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 +1,501 @@
1
+ ---
2
+ recipe: sprite-stretcher
3
+ toolchain: kickassembler
4
+ output_format: PRG
5
+ region: pal
6
+ techniques: [sprite_stretcher_d017]
7
+ file_formats: [PRG]
8
+ uses_registers: [D000, D001, D010, D011, D012, D015, D017, D019, D01A, D01B, D01C, D01D, D021, D027, DC04, DC05, DC0D, DC0E]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # KickAssembler Sprite Stretcher
15
+
16
+ ## Synopsis
17
+
18
+ The $D017 sprite stretcher: a sprite made taller than its data by writing
19
+ its Y-expand bit twice on every raster line, so that the VIC-II's
20
+ expansion flip-flop is left in the "repeat this row" state at the moment
21
+ the row counter would otherwise advance. One white sprite with numbered
22
+ rows sits at X 160, Y 100; a stable raster interrupt on line 99 (the
23
+ double-IRQ method of `stable-raster-irq.md`) is followed by straight-line
24
+ code for lines 100 to 180 that, on every line that is not a badline,
25
+ clears bit 0 of $D017 with a write landing on CPU cycle C-4 and sets it
26
+ again with a write landing on cycle C. The write cycle C is a build
27
+ symbol (`-define C48` to `-define C62`) so the whole range around the
28
+ flip-flop's inversion cycle can be swept; the pinned build is C=52.
29
+
30
+ Measured in VICE x64sc 3.10, PAL 6569 and NTSC 6567R8, on 2026-09-23.
31
+ The result: with C anywhere from 48 to 55 the sprite is 91 lines tall
32
+ instead of 21, every row from 1 to 9 drawn on eight consecutive lines,
33
+ and the row advancing only on the badlines, where the CPU is stalled and
34
+ cannot write. C=55 is the last CPU write cycle that completes before the
35
+ sprite's DMA stall (BA low from cycle 55); with C at 56 the write is
36
+ pushed to cycle 61, past the inversion, and the sprite is 24 lines. From
37
+ 57 upwards the code runs long, the
38
+ writes drift into the crunch cycle of the following line, and the
39
+ result is the irregular, data-dependent lengthening of
40
+ `sprite_y_stretch_glitch`, not a stretch. The `NOSTRETCH` control, the
41
+ same code with both writes sent to a RAM byte, gives the plain 21 lines.
42
+
43
+ ## Source
44
+
45
+ ```asm
46
+ // sprite-stretcher.asm
47
+ // The $D017 sprite stretcher, measured. One white sprite whose 21 rows are
48
+ // numbered (row r holds the byte r+1 three times) sits at X=160, Y=100. A
49
+ // stable raster interrupt on line 99 (the double-IRQ method of
50
+ // stable-raster-irq.asm) is followed by straight-line code for lines 100 to
51
+ // 180 that, on every line that is not a badline, clears the sprite's
52
+ // Y-expand bit with a write landing on CPU cycle C-4 and sets it again with
53
+ // a write landing on cycle C. Between those two writes and the VIC's own
54
+ // inversion of the expansion flip-flop in cycle 56 the flip-flop ends every
55
+ // line in the "repeat this row" state, so the row the sprite is on is drawn
56
+ // again on the next line. On a badline the CPU cannot write in time, the
57
+ // row advances once, and the sprite comes out as rows held for eight lines
58
+ // each (measured: 91 lines tall for C from 48 to 55).
59
+ //
60
+ // Build variants (java -jar KickAss.jar sprite-stretcher.asm -o out.prg ...):
61
+ // -define C<n> CPU cycle of the setting write, C48 to C62 (default 52)
62
+ // -define NOSTRETCH the same code with both writes sent to a RAM byte
63
+ // -define CALIB the same code with both writes sent to $D021, so the
64
+ // write cycle can be read off the screenshot as a colour edge
65
+ // -define NTSC two more read cycles per line for the 65-cycle line of
66
+ // the 6567R8 (the sync padding is the PAL one, unmeasured)
67
+
68
+ // KickAssembler 5.25 takes -define NAME as a preprocessor symbol only, so the
69
+ // write cycle is chosen by one of fifteen plain symbols, C48 to C62.
