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 +1,326 @@
1
+ ---
2
+ recipe: sprite-multiplex-24
3
+ toolchain: kickassembler
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [sprite_multiplex_24]
7
+ file_formats: [PRG]
8
+ uses_registers: [D000, D001, D010, D011, D012, D015, D017, D019, D01A, D01C, D01D, D020, D021, D027]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # KickAssembler — 24-Sprite Multiplexer
15
+
16
+ ## Synopsis
17
+
18
+ Twenty-four sprites from eight hardware slots, in three fixed bands. Each
19
+ band is a horizontal strip of the screen holding eight logical sprites; a
20
+ raster IRQ above each band writes that band's eight sprites into the eight
21
+ hardware slots. The bands are far enough apart that every slot has finished
22
+ drawing band N's sprite before band N+1's IRQ rewrites it. Because the
23
+ animation keeps every sprite inside its band, this recipe does not need the
24
+ per-frame Y sort that a general multiplexer needs; the text says what you
25
+ give up for that.
26
+
27
+ Verified in VICE x64sc: three rows of eight sprites, three shapes, fifteen
28
+ colours, drifting right and bobbing.
29
+
30
+ The `techniques` list names `sprite_multiplex_24` only. An earlier version
31
+ also named `sprite_multiplex_8`, which is a second multiplexer; this listing
32
+ is one, the banded form of `sprite_multiplex_24`, and the
33
+ `sprite_multiplex_8` entry lists only the Oscar64 recipe.
34
+
35
+ ## Source
36
+
37
+ ```asm
38
+ // sprite-multiplex-24.asm
39
+ // Twenty-four sprites from eight hardware slots, in three fixed bands.
40
+ // Each band is a horizontal strip of the screen holding eight logical
41
+ // sprites; a raster IRQ above each band writes that band's eight sprites
42
+ // into the eight hardware slots. The bands are far enough apart that a
43
+ // slot is always finished with band N's sprite before band N+1's IRQ
44
+ // rewrites it. The animation keeps every sprite inside its band, which is
45
+ // what lets this recipe skip the per-frame Y sort a general multiplexer
46
+ // needs (see text).
47
+ //
48
+ // Region: both. Nothing here is cycle-exact; each IRQ has 17 lines of
49
+ // slack before the band it serves.
50
+
51
+ .const BANDS = 3
52
+ .const BAND_Y = 60 // top of band 0's sprite area
53
+ .const BAND_PITCH = 64 // band N's sprites sit around BAND_Y + N*BAND_PITCH
54
+ .const BOB = 8 // vertical bob amplitude in lines
55
+ .const IRQ_LEAD = 17 // IRQ this many lines above the band's highest Y
56
+
57
+ .const SPRITE_PTRS = $07f8
58
+
59
+ BasicUpstart2(start)
60
+
61
+ // ---------------------------------------------------------------------------
62
+ // Sprite shapes: three 24x21 images at $2000, $2040, $2080 (pointers 128-130).
63
+ // ---------------------------------------------------------------------------
64
+ * = $2000
65
+ shape_ball:
66
+ .byte $00,$7e,$00, $01,$ff,$80, $03,$ff,$c0, $07,$ff,$e0, $0f,$ff,$f0
67
+ .byte $1f,$ff,$f8, $3f,$ff,$fc, $3f,$ff,$fc, $7f,$ff,$fe, $7f,$ff,$fe
68
+ .byte $7f,$ff,$fe, $7f,$ff,$fe, $7f,$ff,$fe, $3f,$ff,$fc, $3f,$ff,$fc
69
+ .byte $1f,$ff,$f8, $0f,$ff,$f0, $07,$ff,$e0, $03,$ff,$c0, $01,$ff,$80
70
+ .byte $00,$7e,$00, $00
71
+ shape_diamond:
72
+ .byte $00,$18,$00, $00,$3c,$00, $00,$7e,$00, $00,$ff,$00, $01,$ff,$80
73
+ .byte $03,$ff,$c0, $07,$ff,$e0, $0f,$ff,$f0, $1f,$ff,$f8, $3f,$ff,$fc
74
+ .byte $7f,$ff,$fe, $3f,$ff,$fc, $1f,$ff,$f8, $0f,$ff,$f0, $07,$ff,$e0
75
+ .byte $03,$ff,$c0, $01,$ff,$80, $00,$ff,$00, $00,$7e,$00, $00,$3c,$00
76
+ .byte $00,$18,$00, $00
77
+ shape_box:
78
+ .byte $ff,$ff,$ff, $ff,$ff,$ff, $c0,$00,$03, $c0,$00,$03, $c0,$00,$03
79
+ .byte $c0,$00,$03, $c0,$00,$03, $c0,$00,$03, $c0,$00,$03, $c0,$00,$03
80
+ .byte $c0,$00,$03, $c0,$00,$03, $c0,$00,$03, $c0,$00,$03, $c0,$00,$03
81
+ .byte $c0,$00,$03, $c0,$00,$03, $c0,$00,$03, $c0,$00,$03, $ff,$ff,$ff
82
+ .byte $ff,$ff,$ff, $00
83
+
84
+ // ---------------------------------------------------------------------------
85
+ // Logical sprites 0-23: band N holds sprites 8N..8N+7.
