c64-kb 0.17.0

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Files changed (970) hide show
  1. package/CHANGELOG.md +2082 -0
  2. package/LICENSE +29 -0
  3. package/README.md +559 -0
  4. package/VERSION +25 -0
  5. package/dist/cli/setup.js +66 -0
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  7. package/dist/cli-memorize-audit.js +97 -0
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  916. package/templates/platformer/.claude/settings.json +17 -0
  917. package/templates/platformer/.mcp.json +10 -0
  918. package/templates/platformer/CLAUDE.md +125 -0
  919. package/templates/platformer/Makefile +86 -0
  920. package/templates/platformer/PLAN.md +360 -0
  921. package/templates/platformer/README.md +277 -0
  922. package/templates/platformer/expect.json +32 -0
  923. package/templates/platformer/src/actors.c +289 -0
  924. package/templates/platformer/src/anim.c +51 -0
  925. package/templates/platformer/src/art.c +212 -0
  926. package/templates/platformer/src/autopilot.h +30 -0
  927. package/templates/platformer/src/engine.asm +253 -0
  928. package/templates/platformer/src/game.h +248 -0
  929. package/templates/platformer/src/hud.c +90 -0
  930. package/templates/platformer/src/level.c +184 -0
  931. package/templates/platformer/src/main.c +306 -0
  932. package/templates/platformer/src/player.c +268 -0
  933. package/templates/platformer/src/sound.c +42 -0
  934. package/templates/platformer/src/verdict.h +206 -0
  935. package/templates/platformer/src/view.c +331 -0
  936. package/templates/platformer/stage-expect.json +6 -0
  937. package/templates/platformer/tools/drive.py +112 -0
  938. package/templates/platformer/tools/tearcheck.py +229 -0
  939. package/templates/shmup-vertical/.claude/settings.json +17 -0
  940. package/templates/shmup-vertical/.mcp.json +10 -0
  941. package/templates/shmup-vertical/CLAUDE.md +137 -0
  942. package/templates/shmup-vertical/Makefile +131 -0
  943. package/templates/shmup-vertical/PLAN.md +569 -0
  944. package/templates/shmup-vertical/README.md +189 -0
  945. package/templates/shmup-vertical/expect.json +38 -0
  946. package/templates/shmup-vertical/src/bullets.c +158 -0
  947. package/templates/shmup-vertical/src/bullets.h +35 -0
  948. package/templates/shmup-vertical/src/display.c +239 -0
  949. package/templates/shmup-vertical/src/display.h +40 -0
  950. package/templates/shmup-vertical/src/game.h +85 -0
  951. package/templates/shmup-vertical/src/glyph.asm +358 -0
  952. package/templates/shmup-vertical/src/hiscore.c +141 -0
  953. package/templates/shmup-vertical/src/hiscore.h +16 -0
  954. package/templates/shmup-vertical/src/hit.asm +180 -0
  955. package/templates/shmup-vertical/src/hitbox.c +59 -0
  956. package/templates/shmup-vertical/src/hitbox.h +25 -0
  957. package/templates/shmup-vertical/src/kernel.asm +330 -0
  958. package/templates/shmup-vertical/src/level.c +174 -0
  959. package/templates/shmup-vertical/src/level.h +27 -0
  960. package/templates/shmup-vertical/src/main.c +824 -0
  961. package/templates/shmup-vertical/src/mux.asm +321 -0
  962. package/templates/shmup-vertical/src/sound.asm +255 -0
  963. package/templates/shmup-vertical/src/step.asm +169 -0
  964. package/templates/shmup-vertical/src/waves.c +195 -0
  965. package/templates/shmup-vertical/src/waves.h +33 -0
  966. package/templates/shmup-vertical/stage-expect.json +6 -0
  967. package/templates/shmup-vertical/tools/drive.py +152 -0
  968. package/templates/shmup-vertical/tools/joytest.py +159 -0
  969. package/templates/shmup-vertical/tools/meter.py +15 -0
  970. package/templates/shmup-vertical/tools/phases.py +73 -0
@@ -0,0 +1,522 @@