70
+ #if C48
71
+ .const WRITE_CYCLE = 48
72
+ #elif C49
73
+ .const WRITE_CYCLE = 49
74
+ #elif C50
75
+ .const WRITE_CYCLE = 50
76
+ #elif C51
77
+ .const WRITE_CYCLE = 51
78
+ #elif C52
79
+ .const WRITE_CYCLE = 52
80
+ #elif C53
81
+ .const WRITE_CYCLE = 53
82
+ #elif C54
83
+ .const WRITE_CYCLE = 54
84
+ #elif C55
85
+ .const WRITE_CYCLE = 55
86
+ #elif C56
87
+ .const WRITE_CYCLE = 56
88
+ #elif C57
89
+ .const WRITE_CYCLE = 57
90
+ #elif C58
91
+ .const WRITE_CYCLE = 58
92
+ #elif C59
93
+ .const WRITE_CYCLE = 59
94
+ #elif C60
95
+ .const WRITE_CYCLE = 60
96
+ #elif C61
97
+ .const WRITE_CYCLE = 61
98
+ #elif C62
99
+ .const WRITE_CYCLE = 62
100
+ #else
101
+ .const WRITE_CYCLE = 52
102
+ #endif
103
+ .print "WRITE_CYCLE = " + WRITE_CYCLE
104
+
105
+ #if NOSTRETCH
106
+ .const TARGET = dummy
107
+ #elif CALIB
108
+ .const TARGET = $d021
109
+ #else
110
+ .const TARGET = $d017
111
+ #endif
112
+
113
+ #if NTSC
114
+ .const EXTRA = 2
115
+ #else
116
+ .const EXTRA = 0
117
+ #endif
118
+ .const SYNC_PAD = 11 // measured in stable-raster-irq.asm (VICE 3.10, PAL)
119
+ .const FIRST = 100 // first toggled line; the sprite's Y
120
+ .const LAST = 180 // last toggled line
121
+ .const YSCROLL = 0 // badlines on 96, 104, ... 176: none on the sync line 99
122
+ .const SPRITE_X = 160
123
+ .const SPRITE_Y = 100
124
+ // Code cycles per line: the head (pad, STY, STX) ends with the write on
125
+ // cycle C; the rest of the line's 58 code cycles follow it as reads, so
126
+ // the sprite's DMA stall (BA low from cycle 55, CPU stopped on its next
127
+ // read, resumed at 60) falls inside them and the line comes to 63.
128
+ .const POST = (57 - WRITE_CYCLE) >= 2 ? (57 - WRITE_CYCLE) : 2
129
+
130
+ BasicUpstart2(start)
131
+
132
+ // Delay(n): emit exactly n cycles of straight-line code, n >= 2.
