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 +1,338 @@
1
+ ---
2
+ recipe: sideborder-open
3
+ toolchain: kickassembler
4
+ output_format: PRG
5
+ region: pal
6
+ techniques: [sideborder_open, stable_raster_irq, double_irq]
7
+ file_formats: [PRG]
8
+ uses_registers: [D011, D012, D016, D019, D01A, D000, D001, D010, D015, D017, D027]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # KickAssembler — Open the Side Borders
15
+
16
+ ## Synopsis
17
+
18
+ Opens the left and right side borders over a 42-line loop region (41 lines
19
+ of open border in the measured picture, see Expected output) and stands
20
+ sprites in them. The mechanism is one register write per line: the VIC-II
21
+ sets its border flip-flop when the beam reaches X=344 with CSEL=1, or X=335
22
+ with CSEL=0; switch CSEL from 1 to 0 between the two, on cycle 56 of the
23
+ line (PAL), and neither comparison fires, so the flip-flop stays clear and
24
+ neither this line's right border nor the next line's left border is drawn.
25
+ There is no separate "left border" write; the earlier version of this
26
+ recipe claimed one and never opened anything.
27
+
28
+ The write has to land on one cycle, so the region runs from a stable
29
+ raster interrupt (`stable-raster-irq.md`) and through a per-line loop whose
30
+ timing is fixed by two things the text explains: all eight sprites are
31
+ active on every line of the region, and no line in the region is a badline.
32
+ KickAssembler-only because the loop is counted in cycles; no C compiler
33
+ places a store on cycle 56.
34
+
35
+ Verified in VICE x64sc: inside the region the pixels at the far left and
36
+ far right of the frame are the background colour, not the border colour,
37
+ and the two border sprites are visible there.
38
+
39
+ ## Source
40
+
41
+ ```asm
42
+ // sideborder-open.asm
43
+ // Opens both side borders over a 42-line region with all eight sprites
44
+ // active in it, two of them standing in the borders. One write per line
45
+ // does it: the border flip-flop is set when the beam reaches X=344 with
46
+ // CSEL=1, or X=335 with CSEL=0. Switch CSEL from 1 to 0 between the two,
47
+ // on cycle 56 of the line (PAL), and neither comparison fires; the
48
+ // flip-flop stays clear, so the right border of this line and the left
49
+ // border of the next are not drawn.
50
+ //
51
+ // The write has to land on one specific cycle, so the region runs from a
52
+ // stable raster (double IRQ, see stable-raster-irq.asm). Two things make
53
+ // the per-line timing work out (see text):
54
+ // - every line in the region has all eight sprites active, so the VIC
55
+ // takes the bus from cycle 55 to cycle 10 of the next line on every
56
+ // line alike. DEC $D016's two write cycles fall on 55 and 56, which
57
+ // the CPU is still allowed; its next read stalls until cycle 11.
58
+ // - YSCROLL is rewritten every line so no line in the region is a
59
+ // badline; the character display idles and shows the background.
60
+
61
+ .const REGION_TOP = 101 // sprites' Y; 101 & 7 = 5 keeps the sync line clean
62
+ .const REGION_LINES = 42 // Y-expanded sprites: 42 lines of sprite DMA
63
+ .const SYNC_PAD = 11 // measured in VICE, as in stable-raster-irq
64
+ .const ENTRY_PAD = 43 // cycles from the end of the sync to the first DEC
65
+
66
+ BasicUpstart2(start)
67
+
68
+ .macro Delay(n) {
69
+ .if (n < 2) .error "Delay needs >= 2 cycles"
70
+ .if ((n & 1) != 0) { bit $ea }
71
+ .for (var i = 0; i < ((n & 1) != 0 ? n - 3 : n) / 2; i++) { nop }
72
+ }
73
+
74
+ // $D011 written on line REGION_TOP+i, after the sprite DMA: DEN=1, RSEL=1,
75
+ // YSCROLL = (line+4)&7, which never equals line&7.
