame :: Game s r -> GRec -> Either r s
+testGame g ts =
+        case runTest (runGameGeneral g) ts of
+            (Nothing, l) -> error $ "testGame, exception called: " ++
+                                    show l
+                -- it is fine to use error here since in the end
+                -- hspec can deal with it gracefully and we give
+                -- more infos on a failed test
+            (Just s, _) -> s
 
--- | As 'testGame', but returns 'Game' instead of a bare state.
+-- | As 'testGame', but returns 'Game' instead of result/state.
 -- Useful to fast-forward (e.g.: skip menus) before invoking 'playGame'.
-setupGame :: Game s -> [Event] -> Game s
-setupGame g es = let s' = testGame g es
-                 in g { gInitState = s' }
+setupGame :: Game s r -> GRec -> Game s r
+setupGame g ts = let s' = testGame g ts
+                 in case s' of
+                      -- If the game is already over, return a mock logic
+                      -- function which simply ends the game.
+                      Left r -> g { gLogicFunction = \_ _ _ -> Left r }
+                      Right s -> g { gInitState = s }
 
--- | Similar to 'testGame', runs the game given a list of 'Events'. Unlike
+-- | Similar to 'testGame', runs the game given a 'GRec'. Unlike
 -- 'testGame', the playthrough will be displayed on screen. Useful when a
 -- test fails and you want to see how.
 --
 -- See this in action with  @cabal run -f examples alone-playback@.
-narrateGame :: Game s -> [Event] -> IO s
-narrateGame g e = runReplay (runGameGeneral g) e
+--
+-- Notice that 'GEnv' will be provided at /run-time/, and not
+-- record-time; this can make emulation slightly inaccurate if — e.g. —
+-- you replay the game on a smaller terminal than the one you recorded
+-- the session on.
+narrateGame :: Game s r -> GRec -> IO ()
+narrateGame g e = () <$ runReplay (runGameGeneral g) e
 
--- | Play as in 'playGame' and write the session to @file@. Useful to
--- produce input for 'testGame' and 'narrateGame'. Session will be
--- recorded even if an exception happens while playing.
-recordGame :: Game s -> FilePath -> IO ()
+-- | Play as in 'playGame' and write the session (input stream, etc.) to
+-- @file@. Then you can use this with 'testGame' and 'narrateGame'. Session
+-- will be recorded even if an exception happens while playing.
+recordGame :: Game s r -> FilePath -> IO ()
 recordGame g fp =
         E.bracket
-          (CC.newMVar [])
-          (\ve -> writeMoves fp ve)
+          (CC.newMVar igrec)
+          (\ve -> writeRec fp ve)
           (\ve -> () <$ runRecord (runGameGeneral g) ve)
 
 data Config = Config { cMEvents :: CC.MVar [Event],
-                       cTPS     :: TPS              }
+                       cTPS     :: TPS }
 
-runGameGeneral :: forall s m. MonadGameIO m =>
-                  Game s -> m s
-runGameGeneral (Game tps s lf df qf) =
+runGameGeneral :: forall s r m. MonadGameIO m =>
+                  Game s r -> m (Either r s)
+runGameGeneral (Game tps s lf df) =
             -- init
             setupDisplay    >>
             startEvents tps >>= \(InputHandle ve ts) ->
@@ -128,12 +150,11 @@
                        (stopEvents ts >>
                         shutdownDisplay  )
     where
-          game :: MonadGameIO m => Config -> Dimensions -> m s
-          game c wds = gameLoop c s lf df qf
+          game :: MonadGameIO m => Config -> Dimensions -> m (Either r s)
+          game c wds = gameLoop c (Right s) lf df
                                 Nothing wds
                                 (creaFPSCalc tps)
 
-
 -- | Wraps an @IO@ computation so that any 'ATGException' or 'error' gets
 -- displayed along with a @\<press any key to quit\>@ prompt.
 -- Some terminals shut-down immediately upon program end; adding
@@ -168,35 +189,38 @@
 
 -- from http://www.loomsoft.net/resources/alltut/alltut_lesson6.htm
 gameLoop :: MonadGameIO m     =>
-            Config            -> -- event source
-            s                 -> -- state
+            Config            ->  -- event source
+            Either r s        ->  -- state
             (GEnv ->
-             s -> Event -> s) -> -- logic function
+              s -> Event ->
+              Either r s)     ->  -- logic function
             (GEnv ->
-             s -> Plane)      -> -- draw function
-            (s -> Bool)       -> -- quit? function
-            Maybe Plane       -> -- last blitted screen
-            Dimensions        -> -- Term dimensions
-            FPSCalc           -> -- calculate fps
-            m s
-gameLoop c s lf df qf opln td fps =
+             s -> Plane)      ->  -- draw function
+            Maybe Plane       ->  -- last blitted screen
+            Dimensions        ->  -- Term dimensions
+            FPSCalc           ->  -- calculate fps
+            m (Either r s)
+gameLoop c s lf df opln td fps =
 
-        -- quit?
-        checkQuit qf s >>= \qb ->
-        if qb
+        -- Quit?
+        areEventsOver >>= \qb ->
+            -- We will quit in case input stream (events) is exhausted.
+            -- This might happen during test/narrate.
+        if ET.isLeft s || qb
           then return s
         else
 
-        -- fetch events (if any)
+        -- Fetch events (if any).
+        -- This is safe as we checked for `areEventsOver` above.
         pollEvents (cMEvents c) >>= \es ->
 
         -- no events? skip everything
         if null es
           then sleepABit (cTPS c)               >>
-               gameLoop c s lf df qf opln td fps
+               gameLoop c s lf df opln td fps
         else
 
-        displaySizeErr            >>= \td' ->
+        displaySizeErr          >>= \td' ->
 
         -- logic
         let ge = GEnv td' (calcFPS fps)
@@ -204,7 +228,7 @@
 
         -- no `Tick` events? You do not need to blit, just update state
         if i == 0
-          then gameLoop c s' lf df qf opln td fps
+          then gameLoop c s' lf df opln td fps
         else
 
         -- FPS calc
@@ -215,38 +239,45 @@
         CM.when resc clearDisplay >>
 
         -- draw
-        let opln' | resc = Nothing -- res changed? restart double buffering
+        let
+            opln' | resc = Nothing -- res changed? restart double buffering
                   | otherwise = opln
-            npln = df ge s' in
+            npln = case s' of
+                    (Right rs) -> df ge rs
+                    (Left _) -> uncurry blankPlane td'
+                    -- In case the logic function came to an end
+                    -- (Left), just print a blank plane.
+        in
 
         blitPlane opln' npln >>
 
-        gameLoop c s' lf df qf (Just npln) td' fps'
+        gameLoop c s' lf df (Just npln) td' fps'
 
 -- Int = number of `Tick` events
-stepsLogic :: s -> (s -> Event -> s) -> [Event] -> (Integer, s)
+stepsLogic :: Either r s -> (s -> Event -> Either r s) -> [Event] ->
+              (Integer, Either r s)
 stepsLogic s lf es = let ies = D.genericLength . filter isTick $ es
-                     in (ies, foldl lf s es)
+                     in (ies, logicFold lf s es)
     where
           isTick Tick = True
           isTick _    = False
 
