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 +1,696 @@
1
+ ---
2
+ recipe: sprite-border-scroller
3
+ toolchain: kickassembler
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [sprite_border_scroller]
7
+ file_formats: [PRG]
8
+ uses_registers: [D000, D001, D002, D003, D004, D005, D006, D007, D008, D009, D00A, D00B, D00C, D00D, D00E, D00F, D010, D011, D012, D015, D017, D019, D01A, D01B, D01C, D01D, D020, D021, D027, D028, D029, D02A, D02B, D02C, D02D, D02E, DC04, DC05, DC0D, DC0E]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # KickAssembler Sprite Border Scroller
15
+
16
+ ## Synopsis
17
+
18
+ A text scroller of eight hardware sprites that runs in the lower border,
19
+ underneath the display, so the forty by twenty-five character screen is
20
+ left whole for whatever else the program wants to show. The border is
21
+ opened every frame the way `topbottom-border-open.md` does it: a raster
22
+ interrupt on line 249 clears RSEL, so neither of the VIC-II's bottom
23
+ comparison lines is ever matched and the vertical border flip-flop is
24
+ never set; a second interrupt on line 20 of the next frame puts RSEL
25
+ back. That second interrupt also moves the sprites. Every sprite has
26
+ Y 254, so its 21 rows are drawn from raster line 255 down, in what is
27
+ normally border; a shared 9-bit scroll position `p` steps down by 2 a
28
+ frame and sprite `k` sits at `X = (p + 48k) mod 384`, enabled only while
29
+ X is 0 to 343. When a sprite reaches X 4 its glyph is wholly under the
30
+ left border and it takes the next character of the text, rendered from
31
+ the character ROM into its own 64-byte slot exactly as
32
+ `dypp-sprite-scroller.md` renders it. After 300 frames `p` is frozen and
33
+ the picture is static. Both interrupt handlers are timed with CIA 1
34
+ timer A and logged to RAM. This is the `sprite_border_scroller`
35
+ technique.
36
+
37
+ Verified in VICE x64sc: at the pinned cycle count the white glyph rows
38
+ sit on screenshot rows 241 to 254 on PAL (raster lines 257 to 270) and
39
+ 229 to 242 on NTSC, every one of them below the line-251 border edge,
40
+ and the two runs per model are byte-identical. A control build with the
41
+ RSEL write left out has no white pixel anywhere below the display: the
42
+ border covers the sprites.
43
+
44
+ ## Source
45
+
46
+ ```asm
47
+ // sprite-border-scroller.asm
48
+ // A text scroller of eight hardware sprites standing in the opened lower
49
+ // border. Two plain raster interrupts through $0314 open the border the way
50
+ // topbottom-border-open.asm does: RSEL is cleared on line 249, after line
51
+ // 247's bottom comparison has passed and before line 251's arrives, so the
52
+ // vertical border flip-flop is never set and the rest of the frame is drawn
53
+ // as background. RSEL is put back on line 20 of the next frame, and that
54
+ // same interrupt moves the sprites: a shared 9-bit scroll position p steps
55
+ // down by 2 a frame; sprite k sits at X = (p + 48k) mod 384 and every sprite
56
+ // has Y = 254, so its 21 rows are drawn from raster line 255, below the
57
+ // display. A sprite is enabled only while X is 0..343; when X reaches 4 its
58
+ // glyph is wholly under the left border, so it takes the next character of
59
+ // the text and re-renders it from the character ROM into its own 64-byte
60
+ // slot (a 2x2 block per glyph pixel, sprite rows 2..17, columns 4..19),
61
+ // as dypp-sprite-scroller.asm does. After FRAMES frames p is frozen and the
62
+ // picture is static. $3FFF is written to zero because the VIC fetches its
63
+ // idle-state graphics from there and would draw its set bits over the
64
+ // opened area.
65
+ //
66
+ // Both handlers are timed with CIA 1 timer A (one-shot from $FFFF) and
67
+ // logged to RAM for a -moncommands dump. Build with -define NOOPEN for the
68
+ // control: the line-249 handler runs but leaves RSEL alone, so the border
69
+ // stays closed and covers the sprites.
