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: sprite-sine-chain
3
+ toolchain: kickassembler
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [sprite_sine_chain]
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, D017, D01C, D01D, D020, D021, D027, D028, D029, D02A, D02B, D02C, D02D, D02E]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
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+
14
+ # KickAssembler — Sprite Sine Chain
15
+
16
+ ## Synopsis
17
+
18
+ Eight hardware sprites run round an ellipse as a chain, phased sixteen
19
+ table steps apart along one assembler-built sine table. X spans the whole
20
+ width, 0 to 343, so the table is split into low and high bytes and $D010
21
+ is rebuilt from the high bytes every frame. Y reads the same sine a
22
+ quarter period ahead of X. Positions are written once a frame at raster
23
+ line 255, below the display, and a frame counter is printed in hex at the
24
+ top left so a screenshot names its own frame. This is the `sprite_sine_chain`
25
+ technique; it is not a multiplexer, the eight sprites stay enabled all the
26
+ time.
27
+
28
+ Verified in VICE x64sc: at the pinned cycle count every sprite's left edge
29
+ and top row in the picture are where the table says, on PAL and on NTSC.
30
+
31
+ ## Source
32
+
33
+ ```asm
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+ // sprite-sine-chain.asm
35
+ // Eight hardware sprites phased along one sine table. Each frame every
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+ // sprite reads X from a 256-entry table at index (frame*STRIDE + n*PHASE)
37
+ // and Y from the same index plus a quarter period, so each sprite runs an
38
+ // ellipse and the eight together form a chain. X spans 0..343, so the
39
+ // table is split into a low byte and a high byte and $D010 is rebuilt
40
+ // every frame from the high bytes. The frame counter is printed in hex
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+ // at the top left so a screenshot names its own frame.
42
+ //
43
+ // Region: both. Positions are written once a frame at raster line 255,
44
+ // below the display, so a frame is never torn. Nothing is cycle-exact.
45
+
46
+ .const SCREEN = $0400
47
+ .const SPRDATA = $2000 // 64-byte aligned; pointer = $2000/64 = $80
48
+ .const STRIDE = 2 // table steps per frame
49
+ .const PHASE = 16 // table steps between adjacent sprites
50
+ .const YOFF = 64 // Y reads a quarter period ahead of X
51
+ .const XMID = 171.5 // X = XMID + XAMP*sin, so 0..343
52
+ .const XAMP = 171.5
53
+ .const YMID = 150 // Y = 100..200, inside the display
54
+ .const YAMP = 50
55
+
56
+ .pc = $0801 "basic"
57
+ :BasicUpstart(start)
58
+
59
+ .pc = $0810 "code"
60
+ start:
61
+ sei
62
+ lda #0
63
+ sta $d020
64
+ sta $d021
65
+ sta frame
66
+ sta frame+1
67
+
68
+ ldx #0 // clear the screen
69
+ lda #$20
70
+ clr:
71
+ sta SCREEN,x
72
+ sta SCREEN+$100,x
73
+ sta SCREEN+$200,x
74
+ sta SCREEN+$300,x
75
+ inx
76
+ bne clr
77
+
78
+ ldx #9 // row 0, columns 0-9: label + 4 hex digits
79
+ lbl:
80
+ lda #12 // grey text, not a sprite colour
81
+ sta $d800,x
82
+ cpx #6
83
+ bcs !+
84
+ lda label,x
85
+ sta SCREEN,x
86
+ !: dex
87
+ bpl lbl
88
+
89
+ ldx #7 // pointers, colours, no expansion