+          logicFold :: (s -> Event -> Either r s) ->
+                       Either r s -> [Event] -> Either r s
+          logicFold _ (Left r) _ = Left r
+          logicFold wlf (Right ws) wes = CM.foldM wlf ws wes
+
+
 -------------------------------------------------------------------------------
 -- Frame per Seconds
 
--- | The number of frames blit to terminal per second. Frames might be
--- dropped, but game speed will remain constant. Check @balls@
--- (@cabal run -f examples balls@) to see how to display FPS.
--- For obvious reasons (blits would be wasted) @max FPS = TPS@.
-type FPS = Integer
-
 data FPSCalc = FPSCalc [Integer] TPS
     -- list with number of `Ticks` processed at each blit and expected
     -- FPS (i.e. TPS)
 
 -- the size of moving average will be TPS (that simplifies calculations)
 creaFPSCalc :: TPS -> FPSCalc
-creaFPSCalc tps = FPSCalc (D.genericReplicate (tps*1) 1) tps
+creaFPSCalc tps = FPSCalc (D.genericReplicate tps {- (tps*2) -} 1) tps
     -- tps*1: size of thw window in **blit actions** (not tick actions!)
     --        so keeping it small should be responsive and non flickery
     --        at the same time!
diff --git a/src/Terminal/Game/Layer/Object.hs b/src/Terminal/Game/Layer/Object.hs
--- a/src/Terminal/Game/Layer/Object.hs
+++ b/src/Terminal/Game/Layer/Object.hs
@@ -9,6 +9,7 @@
 import Terminal.Game.Layer.Object.Interface as Export
 import Terminal.Game.Layer.Object.GameIO    as Export
 import Terminal.Game.Layer.Object.Narrate   as Export
+import Terminal.Game.Layer.Object.Primitive as Export
 import Terminal.Game.Layer.Object.Record    as Export
 import Terminal.Game.Layer.Object.Test      as Export
 
diff --git a/src/Terminal/Game/Layer/Object/IO.hs b/src/Terminal/Game/Layer/Object/IO.hs
--- a/src/Terminal/Game/Layer/Object/IO.hs
+++ b/src/Terminal/Game/Layer/Object/IO.hs
@@ -11,16 +11,17 @@
 
 module Terminal.Game.Layer.Object.IO where
 
-import Terminal.Game.Layer.Object.Interface
-
-import Terminal.Game.Plane
 import Terminal.Game.Utils
 
+import Terminal.Game.Layer.Object.Interface
+import Terminal.Game.Layer.Object.Primitive
+import Terminal.Game.Plane
 
 import qualified Control.Concurrent           as CC
 import qualified Control.Monad                as CM
 import qualified Control.Monad.Catch          as MC
 import qualified Control.Monad.Trans          as T
+import qualified GHC.IO.StdHandles            as GH
 import qualified Data.List.Split              as LS
 import qualified System.Clock                 as SC
 import qualified System.Console.ANSI          as CA
@@ -34,29 +35,31 @@
 ----------------
 
 instance {-# OVERLAPS #-} (Monad m, T.MonadIO m) => MonadInput m where
-    startEvents tps = T.liftIO $ startIOInput Nothing tps
+    startEvents tps = T.liftIO $ startIOInput tps
     pollEvents ve = T.liftIO $ CC.swapMVar ve []
     stopEvents ts = T.liftIO $ stopEventsIO ts
+    areEventsOver = return False
+      -- IO monad is the actual game, we never quit bar if
+      -- the logic function returns `Right`.
 
--- xxx astrai da qui?
+
 -- filepath = logging
-startIOInput :: Maybe (CC.MVar [Event]) -> TPS -> IO InputHandle
-startIOInput mr tps =
-            -- non buffered input
+startIOInput :: TPS -> IO InputHandle
+startIOInput tps =
             SI.hSetBuffering SI.stdin SI.NoBuffering  >>
-            SI.hSetBuffering SI.stdout SI.NoBuffering >>
+            SI.hSetBuffering SI.stdout (SI.BlockBuffering Nothing) >>
             SI.hSetEcho SI.stdin False                >>
-                -- all the buffering settings has to
-                -- happen here. If i move them to display,
-                -- you need to press enter before playing
-                -- the game on some machines.
+                -- all the buffering settings has to happen
+                -- at the top of startIOInput. If i move
+                -- them to display, you need to press enter
+                -- before playing the game on some machines.
 
             -- event and log variables
             CC.newMVar [] >>= \ve ->
 
-            getTimeTick tps                  >>= \it ->
-            CC.forkIO (addTick mr ve tps it) >>= \te ->
-            CC.forkIO (addKeypress mr ve)    >>= \tk ->
+            getTimeTick tps               >>= \it ->
+            CC.forkIO (addTick ve tps it) >>= \te ->
+            CC.forkIO (addKeypress ve)    >>= \tk ->
             return (InputHandle ve [te, tk])
 
 -- a precise timer, not based on `threadDelay`
@@ -71,36 +74,38 @@
         return (quot tm t1)
 
 -- mr: maybe recording
-addTick :: Maybe (CC.MVar [Event]) -> CC.MVar [Event] ->
-           TPS -> Elapsed -> IO ()
-addTick mr ve tps el =
+addTick :: CC.MVar [Event] -> TPS -> Elapsed -> IO ()
+addTick ve tps el =
                 -- precise timing. With `treadDelay`, on finer TPS,
                 -- ticks take too much (check threadDelay doc).
-                getTimeTick tps                      >>= \t ->
+                getTimeTick tps                   >>= \t ->
                 CM.replicateM_ (fromIntegral $ t-el)
-                               (addEvent mr ve Tick) >>
+                               (addEvent ve Tick) >>
 
                 -- sleep some
                 sleepABit tps >>
-                addTick mr ve tps t
+                addTick ve tps t
 
 -- get action char
 -- mr: maybe recording
-addKeypress :: Maybe (CC.MVar [Event]) -> CC.MVar [Event] -> IO ()
-addKeypress mr ve = -- vedi platform-dep/
-                    inputCharTerminal           >>= \c ->
-                    addEvent mr ve (KeyPress c) >>
-                    addKeypress mr ve
+addKeypress :: CC.MVar [Event] -> IO ()
+addKeypress ve = -- vedi platform-dep/
+                 inputCharTerminal        >>= \c ->
+                 addEvent ve (KeyPress c) >>
+                 addKeypress ve
 
 -- mr: maybe recording
-addEvent :: Maybe (CC.MVar [Event]) -> CC.MVar [Event] -> Event -> IO ()
-addEvent mr ve e | (Just d) <- mr = vf d >> vf ve
-                 | otherwise      =         vf ve
+addEvent :: CC.MVar [Event] -> Event -> IO ()
+addEvent ve e = vf ve
     where
           vf d = CC.modifyMVar_ d (return . (++[e]))
 
 stopEventsIO :: [CC.ThreadId] -> IO ()
-stopEventsIO ts = mapM_ CC.killThread ts
+stopEventsIO ts = do
+        mapM_ CC.killThread ts
+        SI.hSetBuffering SI.stdout SI.NoBuffering
+        -- We need this to make `alone-playback` work, see (thnks jrvieira):
+        -- https://stackoverflow.com/questions/27324354/haskell-compiled-io-actionorder-and-flushing
 