70
+ // Region: both.
71
+
72
+ .const SCREEN = $0400
73
+ .const SPRBASE = $2000 // eight 64-byte slots $2000..$21c0, pointers $80..$87
74
+ .const XSTEP = 48 // pixels between adjacent columns
75
+ .const SPRITE_Y = 254 // first row drawn on raster line 255
76
+ .const OPEN_LINE = 249 // 248, 249 and 250 open; 247 and 251 do not
77
+ .const RESTORE_LINE = 20 // anywhere from 252 to 246 of the next frame
78
+ .const FRAMES = 300 // updates before p is frozen
79
+ .const OLOG = $3000 // open handler time per frame, 2 bytes each ($ffff - timer)
80
+ .const RLOG = $3400 // restore handler time per frame, 2 bytes each
81
+ .const DONE = $02ff // 1 from the frame the picture is frozen
82
+ .const CAPLEN = 27 // the caption's length, centred on row 12
83
+ .const CAPCOL = (40 - CAPLEN) / 2
84
+
85
+ .const ptr = $fb // zero page: sprite slot pointer
86
+ .const src = $fd // zero page: character ROM pointer
87
+
88
+ // Each glyph bit becomes two sprite bits: dbl(b) is the 16-bit doubling of
89
+ // byte b. Glyph column gx lands on sprite columns 4+2gx and 5+2gx, so
90
+ // byte 0 of the sprite row takes the top 4 bits of dbl, byte 1 the middle 8
91
+ // and byte 2 the bottom 4 shifted into its high nibble.
92
+ .function dbl(b) {
93
+ .var e = 0
94
+ .for (var i = 0; i < 8; i++) {
95
+ .if (((b >> i) & 1) == 1) .eval e = e | (3 << (2 * i))
96
+ }
97
+ .return e
98
+ }
99
+
100
+ .pc = $0801 "basic"
101
+ :BasicUpstart(start)
102
+
103
+ .pc = $0810 "code"
104
+ start:
105
+ sei
106
+ lda #$7f
107
+ sta $dc0d // mask every CIA1 source
108
+ lda $dc0d // and drop a pending one
109
+
110
+ lda #0
111
+ sta $3fff // idle-state graphics byte: zero, so the
112
+ // opened area is plain background
113
+ sta $d020 // border black
114
+ sta $d021 // background black
115
+ sta frame
116
+ sta frame+1
117
+ sta tidx
118
+ sta rcount
119
+ sta DONE
120
+ lda #<6 // p starts at 6: sprite 0 reaches X 4 on frame 1
121
+ sta pos
122
+ lda #>6
123
+ sta pos+1
124
+
125
+ ldx #0 // clear the screen and the eight slots
126
+ lda #$20
127
+ clr:
128
+ sta SCREEN,x
129
+ sta SCREEN+$100,x
130
+ sta SCREEN+$200,x
131
+ sta SCREEN+$300,x
132
+ inx
133
+ bne clr
134
+ lda #0
135
+ clr2:
136
+ sta SPRBASE,x
137
+ sta SPRBASE+$100,x
138
+ inx
139
+ bne clr2
140
+
141
+ ldx #CAPLEN-1 // the caption on row 12, white
142
+ cap:
143
+ lda caption,x
144
+ sta SCREEN+12*40+CAPCOL,x
145
+ lda #1
146
+ sta $d800+12*40+CAPCOL,x
147
+ dex
148
+ bpl cap
149
+
150
+ ldx #7 // pointers $80+k, white, Y 254, no expansion
151
+ setup:
152
+ txa
153
+ clc
154
+ adc #SPRBASE/64
155
+ sta SCREEN+$3f8,x
156
+ lda #1
157
+ sta $d027,x
158
+ lda #SPRITE_Y
159
+ ldy pairs,x
160
+ sta $d001,y
161
+ dex
162
+ bpl setup
163
+ lda #0
164
+ sta $d017
165
+ sta $d01d
166
+ sta $d01c
167
+ sta $d01b
168
+ sta $d010
169
+ sta $d015 // enabled per sprite by the update
170
+
171
+ lda #<open
172
+ sta $0314
173
+ lda #>open
174
+ sta $0315
175
+ lda #$1b
176
+ sta $d011 // DEN=1, RSEL=1, YSCROLL=3, RST8=0
177
+ lda #OPEN_LINE
178
+ sta $d012
179
+ lda #$01
180
+ sta $d01a // raster source on
181
+ sta $d019 // stale flag off
182
+ cli
183
+ jmp *
184
+
185
+ // Line OPEN_LINE, entered on cycle 37-43: RSEL to 0 with YSCROLL and DEN
186
+ // kept, bit 7 masked off (on a read it is the raster's ninth bit).