76
+ * = $0c00
77
+ d011_table:
78
+ .fill REGION_LINES, $18 | ((REGION_TOP + i + 4) & 7)
79
+ // X positions: one sprite in each side border, six across the screen.
80
+ // Sprites 0, 6 and 7 are past X=255, so bits 0, 6 and 7 of $D010 are set
81
+ // (an earlier version set only bits 0 and 7 and put sprite 6 at X=24).
82
+ spr_x: .byte <500, <40, <88, <136, <184, <232, <280, <344
83
+ spr_x_msb: .byte %11000001
84
+ // Colours: none of them 6 (blue), which is the background and invisible on it.
85
+ spr_col: .byte 1, 2, 3, 4, 5, 13, 7, 8
86
+
87
+ // A solid 24x21 sprite.
88
+ * = $0e00
89
+ sprite_block:
90
+ .fill 63, $ff
91
+ .byte 0
92
+
93
+ * = $0900
94
+ start:
95
+ sei
96
+ lda #$7f
97
+ sta $dc0d
98
+ lda $dc0d
99
+
100
+ .for (var s = 0; s < 8; s++) {
101
+ lda spr_x + s
102
+ sta $d000 + s * 2
103
+ lda #REGION_TOP
104
+ sta $d001 + s * 2 // all eight on the same lines
105
+ lda #sprite_block / 64
106
+ sta $07f8 + s
107
+ lda spr_col + s // white, red, cyan, purple, green, light green, yellow, orange
108
+ sta $d027 + s
109
+ }
110
+ lda spr_x_msb
111
+ sta $d010
112
+ lda #$ff
113
+ sta $d017 // Y-expanded: 42 lines of DMA per sprite
114
+ sta $d015 // all eight on
115
+
116
+ lda #<irq1
117
+ sta $0314
118
+ lda #>irq1
119
+ sta $0315
120
+ lda #$1b
121
+ sta $d011
122
+ lda #$c8
123
+ sta $d016 // CSEL=1, MCM=0, XSCROLL=0
124
+ lda #REGION_TOP - 3
125
+ sta $d012
126
+ lda #$01
127
+ sta $d01a
128
+ sta $d019
129
+ cli
130
+ jmp *
131
+
132
+ // Double IRQ, as in stable-raster-irq.asm.
133
+ irq1:
134
+ lda #<irq2
135
+ sta $0314
136
+ lda #>irq2
137
+ sta $0315
138
+ lda #REGION_TOP - 1
139
+ sta $d012
140
+ lda #$01
141
+ sta $d019
142
+ tsx
143
+ stx saved_sp
144
+ cli
145
+ .for (var i = 0; i < 40; i++) { nop }
146
+
147
+ irq2:
148
+ ldx saved_sp
149
+ txs
150
+ Delay(SYNC_PAD)
151
+ lda $d012
152
+ cmp $d012
153
+ beq !+
154
+ !:
155
+ // A known cycle of REGION_TOP. Reach the first DEC on cycle 51.
156
+ ldx #0
157
+ Delay(ENTRY_PAD)
158
+ line:
159
+ dec $d016 // 51-56: reads 51-54, writes $C8 on 55 and $C7 on 56.
160
+ // BA went low on 55 for sprite 0; the writes go
161
+ // through, the next read waits for cycle 11.