 -----------------
 -- Game timing --
@@ -121,16 +126,6 @@
     cleanUpErr m c = MC.finally m c
     throwExc t = MC.throwM t
 
-
------------
--- Logic --
------------
-
-instance {-# OVERLAPS #-} (Monad m, T.MonadIO m) =>
-          MonadLogic m where
-    checkQuit fb s = return (fb s)
-
-
 -------------
 -- Display --
 -------------
@@ -151,6 +146,9 @@
             -- inefficient as it gets (attempts to scroll past
             -- bottom right)
         isWin32Console >>= \bw ->
+            -- cmd.exe is present on Win10 `C:\Windows\system32\cmd.exe`
+            -- — and default — too. So this is needed for the foreseeable
+            -- future.
 
         return (fmap (f bw) ts)
     where
@@ -193,6 +191,20 @@
 -- ANCILLARIES --
 -----------------
 
+-- represent current terminal SGR State
+-- so we can keep track of it between blits
+data Style = Style { sBold     :: Bool
+                   , sReversed :: Bool
+                   , sColor    :: Maybe ColorInfo
+                   }
+           deriving (Eq)
+
+resetStyle :: Style
+resetStyle = Style False False Nothing
+
+cellToStyle :: Cell -> Style
+cellToStyle c = Style (isBold c) (isReversed c) (cellColor c)
+
 initPart :: IO ()
 initPart = -- check thread support
            CM.unless CC.rtsSupportsBoundThreads
@@ -200,11 +212,12 @@
 
            -- initial setup/checks
            CA.hideCursor >>
+           CA.hNowSupportsANSI GH.stdout >>
+             -- On Windows, tries to turn ANSI control
+             -- characters support on.
 
            -- text encoding
            SI.mkTextEncoding "UTF-8//TRANSLIT" >>= \te ->
-                -- todo [urgent] change this, and document that
-                -- some chars do not work on win
            SI.hSetEncoding SI.stdout te        >>
 
            clearScreen
@@ -237,7 +250,8 @@
                     (error "blitMap: different plane sizes")      >>
             CA.setCursorPosition 0 0                              >>
                 -- setCursorPosition is *zero* based!
-            blitToTerminal (0, 0) (orderedCells po) (orderedCells pn)
+            blitToTerminal (0, 0) (orderedCells po) (orderedCells pn) >>
+            SI.hFlush SI.stdout
 
 orderedCells :: Plane -> [[Cell]]
 orderedCells p = LS.chunksOf (fromIntegral w) cells
@@ -245,54 +259,59 @@
           cells  = map snd $ assocsPlane p
           (w, _) = planeSize p
 
-
 -- ordered sequence of cells, both old and new, like they were a String to
 -- print to screen.
 -- Coords: initial blitting position
 -- Remember that this Column is *zero* based
 blitToTerminal :: Coords -> [[Cell]] -> [[Cell]] -> IO ()
-blitToTerminal (rr, rc) ocs ncs = CM.foldM_ blitLine rr oldNew
+blitToTerminal (rr, rc) ocs ncs = CM.foldM_ blitLine (rr, resetStyle) oldNew
     where
           oldNew :: [[(Cell, Cell)]]
           oldNew = zipWith zip ocs ncs
 
-          -- row = previous row
-          blitLine :: Row -> [(Cell, Cell)] -> IO Row
-          blitLine pr ccs =
-                CM.foldM_ blitCell 0 ccs               >>
+          -- row = previous row, st = current terminal style
+          blitLine :: (Row, Style) -> [(Cell, Cell)] -> IO (Row, Style)
+          blitLine (pr, st) ccs =
+                CM.foldM blitCell (0, st) ccs    >>= \(_, st') ->
+                let wr = pr + 1 in
                 -- have to use setCursorPosition (instead of nextrow) b/c
                 -- on win there is an auto "go-to-next-line" when reaching
                 -- column end and on win it does not do so
-                let wr = pr + 1 in
                 CA.setCursorPosition (fromIntegral wr)
                                      (fromIntegral rc) >>
-                return wr
+                return (wr, st')
 
           -- k is "spaces to skip"
-          blitCell :: Int -> (Cell, Cell) -> IO Int
-          blitCell k (clo, cln)
-                | cln == clo = return (k+1)
-                | otherwise  = moveIf k         >>= \k' ->
-                               putCellStyle cln >>
-                               return k'
+          blitCell :: (Int, Style) -> (Cell, Cell) -> IO (Int, Style)
+          blitCell (k, st) (clo, cln)
+                | cln == clo = return (k+1, st)
+                | otherwise  = moveIf k >>= \k' ->
+                               putCellStyle st cln >>= \st' ->
+                               return (k', st')
 
           moveIf :: Int -> IO Int
           moveIf k | k == 0    = return k
                    | otherwise = CA.cursorForward k >>
                                  return 0
 
-putCellStyle :: Cell -> IO ()
-putCellStyle c = CA.setSGR ([CA.Reset] ++ sgrb ++ sgrr ++ sgrc) >>
-                 putChar (cellChar c)
+putCellStyle :: Style -> Cell -> IO Style
+putCellStyle st c =
+        CM.when (st /= cst) (CA.setSGR ([CA.Reset] ++ sgrb ++ sgrr ++ sgrc)) >>
+        putChar (cellChar c) >>
+        return cst
     where
+          cst = cellToStyle c
+
           sgrb | isBold c  = [CA.SetConsoleIntensity CA.BoldIntensity]
                | otherwise = []
 
           sgrr | isReversed c = [CA.SetSwapForegroundBackground True]
                | otherwise    = []
 
-          sgrc | Just (k, i) <- cellColor c = [CA.SetColor CA.Foreground i k]
-               | otherwise                  = []
+          sgrc | Just (ANSIColorInfo (k, i)) <- cellColor c = [CA.SetColor CA.Foreground i k]
+               | Just (RGBColorInfo k)       <- cellColor c = [CA.SetRGBColor CA.Foreground k]
+               | Just (PaletteColorInfo k)   <- cellColor c = [CA.SetPaletteColor CA.Foreground k]
+               | otherwise                                  = []
 
 oneTickSec :: Integer
 oneTickSec = 10 ^ (6 :: Integer)
diff --git a/src/Terminal/Game/Layer/Object/Interface.hs b/src/Terminal/Game/Layer/Object/Interface.hs
--- a/src/Terminal/Game/Layer/Object/Interface.hs
+++ b/src/Terminal/Game/Layer/Object/Interface.hs
@@ -5,108 +5,53 @@
 -------------------------------------------------------------------------------
 
 {-# LANGUAGE ConstraintKinds #-}
-{-# LANGUAGE DeriveGeneric #-}
 {-# LANGUAGE LambdaCase #-}
 
 module Terminal.Game.Layer.Object.Interface where
 
 import Terminal.Game.Plane
+import Terminal.Game.Layer.Object.Primitive
 
 import qualified Control.Concurrent as CC
-import qualified Control.Monad.Catch as MC
-import qualified Data.Serialize     as S
-import qualified GHC.Generics       as G
-import qualified Test.QuickCheck    as Q
 