133
+ .macro Delay(n) {
134
+ .if (n < 2) .error "Delay needs >= 2 cycles"
135
+ .if ((n & 1) != 0) { bit $ea }
136
+ .for (var i = 0; i < ((n & 1) != 0 ? n - 3 : n) / 2; i++) { nop }
137
+ }
138
+
139
+ * = $0900
140
+ start:
141
+ sei
142
+ lda #$7f
143
+ sta $dc0d // CIA1 ICR: mask every CIA1 source
144
+ lda $dc0d
145
+ lda #$ff // CIA1 timer A latch = $FFFF, started later
146
+ sta $dc04
147
+ sta $dc05
148
+
149
+ ldx #0
150
+ !: lda #$20 // clear the screen so the stripes sit on plain
151
+ sta $0400,x // background
152
+ sta $0500,x
153
+ sta $0600,x
154
+ sta $0700,x
155
+ inx
156
+ bne !-
157
+
158
+ ldx #0 // row r of the sprite = byte r+1, three times
159
+ ldy #1
160
+ row_fill:
161
+ tya
162
+ sta sprite_data,x
163
+ sta sprite_data+1,x
164
+ sta sprite_data+2,x
165
+ inx
166
+ inx
167
+ inx
168
+ iny
169
+ cpx #63
170
+ bne row_fill
171
+
172
+ lda #(sprite_data / 64)
173
+ sta $07f8 // sprite 0 pointer
174
+ lda #SPRITE_X
175
+ sta $d000
176
+ lda #SPRITE_Y
177
+ sta $d001
178
+ lda #$01
179
+ sta $d027 // white
180
+ sta $d015 // sprite 0 on
181
+ lda #$00
182
+ sta $d010
183
+ sta $d017 // no Y expansion to begin with
184
+ sta $d01d
185
+ sta $d01c
186
+ sta $d01b
187
+ lda #$06
188
+ sta $d021
189
+
190
+ lda #<irq1
191
+ sta $0314
192
+ lda #>irq1
193
+ sta $0315
194
+
195
+ lda #($18 | YSCROLL) // DEN=1, RSEL=1, YSCROLL as above, RST8=0
196
+ sta $d011
197
+ lda #FIRST - 3
198
+ sta $d012 // irq1 three lines above the first toggled line
199
+ lda #$01
200
+ sta $d01a
201
+ sta $d019
202
+ cli
203
+
204
+ main:
205
+ inc $c000,x // long instructions, as in stable-raster-irq.asm,
206
+ inc $c100,x // so irq1's entry jitter is the full 0 to 6
207
+ inc $c200,x
208
+ inx
209
+ jmp main
210
+
211
+ // ---------------------------------------------------------------------------
212
+ // irq1: first half of the double IRQ (stable-raster-irq.asm, unchanged).
213
+ // ---------------------------------------------------------------------------
214
+ irq1:
215
+ lda #<irq2
216
+ sta $0314
217
+ lda #>irq2
218
+ sta $0315
219
+ lda #FIRST - 1
220
+ sta $d012 // irq2 on the sync line, 99
221
+ lda #$01
222
+ sta $d019
223
+ tsx
224
+ stx saved_sp
225
+ cli
226
+ .for (var i = 0; i < 40; i++) { nop }
227
+
228
+ // ---------------------------------------------------------------------------
229
+ // irq2: entered from inside a NOP; the two $D012 reads and the BEQ absorb
230
+ // the last cycle. The first instruction after the BEQ starts on cycle 4 of
231
+ // line 100. Measured with the CALIB build: the sprite's DMA pulls BA low
232
+ // from cycle 55 and the CPU stops on its next read, and the build whose
233
+ // setting write is the last one that can land before that stop is the one
234
+ // this file calls C=55 (an earlier draft assumed cycle 7 and was three
235
+ // cycles out).
236
+ // ---------------------------------------------------------------------------
237
+ irq2:
238
+ ldx saved_sp
239
+ txs
240
+ Delay(SYNC_PAD)
241
+ lda $d012
242
+ cmp $d012
243
+ beq !+
244
+ !:
245
+ // Line 100, from cycle 4. Start CIA1 timer A (2+4 cycles, part of the
246
+ // padding), then pad to the writes. Head of every line: pad, then
247
+ // STY (write at C-4), then STX (write at C); POST cycles of reads
248
+ // follow, the DMA stop (cycles 55 to 59) falls among them, and the
249
+ // next line's head starts on cycle 0.