187
+ open:
188
+ cld // the log arithmetic must be binary
189
+ lda #$ff // start the stopwatch
190
+ sta $dc04
191
+ sta $dc05
192
+ lda #$19
193
+ sta $dc0e
194
+ #if !NOOPEN
195
+ lda $d011
196
+ and #%01110111
197
+ sta $d011 // the control build omits this write
198
+ #endif
199
+ lda #RESTORE_LINE
200
+ sta $d012
201
+ lda #<restore
202
+ sta $0314
203
+ lda #>restore
204
+ sta $0315
205
+ lda #$01
206
+ sta $d019
207
+ lda #$08 // stop the stopwatch, log it at OLOG + 2*frame
208
+ sta $dc0e
209
+ lda #<OLOG
210
+ sta ptr
211
+ lda #>OLOG
212
+ sta ptr+1
213
+ jsr logtime
214
+ jmp $ea81 // pla/tay/pla/tax/pla/rti
215
+
216
+ // Line RESTORE_LINE: RSEL back to 1 so next frame's line 247 is not a
217
+ // bottom comparison either; then the position update and any hand-off,
218
+ // while no sprite is being drawn on either model.
219
+ restore:
220
+ cld
221
+ lda #$ff // start the stopwatch
222
+ sta $dc04
223
+ sta $dc05
224
+ lda #$19
225
+ sta $dc0e
226
+ lda $d011
227
+ and #%01111111
228
+ ora #%00001000
229
+ sta $d011
230
+ lda #OPEN_LINE
231
+ sta $d012
232
+ lda #<open
233
+ sta $0314
234
+ lda #>open
235
+ sta $0315
236
+ lda #$01
237
+ sta $d019
238
+
239
+ lda frame+1 // frozen after FRAMES updates
240
+ cmp #>FRAMES
241
+ bne go
242
+ lda frame
243
+ cmp #<FRAMES
244
+ bne go
245
+ lda #1
246
+ sta DONE
247
+ jmp done
248
+ go:
249
+ lda pos // p = (p - 2) mod 384
250
+ sec
251
+ sbc #2
252
+ sta pos
253
+ lda pos+1
254
+ sbc #0
255
+ sta pos+1
256
+ bpl !+
257
+ lda pos
258
+ clc
259
+ adc #<384
260
+ sta pos
261
+ lda pos+1
262
+ adc #>384
263
+ sta pos+1
264
+ !:
265
+ lda #0
266
+ sta msb
267
+ sta ena
268
+ sta pend
269
+ lda pos // running X = p + 48k, 16-bit
270
+ sta xl
271
+ lda pos+1
272
+ sta xh
273
+ ldx #0
274
+ next:
275
+ lda xh // X >= 384 ? X -= 384
276
+ beq inrange
277
+ cmp #1
278
+ bne sub384
279
+ lda xl
280
+ cmp #<384
281
+ bcc inrange
282
+ sub384:
283
+ lda xl
284
+ sec
285
+ sbc #<384
286
+ sta xl
287
+ lda xh
288
+ sbc #>384
289
+ sta xh
290
+ inrange:
291
+ lda xh
292
+ beq onscreen // X < 256: on screen, no MSB
293
+ lda xl
294
+ cmp #344-256
295
+ bcs offscreen // X 344..383: sprite off this frame
296
+ lda bits,x // X 256..343: MSB set
297
+ ora msb
298
+ sta msb
299
+ onscreen:
300
+ lda bits,x
301
+ ora ena
302
+ sta ena
303
+ offscreen:
304
+ lda xh // X == 4: glyph wholly under the left border
305
+ bne nohand
306
+ lda xl
307
+ cmp #4
308
+ bne nohand
309
+ inx // pend = k + 1
310
+ stx pend
311
+ dex
312
+ nohand:
313
+ ldy pairs,x
314
+ lda xl
315
+ sta $d000,y
316