162
+ inc $d016 // 11-16: back to $C8
163
+ lda d011_table, x // 17-20
164
+ sta $d011 // 21-24: this line's YSCROLL, no badline
165
+ inx // 25-26
166
+ cpx #REGION_LINES // 27-28
167
+ beq done // 29-30 when not taken
168
+ Delay(17) // 31-47
169
+ jmp line // 48-50
170
+ done:
171
+ lda #$1b
172
+ sta $d011 // normal display again
173
+ lda #REGION_TOP - 3
174
+ sta $d012
175
+ lda #<irq1
176
+ sta $0314
177
+ lda #>irq1
178
+ sta $0315
179
+ lda #$01
180
+ sta $d019
181
+ pla
182
+ tay
183
+ pla
184
+ tax
185
+ pla
186
+ rti
187
+
188
+ saved_sp: .byte 0
189
+ ```
190
+
191
+ ## Build
192
+
193
+ ```bash
194
+ java -jar KickAss.jar sideborder-open.asm -o sideborder-open.prg
195
+ ```
196
+
197
+ ## Expected output
198
+
199
+ The normal BASIC screen, with a band in which the light-blue side borders
200
+ are gone: the blue background runs from the left edge of the frame to the
201
+ right edge. Measured in the VICE PNG (PAL, screenshot row = raster line
202
+ minus 16): the right border is open on raster lines 102-142 and the left
203
+ border on lines 103-143, 41 lines each, the left lagging by one line because
204
+ each write opens this line's right border and the next line's left. The
205
+ earlier text said a 42-line band from line 102; the loop does run 42 lines
206
+ (101-142), but the first line's `DEC` does not open line 101 in any pad
207
+ tried (see the paddings section). In that band, eight solid sprites stand
208
+ on the same lines, Y-expanded to 42 lines (102-143): a white one in the
209
+ left border (visible from 103, where the left border first opens), an
210
+ orange one in the right border, and six more (red, cyan, purple, green,
211
+ light green, yellow) across the screen at X=40, 88, 136, 184, 232, 280. An
212
+ earlier version of the listing put the yellow sprite at X=24 (missing $D010
213
+ bit 6) and coloured the sixth sprite blue, which is the background colour
214
+ and therefore invisible; both are fixed. Inside the band the character
215
+ display is idle (see below), so the text rows the band crosses are blank;
216
+ above and below it the screen is untouched.
217
+
218
+ If the borders stay closed, the `DEC $D016` is not writing on cycle 56. If
219
+ the band opens for a few lines and then stops, something changed the
220
+ per-line cycle count: a badline that got through, or a sprite that is not
221
+ active on every line of the region.
222
+
223
+ Screenshot from the VICE run this page describes: `screenshots/sideborder-open.png`.
224
+
225
+ ## Why this works
226
+
227
+ ### The border flip-flop
228
+
229
+ The VIC-II's main border flip-flop is *set* at a fixed horizontal
230
+ position — X=344 when CSEL=1 (40 columns), X=335 when CSEL=0 (38
231
+ columns) — and *reset* at X=24 or X=31 respectively, both only while the
232
+ vertical border flip-flop is clear. Set means "draw border colour". On PAL
233
+ the beam is at X=335 during cycle 55 and at X=344 during cycle 56.
234
+
235
+ If CSEL is 1 when the beam passes 335, that comparison does nothing; if it
236
+ is 0 when the beam passes 344, that comparison does nothing either. So a
237
+ 1-to-0 transition landing between the two leaves the flip-flop clear for
238
+ the rest of the line, and since the reset comparison at X=24/31 on the next
239
+ line has nothing to reset, the next line's left border is not drawn either.
240
+ That is the whole trick, and it is one write per line: `DEC $D016` on $C8
241
+ gives $C7 (CSEL=0, and XSCROLL=7 as a side effect, which does not matter on
242
+ an idle display), `INC $D016` afterwards restores $C8 in time for the next
243
+ line's comparisons. The restore has the whole of the next line up to cycle
244
+ 55: measured in VICE x64sc 3.10 for this page, a variant of the loop that
245
+ puts the `INC $D016` on cycles 42-47 of the following line gives a picture
246
+ identical to the shipped one. The earlier recipe's separate "left border
247
+ toggle at cycle 1" does not correspond to anything in the chip.
248
+
249
+ ### Why the write can land on cycle 56 with sprites active
250
+
251
+ `DEC abs` is six cycles: opcode, address low, address high, read, write
252
+ old, write new. Started on cycle 51, its writes are on 55 and 56, and the
253
+ new value goes out on 56. Sprite 0's DMA begins with a p-access on cycle
254
+ 58, and the VIC pulls BA low three cycles earlier, on 55. The 6510 stops on
255
+ its next *read* while BA is low, but completes write cycles, up to three of
256
+ them. The two writes on 55 and 56 therefore go through; the opcode fetch on
257
+ 57 waits.