1
+ ---
2
+ recipe: shadebobs
3
+ toolchain: kickassembler
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [shadebobs, bobs_effect]
7
+ file_formats: [PRG]
8
+ uses_registers: [D011, D020, D021, DC04, DC05, DC0D, DC0E]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # KickAssembler: Shade Bobs
15
+
16
+ ## Synopsis
17
+
18
+ A character-mode shade bob. Screen RAM holds the reverse space (screen
19
+ code 160) in every cell, so every pixel of a cell takes its colour-RAM
20
+ colour and the picture is colour RAM alone. A 40 by 25 shade buffer in
21
+ RAM holds values 0 to 15, all zero at the start. One blob of four by
22
+ three cells moves on two sines, and every frame each cell under a set
23
+ entry of its mask gains one shade step, saturating at 15, and has its
24
+ colour rewritten from a sixteen-entry palette in luminance order. Every
25
+ fourth frame the whole buffer loses one step, floored at zero, and all
26
+ 1,000 colour cells are rewritten. The loop runs 300 iterations and
27
+ stops, so the picture is static for the pin. Use it where a demo part
28
+ wants a bob that leaves a glowing trail rather than a clean erase, at
29
+ the cost of one store per covered cell and a periodic full rewrite.
30
+
31
+ Verified in VICE x64sc: a short tail of grey, red, orange and brown
32
+ cells in the lower right of a black screen where the blob stopped; the
33
+ no-decay control draws the whole figure of eight in the palette's
34
+ sixteen colours with white where the path crosses itself.
35
+
36
+ ## Source
37
+
38
+ ```asm
39
+ // shadebobs.asm
40
+ // A character-mode shade bob. Screen RAM holds one solid glyph (screen code
41
+ // 160, the reverse space) in every cell, so the picture is colour RAM alone.
42
+ // A 40 by 25 shade buffer (values 0..15) lives in RAM, all zero at start.
43
+ // One 4 by 3 cell blob moves on two sines; every frame each cell under a set
44
+ // mask entry gains one shade step, saturating at 15, and its colour-RAM cell
45
+ // takes palette[shade]. Every fourth frame the whole buffer loses one step
46
+ // (floor 0) and all 1,000 colour cells are rewritten from it. The loop runs
47
+ // FRAMES iterations and stops, so the picture is static for the pin.
48
+ //
49
+ // Build with -define NODECAY for the control: the decay pass is left out
50
+ // and the trail only ever brightens.
51
+ //
52
+ // Region: both. Costs measured with CIA1 timer A (see the recipe page).
53
+
54
+ .const FRAMES = 300 // loop iterations before the program stops
55
+ .const MAX = 15 // top shade; also the last palette index
56
+ .const SCREEN = $0400
57
+ .const COLOUR = $d800
58
+ .const SHADE = $3000 // 25 rows of 40 bytes
59
+ .const TIMES = $0340 // timer bytes, first-15 frame and a done byte
60
+ .const sp = $fb // zero page: shade row pointer
61
+ .const cp = $fd // zero page: colour row pointer
62
+
63
+ BasicUpstart2(start)
64
+
65
+ // ---------------------------------------------------------------------------
66
+ // Tables, built by the assembler.
67
+ // ---------------------------------------------------------------------------
68
+ * = $3400
69
+ // Shade 0..15 to a VIC colour: all sixteen colours in rising luminance
70
+ // order (colour_fade's PAL ranking), black first and white last.
71
+ palette:
72
+ .byte 0, 6, 9, 2, 11, 8, 4, 14, 12, 5, 10, 3, 15, 13, 7, 1
73
+
74
+ // The blob: four columns by three rows, 1 where a cell is shaded.
75
+ mask:
76
+ .byte 0, 1, 1, 0
77
+ .byte 1, 1, 1, 1
78
+ .byte 0, 1, 1, 0
79
+
80
+ // Signed sines of amplitude 16 and 9, one period over 256 entries. The
81
+ // amplitude is far below 128, so the peak cannot carry out of the byte.