90
+ setup:
91
+ lda #SPRDATA/64
92
+ sta SCREEN+$3f8,x
93
+ lda colours,x
94
+ sta $d027,x
95
+ dex
96
+ bpl setup
97
+ lda #0
98
+ sta $d017
99
+ sta $d01d
100
+ sta $d01c
101
+ lda #$ff
102
+ sta $d015
103
+
104
+ loop:
105
+ lda #255 // wait for raster line 255
106
+ !: cmp $d012
107
+ bne !-
108
+
109
+ inc frame
110
+ bne !+
111
+ inc frame+1
112
+ !:
113
+ lda frame // base index = frame * STRIDE (mod 256)
114
+ asl // STRIDE is 2
115
+ sta idx
116
+
117
+ lda #0
118
+ sta msb
119
+ ldx #0 // sprite number
120
+ next:
121
+ ldy idx
122
+ lda xlo,y
123
+ sta xtmp
124
+ lda xhi,y
125
+ beq !+
126
+ lda bits,x // this sprite is past X 255
127
+ ora msb
128
+ sta msb
129
+ !: tya // Y reads the same table a quarter on
130
+ clc
131
+ adc #YOFF
132
+ tay
133
+ lda ysin,y
134
+ ldy pairs,x // register pair = sprite * 2
135
+ sta $d001,y
136
+ lda xtmp
137
+ sta $d000,y
138
+ lda idx
139
+ clc
140
+ adc #PHASE
141
+ sta idx
142
+ inx
143
+ cpx #8
144
+ bne next
145
+ lda msb
146
+ sta $d010
147
+
148
+ // frame counter, four hex digits after the label
149
+ lda frame+1
150
+ lsr
151
+ lsr
152
+ lsr
153
+ lsr
154
+ tax
155
+ lda hex,x
156
+ sta SCREEN+6
157
+ lda frame+1
158
+ and #$0f
159
+ tax
160
+ lda hex,x
161
+ sta SCREEN+7
162
+ lda frame
163
+ lsr
164
+ lsr
165
+ lsr
166
+ lsr
167
+ tax
168
+ lda hex,x
169
+ sta SCREEN+8
170
+ lda frame
171
+ and #$0f
172
+ tax
173
+ lda hex,x
174
+ sta SCREEN+9
175
+
176
+ !: lda $d012 // leave line 255 before waiting again
177
+ cmp #255
178
+ beq !-
179
+ jmp loop
180
+
181
+ frame: .word 0
182
+ idx: .byte 0
183
+ msb: .byte 0
184
+ xtmp: .byte 0
185
+
186
+ label: .text "frame " // lowercase: .text is screen codes
187
+ hex: .text "0123456789abcdef"
188
+ bits: .byte 1, 2, 4, 8, 16, 32, 64, 128
189
+ pairs: .byte 0, 2, 4, 6, 8, 10, 12, 14
190
+ colours: .byte 1, 2, 3, 4, 5, 6, 7, 8
191
+
192
+ .align $100
193
+ xlo: .fill 256, <round(XMID + XAMP * sin(toRadians(i * 360 / 256)))
194
+ xhi: .fill 256, >round(XMID + XAMP * sin(toRadians(i * 360 / 256)))
195
+ ysin: .fill 256, round(YMID + YAMP * sin(toRadians(i * 360 / 256)))
196
+
197
+ .pc = SPRDATA "sprite"
198
+ // A 24x21 frame three pixels thick: every corner pixel is set, so the
199
+ // bounding box of a sprite's colour in a screenshot is its full 24x21.
200
+ .fill 3*3, $ff
201
+ .for (var r = 0; r < 15; r++) { .byte $e0, $00, $07 }
202
+ .fill 3*3, $ff
203
+ ```
204
+
205
+ ## Build
206
+
207
+ ```bash
208
+ java -jar KickAss.jar sprite-sine-chain.asm -o sprite-sine-chain.prg
209
+ ```
210
+
211
+ ## Expected output
212
+
213
+ Black screen and border. Row 0 reads `FRAME nnnn` in grey, `nnnn` the frame
214
+ counter in hex, counting up once a frame. Eight hollow 24 by 21 squares in
215
+ colours 1 to 8 (white, red, cyan, purple, green, blue, yellow, orange for
216
+ sprites 0 to 7) run anticlockwise round an ellipse 344 pixels wide and 100
217
+ lines tall, one sprite every sixteen table steps, so the chain covers just
218
+ under half the ellipse. At the sides the squares slide under the border
219
+ and come back: the side borders have priority over sprites, so a sprite
220
+ past X 319 loses columns off its right and one below X 24 off its left.
