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 +1,550 @@
1
+ ---
2
+ recipe: sprites-only-screen
3
+ toolchain: kickassembler
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [sprites_only_screen_mode]
7
+ file_formats: [PRG]
8
+ uses_registers: [D011, D012, D019, D01A, D020, D021, D000, D001, D010, D015, D017, D01B, D01C, D01D, D027, DC04, DC05, DC0D, DC0E]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # KickAssembler: a sprites-only screen, no badlines and no vertical border
15
+
16
+ ## Synopsis
17
+
18
+ Turns the frame into a surface that shows sprites and nothing else, and
19
+ gives the CPU every cycle that is not sprite DMA. Three things are done to
20
+ `$D011` from five plain raster interrupts: DEN is clear while line 48
21
+ passes, so the badline condition is never met and the character display
22
+ never fetches a row; DEN is set for the one moment that matters, the top
23
+ comparison at line 51, so the vertical border flip-flop is reset once; and
24
+ RSEL is clear while line 251 passes, so the flip-flop is never set again.
25
+ With `$3FFF` zero the idle graphics sequencer draws plain background, the
26
+ border and background are both black, and eight white ring sprites stand
27
+ at Y 8, 30, 60, 100, 140, 200, 240 and 252, two of them where the border
28
+ would normally be.
29
+
30
+ The main loop is a fixed twenty-cycle loop that counts its iterations, and
31
+ the last interrupt of each frame latches the count. Iterations times
32
+ twenty is the CPU time the frame left free, so the same listing measures
33
+ what the mode buys. Three build variants are controls: `NORMAL` keeps
34
+ `$D011 = $1B` in every slot, `NOBORDER` keeps DEN clear and never sets it,
35
+ `NOSPRITES` leaves `$D015` at zero.
36
+
37
+ Verified in VICE x64sc 3.10 (PAL C64C, VIC-II 8565, and NTSC 6567R8): the
38
+ picture holds two colours only, black and white; sprites at Y 8 and Y 252
39
+ are drawn; the free-CPU meter reads 904 iterations a frame on PAL against
40
+ 847 for the ordinary screen; and both controls behave as the mechanism
41
+ predicts. Every figure below is from those runs.
42
+
43
+ ## Source
44
+
45
+ ```asm
46
+ // sprites-only-screen.asm
47
+ // A frame with no badlines and no vertical border: the character display
48
+ // is switched off for the whole frame (DEN clear while line 48 passes, so
49
+ // the badline condition is never met), the vertical border flip-flop is
50
+ // reset once at line 51 (DEN set for that one moment) and never set again
51
+ // (RSEL clear while line 251 passes), and $3FFF, the idle graphics byte,
52
+ // is zero so the sequencer draws plain background. What remains on the
53
+ // screen is the sprites and nothing else, and what remains for the CPU is
54
+ // every cycle except sprite DMA and the five interrupts below.
55
+ //
56
+ // Frame plan, one raster interrupt per row of the table:
57
+ // line 40 $D011 = $0B DEN clear before line 48: no badlines this frame
58
+ // line 50 $D011 = $1B DEN set before line 51: the flip-flop resets
59
+ // line 53 $D011 = $0B DEN clear again; nothing sets the flip-flop
60
+ // line 249 $D011 = $03 RSEL clear before line 251: 251 is not a match
61
+ // line 253 $D011 = $0B RSEL set again: next frame's 247 is not either
62
+ //
63
+ // Eight ring sprites stand at Y 8, 30, 60, 100, 140, 200, 240 and 252,
64
+ // two of them where the border would be. The main loop is a fixed
65
+ // twenty-cycle loop that counts its iterations; the line-253 handler
66
+ // latches the count once per frame, so iterations x 20 is the CPU time
67
+ // the frame left free. Counting stops after 300 frames.
68
+ //
69
+ // Build variants (-define): NORMAL keeps $D011 = $1B in every slot (the
70
+ // ordinary text screen, borders closed); NOBORDER keeps $0B in every slot
71
+ // (DEN never set: border everywhere); NOSPRITES leaves $D015 clear.
72
+
73
+ .const FRAMES_TO_COUNT = 300
74
+
75
+ .const cnt = $0340 // 16-bit iteration counter, main loop
76
+ .const prev = $0342 // its value at the last latch
77
+ .const meter = $0344 // iterations in the last counted frame
78
+ .const frames = $0346 // frames counted, 16-bit
79
+ .const done = $0348 // 1 once FRAMES_TO_COUNT frames are in
80
+ .const d011_rd = $0349 // $D011 as read in the last handler
81
+ .const d012_rd = $034a // $D012 as read in the last handler
82
+ .const step = $034b // index into the tables below
83
+ .const ticks = $034c // five bytes: CIA1 timer A low byte per handler
84
+
85
+ BasicUpstart2(start)
86
+
87
+ // The ring, 24 x 21, one shape shared by all eight sprites.