+ clc // next column: X += 48
317
+ adc #XSTEP
318
+ sta xl
319
+ bcc !+
320
+ inc xh
321
+ !: inx
322
+ cpx #8
323
+ bne next
324
+ lda msb
325
+ sta $d010
326
+ lda ena
327
+ sta $d015
328
+
329
+ lda pend // a sprite reached X 4: hand it the next character
330
+ beq nohandoff
331
+ tax
332
+ dex
333
+ ldy tidx
334
+ lda text,y
335
+ cmp #$ff
336
+ bne !+
337
+ ldy #0
338
+ sty tidx
339
+ lda text
340
+ !: sta code
341
+ inc tidx
342
+ jsr render
343
+ inc rcount
344
+ nohandoff:
345
+ lda #$08 // stop the stopwatch, log it at RLOG + 2*frame
346
+ sta $dc0e
347
+ lda #<RLOG
348
+ sta ptr
349
+ lda #>RLOG
350
+ sta ptr+1
351
+ jsr logtime
352
+ inc frame
353
+ bne !+
354
+ inc frame+1
355
+ !: jmp $ea31 // full KERNAL service once a frame
356
+ done:
357
+ lda #$08
358
+ sta $dc0e
359
+ jmp $ea31
360
+
361
+ // Store $ffff - timer at (ptr) + 2*frame, ptr pointing at a log base.
362
+ logtime:
363
+ lda frame
364
+ asl
365
+ sta off
366
+ lda frame+1
367
+ rol
368
+ sta off+1
369
+ lda off
370
+ clc
371
+ adc ptr
372
+ sta ptr
373
+ lda off+1
374
+ adc ptr+1
375
+ sta ptr+1
376
+ ldy #0
377
+ lda $dc04
378
+ eor #$ff
379
+ sta (ptr),y
380
+ iny
381
+ lda $dc05
382
+ eor #$ff
383
+ sta (ptr),y
384
+ rts
385
+
386
+ // Render screen code `code` into sprite slot X (0..7). The eight glyph
387
+ // bytes are copied out of the character ROM with $01 = $33, then each is
388
+ // expanded through three tables into two identical sprite rows.
389
+ render:
390
+ lda slotlo,x
391
+ sta ptr
392
+ lda slothi,x
393
+ sta ptr+1
394
+ lda #0
395
+ sta src+1
396
+ lda code // ROM address = $d000 + code * 8
397
+ asl
398
+ rol src+1
399
+ asl
400
+ rol src+1
401
+ asl
402
+ rol src+1
403
+ sta src
404
+ lda src+1
405
+ ora #$d0
406
+ sta src+1
407
+ lda #$33
408
+ sta $01
409
+ ldy #7
410
+ !: lda (src),y
411
+ sta gbuf,y
412
+ dey
413
+ bpl !-
414
+ lda #$37
415
+ sta $01
416
+ .for (var r = 0; r < 8; r++) {
417
+ ldx gbuf+r
418
+ lda t0,x // sprite rows 2+2r and 3+2r, bytes 0..2
419
+ ldy #6*r+6
420
+ sta (ptr),y
421
+ ldy #6*r+9
422
+ sta (ptr),y
423
+ lda t1,x
424
+ ldy #6*r+7
425
+ sta (ptr),y
426
+ ldy #6*r+10
427
+ sta (ptr),y
428
+ lda t2,x
429
+ ldy #6*r+8
430
+ sta (ptr),y
431
+ ldy #6*r+11
432
+ sta (ptr),y
433
+ }
434
+ rts
435
+
436
+ caption: .text "sprites in the lower border" // lowercase: .text is screen codes
437
+ bits: .byte 1, 2, 4, 8, 16, 32, 64, 128
438
+ pairs: .byte 0, 2, 4, 6, 8, 10, 12, 14
439
+ slotlo: .fill 8, <(SPRBASE + i * 64)
440
+ slothi: .fill 8, >(SPRBASE + i * 64)
441
+
442
+ // The message: screen codes, $ff ends it and it wraps.