82
+ sin16: .fill 256, round(16 * sin(i * 2 * PI / 256))
83
+ sin9: .fill 256, round(9 * sin(i * 2 * PI / 256))
84
+
85
+ // Row start addresses for the shade buffer and for colour RAM.
86
+ srow_lo: .fill 25, <(SHADE + i * 40)
87
+ srow_hi: .fill 25, >(SHADE + i * 40)
88
+ crow_lo: .fill 25, <(COLOUR + i * 40)
89
+ crow_hi: .fill 25, >(COLOUR + i * 40)
90
+
91
+ t: .byte 0 // sine phase, one step per iteration
92
+ frame_lo: .byte 0
93
+ frame_hi: .byte 0
94
+ cx: .byte 0 // top-left column of the blob, 2..34
95
+ cy: .byte 0 // top-left row of the blob, 2..20
96
+ tmp: .byte 0, 0
97
+
98
+ .macro TimerStart() {
99
+ lda #$ff
100
+ sta $dc04
101
+ sta $dc05
102
+ lda #$19 // start, one-shot, force load from $FFFF
103
+ sta $dc0e
104
+ }
105
+
106
+ .macro TimerStop(dst) {
107
+ lda $dc04
108
+ sta dst
109
+ lda $dc05
110
+ sta dst + 1
111
+ }
112
+
113
+ // One row of the blob. Y runs 3 down to 0 along the row; the pointers were
114
+ // set to the row start plus cx, so the colour-RAM address is at most
115
+ // COLOUR + 22 * 40 + 37 and never reaches CIA1 at COLOUR + 1,024.
116
+ .macro BobRow(dy) {
117
+ ldy #3
118
+ !cell:
119
+ lda mask + dy * 4, y
120
+ beq !skip+
121
+ lda (sp), y
122
+ cmp #MAX
123
+ beq !skip+ // saturate: a full cell stays full
124
+ clc
125
+ adc #1
126
+ sta (sp), y
127
+ cmp #MAX
128
+ bne !+
129
+ jsr note_full // first time any cell reaches MAX
130
+ !: tax
131
+ lda palette, x
132
+ sta (cp), y
133
+ !skip:
134
+ dey
135
+ bpl !cell-
136
+ }
137
+
138
+ // ---------------------------------------------------------------------------
139
+ // Code
140
+ // ---------------------------------------------------------------------------
141
+ * = $0900
142
+ start:
143
+ sei
144
+ lda #$7f
145
+ sta $dc0d // CIA1 interrupts off: timer A is ours now
146
+ lda $dc0d
147
+ lda #0
148
+ sta $d020
149
+ sta $d021
150
+ ldx #0
151
+ !: lda #160 // reverse space: every pixel takes the cell colour
152
+ sta SCREEN, x
153
+ sta SCREEN + $100, x
154
+ sta SCREEN + $200, x
155
+ sta SCREEN + $300, x
156
+ lda #0
157
+ sta COLOUR, x
158
+ sta COLOUR + $100, x
159
+ sta COLOUR + $200, x
160
+ sta COLOUR + $300, x
161
+ sta SHADE, x
162
+ sta SHADE + $100, x
163
+ sta SHADE + $200, x
164
+ sta SHADE + $300, x
165
+ sta TIMES, x
166
+ inx
167
+ bne !-
168
+
169
+ main:
170
+ jsr wait_frame
171
+
172
+ // Blob position from the two sines: cx = 18 + 16 sin t, cy = 11 + 9 sin 2t.
173
+ ldx t
174
+ lda #18
175
+ clc
176
+ adc sin16, x
177
+ sta cx
178
+ txa
179
+ asl
180
+ tax
181
+ lda #11
182
+ clc
183
+ adc sin9, x
184
+ sta cy
185
+
186
+ TimerStart()
187
+ jsr draw_bob
188
+ TimerStop(tmp)
189
+ lda frame_lo
190
+ ora frame_hi
191
+ bne !+
192
+ lda tmp // keep the first iteration's figure: every
193
+ sta TIMES // cell under the blob is added to, none is full
194
+ lda tmp + 1
195
+ sta TIMES + 1
196
+ !:
197
+ #if !NODECAY
198
+ lda frame_lo
199
+ and #3
200
+ cmp #3
201
+ bne !+ // decay on iterations 3, 7, 11, ...
