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 +1,463 @@
1
+ ---
2
+ recipe: sprite-priority-classes
3
+ toolchain: kickassembler
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [mob_priority, sprite_collision_detect]
7
+ file_formats: [PRG]
8
+ uses_registers: [D000, D001, D002, D003, D004, D005, D006, D007, D008, D009, D00A, D00B, D00C, D00D, D00E, D00F, D010, D012, D015, D016, D017, D018, D01B, D01C, D01D, D01E, D01F, D020, D021, D022, D023, D025, D026, D027, D028, D029, D02A, D02B, D02C, D02D, D02E]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # KickAssembler — Sprite priority by pixel class
15
+
16
+ ## Synopsis
17
+
18
+ Which pixels of a multicolour sprite go behind the playfield when its
19
+ `$D01B` bit is set, which playfield pixels count as foreground for that,
20
+ what happens where a background-priority sprite overlaps a foreground-priority
21
+ one, and which of those overlaps latch `$D01E` and `$D01F`. Eight sprites sit
22
+ still on blocks of one character each. The top of the screen is standard
23
+ text and the bottom multicolour text (`$D016` is switched at raster line
24
+ 145 and switched back below the window), so both text modes are in one
25
+ picture. Each test character's rows cycle through the playfield pixel
26
+ classes and each multicolour test sprite's columns cycle through its own
27
+ classes (bit pairs 01, 10, 11), so every sprite is a grid of sprite class
28
+ against playfield class and the exit screenshot answers the question by
29
+ itself. The program reads both collision registers once, two frames after
30
+ clearing them, and turns the border green with `$02FF` = 1 when they equal
31
+ the compiled-in expectation, red with `$02FF` = 2 otherwise. It is the
32
+ `mob_priority` and `sprite_collision_detect` techniques from
33
+ `docs/techniques/sprite.md`.
34
+
35
+ Verified in VICE x64sc: border green, row 0 reads `PRIORITY 30 3F`, and
36
+ the pixel table below holds on PAL and on NTSC.
37
+
38
+ ## Source
39
+
40
+ ```asm
41
+ // sprite-priority-classes.asm
42
+ // Which pixels of a multicolour sprite go behind the playfield when its
43
+ // $D01B bit is set, which playfield pixels count as foreground, and which
44
+ // of those latch $D01F. The top of the screen is standard text, the
45
+ // bottom multicolour text ($D016 switched at raster line 145 and back
46
+ // below the window). Every test sprite sits on a block of one character
47
+ // whose rows cycle through the playfield pixel classes, and the sprite's
48
+ // own columns cycle through its pixel classes, so the picture is a grid
49
+ // of sprite class against playfield class.
50
+ //
51
+ // sprites 0 and 1: multicolour, over a hires cell (rows 0-3 clear,
52
+ // 4-7 set); 0 has $D01B clear, 1 has it set
53
+ // sprites 2 and 3: the same over a multicolour cell whose row pairs
54
+ // are bit pairs 00, 01, 10, 11; 2 clear, 3 set
55
+ // sprites 4 and 5: hires solid blocks overlapping by 12 pixels over
56
+ // the hires cell; 4 has $D01B set, 5 has it clear
57
+ // sprites 6 and 7: multicolour, over a cell of bit pair 01 only;
58
+ // 6 clear, 7 set
59
+ //
60
+ // After two full frames $D01E and $D01F are read once and compared with
61
+ // the compiled-in expectation. $02FF is 1 and the border green on a
62
+ // match, 2 and red otherwise. Row 0 prints both registers in hex.
63
+ //
64
+ // Region: both. Nothing is cycle-exact.