443
+ text: .text "the border is open and the words walk through it "
444
+ .byte $ff
445
+
446
+ .align $100
447
+ t0: .fill 256, dbl(i) >> 12
448
+ t1: .fill 256, (dbl(i) >> 4) & $ff
449
+ t2: .fill 256, (dbl(i) & $0f) << 4
450
+
451
+ .pc = $3800 "state" virtual
452
+ msb: .byte 0 // $d010 as written
453
+ ena: .byte 0 // $d015 as written
454
+ pend: .byte 0 // sprite number + 1 due a hand-off, or 0
455
+ frame: .word 0
456
+ pos: .word 0 // p, 0..383
457
+ tidx: .byte 0 // next character of text
458
+ rcount: .byte 0 // renders so far
459
+ xl: .byte 0
460
+ xh: .byte 0
461
+ code: .byte 0
462
+ off: .word 0 // 2*frame, the log offset
463
+ gbuf: .fill 8, 0
464
+ ```
465
+
466
+ ## Build
467
+
468
+ ```bash
469
+ java -jar KickAss.jar sprite-border-scroller.asm -o sprite-border-scroller.prg
470
+ ```
471
+
472
+ For the control, which runs the same two interrupts but never clears
473
+ RSEL:
474
+
475
+ ```bash
476
+ java -jar KickAss.jar sprite-border-scroller.asm -define NOOPEN -o sprite-border-scroller-noopen.prg
477
+ ```
478
+
479
+ ## Expected output
480
+
481
+ A black screen and a black border, with `SPRITES IN THE LOWER BORDER` in
482
+ white on character row 12, centred. Below the display, where the bottom
483
+ border would be, white capital letters 16 pixels wide and 14 tall (each
484
+ glyph pixel a 2 by 2 block; the ROM capitals use seven of their eight
485
+ rows) walk left two pixels a frame, 48 pixels apart. The message is
486
+ `THE BORDER IS OPEN AND THE WORDS WALK THROUGH IT`, followed by four
487
+ spaces, repeating. The first character enters at the right edge about
488
+ twenty frames in; before that the sprites are blank. At most seven
489
+ glyphs are visible at once; for twenty frames in every twenty-four the
490
+ eighth sprite is disabled between X 344 and X 383, carrying the next
491
+ character, and for the other four it is enabled under the left border at
492
+ X 0 to 6. Nothing else moves; there is no frame counter on this page's
493
+ screen.
494
+
495
+ At frame 300 the picture freezes and holds. It shows, left to right,
496
+ `O R D E R`, a blank column, and `I`.
497
+
498
+ Screenshots from the runs this page describes:
499
+ `screenshots/sprite-border-scroller.png` (PAL) and
500
+ `screenshots/sprite-border-scroller-ntsc.png` (NTSC), both at
501
+ 10,000,000 cycles.
502
+
503
+ ### The pinned frame: 10,000,000 cycles, frame 300 frozen
504
+
505
+ `p` after 300 steps of 2 from 6 is `(6 - 600) mod 384 = 174`, the same
506
+ frozen position as the DYPP recipe, because the position rule is the
507
+ same. Hand-off `n` gives character `n` of the message; sprite `k` was
508
+ handed characters `k` and `k + 8`, sprites 0 to 4 twice and 5 to 7
509
+ once, thirteen hand-offs in all. The VIC registers were read back with a
510
+ `-moncommands` store trace on `$02FF` (`m d000 d015`), and the same
511
+ dump is what the cycle logs below came from.