202
+ TimerStart()
203
+ jsr decay
204
+ TimerStop(tmp)
205
+ lda frame_hi
206
+ bne !+
207
+ lda frame_lo
208
+ cmp #3
209
+ bne !+
210
+ lda tmp // the first decay pass
211
+ sta TIMES + 2
212
+ lda tmp + 1
213
+ sta TIMES + 3
214
+ !:
215
+ #endif
216
+ inc t
217
+ inc frame_lo
218
+ bne !+
219
+ inc frame_hi
220
+ !: lda frame_lo
221
+ cmp #<FRAMES
222
+ lda frame_hi
223
+ sbc #>FRAMES
224
+ bcs !+
225
+ jmp main
226
+ !:
227
+ lda #1
228
+ sta TIMES + 6 // done: the monitor dumps on this store
229
+ jmp *
230
+
231
+ // Wait for a fresh crossing of raster line 256 ($D011 bit 7 clear, then set).
232
+ wait_frame:
233
+ !: bit $d011
234
+ bmi !-
235
+ !: bit $d011
236
+ bpl !-
237
+ rts
238
+
239
+ // Record the iteration on which a cell first reached MAX; later calls do
240
+ // nothing. Iteration 0 cannot reach it, so 0 in TIMES + 4 means never.
241
+ note_full:
242
+ pha
243
+ lda TIMES + 4
244
+ ora TIMES + 5
245
+ bne !+
246
+ lda frame_lo
247
+ sta TIMES + 4
248
+ lda frame_hi
249
+ sta TIMES + 5
250
+ !: pla
251
+ rts
252
+
253
+ // Point sp and cp at row cy + dy, column cx, and add one to each masked cell.
254
+ draw_bob:
255
+ .for (var dy = 0; dy < 3; dy++) {
256
+ ldy cy
257
+ .if (dy > 0) {
258
+ .fill dy, $c8 // iny
259
+ }
260
+ lda srow_lo, y
261
+ clc
262
+ adc cx
263
+ sta sp
264
+ lda srow_hi, y
265
+ adc #0
266
+ sta sp + 1
267
+ lda crow_lo, y
268
+ clc
269
+ adc cx
270
+ sta cp
271
+ lda crow_hi, y
272
+ adc #0
273
+ sta cp + 1
274
+ BobRow(dy)
275
+ }
276
+ rts
277
+
278
+ // Every cell loses one step, floored at 0, and every colour cell is
279
+ // rewritten. Row by row with X at most 39, so no index reaches 1,024.
280
+ decay:
281
+ .for (var r = 0; r < 25; r++) {
282
+ ldx #0
283
+ !loop:
284
+ lda SHADE + r * 40, x
285
+ beq !zero+
286
+ sec
287
+ sbc #1
288
+ sta SHADE + r * 40, x
289
+ !zero:
290
+ tay
291
+ lda palette, y
292
+ sta COLOUR + r * 40, x
293
+ inx
294
+ cpx #40
295
+ bne !loop-
296
+ }
297
+ rts
298
+ ```
299
+
300
+ ## Build
301
+
302
+ ```bash
303
+ java -jar KickAss.jar shadebobs.asm -o shadebobs.prg
304
+ ```
305
+
306
+ Control build, no decay pass:
307
+
308
+ ```bash
309
+ java -jar KickAss.jar shadebobs.asm -define NODECAY -o shadebobs-nodecay.prg
310
+ ```
311
+
312
+ ## Expected output
313
+
314
+ Black border and background. After the 300 iterations the program
315
+ halts, and what is left is the blob's last position and the trail that
316
+ the decay has not yet taken back to zero: 21 lit cells in rows 19 to
317
+ 22, columns 27 to 35, the brightest at shade 8 (grey), the rest of the
318
+ screen black. The picture does not change after the halt and repeats
319
+ exactly from one run to the next, because the sines are tables and
320
+ nothing reads a timer or a key.