-
--- mtl inferface for game
+-------------------------------------------------------------------------------
+-- mtl interface for game
 
 type MonadGameIO m = (MonadInput m, MonadTimer m,
-                      MonadException m, MonadLogic m,
-                      MonadDisplay m)
-
-
-----------------
--- Game input --
-----------------
-
--- | The number of 'Tick's fed each second to the logic function;
--- constant on every machine. /Frames/ per second might be lower
--- (depending on drawing function onerousness, terminal refresh rate,
--- etc.).
-type TPS = Integer
-
--- | An @Event@ is a 'Tick' (time passes) or a 'KeyPress'.
-data Event = Tick
-           | KeyPress Char
-           deriving (Show, Eq, G.Generic)
-
-instance S.Serialize Event where
-
-instance Q.Arbitrary Event where
-  arbitrary = Q.oneof [ pure Tick,
-                        KeyPress <$> Q.arbitrary ]
+                      MonadException m, MonadDisplay m)
 
 data InputHandle = InputHandle
-            { ihKeyMVar    :: CC.MVar [Event],
-              ihOpenThreds :: [CC.ThreadId] }
+            { ihKeyMVar     :: CC.MVar [Event],
+              ihOpenThreads :: [CC.ThreadId] }
 
 class Monad m => MonadInput m where
     startEvents :: TPS -> m InputHandle
     pollEvents  :: CC.MVar [Event] -> m [Event]
     stopEvents :: [CC.ThreadId] -> m ()
-
------------------
--- Game timing --
------------------
+    areEventsOver :: m Bool
+      -- Why do we need this? For test/narrate purposes. When
+      -- we play a game events are never over, but when we
+      -- test/narrate, it might be than the stream of [Event]
+      -- is exhausted before the state function returns Right.
+      -- We do not want to be stuck in an endless loop in that
+      -- case.
 
 class Monad m => MonadTimer m where
     getTime :: m Integer     -- to nanoseconds
     sleepABit :: TPS -> m () -- Given TPS, sleep a fracion of a single
                              -- Tick.
 
---------------------
--- Error handling --
---------------------
-
 -- if a fails, do b (useful for cleaning up)
 class Monad m => MonadException m where
     cleanUpErr :: m a -> m b -> m a
     throwExc :: ATGException -> m a
 
--- | @ATGException@s are thrown synchronously for easier catching.
-data ATGException =
-      CannotGetDisplaySize
-
-instance Show ATGException where
-    show CannotGetDisplaySize = "Cannot get display size!"
-
-instance MC.Exception ATGException
-
-
------------
--- Logic --
------------
-
--- if a fails, do b (useful for cleaning up)
-class Monad m => MonadLogic m where
-    -- decide whether it's time to quit
-    checkQuit :: (s -> Bool) -> s -> m Bool
-
--------------
--- Display --
--------------
-
 class Monad m => MonadDisplay m where
     setupDisplay :: m ()
     clearDisplay :: m ()
     displaySize :: m (Maybe Dimensions)
     blitPlane :: Maybe Plane -> Plane -> m ()
     shutdownDisplay :: m ()
-
------------
--- Utils --
------------
 
 displaySizeErr :: (MonadDisplay m, MonadException m) => m Dimensions
 displaySizeErr = displaySize >>= \case
diff --git a/src/Terminal/Game/Layer/Object/Narrate.hs b/src/Terminal/Game/Layer/Object/Narrate.hs
--- a/src/Terminal/Game/Layer/Object/Narrate.hs
+++ b/src/Terminal/Game/Layer/Object/Narrate.hs
@@ -1,80 +1,28 @@
 {-# LANGUAGE GeneralizedNewtypeDeriving #-}
-{-# LANGUAGE LambdaCase #-}
 
 module Terminal.Game.Layer.Object.Narrate where
 
--- Record Monad, for when I need to play the game and record Events
--- (keypresses and ticks) in a file
+-- Narrate Monad, replay on screen from a GRec
 
 import Terminal.Game.Layer.Object.Interface
-import Terminal.Game.Layer.Object.IO
+import Terminal.Game.Layer.Object.Primitive
+import Terminal.Game.Layer.Object.IO () -- MonadIo
 
-import qualified Control.Concurrent   as CC
-import qualified Control.Monad        as CM
-import qualified Control.Monad.Catch  as MC
-import qualified Control.Monad.Reader as R
-import qualified Control.Monad.Trans  as T -- MonadIO
-import qualified Data.ByteString      as BS
-import qualified Data.Serialize       as S
-import qualified System.IO            as SI
+import qualified Control.Monad.Catch as MC
+import qualified Control.Monad.State as S
+import qualified Control.Monad.Trans as T
 
 
-newtype Narrate a = Narrate (R.ReaderT [Event] IO a)
+newtype Narrate a = Narrate (S.StateT GRec IO a)
                 deriving (Functor, Applicative, Monad,
-                          T.MonadIO,
+                          T.MonadIO, S.MonadState GRec,
                           MC.MonadThrow, MC.MonadCatch, MC.MonadMask)
 
-runReplay :: Narrate a -> [Event] -> IO a
-runReplay (Narrate r) e = R.runReaderT r e
-
--- | Reads a file containing a recorded session.
-readRecord :: FilePath -> IO [Event]
-readRecord fp = S.decode <$> BS.readFile fp >>= \case
-                  Left e  -> error $ "readRecord could not decode: " ++
-                                     show e
-                  Right r -> return r
-
 instance MonadInput Narrate where
-    startEvents fps = Narrate $
-                        R.ask >>= \e ->
-                        T.liftIO $ startNarrate e fps
-    pollEvents ve = T.liftIO $ CC.swapMVar ve []
-    stopEvents ts = T.liftIO $ stopEventsIO ts
-        -- xxx questi puoi fare dispatch tramite TC?
-
--- xxx ma narrate deve finire?
-instance MonadLogic Narrate where
-    checkQuit fs s = Narrate $ R.ask >>= \case
-                         [] -> return True
-                         _  -> return $ fs s
-
-
-
-
--- xxx astrai da qui?
--- filepath = logging
-startNarrate :: [Event] -> TPS -> IO InputHandle
-startNarrate env tps =
-
-                   -- non buffered input
-                   SI.hSetBuffering SI.stdin SI.NoBuffering  >>
-                   SI.hSetBuffering SI.stdout SI.NoBuffering >>
-                   SI.hSetEcho SI.stdin False                >>
-                   -- xxx astrai this
-
-                   CC.newMVar []                 >>= \ve ->
-                   CC.forkIO (addEnv ve env tps) >>= \te ->
-                   return (InputHandle ve [te])
-
-addEnv :: CC.MVar [Event] -> [Event] -> TPS -> IO ()
-addEnv _  []     _   = error "fine"
-                        -- xxx occhio qui, error or throwIO? Which message?
-addEnv ve (e:es) tps = addEvent Nothing ve e >>
-                       CM.when (e == Tick)
-                            (CC.threadDelay delayAmount) >>
-                       addEnv ve es tps
-    where
-          delayAmount :: Int
-          delayAmount = fromIntegral $ quot oneTickSec tps
-
+    startEvents fps = T.liftIO $ startEvents fps
+    pollEvents _ = S.state getPolled
+    stopEvents ts = T.liftIO $ stopEvents ts
+    areEventsOver = S.gets isOver
 