65
+
66
+ .const SCREEN = $0400
67
+ .const COLRAM = $d800
68
+ .const CHARSET = $3000 // 2 KB copy of the ROM font, three glyphs replaced
69
+ .const SPRMC = $2000 // pointer $80: multicolour class stripes
70
+ .const SPRHI = $2040 // pointer $81: solid hires block
71
+ .const CH_HI = $80 // rows 0-3 clear, rows 4-7 set
72
+ .const CH_MC = $81 // row pairs 00, 01, 10, 11
73
+ .const CH_01 = $82 // every row bit pair 01
74
+ .const EXPECT_1E = %00110000 // sprites 4 and 5 overlap each other
75
+ .const EXPECT_1F = %00111111 // 0-5 touch foreground; 6 and 7 touch only pair 01
76
+ .const SPLIT = 145 // last blank line before the multicolour rows
77
+
78
+ .pc = $0801 "basic"
79
+ :BasicUpstart(start)
80
+
81
+ .pc = $0810 "code"
82
+ start:
83
+ sei
84
+ lda #0
85
+ sta $d020
86
+ sta $d021
87
+ sta $d015 // sprites off while the screen is built
88
+ sta $02ff
89
+
90
+ sei // copy the ROM font under I/O
91
+ lda $01
92
+ pha
93
+ lda #$33
94
+ sta $01
95
+ ldx #0
96
+ copy:
97
+ .for (var p = 0; p < 8; p++) {
98
+ lda $d000 + p*256,x
99
+ sta CHARSET + p*256,x
100
+ }
101
+ inx
102
+ bne copy
103
+ pla
104
+ sta $01
105
+
106
+ ldx #7 // the three test glyphs
107
+ glyphs:
108
+ lda glyph_hi,x
109
+ sta CHARSET + CH_HI*8,x
110
+ lda glyph_mc,x
111
+ sta CHARSET + CH_MC*8,x
112
+ lda #%01010101
113
+ sta CHARSET + CH_01*8,x
114
+ dex
115
+ bpl glyphs
116
+
117
+ ldx #0 // clear screen, white hires text colour
118
+ lda #$20
119
+ clr:
120
+ sta SCREEN,x
121
+ sta SCREEN+$100,x
122
+ sta SCREEN+$200,x
123
+ sta SCREEN+$300,x
124
+ inx
125
+ bne clr
126
+ ldx #0
127
+ lda #1
128
+ clrcol:
129
+ sta COLRAM,x
130
+ sta COLRAM+$100,x
131
+ sta COLRAM+$200,x
132
+ sta COLRAM+$300,x
133
+ inx
134
+ bne clrcol
135
+
136
+ ldx #7 // row 0 label
137
+ lbl:
138
+ lda label,x
139
+ sta SCREEN,x
140
+ dex
141
+ bpl lbl
142
+
143
+ // hires blocks, rows 3-5: columns 2-5, 8-11 and 16-22, glyph CH_HI, colour 1
144
+ ldx #2
145
+ jsr hi_block
146
+ ldx #8
147
+ jsr hi_block
148
+ ldx #16
149
+ jsr hi_block
150
+ ldx #19
151
+ jsr hi_block
152
+
153
+ // multicolour blocks, rows 15-17: columns 2-5 and 8-11 glyph CH_MC,
154
+ // columns 14-17 and 20-23 glyph CH_01, colour 8+6 so pair 11 is blue
155
+ ldx #2
156
+ lda #CH_MC
157
+ jsr mc_block
158
+ ldx #8
159
+ lda #CH_MC
160
+ jsr mc_block
161
+ ldx #14
162
+ lda #CH_01
163
+ jsr mc_block
164
+ ldx #20
165
+ lda #CH_01
166
+ jsr mc_block
167
+
168
+ lda #$1c // screen $0400, font $3000
169
+ sta $d018
170
+ lda #2 // multicolour text: pair 01 red, pair 10 green
171
+ sta $d022
172
+ lda #5
173
+ sta $d023
174
+ lda #7 // sprite pair 01 yellow, pair 11 purple
175
+ sta $d025
176
+ lda #4
177
+ sta $d026
178
+
179
+ ldx #7
180
+ setup:
181
+ lda ptrs,x
182
+ sta SCREEN+$3f8,x
183
+ lda colours,x
184
+ sta $d027,x
185
+ txa // registers are at $d000 + 2n
186
+ asl
187
+ tay
188
+ lda sprx,x
189
+ sta $d000,y
190
+ lda spry,x
191
+ sta $d001,y
192
+ dex
193
+ bpl setup
194
+ lda #0
195
+ sta $d010
196
+ sta $d017
197
+ sta $d01d
198
+ lda #%11001111 // multicolour: 0-3, 6, 7
199
+ sta $d01c
200
+ lda #%10011010 // $D01B set: 1, 3, 4, 7
201
+ sta $d01b
202
+ lda #$ff
203
+ sta $d015
204
+
205
+ lda $d01e // clear anything latched during setup
206
+ lda $d01f
207
+ lda #3
208
+ sta frames
209
+
210
+ loop:
211
+ lda #SPLIT
212
+ !: cmp $d012
213
+ bne !-