258
+
259
+ With all eight sprites active the VIC holds the bus through sprite 7's
260
+ accesses, which end on cycle 10 of the next line, and the CPU resumes on
261
+ cycle 11. That is the second half of the timing: from cycle 11 to the next
262
+ `DEC` on cycle 51 is 40 cycles of code, every line, with no need to count
263
+ the stall, because the stall always ends on the same cycle. It ends on the
264
+ same cycle only if the same sprites are active on every line, which is why
265
+ all eight sit on the same Y and are Y-expanded to cover the region. Stagger
266
+ them, as the first draft of this rewrite did, and the stall length changes
267
+ from line to line; the border opened for six lines and then the loop lost
268
+ its phase.
269
+
270
+ Without sprites, the loop has to be exactly 63 cycles by itself and the
271
+ `INC` follows the `DEC` immediately. Either way the constraint is the same:
272
+ one write on one cycle, every line.
273
+
274
+ ### Why the region has no badlines
275
+
276
+ A badline (`(line & 7) == YSCROLL`, lines $30-$F7, DEN set) takes the bus
277
+ from cycle 12 (BA low) to cycle 54. The 6510 stops on its first read at or
278
+ after cycle 12 and that read completes on cycle 55, so a fresh instruction
279
+ cannot start before 55 and this loop's `DEC $D016`, whose new value is
280
+ written on its sixth cycle, cannot reach cycle 56 on a badline; that is why
281
+ the region is kept badline-free. The earlier text went further and said
282
+ there is "no way to place a write on cycle 56" on a badline, with the
283
+ earliest write on 58. That is not established: by the same cycle budget, a
284
+ `STA $D016` whose high address byte is the read stalled on cycle 12
285
+ completes that read on 55 and writes on 56 (arithmetic from the stated
286
+ cycles, not measured here; `docs/techniques/raster.md` still states the
287
+ absolute form). The loop
288
+ writes $D011 on every line with YSCROLL = (line+4)&7, which never matches,
289
+ so no badline condition arises during the region. Line 101 itself, the
290
+ first, has YSCROLL 3 and 101&7 = 5, and is safe without help.
291
+
292
+ The cost is the display: with no badlines the VIC has no new character row
293
+ to fetch and goes to its idle state, showing the byte at $3FFF (zero on a
294
+ stock machine) in the background colour. The band is blank. Opening the
295
+ side border *with* a live character display on badline rows is a different
296
+ and much harder problem; the recipes that appear to do it either cover the
297
+ badline rows or use the tricks catalogued under `fld_flexible_line_distance` and `vsp_glitch` in
298
+ `docs/techniques/raster.md`.
299
+
300
+ ### The stable entry and the two paddings
301
+
302
+ `SYNC_PAD` is the double-IRQ sync padding from `stable-raster-irq.md`,
303
+ unchanged because the code path before the sync is identical. `ENTRY_PAD`
304
+ is meant to put the first `DEC` on cycle 51 of line 101; it was set by
305
+ trying 41-45 in VICE and all five open the region, because a `DEC` that
306
+ starts a cycle or two off still gets its writes into the BA-low window on
307
+ the first line and the sprite stall re-phases everything from the second
308
+ line on. That tolerance is a property of this code path with sprites, not
309
+ of the trick. Re-measured for this page with pads 41, 42, 43 and 44: all
310
+ four give a pixel-identical picture, and in none of them does line 101's
311
+ own right border open (the band starts on 102), so which pad, if any, lands
312
+ the first `DEC` on cycle 51 of line 101 has not been identified; the
313
+ "cycle 51" in the source comments is the loop's steady state from line 102
314
+ on, inferred from the stall ending on cycle 11, not a measured cycle on
315
+ line 101.