221
+
222
+ ### Reading a sprite's position off the picture
223
+
224
+ Screenshot column `x` is VIC X `x - 8` (screen X 24 is column 32,
225
+ `docs/runtime/vice-reference.md`). A sprite's first row is drawn on the
226
+ line after the one in its Y register, and the picture's row is the line
227
+ minus 16 on PAL and minus 28 on NTSC, so a sprite at (X, Y) has its top
228
+ left pixel at column `X + 8` and row `Y - 15` on PAL, `Y - 27` on NTSC.
229
+ Every figure below was measured with PIL as the bounding box of each
230
+ sprite's colour; the square's corner pixels are set, so the box is the
231
+ sprite unless the border cuts it.
232
+
233
+ ### PAL, pinned: 8,000,000 cycles, frame $00FF (255)
234
+
235
+ Base index 2 × 255 = 510, so sprite n reads entry (254 + 16n) mod 256 for
236
+ X and that plus 64 for Y.
237
+
238
+ | Sprite | Table entry | X | Y | Predicted column, row | Measured box | Note |
239
+ |---|---|---|---|---|---|---|
240
+ | 0 white | 254 | 163 | 200 | 171, 185 | x 171 to 194, y 185 to 205 | |
241
+ | 1 red | 14 | 229 | 197 | 237, 182 | x 237 to 260, y 182 to 202 | |
242
+ | 2 cyan | 30 | 287 | 187 | 295, 172 | x 295 to 318, y 172 to 192 | MSB set |
243
+ | 3 purple | 46 | 327 | 171 | 335, 156 | x 335 to 351, y 156 to 176 | MSB set; 7 columns under the border |
244
+ | 4 green | 62 | 343 | 152 | 351, 137 | x 351 only, y 137 to 155 | MSB set; one column shows |
245
+ | 5 blue | 78 | 333 | 133 | 341, 118 | x 341 to 351, y 118 to 138 | MSB set; 13 columns under the border |
246
+ | 6 yellow | 94 | 299 | 116 | 307, 101 | x 307 to 330, y 101 to 121 | MSB set |
247
+ | 7 orange | 110 | 245 | 105 | 253, 90 | x 253 to 276, y 90 to 110 | |
248
+
249
+ All eight left edges and top rows match the prediction; $D010 is $7C. The
250
+ green square shows one column, at 351, because 343 is the last display
251
+ column; the picture's right border starts at 352.
252
+
253
+ ### NTSC, pinned: 8,000,000 cycles, frame $011F (287)
254
+
255
+ NTSC frames are shorter, so the same cycle count is 32 frames further on.
256
+ Base index 574, sprite n reads entry (62 + 16n) mod 256: the NTSC picture
257
+ is the PAL chain moved on by four sprites.
258
+
259
+ | Sprite | Table entry | X | Y | Predicted column, row | Measured box | Note |
260
+ |---|---|---|---|---|---|---|
261
+ | 0 white | 62 | 343 | 152 | 351, 125 | x 351 only, y 125 to 145 | MSB set; one column shows |
262
+ | 1 red | 78 | 333 | 133 | 341, 106 | x 341 to 351, y 106 to 126 | MSB set |
263
+ | 2 cyan | 94 | 299 | 116 | 307, 89 | x 307 to 330, y 89 to 109 | MSB set |
264
+ | 3 purple | 110 | 245 | 105 | 253, 78 | x 253 to 276, y 78 to 98 | |
265
+ | 4 green | 126 | 180 | 100 | 188, 73 | x 188 to 211, y 73 to 93 | |
266
+ | 5 blue | 142 | 114 | 103 | 122, 76 | x 122 to 145, y 76 to 96 | |
267
+ | 6 yellow | 158 | 56 | 113 | 64, 86 | x 64 to 87, y 86 to 106 | |
268
+ | 7 orange | 174 | 16 | 129 | 24, 102 | x 32 to 47, y 102 to 122 | 8 columns under the left border |
269
+
270
+ All eight match; $D010 is $07. The orange square is at X 16, so its first
271
+ eight columns are under the left border and the box starts at column 32.