86
+ // ---------------------------------------------------------------------------
87
+ * = $1000
88
+ spr_x_lo: .fill 24, (24 + (i & 7) * 40 + floor(i / 8) * 12) & $ff
89
+ spr_x_hi: .fill 24, floor((24 + (i & 7) * 40 + floor(i / 8) * 12) / 256)
90
+ spr_y: .fill 24, BAND_Y + floor(i / 8) * BAND_PITCH
91
+ spr_base_y: .fill 24, BAND_Y + floor(i / 8) * BAND_PITCH
92
+ spr_ptr: .fill 24, $2000 / 64 + mod(i, 3)
93
+ spr_col: .fill 24, 1 + mod(i, 15)
94
+ spr_dx: .fill 24, 1 + mod(i, 3) // pixels per frame to the right
95
+ bob: .fill 256, round(sin(toRadians(i * 360 / 256)) * BOB)
96
+ frame: .byte 0
97
+
98
+ // ---------------------------------------------------------------------------
99
+ // Setup
100
+ // ---------------------------------------------------------------------------
101
+ * = $0900
102
+ start:
103
+ sei
104
+ lda #$7f
105
+ sta $dc0d
106
+ lda $dc0d
107
+
108
+ lda #$20 // blank the screen, black on black
109
+ ldx #0
110
+ !: sta $0400, x
111
+ sta $0500, x
112
+ sta $0600, x
113
+ sta $06e8, x
114
+ inx
115
+ bne !-
116
+ lda #0
117
+ sta $d020
118
+ sta $d021
119
+ lda #$ff
120
+ sta $d015 // all eight slots on for the whole frame
121
+ lda #0
122
+ sta $d017 // no expansion
123
+ sta $d01d
124
+ sta $d01c // hires sprites
125
+
126
+ lda #<irq_band0
127
+ sta $0314
128
+ lda #>irq_band0
129
+ sta $0315
130
+ lda #$1b
131
+ sta $d011
132
+ lda #BAND_Y - BOB - IRQ_LEAD
133
+ sta $d012
134
+ lda #$01
135
+ sta $d01a
136
+ sta $d019
137
+ cli
138
+ jmp *
139
+
140
+ // ---------------------------------------------------------------------------
141
+ // WriteBand(n): copy logical sprites 8n..8n+7 into the eight hardware slots.
142
+ // 8 x (Y, X low, pointer, colour) plus the assembled $D010 byte: 374 cycles
143
+ // (8 x 32 for the copies, 2 + 8 x 14 + 4 for the $D010 byte; an earlier
144
+ // version of this comment said 176).
145
+ // ---------------------------------------------------------------------------
146
+ .macro WriteBand(n) {
147
+ .for (var i = 0; i < 8; i++) {
148
+ lda spr_y + n * 8 + i
149
+ sta $d001 + i * 2
150
+ lda spr_x_lo + n * 8 + i
151
+ sta $d000 + i * 2
152
+ lda spr_ptr + n * 8 + i
153
+ sta SPRITE_PTRS + i
154
+ lda spr_col + n * 8 + i
155
+ sta $d027 + i
156
+ }
157
+ // X bit 8 for the eight slots, bit i = slot i.