250
+ ldy #$00
251
+ ldx #$01
252
+ lda #$19
253
+ sta $dc0e // timer A: one-shot, force load, start
254
+ Delay(WRITE_CYCLE - 21)
255
+ sty TARGET
256
+ stx TARGET
257
+ Delay(POST + EXTRA)
258
+ .for (var line = FIRST + 1; line <= LAST; line++) {
259
+ .if ((line & 7) == YSCROLL) {
260
+ // Badline: the CPU is stopped from cycle 12 to 59 (badline DMA,
261
+ // then the sprite's). Twelve cycles fill 0 to 11; no write can
262
+ // land on C here, so none is attempted, and the tail runs 60 to 62.
263
+ Delay(12)
264
+ Delay(3 + EXTRA)
265
+ } else {
266
+ Delay(WRITE_CYCLE - 7)
267
+ sty TARGET
268
+ stx TARGET
269
+ Delay(POST + EXTRA)
270
+ }
271
+ }
272
+ // Line 181, cycle 0: leave the bit clear so the rest of the sprite is
273
+ // drawn unexpanded, then read the timer and flag the run as done.
274
+ sty TARGET
275
+ lda $dc04
276
+ sta timer_lo
277
+ lda $dc05
278
+ sta timer_hi
279
+ inc done
280
+
281
+ lda #<irq1
282
+ sta $0314
283
+ lda #>irq1
284
+ sta $0315
285
+ lda #FIRST - 3
286
+ sta $d012
287
+ lda #$01
288
+ sta $d019
289
+ pla
290
+ tay
291
+ pla
292
+ tax
293
+ pla
294
+ rti
295
+
296
+ saved_sp: .byte 0
297
+ dummy: .byte 0
298
+
299
+ * = $2ff0 // timer_lo, timer_hi, done: read with -moncommands
300
+ timer_lo: .byte 0 // "m 2ff0 2ff2" on a store trace of $2ff2
301
+ timer_hi: .byte 0
302
+ done: .byte 0
303
+
304
+ * = $3000
305
+ sprite_data: .fill 64, 0
306
+ ```
307
+
308
+ ## Build
309
+
310
+ ```bash
311
+ java -jar KickAss.jar sprite-stretcher.asm -o sprite-stretcher.prg
312
+ ```
313
+
314
+ That is the pinned build, C=52. The sweep and the controls:
315
+
316
+ ```bash
317
+ java -jar KickAss.jar sprite-stretcher.asm -o c48.prg -define C48 # any of C48 to C62
318
+ java -jar KickAss.jar sprite-stretcher.asm -o control.prg -define NOSTRETCH
319
+ java -jar KickAss.jar sprite-stretcher.asm -o calib.prg -define C55 -define CALIB
320
+ java -jar KickAss.jar sprite-stretcher.asm -o ntsc.prg -define C52 -define NTSC
321
+ ```
322
+
323
+ KickAssembler 5.25 takes `-define NAME` as a preprocessor symbol only,
324
+ so the write cycle is chosen by one of fifteen plain symbols rather than
325
+ by `-define C=52` (`screen-dissolve.md` records the same trap). `-showmem`
326
+ reports one code block at $0900-$1343 (2,628 bytes, most of it the
327
+ unrolled 81 lines), three result bytes at $2FF0 and the 64-byte
328
+ sprite at $3000; the PRG is 10,305 bytes because the assembler pads the
329
+ gap between them.
330
+
331
+ ## Expected output
332
+
333
+ Blue screen, light blue border, nothing on the character screen (the
334
+ program clears it). One white sprite whose rows are horizontal stripes:
335
+ row r holds the byte r+1 three times, so the stripe's pattern within each
336
+ 8-pixel group reads as the row number (row 0 is one dot per byte, row 1
337
+ two dots, row 20 the pattern 00010101). In the pinned PAL build the
338
+ sprite runs from raster line 101 to 191, 91 lines tall, and reading the
339
+ stripes top to bottom gives: row 0 on lines 101 to 105, then rows 1 to 9
340
+ on eight lines each (106 to 177), row 10 on four lines (178 to 181), and
341
+ rows 11 to 20 on one line each (182 to 191). The toggling stops on line
342
+ 180 and the sprite finishes unexpanded.