321
+
322
+ Screenshots from the VICE runs this page describes:
323
+ `screenshots/shadebobs.png` (PAL) and `screenshots/shadebobs-ntsc.png`
324
+ (NTSC), both at cycle limit 11,000,000. The program's done-byte store
325
+ lands at cycle 10,362,897 on PAL (raster line 66) and 9,515,159 on NTSC
326
+ (raster line 159), read from a monitor trace of the store, so at the
327
+ limit the picture is static and the beam position does not matter;
328
+ two runs per model gave the same PNG (md5
329
+ `4254e90a022d46d6489d2f4240ab2bb3` PAL,
330
+ `384ec1f77a7b9891f64d8e9d1bb38a96` NTSC).
331
+
332
+ Sampling the centre pixel of every cell of the PAL picture and matching
333
+ it to the cell's colour-RAM nibble from the same run's monitor dump
334
+ (every nibble value maps to one RGB and every RGB to one nibble, so the
335
+ pixel census is the nibble census) gives, over the 1,000 cells: 979
336
+ black, 7 red, 3 brown, 3 grey, 2 blue, 2 dark grey, 2 orange, 1 purple
337
+ and 1 light blue. By shade that is 979 at 0, 2 at 1, 3 at 2, 7 at 3, 2
338
+ at 4, 2 at 5, 1 at 6, 1 at 7 and 3 at 8. The NTSC run has the identical
339
+ census and the identical 1,000-byte buffer: the iteration count is the
340
+ same on both models, only the cycle at which it finishes differs.
341
+
342
+ No cell reaches 15 in this build. The blob covers a cell for a few
343
+ frames per pass and the decay takes a step every four frames, so a cell
344
+ left at shade 8 is back to black 32 frames after the blob leaves it
345
+ (arithmetic), and the trail is 21 cells long rather than the whole path.
346
+
347
+ Control: the same listing with `-define NODECAY`, run to the same cycle
348
+ limit on PAL, gives 640 black, 19 blue, 37 brown, 20 red, 34 dark grey,
349
+ 51 orange, 38 purple, 44 light blue, 23 grey, 15 green, 28 light red,
350
+ 12 cyan, 14 light grey, 4 light green, 8 yellow and 13 white: the whole
351
+ figure of eight, 360 lit cells, brightest where the path crosses itself
352
+ in the middle and where the second pass (iterations 256 to 299 repeat
353
+ the phase of 0 to 43) runs over the first. The first cell to reach 15
354
+ did so on iteration 280 (the count is zero-based; the value is recorded
355
+ by the program at `$0344`). The NTSC control has the same census and
356
+ the same first-15 iteration. Its done store lands at 8,881,626 PAL and
357
+ 8,222,883 NTSC.
358
+
359
+ ## Why this works
360
+
361
+ ### Colour RAM is the picture
362
+
363
+ In standard text mode, colour RAM sets the colour of a cell's set
364
+ pixels and `$D021` its clear pixels. The reverse space has every pixel
365
+ set, so with `$D021` black a cell shows its colour-RAM nibble and
366
+ nothing else. `fire_effect` and `plasma` in
367
+ `../../techniques/effects-vector-3d.md` use the same fill. For a shade
368
+ bob this is the whole point: the "bob" is never drawn and never erased,
369
+ it only adds to a number per cell, and the number is shown by one
370
+ store.
371
+
372
+ ### The saturating add
373
+
374
+ For each of the twelve mask entries under the blob, a set entry means
375
+ `shade = min(shade + 1, 15)` and `colour = palette[shade]`. The
376
+ `BobRow` macro runs Y from 3 down to 0 along a row through two
377
+ zero-page pointers, `sp` into the buffer and `cp` into colour RAM, both
378
+ set to the row start plus `cx` from the `srow` and `crow` tables. A
379
+ cell already at 15 is skipped before the add, so it is never written
380
+ and never wraps. Saturating rather than wrapping is what keeps the
381
+ brightest cell brightest: a wrap would take a full cell to
382
+ `palette[0]`, black, and the hottest point of the trail would become a
383
+ hole; with saturation the top of the range is a plateau the decay
384
+ brings down one step at a time. The mask has eight set entries out of
385
+ twelve, the four corners clear, so the blob reads as rounded rather
386
+ than as a brick.