+runReplay :: Narrate a -> GRec -> IO a
+runReplay (Narrate s) k = S.evalStateT s k
diff --git a/src/Terminal/Game/Layer/Object/Primitive.hs b/src/Terminal/Game/Layer/Object/Primitive.hs
new file mode 100644
--- /dev/null
+++ b/src/Terminal/Game/Layer/Object/Primitive.hs
@@ -0,0 +1,139 @@
+{-# LANGUAGE DeriveGeneric #-}
+{-# LANGUAGE LambdaCase #-}
+
+module Terminal.Game.Layer.Object.Primitive where
+
+import Terminal.Game.Plane
+
+import qualified Control.Monad.Catch as MC
+import qualified GHC.Generics as G
+import qualified Data.ByteString as BS
+import qualified Data.Serialize as Z
+import qualified Data.Sequence as S
+import qualified Test.QuickCheck as Q
+
+-------------------------------------------------------------------------------
+-- Assorted API types
+
+-- | The number of 'Tick's fed each second to the logic function;
+-- constant on every machine. /Frames/ per second might be lower
+-- (depending on drawing function onerousness, terminal refresh rate,
+-- etc.).
+type TPS = Integer
+
+-- | The number of frames blit to terminal per second. Frames might be
+-- dropped, but game speed will remain constant. Check @balls@
+-- (@cabal run -f examples balls@) to see how to display FPS.
+-- For obvious reasons (blits would be wasted) @max FPS = TPS@.
+type FPS = Integer
+
+-- | An @Event@ is a 'Tick' (time passes) or a 'KeyPress'.
+--
+-- Note that all @Keypress@es are recorded and fed to your game-logic
+-- function. This means you will not lose a single character, no matter
+-- how fast your player is at typing or how low you set 'FPS' to be.
+--
+-- Example: in a game where you are controlling a hot-air baloon and have
+-- @direction@ and @position@ variables, you most likely want @direction@
+-- to change at every @KeyPress@, while having @position@ only change at
+-- @Tick@s.
+data Event = Tick
+           | KeyPress Char
+              -- ↑↓→← do not work on Windows (are handled by the app,
+              -- not passed to the program) both on cmd.exe and
+              -- PowerShell.
+           deriving (Show, Eq, G.Generic)
+instance Z.Serialize Event where
+
+instance Q.Arbitrary Event where
+  arbitrary = Q.oneof [ pure Tick,
+                        KeyPress <$> Q.arbitrary ]
+
+-- | Game environment with current terminal dimensions and current display
+-- rate.
+data GEnv = GEnv { eTermDims :: Dimensions,
+                        -- ^ Current terminal dimensions.
+                   eFPS :: FPS
+                        -- ^ Current blitting rate.
+                       }
+    deriving (Show, Eq)
+
+-------------------------------------------------------------------------------
+-- GRec record/replay game typs
+
+-- | Opaque data type with recorded game input, for testing purposes.
+data GRec = GRec { aPolled :: S.Seq [Event],
+                                -- Seq. of polled events
+                   aTermSize :: S.Seq (Maybe Dimensions) }
+                                -- Seq. of polled termdims
+        deriving (Show, Eq, G.Generic)
+instance Z.Serialize GRec where
+
+igrec :: GRec
+igrec = GRec S.Empty S.Empty
+
+addDims :: Maybe Dimensions -> GRec -> GRec
+addDims mds (GRec p s) = GRec p (mds S.<| s)
+
+getDims :: GRec -> (Maybe Dimensions, GRec)
+getDims (GRec p (ds S.:|> d)) = (d, GRec p ds)
+getDims _ = error "getDims: empty Seq"
+    -- Have to use _ or “non exhaustive patterns” warning
+
+addPolled :: [Event] -> GRec -> GRec
+addPolled es (GRec p s) = GRec (es S.<| p) s
+
+getPolled :: GRec -> ([Event], GRec)
+getPolled (GRec (ps S.:|> p) d) = (p, GRec ps d)
+getPolled _ = error "getPolled: empty Seq"
+
+isOver :: GRec -> Bool
+isOver (GRec S.Empty _) = True
+isOver _ = False
+
+-- | Reads a file containing a recorded session. Throws
+-- 'MalformedGRec' on failure.
+readRecord :: FilePath -> IO GRec
+readRecord fp = Z.decode <$> BS.readFile fp >>= \case
+                  Left e  -> MC.throwM (MalformedGRec e)
+                  Right r -> return r
+
+-- | Convenience function to create a 'GRec' from screen size (constant) plus a list of events. Useful with 'setupGame'.
+createGRec :: Dimensions -> [Event] -> GRec
+createGRec ds es = let l = length es * 2 in
+                   GRec (S.fromList [es])
+                        (S.fromList . replicate l $ Just ds)
+
+-------------------------------------------------------------------------------
+-- Exceptions
+
+-- | @ATGException@s are thrown synchronously for easier catching.
+data ATGException = CannotGetDisplaySize
+                  | DisplayTooSmall Dimensions Dimensions
+                        -- ^ Required and actual dimensions.
+                  | MalformedGRec String
+        deriving (Eq)
+
+instance Show ATGException where
+    show CannotGetDisplaySize = "CannotGetDisplaySize"
+    show (DisplayTooSmall (sw, sh) tds) =
+      let colS ww = ww < sw
+          rowS wh = wh < sh
+
+          smallMsg :: Dimensions -> String
+          smallMsg (ww, wh) =
+                let cm = show ww ++ " columns"
+                    rm = show wh ++ " rows"
+                    em | colS ww && rowS wh = cm ++ " and " ++ rm
+                       | colS ww = cm
+                       | rowS wh = rm
+                       | otherwise = "smallMsg: passed correct term size!"
+                in
+                  "This games requires a display of " ++ show sw ++
+                  " columns and " ++ show sh ++ " rows.\n" ++
+                  "Yours only has " ++ em ++ "!\n\n" ++
+                  "Please resize your terminal and restart the game.\n"
+      in "DisplayTooSmall.\n" ++ smallMsg tds
+    show (MalformedGRec e) = "MalformedGRec: " ++ e
+
+instance MC.Exception ATGException where
diff --git a/src/Terminal/Game/Layer/Object/Record.hs b/src/Terminal/Game/Layer/Object/Record.hs
--- a/src/Terminal/Game/Layer/Object/Record.hs
+++ b/src/Terminal/Game/Layer/Object/Record.hs
@@ -3,10 +3,11 @@
 module Terminal.Game.Layer.Object.Record where
 
 -- Record Monad, for when I need to play the game and record Events
--- (keypresses and ticks) in a file
+-- (keypresses, ticks, screen size, FPS) to a file.
 