214
+ lda #$d8 // multicolour text from here down
215
+ sta $d016
216
+ lda #251
217
+ !: cmp $d012
218
+ bne !-
219
+ lda #$c8 // standard text for the next frame's top
220
+ sta $d016
221
+
222
+ lda frames
223
+ beq loop
224
+ dec frames
225
+ bne loop
226
+
227
+ lda $d01e // the one read, two full frames after the clear
228
+ sta got1e
229
+ lda $d01f
230
+ sta got1f
231
+
232
+ ldx #10 // print both at row 0, columns 10-14
233
+ lda got1e
234
+ jsr hex2
235
+ inx
236
+ lda got1f
237
+ jsr hex2
238
+
239
+ lda got1e // verdict
240
+ cmp #EXPECT_1E
241
+ bne fail
242
+ lda got1f
243
+ cmp #EXPECT_1F
244
+ bne fail
245
+ lda #1
246
+ sta $02ff
247
+ lda #5
248
+ sta $d020
249
+ jmp loop
250
+ fail:
251
+ lda #2
252
+ sta $02ff
253
+ sta $d020
254
+ jmp loop
255
+
256
+ // X = first column; three rows of four (or three) CH_HI cells from row 3
257
+ hi_block:
258
+ ldy #2
259
+ !: lda #CH_HI
260
+ sta SCREEN + 3*40,x
261
+ sta SCREEN + 4*40,x
262
+ sta SCREEN + 5*40,x
263
+ inx
264
+ dey
265
+ bpl !-
266
+ rts
267
+
268
+ // X = first column, A = glyph; three rows of four cells from row 15, colour 14
269
+ mc_block:
270
+ ldy #3
271
+ !: sta SCREEN + 15*40,x
272
+ sta SCREEN + 16*40,x
273
+ sta SCREEN + 17*40,x
274
+ pha
275
+ lda #14
276
+ sta COLRAM + 15*40,x
277
+ sta COLRAM + 16*40,x
278
+ sta COLRAM + 17*40,x
279
+ pla
280
+ inx
281
+ dey
282
+ bpl !-
283
+ rts
284
+
285
+ // A = byte, X = screen column; writes two hex digits and leaves X after them
286
+ hex2:
287
+ pha
288
+ lsr
289
+ lsr
290
+ lsr
291
+ lsr
292
+ tay
293
+ lda hexdig,y
294
+ sta SCREEN,x
295
+ inx
296
+ pla
297
+ and #$0f
298
+ tay
299
+ lda hexdig,y
300
+ sta SCREEN,x
301
+ inx
302
+ rts
303
+
304
+ frames: .byte 0
305
+ got1e: .byte 0
306
+ got1f: .byte 0
307
+
308
+ label: .text "priority" // $D01E then $D01F follow in hex
309
+ hexdig: .text "0123456789abcdef"
310
+
311
+ glyph_hi: .byte $00, $00, $00, $00, $ff, $ff, $ff, $ff
312
+ glyph_mc: .byte $00, $00, $55, $55, $aa, $aa, $ff, $ff
313
+
314
+ // sprite n: X, Y, pointer, colour ($D027+n is pair 10 in multicolour)
315
+ sprx: .byte 40, 88, 40, 88, 152, 164, 136, 184
316
+ spry: .byte 74, 74, 170, 170, 74, 74, 170, 170
317
+ ptrs: .byte SPRMC/64, SPRMC/64, SPRMC/64, SPRMC/64, SPRHI/64, SPRHI/64, SPRMC/64, SPRMC/64
318
+ colours: .byte 3, 3, 3, 3, 10, 13, 3, 3
319
+
320
+ .pc = SPRMC "sprites"
321
+ // columns 0-3 pair 01, 4-7 pair 10, 8-11 pair 11, all 21 rows
322
+ .for (var r = 0; r < 21; r++) { .byte %01010101, %10101010, %11111111 }
323
+ .byte 0
324
+ .pc = SPRHI
325
+ .fill 63, $ff
326
+ .byte 0
327
+ ```
328
+
329
+ ## Build
330
+
331
+ ```bash
332
+ java -jar KickAss.jar sprite-priority-classes.asm -o sprite-priority-classes.prg
333
+ ```
334
+
335
+ ## Expected output
336
+
337
+ Green border, black screen, `PRIORITY 30 3F` in white on row 0: `$D01E`
338
+ read `$30` (sprites 4 and 5 touched each other) and `$D01F` read `$3F`
339
+ (sprites 0 to 5 touched foreground, sprites 6 and 7 did not). Below it,
340
+ two rows of test sprites:
341
+
342
+ - Rows 3 to 5 (standard text, white cells whose lower four lines are set):
343
+ sprite 0 at X 40 and sprite 1 at X 88, both multicolour with yellow,
344
+ cyan and purple columns; then sprites 4 (light red, `$D01B` set) and
345
+ 5 (light green, `$D01B` clear) overlapping by twelve pixels from X 152.