512
+
513
+ | Sprite | Character | X | On screen | $D010 bit | Predicted first lit column | Measured columns, both models |
514
+ |---|---|---|---|---|---|---|
515
+ | 5 | `O` (char 5) | 30 | yes | 0 | 44 | x 44 to 55 |
516
+ | 6 | `R` (char 6) | 78 | yes | 0 | 92 | x 92 to 103 |
517
+ | 7 | `D` (char 7) | 126 | yes | 0 | 140 | x 140 to 151 |
518
+ | 0 | `E` (char 8) | 174 | yes | 0 | 188 | x 188 to 199 |
519
+ | 1 | `R` (char 9) | 222 | yes | 0 | 236 | x 236 to 247 |
520
+ | 2 | space (char 10) | 270 | yes, blank | 1 | no ink | none |
521
+ | 3 | `I` (char 11) | 318 | yes | 1 | 334 | x 334 to 341 |
522
+ | 4 | `S` (char 12) | 366 | no, disabled | 0 | not drawn | none |
523
+
524
+ `$D010` reads `$0C` and `$D015` reads `$EF`; the eight Y registers all
525
+ read 254; the X low bytes read 174, 222, 14, 62, 110, 30, 78, 126. A
526
+ sprite pixel column `c` of a sprite at X lands on screenshot column
527
+ `X + c + 8` (the display's X 24 is screenshot column 32), so a glyph
528
+ whose ROM bitmap starts at column `g` first lights at `X + 2g + 12`:
529
+ `g = 1` for `O`, `R`, `D` and `E`, `g = 2` for `I`.
530
+
531
+ The white rows, measured on the screenshot with a script:
532
+
533
+ - **PAL** (384 by 272, screenshot row = raster line minus 16): white
534
+ pixels below the display on rows 241 to 254, raster lines 257 to 270,
535
+ and on no other row past 235 (line 251). That is sprite rows 2 to 15:
536
+ the render puts glyph row `gy` on sprite rows `2 + 2gy` and
537
+ `3 + 2gy`, and the ROM capitals leave glyph row 7 blank, so sprite
538
+ rows 16 and 17 carry no ink. Sprite rows 0 and 1 and 18 to 20 are
539
+ margin. All 21 sprite rows, lines 255 to 275, are inside the PAL
540
+ frame; 632 white pixels lie below line 251, and 591 above it, which is
541
+ the caption.
542
+ - **NTSC** (384 by 247, screenshot row = raster line minus 28): white
543
+ pixels on rows 229 to 242, the same fourteen row counts as PAL row for
544
+ row (56, 56, 40, 40, 40, 40, 48, 48, 40, 40, 40, 40, 52, 52), 632
545
+ pixels. The NTSC frame ends at line 262, so rows 229 to 234 are lines
546
+ 257 to 262 of the frame the sprite started in and rows 235 to 242 are
547
+ lines 0 to 7 of the next frame: the sprite's row counter runs straight
548
+ through the frame wrap, as `topbottom-border-open.md` measured for its
549
+ parked sprite. Of the 21 sprite rows, rows 0 to 19 (lines 255 to 262,
550
+ then 0 to 11) are in the picture and row 20 falls on line 12, one past
551
+ the picture's last row 246; it is a blank margin row, so no ink is
552
+ lost. Whether line 12's row is visible on a real NTSC set is not
553
+ measured here.
554
+
555
+ The cycle count was chosen for a static picture, not for a beam
556
+ position: `DONE` (`$02FF`) is first stored with 1 at cycle 8,885,887 on
557
+ PAL (raster line 21, inside the restore handler) and 8,241,204 on NTSC,
558
+ so at 10,000,000 the picture has held for about 56 PAL frames or 102
559
+ NTSC frames (arithmetic from 19,656 and 17,095 cycles a frame), and the
560
+ exit lands in a frame identical to the one before it whichever row the
561
+ beam is on. Two runs per model gave byte-identical PNGs (md5
562
+ `f26f8d902cd2bf17f7cde1c21b66699c` PAL, `19d0a6defa458180dc6084155546e348`
563
+ NTSC).