272
+
273
+ ### A second frame, not pinned: PAL, 6,150,000 cycles, frame $00A1 (161)
274
+
275
+ Base index 322, entry (66 + 16n) mod 256. Sprites 0, 1 and 2 are past
276
+ 255 here (X 343, 327, 287; $D010 = $07) where at frame 255 it was sprites
277
+ 2 to 6. The other five are at X 229, 163, 98, 44 and 10; the orange
278
+ square at X 10 shows ten columns, 32 to 41. All eight measured boxes match
279
+ the table.
280
+
281
+ ### Frame count and cycles
282
+
283
+ Rung 3 from the runs above: 8,000,000 cycles is about 407 PAL frames at
284
+ 19,656 cycles each, and the counter reads 255, so about 152 frames (3
285
+ seconds) go to reset, BASIC and the autostart before the loop's first
286
+ frame. On both models the counter on row 0 and all eight sprites agree
287
+ with one frame, so the exit did not land between the counter and the
288
+ chain; a different cycle count can (`docs/runtime/vice-reference.md`).
289
+
290
+ Screenshots from the VICE runs this page describes:
291
+ `screenshots/sprite-sine-chain.png` (PAL) and
292
+ `screenshots/sprite-sine-chain-ntsc.png`.
293
+
294
+ ## Why this works
295
+
296
+ ### The 9-bit X in two tables
297
+
298
+ `.fill 256, <round(...)` and `.fill 256, >round(...)` give the low and
299
+ high bytes of every X at assembly time, so the loop never adds. The high
300
+ byte is 0 or 1; `beq` skips the mask update when it is 0, otherwise the
301
+ sprite's bit from `bits` is ORed into `msb`. `$D010` is written once,
302
+ after the sixteen position registers, so the low byte and the MSB of every
303
+ sprite change in the same update. Written in the other order, a sprite
304
+ crossing 255 would briefly pair the new MSB with the old low byte; below
305
+ the window nothing is being drawn, so here the order is habit rather than
306
+ necessity.
307
+
308
+ ### One table, three uses
309
+
310
+ `ysin` is the same sine as `xlo`/`xhi` with a different centre and
311
+ amplitude. The Y index is the X index plus 64, a quarter period, so each
312
+ sprite follows a circle stretched to 344 by 100. The 8-bit index arithmetic
313
+ wraps on its own and the three tables are page-aligned (`.align $100`), so
314
+ no indexed read crosses a page and every iteration costs the same. Sprite
315
+ `n` starts at `base + 16n`: adjacent sprites are 16 steps apart, and the
316
+ eighth is 112 steps behind the first.
317
+
318
+ ### Writing in the blank
319
+
320
+ `lda #255 / cmp $d012 / bne` waits for raster line 255, which is below
321
+ the 200-line window on both models (PAL has 312 lines, NTSC 263). The
322
+ update takes about ten lines (rung 3 from the instruction costs, not
323
+ measured with a timer), so by the time the loop returns the raster has
324
+ left 255; the second wait at the end is there in case a shorter update is
325
+ substituted. Because the eight sprites are set once, between frames, no
326
+ sprite is ever split between two positions, and the exit screenshot shows
327
+ one consistent frame.
328
+
329
+ ### Screen codes and the measurement
330
+
331
+ `.text` in KickAssembler is screen codes, and the default mixed encoding
332
+ maps upper-case letters to codes 65 to 90, which the upper-case character
333
+ set draws as graphics; the label and hex digits are therefore lower case
334
+ in the source and appear as capitals on screen. The first build of this
335
+ page had `FRAME` in capitals and printed six graphics characters. The
336
+ label is written in grey (colour 12) rather than the default because
337
+ sprite 0 is white, and a white label would join sprite 0's bounding box
338
+ in the measurement.