346
+ - Rows 15 to 17 (multicolour text, `$D022` red, `$D023` green, cell
347
+ colour blue): sprites 2 and 3 at X 40 and X 88 over a cell whose row
348
+ pairs are bit pairs 00, 01, 10 and 11; sprites 6 and 7 at X 136 and
349
+ X 184 over a cell of bit pair 01 only, which draws solid red.
350
+
351
+ Sprites 1, 3, 4 and 7 have their `$D01B` bit set.
352
+
353
+ ### The pixel table
354
+
355
+ Measured with PIL on both screenshots. A sprite at (X, Y) has its top
356
+ left pixel at column X + 8 and row Y - 15 on PAL, Y - 27 on NTSC
357
+ (`docs/runtime/vice-reference.md`). For each sprite the 24 by 21 box was
358
+ split into the three 8-pixel-wide sprite-class columns and into the row
359
+ classes the test character draws, and every pixel in each cell of the
360
+ grid was named by its colour. Each cell below was one colour on every
361
+ pixel; the count in brackets is the pixels in that cell.
362
+
363
+ Standard text cell (a 0 bit is 4 lines, a 1 bit is 4 lines per 8):
364
+
365
+ | Sprite, `$D01B` | Playfield | Sprite pair 01 | Sprite pair 10 | Sprite pair 11 |
366
+ |---|---|---|---|---|
367
+ | 0, clear | bit 0 | yellow (96) | cyan (96) | purple (96) |
368
+ | 0, clear | bit 1 | yellow (72) | cyan (72) | purple (72) |
369
+ | 1, set | bit 0 | yellow (96) | cyan (96) | purple (96) |
370
+ | 1, set | bit 1 | white (72) | white (72) | white (72) |
371
+
372
+ Multicolour text cell (two lines per bit pair):
373
+
374
+ | Sprite, `$D01B` | Playfield | Sprite pair 01 | Sprite pair 10 | Sprite pair 11 |
375
+ |---|---|---|---|---|
376
+ | 2, clear | pair 00 | yellow (48) | cyan (48) | purple (48) |
377
+ | 2, clear | pair 01 | yellow (48) | cyan (48) | purple (48) |
378
+ | 2, clear | pair 10 | yellow (40) | cyan (40) | purple (40) |
379
+ | 2, clear | pair 11 | yellow (32) | cyan (32) | purple (32) |
380
+ | 3, set | pair 00 | yellow (48) | cyan (48) | purple (48) |
381
+ | 3, set | pair 01 | yellow (48) | cyan (48) | purple (48) |
382
+ | 3, set | pair 10 | green (40) | green (40) | green (40) |
383
+ | 3, set | pair 11 | blue (32) | blue (32) | blue (32) |
384
+ | 6, clear | pair 01 only | yellow (168) | cyan (168) | purple (168) |
385
+ | 7, set | pair 01 only | yellow (168) | cyan (168) | purple (168) |
386
+
387
+ Sprite 4 (`$D01B` set, light red) and sprite 5 (`$D01B` clear, light
388
+ green), both solid hires, 5 twelve pixels to the right of 4, over the
389
+ standard text cell:
390
+
391
+ | Playfield | Sprite 4 alone (12 columns) | Overlap (12 columns) | Sprite 5 alone (12 columns) |
392
+ |---|---|---|---|
393
+ | bit 0 | light red (144) | light red (144) | light green (144) |
394
+ | bit 1 | white (108) | white (108) | light green (108) |
395
+
396
+ What the tables say:
397
+
398
+ 1. The sprite's own pixel class never matters. Pairs 01, 10 and 11 of a
399
+ multicolour sprite behave the same in every row of every table; the
400
+ only thing `$D01B` distinguishes is a sprite pixel that is drawn from
401
+ one that is transparent (pair 00).