387
+
388
+ ### The decay
389
+
390
+ Every iteration whose count is 3 modulo 4 runs `decay`: 25 unrolled
391
+ row loops, each with X from 0 to 39, subtracting one from every
392
+ non-zero shade and rewriting the colour of every cell, including the
393
+ cells that were and stay zero. It rewrites all 1,000 colour cells
394
+ rather than only the changed ones because it has no record of which
395
+ cells changed; a dirty list is the variation on the technique page.
396
+
397
+ ### The palette
398
+
399
+ Sixteen bytes map shade to a VIC colour in rising luminance order,
400
+ `colour_fade`'s PAL ranking from `../../techniques/transitions.md`:
401
+
402
+ ```
403
+ shade 0: 0 black shade 8: 12 grey
404
+ shade 1: 6 blue shade 9: 5 green
405
+ shade 2: 9 brown shade 10: 10 light red
406
+ shade 3: 2 red shade 11: 3 cyan
407
+ shade 4: 11 dark grey shade 12: 15 light grey
408
+ shade 5: 8 orange shade 13: 13 light green
409
+ shade 6: 4 purple shade 14: 7 yellow
410
+ shade 7: 14 light blue shade 15: 1 white
411
+ ```
412
+
413
+ All sixteen are used, so the trail changes hue as it fades, blue and
414
+ purple among the browns and reds; the ranking is monotone in
415
+ brightness, which is what makes it read as a glow that cools. A subset
416
+ in the same order, as the fire recipe uses, gives a single hue at the
417
+ cost of fewer steps.
418
+
419
+ ### The two sines
420
+
421
+ `sin16` and `sin9` are 256-entry signed tables of `round(16 * sin)` and
422
+ `round(9 * sin)`, and the blob's top-left cell is `cx = 18 + sin16[t]`,
423
+ `cy = 11 + sin9[2t]`, with `t` stepping once per iteration, so the
424
+ path is a figure of eight 33 columns wide and 19 rows tall. `cx` runs
425
+ 2 to 34 and `cy` 2 to 20, so the four-by-three blob stays inside
426
+ columns 2 to 37 and rows 2 to 22 and no clipping is needed. The
427
+ amplitudes are far below 128, so the peak of neither table can carry
428
+ out of a byte, which is the fault
429
+ `sine_table_peak_wraps_to_zero` (`../../pitfalls/maths.md`) describes
430
+ for amplitude-128 tables; the largest step between neighbours in
431
+ `sin16` is 1 (arithmetic: 16 times 2 pi over 256 is 0.39).
432
+
433
+ ### Measured costs
434
+
435
+ Measured with CIA1 timer A (one-shot from `$FFFF`, `$DC0E = $19`, read
436
+ `$DC04`/`$DC05` after; the bytes at `$0340` dumped through the monitor
437
+ on a trace of the done byte at `$0346`), with the screen on so badline
438
+ stealing is included. The add is timed on iteration 0, when every
439
+ covered cell is zero and none is skipped as full; the decay on its
440
+ first pass, iteration 3, when 12 of the 1,000 cells are non-zero.
441
+
442
+ | | PAL | NTSC |
443
+ |---|---|---|
444
+ | Blob add, 8 set mask entries of 12 | 590 | 590 |
445
+ | Decay pass, first, all 1,000 cells | 26,514 | 27,028 |
446
+
447
+ Two more builds of the same listing with the mask changed, PAL only:
448
+ all twelve entries set, 730; none set, 310. So a set entry costs 35
449
+ cycles and a clear one 12, with about 166 cycles of row set-up, `jsr`
450
+ and timer reads around them (arithmetic from the three measurements;
451
+ the instruction table gives 47 for the set path and 12 for the clear
452
+ path, and 35 is their difference). The control build measures the
453
+ same add at 595; the five-cycle difference was not examined.
454
+
455
+ A PAL frame is 19,656 cycles and an NTSC frame 17,095 (arithmetic).