316
+
317
+ `REGION_TOP = 101` because the sync line 100 must not be a badline
318
+ (100&7 = 4) while the badline 99 falls inside irq1's NOP slide, where a
319
+ stall is harmless; see the line-selection note in `stable-raster-irq.md`.
320
+
321
+ ### Sprite positions
322
+
323
+ X coordinates run 0-503 on PAL, wrapping inside the left border: the
324
+ visible left border is X 480-503 then 0-23, the right border 344-375 on a
325
+ typical display. X=500 puts a sprite across the wrap in the left border;
326
+ X=344 puts one at the start of the right border. Both need bit 8 of X, as
327
+ does the yellow sprite at X=280, hence `%11000001` in $D010 (the earlier
328
+ `%10000001` left sprite 6 at X=24). A sprite with Y=101 has its DMA turned on at
329
+ cycle 55 of line 101 and is drawn from line 102, which is why the region
330
+ loop starts its `DEC` on line 101 and the opened band is seen from 102.
331
+
332
+ ### NTSC
333
+
334
+ `region: pal`. The 6567R8 has 65 cycles per line and the sprite DMA
335
+ cycles differ; the border positions in X are the same, so the write still
336
+ has to land between X=335 and X=344, but the cycle number and the
337
+ post-stall budget both change. Re-derive from the 6567 timing table before
338
+ trying this on NTSC.
@@ -0,0 +1,321 @@
1
+ ---
2
+ recipe: sine-scroller
3
+ toolchain: kickassembler
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [soft_scroll_h, char_scroll_buffer_h]
7
+ file_formats: [PRG]
8
+ uses_registers: [D011, D012, D016, D019, D01A]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # KickAssembler — Sine-Wave Scroller
15
+
16
+ ## Synopsis
17
+
18
+ A text scroller whose forty character columns ride a sine wave. The whole
19
+ screen is fine-scrolled a pixel per frame with $D016 XSCROLL; every eighth
20
+ frame the forty-character ring buffer shifts left by one and takes the next
21
+ character of the message. Each frame the nine-row band is cleared and every
22
+ column's character is placed on the row the sine table gives for that
23
+ column. The sine table, the row-address table and the screen-code text are
24
+ all built by the assembler. Nothing is cycle-exact: the redraw runs in the
25
+ vertical blank.
26
+
27
+ Verified in VICE x64sc: the message appears in white on a wave across the
28
+ middle of the screen and moves left.
29
+
30
+ ## Source
31
+
32
+ ```asm
33
+ // sine-scroller.asm
34
+ // A text scroller whose 40 columns ride a sine wave. The whole screen is
35
+ // fine-scrolled with $D016 XSCROLL; every eighth frame the 40-character
36
+ // ring buffer shifts left by one and takes the next character of the
37
+ // message. Each frame the nine-row band is cleared and every column's
38
+ // character is placed on the row the sine table gives for that column.
39
+ //
40
+ // Region: both. Nothing here is cycle-exact; the redraw runs in the
41
+ // vertical blank and takes about 4,650 cycles in an ordinary frame and
42
+ // about 5,300 in a frame that also shifts the buffer (measured with a
43
+ // CIA timer), of the roughly 7,100 available between raster line 250
44
+ // and the first badline of the next frame on PAL.
45
+
46
+ .const BAND_TOP = 8 // first screen row of the band
47
+ .const CENTER = 12 // row the wave is centred on
48
+ .const AMPLITUDE = 4 // rows above and below CENTER
49
+ .const STEP = 6 // sine-table steps between adjacent columns
50
+ .const SPEED = 2 // sine-table steps per frame
51
+ .const IRQ_LINE = 250 // last visible PAL line: the redraw runs in the blank
52
+ .const TEXT_COLOUR = 1 // white
53
+
54
+ .const SCREEN = $0400
55
+ .const COLOUR = $d800
56
+
57
+ BasicUpstart2(start)
58
+
59
+ // ---------------------------------------------------------------------------
60
+ // Tables, built by the assembler.