402
+ 2. The playfield's class is what decides. With the bit set, a 1 bit in
403
+ standard text and pairs 10 and 11 in multicolour text cover the sprite;
404
+ a 0 bit and pairs 00 and 01 show it. Pair 01 is background whatever
405
+ colour it draws in: sprite 7 is entirely visible over a solid red cell
406
+ of pair 01, and sprite 3's pair-01 rows show it where its pair-10 rows
407
+ hide it.
408
+ 3. `$D01F` follows the same classes: sprites 6 and 7 sit on nothing but
409
+ pair 01 and latch no bit, the other six sit on 1 bits or pairs 10 and
410
+ 11 and latch theirs, `$D01B` set or clear. The read is `$3F`.
411
+ 4. Sprite order is decided before the playfield is. In the overlap over a
412
+ 0 bit, sprite 4 shows, being the lower number, although sprite 5 is a
413
+ foreground-priority sprite. Over a 1 bit the overlap is white: the
414
+ playfield covers sprite 4 because its bit is set, and sprite 5 is not
415
+ drawn there either, although its own bit is clear and it is drawn over
416
+ the same 1 bits twelve pixels further right. The VIC picks one sprite
417
+ per pixel first, the lowest number with a drawn pixel, and then applies
418
+ that sprite's `$D01B` bit. A sprite behind the playfield therefore
419
+ punches a hole in every higher-numbered sprite it overlaps wherever
420
+ the playfield is foreground. `$D01E` still reads `$30`: the two
421
+ sprites' drawn pixels overlapped, and the register does not care what
422
+ was displayed.
423
+
424
+ ### Cycles
425
+
426
+ 4,000,000 cycles is about 203 PAL frames (rung 3, 19,656 cycles a frame);
427
+ the program's own work is over after its third frame in the loop and the
428
+ picture is then static, so any larger count gives the same picture. The
429
+ two shots are `screenshots/sprite-priority-classes.png` (PAL) and
430
+ `screenshots/sprite-priority-classes-ntsc.png`; each was byte-identical
431
+ over two runs of the pinned command.
432
+
433
+ ## Why this works
434
+
435
+ ### Two text modes in one frame
436
+
437
+ The multicolour flag in `$D016` is not latched per frame, so a write at
438
+ raster line 145 puts the rows below it in multicolour text and a write at
439
+ line 251, below the window on both models, restores standard text before
440
+ the next frame's top. Rows 11 and 12 are spaces, which draw nothing in
441
+ either mode, so the exact line the write lands on inside them does not
442
+ show. The row-0 text is in colour 1, below 8, so it would draw as standard
443
+ text even if the switch were early.
444
+
445
+ ### One read, after the picture is settled
446
+
447
+ Enabling the sprites and then reading `$D01E` and `$D01F` throws away
448
+ whatever latched while the screen was being built. The loop then lets
449
+ three raster passes reach line 251 before the one read that counts, so the
450
+ registers hold two complete frames of the finished picture and nothing
451
+ else; the read clears them, and nothing reads them again
452
+ (`sprite_priority_collision_silent` in `docs/pitfalls/sprite.md`). The
453
+ expectation is compiled in, so a change in VICE's rule would turn the
454
+ border red rather than move a number.
455
+
456
+ ### Why the classes are rows and columns
457
+
458
+ The character's rows carry the playfield class and the sprite's columns
459
+ carry the sprite class, so their product is visible as a grid inside one
460
+ 24 by 21 box, and PIL can count each cell of the grid without knowing
461
+ anything but the two geometries. Had both varied along X, a
462
+ double-width multicolour sprite pixel would straddle two playfield
463
+ classes and no cell would be one colour.