A video game where you play as a misaligned AI, deceiving and building power. An experiment in spec-driven development. cameron.tngl.io/misaligned

Keep a machine's chip and its own sentence apart master

A Bevy frame showed "thinking wrote noise logs | Network | unread with the IT" printing straight through the teal INFO flag on the same machine the sentence described. The callout grammar already banned annotations overprinting matter, but its exclusion math is per tile and a token chip is not a tile: the chip and the callout corner share the up-right neighborhood of one body, and the two families do not even share a measuring system — a chip is drawn at world size while a read sentence holds one on-screen size. The chip slot becomes named geometry (TOKEN_CHIP_SLOT, the two tier font sizes, TOKEN_CHIP_BAND_TOP), and CALLOUT_CORNER_Y derives from that band plus a clearance instead of a fixed TILE_SIZE * 0.85 lift. The callout's near corner now clears the chip band by construction, in every quadrant and at every camera scale. New MISALIGNED_SHOT=token-callout stages the exact reported pairing — host holding raw intel while its own THINK noise-log record anchors a sentence at the same tile. Defense: digital-read.md's callout grammar (Type: spec) is amended with the binding clause that the annotation layer never overprints itself and that the chip band is cleared by geometry rather than by tile score, since no per-tile occupancy can separate a world-sized chip from a screen-sized sentence. Tests pin the leading block's rectangle clear of its anchor's chip for INFO/D6/T2/!149 across four quadrants at camera scales 0.25, 1.0 and 4.0, and pin the clearance to the tallest chip tier; reverting the constant fails on the reported case.