 import Terminal.Game.Layer.Object.Interface
-import Terminal.Game.Layer.Object.IO
+import Terminal.Game.Layer.Object.Primitive
+import Terminal.Game.Layer.Object.IO ()
 
 import qualified Control.Concurrent   as CC
 import qualified Control.Monad.Catch  as MC
@@ -17,23 +18,37 @@
 
 -- record the key pressed in a game session
 
-newtype Record a = Record (R.ReaderT (CC.MVar [Event]) IO a)
+newtype Record a = Record (R.ReaderT (CC.MVar GRec) IO a)
                 deriving (Functor, Applicative, Monad,
-                          T.MonadIO,
+                          T.MonadIO, R.MonadReader (CC.MVar GRec),
                           MC.MonadThrow, MC.MonadCatch, MC.MonadMask)
 
-runRecord :: Record a -> CC.MVar [Event] -> IO a
-runRecord (Record r) me = R.runReaderT r me
-
+-- Lifts IO interface, records where necessary
 instance MonadInput Record where
-    startEvents tps = Record $
-                        R.ask >>= \ve ->
-                        T.liftIO $ startIOInput (Just ve) tps
-    pollEvents ve = T.liftIO $ CC.swapMVar ve []
-    stopEvents ts = T.liftIO $ stopEventsIO ts
-        -- xxx questi puoi fare dispatch tramite TC?
+    startEvents tps = T.liftIO (startEvents tps)
+    pollEvents ve = T.liftIO (pollEvents ve) >>= \es ->
+                    modMRec addPolled es
+    stopEvents ts = T.liftIO (stopEvents ts)
+    areEventsOver = T.liftIO areEventsOver
 
-writeMoves :: FilePath -> CC.MVar [Event] -> IO ()
-writeMoves fp ve = CC.readMVar ve                >>= \es ->
-                   BS.writeFile fp (S.encode es)
+instance MonadDisplay Record where
+    setupDisplay = T.liftIO setupDisplay
+    clearDisplay = T.liftIO clearDisplay
+    displaySize = T.liftIO displaySize >>= \ds ->
+                  modMRec addDims ds
+    blitPlane mp p = T.liftIO (blitPlane mp p)
+    shutdownDisplay = T.liftIO shutdownDisplay
 
+-- logs and passes the value on
+modMRec :: (a -> GRec -> GRec) -> a -> Record a
+modMRec f a = R.ask >>= \mv ->
+              let fmv = CC.modifyMVar_ mv (return . f a) in
+              T.liftIO fmv >>
+              return a
+
+runRecord :: Record a -> CC.MVar GRec -> IO a
+runRecord (Record r) me = R.runReaderT r me
+
+writeRec :: FilePath -> CC.MVar GRec -> IO ()
+writeRec fp vr = CC.readMVar vr                >>= \k ->
+                 BS.writeFile fp (S.encode k)
diff --git a/src/Terminal/Game/Layer/Object/Test.hs b/src/Terminal/Game/Layer/Object/Test.hs
--- a/src/Terminal/Game/Layer/Object/Test.hs
+++ b/src/Terminal/Game/Layer/Object/Test.hs
@@ -5,27 +5,25 @@
 -------------------------------------------------------------------------------
 
 {-# LANGUAGE GeneralizedNewtypeDeriving #-}
-{-# LANGUAGE LambdaCase #-}
 
 module Terminal.Game.Layer.Object.Test where
 
 -- Test (pure) MonadGame* typeclass implementation for testing purposes.
 
 import Terminal.Game.Layer.Object.Interface
+import Terminal.Game.Layer.Object.Primitive
 
+import qualified Control.Monad.Except as E
 import qualified Control.Monad.RWS as S
+import qualified Data.Bifunctor as B
 
 
 -----------
 -- TYPES --
 -----------
 
--- | Type with events happened during play
-data GTest = GTest
-    -- magari devo cambiare draw e toglier loro entrambe le cose,
-    -- ma poi come faccio con simple game?…
-
 data TestEvent = TCleanUpError
+               | TException ATGException
                | TQuitGame
                | TSetupDisplay
                | TShutdownDisplay
@@ -34,20 +32,22 @@
                | TStopEvents
         deriving (Eq, Show)
 
-newtype Test a = Test (S.RWS () [TestEvent] [Event] a)
+-- e: ()
+-- r: ()
+-- w: [TestEvents]
+-- s: [GTest]
+newtype Test a = Test (E.ExceptT () (S.RWS () [TestEvent] GRec) a)
                deriving (Functor, Applicative, Monad,
+                         E.MonadError (), S.MonadState GRec,
                          S.MonadWriter [TestEvent])
 
-runTest :: Test a -> [Event] -> (a, [TestEvent])
-runTest (Test m) es = S.evalRWS m () es
-
-
------------
--- CLASS --
------------
+runTest :: Test a -> GRec -> (Maybe a, [TestEvent])
+runTest (Test em) es = let m = E.runExceptT em
+                           t = S.evalRWS m () es in
+                       B.first (either (const Nothing) Just) t
 
-tconst :: a -> Test a
-tconst a = Test $ return a
+-------------------------------------------------------------------------------
+-- Class
 
 mockHandle :: InputHandle
 mockHandle = InputHandle (error "mock handle keyMvar")
@@ -56,8 +56,9 @@
 instance MonadInput Test where
     startEvents _ = S.tell [TStartEvents] >>
                     return mockHandle
-    pollEvents _ = Test $ S.state (\s -> (s, []))
+    pollEvents _ = S.state getPolled
     stopEvents _ = S.tell [TStopEvents]
+    areEventsOver = S.gets isOver
 
 instance MonadTimer Test where
     getTime = return 1
@@ -65,23 +66,12 @@
 
 instance MonadException Test where
     cleanUpErr a _ = S.tell [TCleanUpError] >> a
-    throwExc e = error . show $ e
-            -- we shouldn’t need strict sequencing in testing
-            -- xxx make it a list of TestEvent + the error
-            -- (not Either Err a!)
-
-instance MonadLogic Test where
-    -- if eof, quit
-    checkQuit fs s = Test $ S.get >>= \case
-                               [] -> return True
-                               _  -> return (fs s)
-    -- xxx astrai anche per narrate
+    throwExc e = S.tell [TException e] >>
+                 E.throwError ()
 
 instance MonadDisplay Test where
     setupDisplay = () <$ S.tell [TSetupDisplay]
     clearDisplay = return ()
-    displaySize = return $ Just (8000, 2400)
-        -- xxx no display size but check display size
+    displaySize = Test $ S.state getDims
     blitPlane _ _ = return ()
     shutdownDisplay = () <$ S.tell [TShutdownDisplay]
-
diff --git a/src/Terminal/Game/Plane.hs b/src/Terminal/Game/Plane.hs
--- a/src/Terminal/Game/Plane.hs
+++ b/src/Terminal/Game/Plane.hs
@@ -11,10 +11,13 @@
 
 import Terminal.Game.Character
 
-import qualified Data.Array          as A
-import qualified Data.List.Split     as LS
-import qualified Data.Tuple          as T
-import qualified GHC.Generics        as G
+import qualified Data.Array as A
+import qualified Data.Bifunctor as B
+import qualified Data.Colour.RGBSpace as S
+import qualified Data.List.Split as LS
+import qualified Data.Tuple as T
+import qualified Data.Word as W
+import qualified GHC.Generics as G
 import qualified System.Console.ANSI as CA
 