456
+ The add is about nine raster lines (arithmetic, 63 cycles a line). The decay pass is 1.35 PAL frames
457
+ and 1.58 NTSC frames, and it does not fit the vertical blank or the
458
+ frame: per cell the zero path is `lda abs,x`, `beq`, `tay`, `lda
459
+ abs,y`, `sta abs,x`, `inx`, `cpx`, `bne`, 25 cycles by the instruction
460
+ table, and the non-zero path 33, so 1,000 cells are at least 25,000
461
+ before badlines. The `main` loop waits for a fresh crossing of raster
462
+ line 256 before each iteration, so an iteration with a decay pass
463
+ overruns into the next frame and the following iteration starts on the
464
+ crossing after that: 75 of the 300 iterations take two raster frames,
465
+ and the run from the program's first instruction to its halt is 376
466
+ PAL frames (arithmetic from the measured done cycle and the cycle of
467
+ the first store into `$0346`, which is the start-up clearing loop at
468
+ 2,970,920). The colour-RAM rewrite of a decay iteration starts in the
469
+ blank and runs through the next field's display, so a frame with a
470
+ decay pass tears; a viewer sees a hitch every fourth frame.
471
+
472
+ ### Colour RAM by row, indexed inside the row
473
+
474
+ The decay's stores are `sta COLOUR + r * 40, x` with X at most 39, and
475
+ the add's are `sta (cp), y` with Y at most 3 and `cp` at most `COLOUR
476
+ + 22 * 40 + 34`. Neither can reach `COLOUR + 1,024`, which is where a
477
+ store lands on CIA1's registers instead of colour RAM
478
+ (`colour_ram_index_past_last_cell_hits_cia1` in
479
+ `../../pitfalls/text-mode-render.md`); this listing has CIA1's interrupt
480
+ mask cleared and its timer in use for the measurement, so a stray store
481
+ there would change the figures. The full rewrite through an index is
482
+ what `full_field_redraw_exceeds_vblank` on the same page describes,
483
+ and here it overruns; running it every fourth frame is what keeps the
484
+ average under a frame, not a fit.
485
+
486
+ ### The buffer is the picture
487
+
488
+ At the halt the monitor dumped the 1,000-byte buffer at `$3000` and
489
+ colour RAM at `$D800` to `$DBE7` from the same trace. Passing each
490
+ buffer byte through the palette and comparing with the colour-RAM low
491
+ nibble gives 0 mismatches in 1,000, on both models and in both builds.
492
+ The comparison masks the upper nibble: the monitor's read of colour RAM
493
+ returned 0 there in the decay runs, 15 in the PAL control and 10 in the
494
+ NTSC control, which is not stored data. The program itself never reads
495
+ colour RAM back.
496
+
497
+ As a second check, a Python model of the design as written above (the
498
+ two rounded sine tables, the eight-entry mask, the saturating add and
499
+ the decay on every iteration that is 3 modulo 4, 300 iterations)
500
+ produces the same 1,000 bytes as the dumped buffer, in both builds: 0
501
+ differences. The 6502 listing does what the description says, cell for
502
+ cell.
503
+
504
+ ### Region
505
+
506
+ `region: both`. The mechanism is the same on NTSC; the decay pass is
507
+ 514 cycles dearer there because more badlines fall inside it, and the
508
+ same 300 iterations finish 847,738 cycles earlier because the frames
509
+ are shorter. The buffer, the census and the first-15 iteration are the
510
+ same on both models.
511
+
512
+ ## What it does not establish
513
+
514
+ Nothing here was run on hardware; VICE x64sc 3.10 is the instrument.
515
+ One blob only: a second bob, a bitmap shade bob that adds per pixel
516
+ rather than per cell, and a decay split across alternate halves of the
517
+ screen were not built or timed. The decay rate of one step every four
518
+ frames is the design as fixed, and with this blob speed it leaves a
519
+ trail of 21 cells; a slower decay was not run. The costs are for this
520
+ listing's loop shape, not a floor for the technique. The palette order
521
+ is `colour_fade`'s luminance ranking, not measured on a display, and
522
+ the five-cycle difference in the control build's add was not examined.