343
+
344
+ Screenshots from the runs this page describes: `screenshots/sprite-stretcher.png`
345
+ (PAL) and `screenshots/sprite-stretcher-ntsc.png` (NTSC), both at the pinned
346
+ `-limitcycles 6000000`. The picture is the same on every frame after the
347
+ first (nothing moves and nothing is redrawn), so where the beam is at the
348
+ cycle limit does not matter; the limit is not in the blank on purpose.
349
+ The PAL run was made twice and the NTSC run twice; each pair's PNGs were
350
+ md5-identical. The screenshot's sprite left edge is at x 168 (VIC X 160
351
+ plus the page offset of 8 from `runtime/vice-reference.md`); row r of the
352
+ picture is raster line r+16 on PAL and r+28 on NTSC.
353
+
354
+ ### The sweep
355
+
356
+ Fifteen PAL builds, one per write cycle, each run once at the pinned
357
+ command; the height and the row runs read off the stripes with a script
358
+ that decodes the 8-pixel group at x 168 on each white row. "r1x8" means
359
+ row 1 on eight consecutive lines.
360
+
361
+ | C | Height (lines) | Rows and how many lines each |
362
+ |---|---|---|
363
+ | 48, 49, 50, 51, 52, 53, 54, 55 | 91 | r0x5, r1x8, r2x8, r3x8, r4x8, r5x8, r6x8, r7x8, r8x8, r9x8, r10x4, then r11 to r20 once each. Identical in all eight builds. |
364
+ | 56 | 24 | r0 to r20 once each except r4, r11 and r18, which are doubled: the lines after the badlines 104, 112 and 120. |
365
+ | 57 | 44 | r4x2, r10x2, r11x8, r12x8, r13x6, r15x3, the rest once |
366
+ | 58 | 50 | r4x2, r7x5, r8x8, r9x3, r14x2, r16x6, r17x8, r18x3, the rest once |
367
+ | 59 | 47 | nineteen distinct rows, r6 and r20 never shown; r4x2, r7x6, r8x6, r10x3, r12x5, r13x7, r14x4, r17x3 |
368
+ | 60 | 94 | rows 0 to 20 with doublings, then rows 0 to 20 a second time: the sprite ran past its 63rd byte and wrapped |
369
+ | 61 | 53 | r3x2, r4x7, r5x3, r7x5, r8x4, r11x2, r14x6, r15x3, r16x5, r17x5 |
370
+ | 62 | 53 | r3x2, r4x6, r6x2, r7x7, r8x3, r9x5, r10x4, r13x2, r15x5, r17x2, r20x5 |
371
+ | control (`NOSTRETCH`, C=52) | 21 | r0 to r20 once each |
372
+
373
+ NTSC, `-define NTSC` builds (two more read cycles per line for the
374
+ 65-cycle line, the PAL sync padding kept): C=48, C=52 and C=55 each give
375
+ the same 91-line picture as PAL, run for run. Other NTSC write cycles
376
+ were not built. The pinned PRG itself is PAL-timed, and on NTSC its line
377
+ loop is two cycles short per line: the writes walk earlier by two cycles
378
+ a line, cross the flip-flop's inversion cycle after the first badline and
379
+ then reach the crunch cycle, so the NTSC screenshot shows a 113-line
380
+ sprite (lines 101 to 213, screenshot y 73 to 185) that holds row 0 for
381
+ five lines, row 1 for eight and row 2 for three, then 76 lines (117 to
382
+ 192) whose three stripe bytes no longer agree with each other, because
383
+ the crunch has left the data pointer off a row boundary and the line is
384
+ not any sprite row, then rows 0 to 20 once each on lines 193 to 213. (A
385
+ decoder reading only the first stripe byte reports the middle band as
386
+ rows; it is not.) That picture is deterministic (two runs, one md5) and
387
+ is what the pin records; it is not a stretch, which is why the page's
388
+ region is PAL.