 
@@ -38,15 +41,23 @@
 type Bold     = Bool
 type Reversed = Bool
 
+data ColorInfo = ANSIColorInfo (CA.Color, CA.ColorIntensity)
+               | RGBColorInfo (S.Colour Float)
+               | PaletteColorInfo W.Word8
+               deriving (Show, Eq)
+
 -- can be an ASCIIChar or a special, transparent character
-data Cell = CellChar Char Bold
-                     Reversed (Maybe (CA.Color, CA.ColorIntensity))
+data Cell = CellChar Char Bold Reversed (Maybe ColorInfo)
           | Transparent
-          deriving (Show, Eq, Ord, G.Generic)
+          deriving (Show, Eq, G.Generic)
+        -- I found no meaningful speed improvements by making this
+        -- only w/ 1 constructor.
 
 -- | A two-dimensional surface (Row, Column) where to blit stuff.
 newtype Plane = Plane { fromPlane :: A.Array Coords Cell }
               deriving (Show, Eq, G.Generic)
+        -- Could this be made into an UArray? Nope, since UArray is
+        -- only instanced on Words, Int, Chars, etc.
 
 -------------------------------------------------------------------------------
 -- Plane interface (abstracting Array)
@@ -83,9 +94,17 @@
           chm = win32SafeChar ch
 
 colorCell :: CA.Color -> CA.ColorIntensity -> Cell -> Cell
-colorCell k i (CellChar c b r _) = CellChar c b r (Just (k, i))
+colorCell k i (CellChar c b r _) = CellChar c b r (Just $ ANSIColorInfo (k, i))
 colorCell _ _ Transparent        = Transparent
 
+rgbColorCell :: S.Colour Float -> Cell -> Cell
+rgbColorCell k (CellChar c b r _) = CellChar c b r (Just $ RGBColorInfo k)
+rgbColorCell _ Transparent        = Transparent
+
+paletteColorCell :: W.Word8 -> Cell -> Cell
+paletteColorCell k (CellChar c b r _) = CellChar c b r (Just $ PaletteColorInfo k)
+paletteColorCell _ Transparent        = Transparent
+
 boldCell :: Cell -> Cell
 boldCell (CellChar c _ r k) = CellChar c True r k
 boldCell Transparent        = Transparent
@@ -94,13 +113,22 @@
 reverseCell (CellChar c b _ k) = CellChar c b True k
 reverseCell Transparent        = Transparent
 
+-- | Creates a 'Plane' from a list of individually styled cells.
+-- More efficient than folding ('&') when drawing many cells
+-- as it performs a single array update instead of one per cell.
+-- Cells outside the plane bounds are silently ignored.
+cellsPlane :: Width -> Height -> [(Coords, Cell)] -> Plane
+cellsPlane w h cells = updatePlane (blankPlane w h) (filter inside cells)
+    where
+          inside ((r, c), _) = r >= 1 && r <= h && c >= 1 && c <= w
+
 -- | Creates 'Plane' from 'String', good way to import ASCII
--- art/diagrams. @error@s on empty string.
+-- art/diagrams. Returns a 1×1 transparent plane on empty string.
 stringPlane :: String -> Plane
 stringPlane t = stringPlaneGeneric Nothing t
 
 -- | Same as 'stringPlane', but with transparent 'Char'.
--- @error@s on empty string.
+-- Returns a 1×1 transparent plane on empty string.
 stringPlaneTrans :: Char -> String -> Plane
 stringPlaneTrans c t = stringPlaneGeneric (Just c) t
 
@@ -134,7 +162,7 @@
             | otherwise =
                 let ks = assocsPlane p1
                     fs = filter (\x -> solid x && inside x) ks
-                    ts = fmap (\(lcs, k) -> (trasl lcs, k)) fs
+                    ts = fmap (B.first trasl) fs
                 in updatePlane p2 ts
     where
           trasl :: Coords -> Coords
@@ -153,9 +181,10 @@
           (w2, h2)  = planeSize p2
 
 -- | Cut out a plane by top-left and bottom-right coordinates.
+-- Returns a 1×1 transparent plane when @r1>r2@ or @c1>c2@.
 subPlane :: Plane -> Coords -> Coords -> Plane
 subPlane p (r1, c1) (r2, c2)
-        | r1 > r2 || c1 > c2 = err (r1, c1) (r2, c2)
+        | r1 > r2 || c1 > c2 = makeTransparent ' ' (blankPlane 1 1)
         | otherwise          =
             let cs       = assocsPlane p
                 fs       = filter f cs
@@ -166,9 +195,6 @@
           f ((rw, cw), _) = rw >= r1 && rw <= r2 &&
                             cw >= c1 && cw <= c2
 
-          err p1 p2 = error ("subPlane: top-left point " ++ show p1 ++
-                             " > bottom-right point " ++ show p2 ++ ".")
-
 -------------
 -- INQUIRE --
 -------------
@@ -177,7 +203,7 @@
 cellChar (CellChar c _ _ _) = c
 cellChar Transparent        = ' '
 
-cellColor :: Cell -> Maybe (CA.Color, CA.ColorIntensity)
+cellColor :: Cell -> Maybe ColorInfo
 cellColor (CellChar _ _ _ k) = k
 cellColor Transparent        = Nothing
 
@@ -189,7 +215,7 @@
 isReversed (CellChar _ _ r _) = r
 isReversed _                  = False
 
--- | A String (@\n@ divided and ended) representing the 'Plane'. Useful
+-- | A String (@\\n@ divided and ended) representing the 'Plane'. Useful
 -- for debugging/testing purposes.
 planePaper :: Plane -> String
 planePaper p = unlines . LS.chunksOf w . map cellChar $ elemsPlane p
@@ -202,8 +228,7 @@
 -----------------
 
 stringPlaneGeneric :: Maybe Char -> String -> Plane
-stringPlaneGeneric _ "" = error "stringPlane/stringPlanetran: cannot make \
-                                \a Plane out of an empty string!"
+stringPlaneGeneric _ "" = makeTransparent ' ' (blankPlane 1 1)
 stringPlaneGeneric mc t = vitrous
     where
           lined = lines t
diff --git a/test/Terminal/Game/Layer/ImperativeSpec.hs b/test/Terminal/Game/Layer/ImperativeSpec.hs
--- a/test/Terminal/Game/Layer/ImperativeSpec.hs
+++ b/test/Terminal/Game/Layer/ImperativeSpec.hs
@@ -1,45 +1,72 @@
 module Terminal.Game.Layer.ImperativeSpec where
 
 import Terminal.Game.Layer.Imperative
-import Terminal.Game.Layer.Object.Interface
-import Terminal.Game.Layer.Object.Narrate
+import Terminal.Game.Layer.Object
+import Terminal.Game.Random
 import Alone
+import Balls
 
 import Test.Hspec
 import Test.Hspec.QuickCheck
-import Test.QuickCheck
 
+import qualified Control.Exception as E
+import qualified Test.QuickCheck as Q
+import qualified GHC.Exts as X
 