158
+ lda #0
159
+ .for (var i = 7; i >= 0; i--) {
160
+ lsr spr_x_hi + n * 8 + i // bit 0 -> carry (and back again below)
161
+ rol // shift it into A from the right
162
+ rol spr_x_hi + n * 8 + i // restore the table byte
163
+ }
164
+ sta $d010
165
+ }
166
+
167
+ .macro NextIRQ(handler, line) {
168
+ lda #line
169
+ sta $d012
170
+ lda #<handler
171
+ sta $0314
172
+ lda #>handler
173
+ sta $0315
174
+ lda #$01
175
+ sta $d019
176
+ }
177
+
178
+ // Band 0's IRQ also runs the animation: it fires after band 2 has finished
179
+ // (by line 60 + 2*64 + 8 + 21 = 217 at the latest) and before band 0 starts.
180
+ irq_band0:
181
+ jsr animate
182
+ WriteBand(0)
183
+ NextIRQ(irq_band1, BAND_Y + 1 * BAND_PITCH - BOB - IRQ_LEAD)
184
+ jmp $ea31 // KERNAL housekeeping once a frame
185
+
186
+ irq_band1:
187
+ WriteBand(1)
188
+ NextIRQ(irq_band2, BAND_Y + 2 * BAND_PITCH - BOB - IRQ_LEAD)
189
+ jmp $ea81
190
+
191
+ irq_band2:
192
+ WriteBand(2)
193
+ NextIRQ(irq_band0, BAND_Y + 3 * BAND_PITCH - BOB - IRQ_LEAD)
194
+ jmp $ea81
195
+
196
+ // ---------------------------------------------------------------------------
197
+ // Animation: drift right and wrap at X=344; bob around the band's base Y.
198
+ // Runs once per frame from irq_band0, in the gap between band 2 and band 0.
199
+ // ---------------------------------------------------------------------------
200
+ animate:
201
+ inc frame
202
+ ldx #23
203
+ !: lda spr_x_lo, x
204
+ clc
205
+ adc spr_dx, x
206
+ sta spr_x_lo, x
207
+ bcc no_carry
208
+ inc spr_x_hi, x
209
+ no_carry:
210
+ lda spr_x_hi, x // past X=344? back to X=0
211
+ beq y_part
212
+ lda spr_x_lo, x
213
+ cmp #<344
214
+ bcc y_part
215
+ lda #0
216
+ sta spr_x_lo, x
217
+ sta spr_x_hi, x
218
+ y_part:
219
+ txa
220
+ asl
221
+ asl
222
+ asl // 8 sine steps of phase per sprite
223
+ adc frame
224
+ tay
225
+ lda bob, y
226
+ clc
227
+ adc spr_base_y, x
228
+ sta spr_y, x
229
+ dex
230
+ bpl !-
231
+ rts
232
+ ```
233
+
234
+ ## Build
235
+
236
+ ```bash
237
+ java -jar KickAss.jar sprite-multiplex-24.asm -o sprite-multiplex-24.prg
238
+ ```
239
+
240
+ `-showmem` prints the memory map; the tables at $1000 and the shapes at
241
+ $2000 must not collide with the code at $0900, which the unrolled
242
+ `WriteBand` copies make about 900 bytes long.
243
+
244
+ ## Expected output
245
+
246
+ A black screen with three rows of eight sprites, at Y ≈ 60, 124 and 188,
247
+ each sprite one of three shapes (ball, diamond, box) in one of fifteen
248
+ colours. Every sprite drifts right at one, two or three pixels per frame
249
+ and wraps from X=344 back to 0, and bobs up and down eight lines on a sine.
250
+ Sprites in a row overtake and overlap one another, so at any instant a few
251
+ may be hidden behind neighbours; the count is 24 in the register writes
252
+ whether or not all 24 are distinguishable in a single frame.
253
+
254
+ Screenshot from the VICE run this page describes: `screenshots/sprite-multiplex-24.png`.