389
+
390
+ ### What the write cycle means
391
+
392
+ The cycle numbers are the VIC's, cycle 1 the first of the line, and the
393
+ figure the source calls C is the cycle in which the STX's write happens,
394
+ anchored on the sprite's own DMA. The `CALIB` build sends the same two
395
+ writes to $D021 instead, so each lands as a colour edge on the screen,
396
+ black at C-4 and white at C, 32 pixels apart. With C=55 the white edge is
397
+ at x 337 on line 100 and at x 329 on every line after it; with C=56 the
398
+ white edge is never inside the display and the black edge walks from
399
+ x 313 on line 100 to x 337 by line 103 and stays there. That is the
400
+ signature of the sprite's DMA: BA falls in cycle 55 while sprite 0 is
401
+ being fetched, the 6510 stops on its next read cycle and resumes in cycle
402
+ 60. A write cycle is allowed to complete under BA low, so C=55 lands on
403
+ line 100; the read that follows it is then stopped, the line comes out a
404
+ cycle short, and from line 101 the write sits on cycle 54, where the
405
+ stop that follows it is the full five cycles and the line is 63 again.
406
+ At C=56 the STX's third read cycle is the one stopped, and the write
407
+ lands in cycle 61, past the inversion. So the edges pin the numbering:
408
+ C=55 is the last CPU write cycle that completes before the sprite-0 DMA
409
+ stall (BA low from 55), and the stopped read is cycle 55; one cycle
410
+ later the write is pushed to 61 and misses the inversion. What this
411
+ measures is that edge, not the inversion's own cycle: from the CPU side
412
+ the inversion can be anywhere from 56 to 61. An earlier draft of this file took the first
413
+ instruction after the sync to start on cycle 7 of line 100, from the
414
+ bar-edge position in `stable-raster-irq.md`; the calibration put it on
415
+ cycle 4, and the padding on line 100 was corrected by three.
416
+
417
+ ### Cycle cost
418
+
419
+ CIA1 timer A, started by the `STA $DC0E` on line 100 (its write in cycle
420
+ 13) and read by the `LDA $DC04` on line 181 (its read in cycle 7), counts
421
+ 5,094 cycles in the pinned PAL run (the bytes at $2FF0/$2FF1 read $19
422
+ $EC, dumped with `-moncommands` on a store trace of $2FF2). Arithmetic
423
+ for that bracket is 81 lines of 63 less six cycles, 5,097; the three
424
+ missing counts are the timer's start latency, not measured separately
425
+ here. Per line the CPU executes 58 cycles of its own code when C is 55
426
+ or less (C-7 of padding, two 4-cycle stores, 57-C of padding) and is
427
+ stopped for five by the sprite's DMA; on the ten badlines it executes
428
+ fifteen and is stopped for 48. The whole line belongs to the effect.
429
+
430
+ ## Why this works
431
+
432
+ The VIC-II keeps one expansion flip-flop per sprite (the "expansion
433
+ flip-flop that toggles each line" of `docs/hardware/vic-ii-reference.md`,
434
+ Expansion, which names it but not its cycle). While the sprite's $D017
435
+ bit is clear the flip-flop is held set; while the bit is set and the
436
+ sprite's DMA is on, the chip inverts it once per line in cycle 56, the
437
+ cycle VICE 3.10's PAL cycle table gives it, as cited under
438
+ `sprite_y_stretch_glitch` in `docs/techniques/sprite.md`. In cycle 16 of
439
+ the next line the sprite's row counter base advances to the next three
440
+ bytes only if the flip-flop is set; if it is clear, the same three bytes
441
+ are fetched again, which is how a Y-expanded sprite shows each row twice
442
+ (`sprite_y_stretch_glitch` has the counters by name). Clearing the bit
443
+ on cycle C-4 forces the flip-flop set; setting it again on cycle C,
444
+ before cycle 56, lets the inversion clear it; cycle 16 of the next line
445
+ then finds it clear and repeats the row. Do that every line and the row
446
+ never advances. Both writes must sit after cycle 16 and before the
447
+ inversion on the same line. The lower edge, C=17, is arithmetic from
448
+ that and was not built (nothing below C=48 was); the upper edge the
449
+ sweep shows exactly, and it is the CPU's, not the chip's: any C from 48
450
+ to 55 gives the same picture, and C=55 is the last write that completes
451
+ before the sprite's DMA stall, so C=56 (write pushed to cycle 61) gives
452
+ none.