+-- Test for state.
+stateTest :: Show r => Game s r -> GRec -> s
+stateTest g r = either em id (testGame g r)
+    where
+          em wr = error $ "stateTest: " ++ show wr
+
 spec :: Spec
 spec = do
 
-  let nd = error "<not-defined>"
-      s :: (Integer, Bool, Integer)
-      s = (0, False, 0)
-      lf (t, True, i) Tick         = (t+1, True, i+1)
-      lf (t, b,    i) Tick         = (t+1, b,    i  )
-      lf (t, _,    i) (KeyPress _) = (t,   True, i  )
-      qf (3, _,    _) = True
-      qf _            = False
-      es = [Tick, KeyPress 'c', KeyPress 'c', Tick, Tick]
-      g = Game nd s (const lf) nd qf
-
   describe "runGame" $ do
+    let nd = error "<not-defined>"
+        s :: (Integer, Bool, Integer)
+        s = (0, False, 0)
+        lf (t, True, i) Tick         = Right (t+1, True, i+1)
+        lf (t, b,    i) Tick         = Right (t+1, b,    i  )
+        lf (t, _,    i) (KeyPress _) = Right (t,   True, i  )
+        es = [Tick, KeyPress 'c', KeyPress 'c', Tick, Tick]
+        g :: Game (Integer, Bool, Integer) ()
+        g = Game nd s (const lf) nd
     it "does not confuse input and logic" $
-      testGame g es `shouldBe` (3, True, 2)
+      stateTest g (createGRec (80, 24) es) `shouldBe` (3, True, 2)
 
   describe "testGame" $ do
-    r <- runIO $ readRecord "test/alone-record-test.gr"
-    it "tests a game" $
-        testGame aloneInARoom r `shouldBe` MyState (20, 66) Stop True
+    it "tests a game" $ do
+        r <- readRecord "test/records/alone-record-test.gr"
+        stateTest aloneInARoom r `shouldBe` MyState (20, 66) Stop
+    it "tests a game exiting correctly" $ do
+        r <- readRecord "test/records/alone-record-left.gr"
+        testGame aloneInARoom r `shouldBe` Left ()
+    it "picks up screen resize events" $ do
+        r <- readRecord "test/records/balls-dims.gr"
+        let g = fireworks (mkStdGen 1)
+            t = stateTest g r
+        length (balls t) `shouldBe` 1
+    it "picks FPS too" $ do
+        r <- readRecord "test/records/balls-slow.gr"
+        let g = fireworks (mkStdGen 1)
+            t = stateTest g r
+        bslow t `shouldBe` True
     it "does not hang on empty/unclosed input" $
-        testGame aloneInARoom [Tick] `shouldBe` MyState (10, 10) Stop False
+        let w = createGRec (80, 24) [Tick] in
+        stateTest aloneInARoom w `shouldBe` MyState (10, 10) Stop
     modifyMaxSize (const 1000) $
-      it "does not crash/hang on random input" $ property $
-        \e -> let a = testGame aloneInARoom e in a == a
-
-  -- todo recordGame untestable? [test]
-  -- describe "recordGame" $ do
-  --   it "does write on file even when an exception occours" $
-  --     testGame g es `shouldBe` (3, True, 2)
+      it "does not crash/hang on random input" $ Q.property $
+        let genEvs = Q.listOf1 Q.arbitrary
+        in Q.forAll genEvs $
+             \es -> let w = createGRec (80, 24) es
+                        a = testGame aloneInARoom w
+                    in a == a
+    it "fails with an informative message" $ do
+        r <- readRecord "test/records/alone-record-test.gr"
+        let r' = r { aTermSize = X.fromList (replicate 1000 Nothing) }
+            t = testGame aloneInARoom r'
+            e = "testGame, exception called: [TSetupDisplay,TStartEvents,\
+                \TException CannotGetDisplaySize]"
+        E.evaluate t `shouldThrow` errorCall e
 
diff --git a/test/Terminal/Game/Layer/Object/TestSpec.hs b/test/Terminal/Game/Layer/Object/TestSpec.hs
new file mode 100644
--- /dev/null
+++ b/test/Terminal/Game/Layer/Object/TestSpec.hs
@@ -0,0 +1,19 @@
+module Terminal.Game.Layer.Object.TestSpec where
+
+import Terminal.Game.Layer.Imperative
+import Terminal.Game.Layer.Object
+import Alone
+
+import Test.Hspec
+
+import qualified GHC.Exts as E
+
+spec :: Spec
+spec = do
+
+  describe "runTest" $ do
+    it "logs exceptions without failing" $ do
+        r <- readRecord "test/records/alone-record-test.gr"
+        let r' = r { aTermSize = E.fromList (replicate 1000 Nothing) }
+            t = runTest (runGameGeneral aloneInARoom) r'
+        last (snd t) `shouldBe` TException CannotGetDisplaySize
diff --git a/test/Terminal/Game/PlaneSpec.hs b/test/Terminal/Game/PlaneSpec.hs
--- a/test/Terminal/Game/PlaneSpec.hs
+++ b/test/Terminal/Game/PlaneSpec.hs
@@ -4,9 +4,7 @@
 import Terminal.Game.Plane
 import Terminal.Game.Draw
 
-import qualified Control.Exception as E
 
-
 spec :: Spec
 spec = do
 
@@ -44,9 +42,9 @@
       planePaper (subPlane pa (1, 1) (2, 1)) `shouldBe` "p\nf\n"
     it "does not crash on OOB" $
       planeSize (subPlane pa (1, 1) (10, 10)) `shouldBe` (5, 2)
-    it "errs on emptycell" $
-      E.evaluate (subPlane pa (2, 3) (1, 1)) `shouldThrow`
-        errorCall "subPlane: top-left point (2,3) > bottom-right point (1,1)."
+    it "does not err on inconsistent coords" $
+      subPlane pa (2, 3) (1, 1) `shouldBe`
+        (blankPlane 1 1 # makeTransparent ' ')
     it "but not on a single cell" $
       subPlane pa (2, 3) (2, 3) `shouldBe` cell 'l'
 
diff --git a/test/alone-record-test.gr b/test/alone-record-test.gr
deleted file mode 100644
Binary files a/test/alone-record-test.gr and /dev/null differ
diff --git a/test/records/alone-record-left.gr b/test/records/alone-record-left.gr
new file mode 100644
Binary files /dev/null and b/test/records/alone-record-left.gr differ
diff --git a/test/records/alone-record-test.gr b/test/records/alone-record-test.gr
new file mode 100644
Binary files /dev/null and b/test/records/alone-record-test.gr differ
diff --git a/test/records/balls-dims.gr b/test/records/balls-dims.gr
new file mode 100644
Binary files /dev/null and b/test/records/balls-dims.gr differ
diff --git a/test/records/balls-slow.gr b/test/records/balls-slow.gr
new file mode 100644
Binary files /dev/null and b/test/records/balls-slow.gr differ