61
+ // ---------------------------------------------------------------------------
62
+ * = $0c00
63
+ sine: .fill 256, round(sin(toRadians(i * 360 / 256)) * AMPLITUDE)
64
+ row_lo: .fill 25, <(SCREEN + i * 40)
65
+ row_hi: .fill 25, >(SCREEN + i * 40)
66
+
67
+ .encoding "screencode_upper" // .text emits screen codes for the upper-case charset
68
+ message:
69
+ .text " GREETINGS FROM A SINE SCROLLER THAT WAS ASSEMBLED, RUN AND "
70
+ .text "PHOTOGRAPHED BEFORE IT WAS WRITTEN UP ... "
71
+ .byte 0
72
+
73
+ // ---------------------------------------------------------------------------
74
+ // State
75
+ // ---------------------------------------------------------------------------
76
+ * = $0b00
77
+ scroll_buf: .fill 40, $20 // the 40 visible characters, left to right
78
+ xscroll: .byte 0 // 0-7, written to $D016
79
+ phase: .byte 0 // sine-table index of column 0
80
+ col_phase: .byte 0
81
+ col: .byte 0
82
+ .const zp_row = $fb // zero-page pointer to the current row
83
+ .const msg_ptr = $fd // zero-page pointer into the message: (zp),y needs zero page
84
+
85
+ // ---------------------------------------------------------------------------
86
+ // Setup
87
+ // ---------------------------------------------------------------------------
88
+ * = $0900
89
+ start:
90
+ sei
91
+ lda #$7f
92
+ sta $dc0d
93
+ lda $dc0d
94
+
95
+ // Clear the screen and colour the band.
96
+ lda #$20
97
+ ldx #0
98
+ !: sta SCREEN, x
99
+ sta SCREEN + $100, x
100
+ sta SCREEN + $200, x
101
+ sta SCREEN + $2e8, x
102
+ inx
103
+ bne !-
104
+ lda #TEXT_COLOUR
105
+ ldx #0
106
+ !: .for (var r = BAND_TOP; r <= BAND_TOP + 2 * AMPLITUDE; r++) {
107
+ sta COLOUR + r * 40, x
108
+ }
109
+ inx
110
+ cpx #40
111
+ bne !-
112
+
113
+ lda #<message
114
+ sta msg_ptr
115
+ lda #>message
116
+ sta msg_ptr + 1
117
+
118
+ lda #$1b
119
+ sta $d011
120
+ lda #$c0 // CSEL=0: 38 columns, the edge columns are hidden
121
+ sta $d016
122
+ lda #<irq
123
+ sta $0314
124
+ lda #>irq
125
+ sta $0315
126
+ lda #IRQ_LINE
127
+ sta $d012
128
+ lda #$01
129
+ sta $d01a
130
+ sta $d019
131
+ cli
132
+ jmp *
133
+
134
+ // ---------------------------------------------------------------------------
135
+ // Once per frame, in the vertical blank.
136
+ // ---------------------------------------------------------------------------
137
+ irq:
138
+ // 1. Fine scroll one pixel left; every eighth frame shift the buffer.
139
+ dec xscroll
140
+ bpl set_d016
141
+ lda #7
142
+ sta xscroll
143
+ jsr shift_buffer
144
+ set_d016:
145
+ lda xscroll
146
+ ora #$c0
147
+ sta $d016
148
+
149
+ // 2. Advance the wave.
150
+ lda phase
151
+ clc
152
+ adc #SPEED
153
+ sta phase
154
+
155
+ // 3. Clear the band.
156
+ lda #$20
157
+ ldx #39
158
+ !: .for (var r = BAND_TOP; r <= BAND_TOP + 2 * AMPLITUDE; r++) {
159
+ sta SCREEN + r * 40, x
160
+ }
161
+ dex
162
+ bpl !-
163
+
164
+ // 4. Place each column's character on its row.