255
+
256
+ ## Why this works
257
+
258
+ ### The reuse rule
259
+
260
+ The VIC-II compares each sprite's Y register with the raster line at cycle
261
+ 55 of every line (VICE's PAL cycle table checks the switch-on in cycles
262
+ 55–57; see `docs/techniques/sprite.md`) and turns that sprite's DMA on when
263
+ they match. The first drawn row is the line after the match, so a sprite at
264
+ Y occupies lines Y+1 to Y+21 (measured in VICE 3.10 on PAL and NTSC: Y=100
265
+ draws lines 101–121). From then on it draws 21 lines (42 if Y-expanded) from
266
+ the pointer and X the registers held when each line was drawn, and turns
267
+ the DMA off. So a slot
268
+ whose sprite has finished — its Y plus 21 has passed — can be given a new
269
+ Y, X, pointer and colour, and will draw a second sprite lower down the same
270
+ frame. Eight slots, three passes, twenty-four sprites.
271
+
272
+ The rule that makes it safe is: rewrite a slot only after its current
273
+ sprite's last line and before its next sprite's first line. Here band 0's
274
+ sprites live in lines 53-89 (Y 60 ± 8, drawn from Y+1 to Y+21), band 1's
275
+ in 117-153, band 2's in 181-217 (an earlier version of this page counted
276
+ each band from Y rather than Y+1: 52-89, 116-153, 180-217). Band 1's IRQ
277
+ fires at line 99, after band 0's lowest possible last line (89) and 17
278
+ lines before band 1's highest possible Y (116, first drawn line 117);
279
+ band 2's at 163; band 0's at 227, after band 2 and long before the next
280
+ frame's band 0. Each IRQ has 17 lines — about 940 cycles once the three
281
+ badlines in the gap (with YSCROLL=3, lines 99, 107 and 115 for band 1)
282
+ have taken their 43 each, not the "over a thousand" an earlier version
283
+ said — to do its 374 cycles of register writes plus the interrupt
284
+ overhead, so it does not need a stable entry.
285
+
286
+ ### Why no sort
287
+
288
+ A general multiplexer sorts its logical sprites by Y every frame and hands
289
+ them out to slots in that order, because its sprites move freely and any
290
+ eight of them may be the next eight on screen. That sort is the expensive
291
+ and bug-prone part; the earlier version of this recipe had one, and it did
292
+ not work — among other things, it read the sprite Y through `lda spr_y`
293
+ without an index and its inner loop shuffled the wrong elements. This
294
+ recipe removes the need for it by construction: the animation keeps every
295
+ sprite within ±8 lines of its band's base Y, so the band membership never
296
+ changes and the slot assignment is static. That is a real restriction
297
+ (sprites cannot cross between bands), and it is the restriction most
298
+ simple games and intros accept. The sorted version is described under
299
+ `sprite_multiplex_24` in `docs/techniques/sprite.md`.
300
+
301
+ ### $D010
302
+
303
+ X positions above 255 need bit 8, which lives in $D010 with one bit per
304
+ slot. `WriteBand` assembles the byte from the eight per-sprite high bytes
305
+ with `LSR table / ROL A / ROL table`: the first `LSR` drops the sprite's
306
+ bit 8 into the carry, `ROL A` shifts it into the accumulator, and the
307
+ second `ROL` puts it back in the table. Eight of those, from slot 7 down to
308
+ slot 0, leave slot 0's bit in bit 0.
309
+
310
+ ### Housekeeping
311
+
312
+ Band 0's handler exits through `$EA31`, the KERNAL's interrupt service,
313
+ once per frame; the other two exit through `$EA81`, the register-restore
314
+ tail. CIA1 is masked so `$EA31`'s CIA read finds nothing, and the keyboard
315
+ and jiffy clock keep working. $D019 is acknowledged with a write of $01 in
316
+ every handler; unacknowledged, the VIC re-raises the interrupt on RTI.
317
+
318
+ ### Region
319
+
320
+ `region: both`. Line numbers up to 227 are inside both PAL's 312 and
321
+ NTSC's 263 lines, and nothing is cycle-counted. The bottom border opens at
322
+ line 251 in 25-row mode on PAL and NTSC alike (measured in VICE 3.10 on
323
+ both models; `docs/hardware/pal-ntsc-reference.md` gives the same line), so
324
+ the bottom band's sprites (to line 217) sit well inside the display area on
325
+ either. An earlier version of this page put the NTSC bottom border at
326
+ "about line 235", which was wrong.