564
+
565
+ ### Mid-motion, not pinned: 6,000,000 cycles
566
+
567
+ About 154 frames in on PAL. Seven hand-offs have happened (frames 1, 25,
568
+ 49, 73, 97, 121 and 145) and the picture shows `T H E`, a gap, `B O`,
569
+ white pixels on the same rows 241 to 254 spanning columns 98 to 349; the
570
+ `R` handed over at frame 145 is still in the disabled gap and re-enters
571
+ at frame 168. On NTSC the same rows 229 to 242, columns 68 to 319, a few
572
+ frames further on because NTSC frames are shorter. A picture taken while
573
+ `p` is moving is not pinned: the exit screenshot is the draw buffer at
574
+ the cycle limit, and a limit that lands inside lines 255 to 275 would
575
+ show the previous frame's rows below the beam.
576
+
577
+ ### The control: RSEL never cleared
578
+
579
+ `-define NOOPEN` leaves out the three instructions that clear RSEL and
580
+ changes nothing else: the same two interrupts run, the same sprites are
581
+ positioned and enabled, the same `$D010` and `$D015` are written. Both
582
+ models: zero white pixels on any row from line 251 down (screenshot rows
583
+ 235 to 271 on PAL, 223 to 246 on NTSC), 591 white pixels in the whole
584
+ picture, all of them the caption. The sprites are there, enabled, at
585
+ Y 254; the border is drawn over them.
586
+
587
+ ### Cycle costs, CIA 1 timer A
588
+
589
+ Each handler loads timer A with `$FFFF`, starts it one-shot
590
+ (`$DC0E = $19`), stops it (`$DC0E = $08`) at the end of its own work and
591
+ stores `$FFFF` minus the reading, two bytes per frame, at `$3000` (the
592
+ line-249 handler) and `$3400` (the line-20 handler); 300 entries each,
593
+ read back with the same `-moncommands` dump. PAL and NTSC logs are
594
+ identical to the cycle. The figures are raw: the bracket's own
595
+ `LDA/STA/LDA` after the start and `LDA #$08 / STA` before the stop are
596
+ inside them.
597
+
598
+ - **Line 249, the open**: 39 cycles in all 300 frames. It is the
599
+ read-modify-write of `$D011`, the next raster compare, the vector
600
+ swap and the acknowledge.
601
+ - **Line 20, the restore and the position update**: 790 cycles in 182
602
+ of the 300 frames; minimum 734 (4 frames), maximum 811 (2 frames)
603
+ when no sprite is handed a character, the other values being 757
604
+ (21), 767 (36), 775 (8) and 798 (34). The spread is the per-column
605
+ branches: how many of the eight need the 384 subtracted, how many are
606
+ past 255, whether one is off, whether one is at X 4. In the thirteen
607
+ hand-off frames the handler costs 1,506 (2), 1,539 (9) or 1,547 (2),
608
+ which is the update plus the render.
609
+ - **Both handlers together**, frame by frame: 829 cycles in 182 frames,
610
+ minimum 773, maximum 1,586, the worst frame being a hand-off. That is
611
+ about 25 PAL raster lines, from line 20 to about line 46, all above
612
+ the display and below the last sprite row on either model. The
613
+ `$EA31` exit and the KERNAL's 29-cycle entry are outside the brackets.
614
+
615
+ ## Why this works
616
+
617
+ ### The border flip-flop and the sprites under it
618
+
619
+ `topbottom-border-open.md` has the mechanism in full: the vertical
620
+ border flip-flop is set only when the raster reaches the bottom
621
+ comparison line, 251 with RSEL set or 247 with it clear, and reset only
622
+ at the top one while DEN is set. RSEL is 1 while line 247 goes by and 0
623
+ by the time line 251 arrives, so no bottom comparison matches, the
624
+ flip-flop stays clear, and everything from line 251 to the end of the
625
+ frame and on through the next frame's top border is drawn as
626
+ background. `OPEN_LINE` is that recipe's 249, the middle of the three
627
+ lines 248 to 250 it measured as working with a plain `$0314`
628
+ interrupt; `RESTORE_LINE` is 20, inside the 252-to-246 window it swept,
629
+ chosen here so that the same handler can move the sprites at a moment
630
+ when none of them is being drawn on either model (the last sprite row
631
+ is line 275 on PAL and line 12 of the following frame on NTSC).