165
+ lda phase
166
+ sta col_phase
167
+ ldx #0
168
+ place:
169
+ stx col
170
+ ldy col_phase
171
+ lda sine, y
172
+ clc
173
+ adc #CENTER // row = CENTER + sine[col_phase], 8..16
174
+ tay
175
+ lda row_lo, y
176
+ sta zp_row
177
+ lda row_hi, y
178
+ sta zp_row + 1
179
+ lda scroll_buf, x
180
+ ldy col
181
+ sta (zp_row), y
182
+ lda col_phase
183
+ clc
184
+ adc #STEP
185
+ sta col_phase
186
+ inx
187
+ cpx #40
188
+ bne place
189
+
190
+ lda #$01
191
+ sta $d019
192
+ jmp $ea31 // KERNAL housekeeping once a frame; CIA1 is masked
193
+
194
+ // Shift the ring left and append the next message character.
195
+ shift_buffer:
196
+ ldx #0
197
+ !: lda scroll_buf + 1, x
198
+ sta scroll_buf, x
199
+ inx
200
+ cpx #39
201
+ bne !-
202
+ ldy #0
203
+ lda (msg_ptr), y
204
+ bne !+
205
+ lda #<message // end of message: wrap
206
+ sta msg_ptr
207
+ lda #>message
208
+ sta msg_ptr + 1
209
+ lda (msg_ptr), y
210
+ !: sta scroll_buf + 39
211
+ inc msg_ptr
212
+ bne !+
213
+ inc msg_ptr + 1
214
+ !: rts
215
+ ```
216
+
217
+ ## Build
218
+
219
+ ```bash
220
+ java -jar KickAss.jar sine-scroller.asm -o sine-scroller.prg
221
+ ```
222
+
223
+ ## Expected output
224
+
225
+ A blue screen with the message in white, one character per column, each
226
+ column on a row between 8 and 16 so the text forms a sine wave just under
227
+ one period wide (40 columns × STEP 6 = 240 of the 256 table entries; an
228
+ earlier version of this page said "about 1.7 periods", which the picture
229
+ contradicts). The text moves left one pixel per frame (50 px/s PAL,
230
+ 60 px/s NTSC) and the wave rolls with it, two table steps per frame. The
231
+ 38-column mode covers the left 7 and right 9 pixels of the 40-column
232
+ window, so characters slide out under the left border and in from under
233
+ the right one a pixel at a time rather than popping.
234
+
235
+ Screenshot from the VICE run this page describes: `screenshots/sine-scroller.png`.
236
+
237
+ ## Why this works
238
+
239
+ ### Fine scroll plus buffer shift
240
+
241
+ $D016 bits 0-2 (XSCROLL) shift the whole character display right by 0-7
242
+ pixels. Counting XSCROLL down from 7 to 0 moves the picture left a pixel per
243
+ frame; when it would go below 0 it is reset to 7 and the character data is
244
+ moved left one column instead, which puts the picture back where the
245
+ viewer's eye expects it. Here the data being moved is the forty-byte ring
246
+ buffer, not screen RAM: the screen is redrawn from the buffer every frame
247
+ anyway, so shifting the buffer is the whole carry step. This is the
248
+ `soft_scroll_h` and `char_scroll_buffer_h` pair from
249
+ `docs/techniques/scroll.md`.
250
+
251
+ Bit 3 of $D016 (CSEL) is cleared, giving 38 columns: the window narrows
252
+ from X 24–343 to X 31–334, 7 pixels off the left and 9 off the right
253
+ (`docs/hardware/vic-ii-reference.md`). All forty columns are still written
254
+ and fetched; what changes is how much of columns 0, 38 and 39 the border
255
+ covers. Measured in VICE x64sc: column 39 is never visible at any XSCROLL;
256
+ column 38 is hidden at XSCROLL=7 and shows 7 pixels at XSCROLL=0; column 0
257
+ is fully visible at XSCROLL=7 and down to its last pixel at XSCROLL=0. So
258
+ as XSCROLL counts down the newest character (written to column 39, moved
259
+ to 38 by the shift) emerges from under the right border a pixel at a time,
260
+ and the oldest slides out under the left one — no character pops in whole
261
+ at XSCROLL=7. An earlier version of this paragraph said columns 0 and 39
262
+ both "fall under the border"; column 0 does not.