453
+
454
+ The badlines are why the pinned picture is a staircase rather than one
455
+ row 81 lines tall. On a badline the CPU is stopped from cycle 12 to 59,
456
+ so no write can land in the window; the bit is still set from the
457
+ previous line, cycle 56 inverts the flip-flop back to set, and the next
458
+ line's cycle 16 advances the row once. With YSCROLL 0 the badlines fall
459
+ on 104, 112, ... 176, so each row is drawn on eight lines. The C=56
460
+ column shows the same mechanism in isolation: its setting write lands
461
+ after the inversion, so on ordinary lines the bit is clear at cycle 56
462
+ and the flip-flop stays set, and the only doubled rows are the three
463
+ that follow a badline, where the bit was left set across cycle 56.
464
+
465
+ The per-line block first exceeds the line's 58 code cycles at C=56, not
466
+ 57: with the post-write padding clamped at two cycles it is 59 (`POST`
467
+ in the source). C=56 still comes out clean because the read the DMA
468
+ stops is released in cycle 60 whatever cycle it was stopped on, so what
469
+ has to fit is the code from the release on: at C=56 that is the released
470
+ read, the STX's write and two padding reads, cycles 60 to 63, and the
471
+ line stays 63.
472
+ From C=57 a further read of the STX precedes the write after the
473
+ release, the block runs past cycle 63, and the writes drift later by one
474
+ or more cycles a line and pass through cycle 15 of the following line,
475
+ the crunch cycle that changes the counter base once by a data-dependent
476
+ amount. The heights of 44 to 94 lines, the rows never shown at C=59 and
477
+ the wrapped sprite at C=60 are that effect; it is the one
478
+ `sprite_y_stretch_glitch` measured, and it is not a stretcher. The
479
+ `CALIB` C=56 build's black edge, which walks for three lines and then
480
+ holds, is the same re-locking seen from the clearing write.
481
+
482
+ ## What it does not establish
483
+
484
+ - Anything about a physical VIC-II. Every figure is VICE 3.10 x64sc, a
485
+ 6569 for PAL and a 6567R8 for NTSC.
486
+ - The VIC's internal cycle of the inversion. What was measured is the CPU
487
+ write cycle, anchored on the sprite DMA stop: C=55 lands, C=56 is
488
+ pushed to 61. The inversion is placed in cycle 56 by VICE's PAL cycle
489
+ table (cited under `sprite_y_stretch_glitch`), and the sweep is
490
+ consistent with any inversion cycle from 56 to 61, not only 56.
491
+ - The lower edge of the write window. C=17 is arithmetic from the
492
+ cycle-16 advance; no build below C=48 was made.
493
+ - NTSC beyond the three `-define NTSC` builds at C 48, 52 and 55, and the
494
+ NTSC sync padding, which was left at the PAL value and happened to
495
+ hold; the NTSC write cycles were not calibrated. The pinned PRG does
496
+ not stretch on NTSC, which is why the page's region is PAL.
497
+ - A single row held for the whole region. That needs the badlines moved
498
+ or removed inside the stretch (FLD, or a blanked screen with the
499
+ sprite in the border), which this recipe does not do.
500
+ - The `sprite_y_stretch_glitch` crunch amounts at C 57 to 62, which are
501
+ reported as read off the pictures and not analysed.