632
+
633
+ While the flip-flop is set the border colour has priority over sprites
634
+ and graphics alike, which is what the control build shows: seven
635
+ enabled sprites at Y 254 and not one white pixel. Opening the border
636
+ does not put the sprites anywhere new; it stops the border being drawn
637
+ over the place they already were. `$3FFF` is written to zero because the
638
+ VIC is in its idle state below the display and fetches its graphics
639
+ from the last byte of the video bank: with a text mode and a zero
640
+ byte the opened area is plain background, and with a non-zero byte it
641
+ would carry that byte's set bits as a black stripe pattern, invisible
642
+ against this page's black background but drawn over a sprite pixel
643
+ where the two coincide. In VICE 3.10 `$3FFF` reads back as zero before
644
+ the write (its default RAM pattern is `00 00 ff ff ff ff 00 00`, so the
645
+ neighbouring bytes are not); hardware need not.
646
+
647
+ ### Sprite Y 254
648
+
649
+ Sprite Y is compared against the low eight bits of the raster line, and
650
+ a match turns the sprite's DMA on with its first row drawn on the
651
+ following line. 254 matches line 254 and the sprite occupies lines 255
652
+ to 275 on PAL, all inside the frame's 312 lines and all below the
653
+ display, which ends on line 250. It would also match line 510 if there
654
+ were one; there is not, so unlike the topbottom recipe's Y 4, which
655
+ draws twice, this sprite is drawn once a frame. On NTSC the 21 rows run
656
+ past the frame's last line, 262, and continue on lines 0 to 12 of the
657
+ next frame, so the letters straddle the frame boundary and still come
658
+ out whole in the emulator's picture, less the one blank row past its
659
+ edge.
660
+
661
+ ### The X rule, the mask and the hand-off
662
+
663
+ These are the DYPP recipe's, unchanged: a 16-bit running sum steps 48
664
+ per column and drops 384 once, the low byte goes to `$D000 + 2k`, a
665
+ high byte of 1 with a low byte under 88 sets the sprite's `$D010` bit,
666
+ and a low byte of 88 or more with the high byte set disables the sprite
667
+ in `$D015` for the frame. `$D010` and `$D015` are written once each
668
+ after the eight low bytes, inside the same handler, so no frame shows a
669
+ mask that disagrees with a low byte. A sprite passes X 4 exactly once a
670
+ lap because every X is even; there its columns 4 to 19 are at X 8 to 23,
671
+ under the left border, so the re-render is invisible, and it comes back
672
+ in at X 342 twenty-three frames later carrying the new character. The
673
+ render itself, character ROM under `$01 = $33`, three doubling tables,
674
+ sixteen rows of three bytes, is the DYPP recipe's `render` verbatim.
675
+
676
+ Both handlers begin with `CLD`: the log arithmetic and the position sum
677
+ are binary, and an interrupt inherits the D flag of whatever it broke
678
+ into. The one difference from the DYPP recipe is where the update runs. That
679
+ recipe polls `$D012` for line 255 in a main loop; here the sprites
680
+ themselves sit on lines 255 to 275, so the update moves to the line-20
681
+ interrupt instead, which is also the handler that restores RSEL. Two
682
+ interrupts a frame, no main-loop work at all: the main program is a
683
+ `jmp *`.
684
+
685
+ ## What it does not establish
686
+
687
+ Nothing here was run on hardware; the border behaviour, the row
688
+ positions, the NTSC frame-wrap drawing and the cycle counts are VICE
689
+ x64sc 3.10 figures, and whether an NTSC set shows the rows that fall on
690
+ lines 0 to 12 of the next frame is a question for a monitor, not an
691
+ emulator. The glyphs are single-colour doublings of the ROM capitals;
692
+ multicolour or hand-drawn fonts are not tried, and the upper border,
693
+ which this method opens as well, is left empty. The sprites are drawn
694
+ at one fixed Y; bobbing them inside the border is described on the
695
+ technique page and not built. The 300-frame freeze is for the pin, not
696
+ part of the technique.