263
+
264
+ ### The wave
265
+
266
+ For column `c` the row is `CENTER + sine[(phase + c*STEP) & 255]`, with
267
+ `sine` a 256-entry table of `round(sin(θ) * AMPLITUDE)` (the scalings and
268
+ the byte-level check of such tables are `table_generation` in
269
+ `../../techniques/cpu-cycle-tricks.md`). `phase` advances by
270
+ `SPEED` per frame. `STEP = 6` across forty columns spans 240 table entries,
271
+ just under a full period. Rows are reached through a 25-entry table of row
272
+ start addresses, loaded into a zero-page pointer and indexed by the column
273
+ in Y. No multiplies at run time; nothing but table lookups.
274
+
275
+ The band is cleared before the columns are placed, because a column's
276
+ character moves to a different row every frame and the old one would
277
+ otherwise stay behind. The clear is 360 stores unrolled nine rows wide,
278
+ about 2,000 cycles.
279
+
280
+ ### Where the work runs
281
+
282
+ The interrupt is at line 250, the last visible line on PAL. Everything —
283
+ the shift, the clear and the forty placements — happens between there and
284
+ the next frame's first badline at line 51: 113 lines × 63 = about 7,100
285
+ cycles on PAL, but only 64 lines × 65 = about 4,200 on NTSC (263 lines).
286
+ Measured with a CIA timer in VICE x64sc, the handler body takes 4,648
287
+ cycles in an ordinary frame and 5,312 in a frame that also shifts the
288
+ buffer, so on NTSC it runs some ten to eighteen lines past line 51. That
289
+ does no harm: the only rows it writes are 8–16, whose first badline is at
290
+ line 115, so on both models every screen write finishes long before the
291
+ VIC fetches the band and there is no tearing without any further raster
292
+ work. (An earlier version of this paragraph said "6,000 on NTSC" and
293
+ "about 4,500"; both figures were wrong, and the NTSC one implied a margin
294
+ that does not exist at line 51.) The handler exits through `$EA31` so the
295
+ KERNAL still scans the keyboard and runs the jiffy clock once a frame; CIA1
296
+ is masked so that routine's `$DC0D` read is harmless.
297
+
298
+ ### Three things that were wrong in the earlier version
299
+
300
+ 1. Its memory map overlapped: code at $0900 ran into the sine table at
301
+ $0A00, and KickAssembler refused to assemble it.
302
+ 2. It kept the message pointer in ordinary RAM and used it with `(ptr),y`.
303
+ That addressing mode only exists for zero page; the assembler truncated
304
+ the operand to a zero-page address silently, and the scroller printed
305
+ BASIC's workspace bytes instead of the message (a screen full of `3`s in
306
+ the first run of this rewrite, since it used $2B/$2C). The pointer now
307
+ lives at $FD/$FE. Check every `(zp),y` operand is below $100.
308
+ 3. It commented the message as "PETSCII $41-$5A". Screen RAM holds screen
309
+ codes, in which upper-case letters are $01-$1A; `.encoding
310
+ "screencode_upper"` makes `.text` emit those. The default encoding,
311
+ `screencode_mixed`, emits upper-case source letters as $41-$5A, which
312
+ the default upper/graphics character set displays as graphics symbols.
313
+
314
+ ### Region
315
+
316
+ `region: both`. The mechanism is the same on NTSC; the animation runs 20 %
317
+ faster and the blank between line 250 and line 51 is about 2,900 cycles
318
+ shorter (about 4,200 against PAL's 7,100 — an earlier version said "about
319
+ 1,000 cycles shorter, still ample"). The handler overruns line 51 on NTSC
320
+ but finishes well before the band's first badline at line 115; run on the
321
+ 6567R8 model in VICE x64sc, the wave draws correctly.