88
+ * = $0e00
89
+ ring:
90
+ .byte %00000000, %00000000, %00000000
91
+ .byte %00000001, %11111111, %10000000
92
+ .byte %00000111, %11111111, %11100000
93
+ .byte %00001111, %11111111, %11110000
94
+ .byte %00011111, %00000000, %11111000
95
+ .byte %00111100, %00000000, %00111100
96
+ .byte %01111000, %00000000, %00011110
97
+ .byte %01110000, %00000000, %00001110
98
+ .byte %01110000, %00000000, %00001110
99
+ .byte %01110000, %00000000, %00001110
100
+ .byte %11110000, %00000000, %00001111
101
+ .byte %01110000, %00000000, %00001110
102
+ .byte %01110000, %00000000, %00001110
103
+ .byte %01110000, %00000000, %00001110
104
+ .byte %01111000, %00000000, %00011110
105
+ .byte %00111100, %00000000, %00111100
106
+ .byte %00011111, %00000000, %11111000
107
+ .byte %00001111, %11111111, %11110000
108
+ .byte %00000111, %11111111, %11100000
109
+ .byte %00000001, %11111111, %10000000
110
+ .byte %00000000, %00000000, %00000000
111
+ .byte 0
112
+
113
+ * = $0900
114
+ line_tab:
115
+ .byte 40, 50, 53, 249, 253
116
+ d011_tab:
117
+ #if NORMAL
118
+ .byte $1b, $1b, $1b, $1b, $1b
119
+ #elif NOBORDER
120
+ .byte $0b, $0b, $0b, $0b, $0b
121
+ #else
122
+ .byte $0b, $1b, $0b, $03, $0b
123
+ #endif
124
+ sprite_y:
125
+ .byte 8, 30, 60, 100, 140, 200, 240, 252
126
+
127
+ start:
128
+ sei
129
+ lda #$7f
130
+ sta $dc0d // mask every CIA1 source
131
+ lda $dc0d // and drop a pending one
132
+ lda #$ff
133
+ sta $dc04 // timer A latch $FFFF; each handler restarts it
134
+ sta $dc05
135
+
136
+ lda #0
137
+ sta $3fff // idle graphics byte: nothing to draw
138
+ sta $d020 // border black
139
+ sta $d021 // background black
140
+ sta $d017 // no expansion
141
+ sta $d01d
142
+ sta $d01c // single colour
143
+ sta $d01b // sprites in front
144
+ ldx #11
145
+ clear:
146
+ sta cnt,x // cnt .. step
147
+ dex
148
+ bpl clear
149
+
150
+ ldx #7 // sprite k: X = 40 + 36 k, Y from the table
151
+ ldy #14 // register pair offset 2 k
152
+ place:
153
+ txa
154
+ asl
155
+ asl // 4 k
156
+ sta $02
157
+ asl
158
+ asl
159
+ asl // 32 k
160
+ clc
161
+ adc $02 // 36 k
162
+ adc #40
163
+ sta $d000,y
164
+ lda sprite_y,x
165
+ sta $d001,y
166
+ lda #ring / 64
167
+ sta $07f8,x
168
+ lda #1
169
+ sta $d027,x // white
170
+ dey
171
+ dey
172
+ dex
173
+ bpl place
174
+ lda #$c0
175
+ sta $d010 // sprites 6 and 7 stand at X 256 and 292
176
+ #if NOSPRITES
177
+ lda #$00
178
+ #else
179
+ lda #$ff
180
+ #endif
181
+ sta $d015
182
+
183
+ lda #<irq
184
+ sta $0314
185
+ lda #>irq
186
+ sta $0315
187
+ lda #$1b
188
+ sta $d011 // the ordinary value until the first handler
189
+ lda line_tab
190
+ sta $d012
191
+ lda #$01
192
+ sta $d01a // raster source on
193
+ sta $d019 // stale flag off
194
+ cli
195
+
196
+ // The free-CPU meter: exactly 20 cycles round, either way through.
197
+ loop:
198
+ inc cnt // 6
199
+ beq carry // 2 not taken
200
+ bit $ea // 3
201
+ nop // 2
202
+ nop // 2
203
+ nop // 2
204
+ jmp loop // 3 = 20
205
+ carry: // 6 + 3 taken
206
+ inc cnt+1 // 6
207
+ nop // 2
208
+ jmp loop // 3 = 20
209
+
210
+ // One handler for the five slots. Entered on cycle 37-43 of its line
211
+ // through the KERNAL dispatcher; the $D011 write lands about 20 cycles in.
212
+ irq:
213
+ lda #$19
214
+ sta $dc0e // timer A: one shot from $FFFF, starts now
215
+ ldx step
216
+ lda d011_tab,x
217
+ sta $d011
218
+ lda $d011
219
+ sta d011_rd
220
+ lda $d012
221
+ sta d012_rd
222
+ inx
223
+ cpx #5
224
+ bne next
225
+ jsr latch // the line-253 slot closes the frame
226
+ ldx #0
227
+ next:
228
+ stx step
229
+ lda line_tab,x
230
+ sta $d012
231
+ lda #$01
232
+ sta $d019
233
+ ldx step
234
+ lda $dc04
235
+ sta ticks,x // low byte of the count-down: cost so far
236
+ jmp $ea81 // pla/tay/pla/tax/pla/rti
237
+
238
+ // Read the counter, adjusted if the interrupt fell between a low-byte
239
+ // wrap and its carry: the saved return address then points at the beq
240
+ // (with cnt now 0) or at carry, and the high byte is one short.
241
+ latch:
242
+ lda done
243
+ bne latched
244
+ tsx
245
+ lda cnt
246
+ sta $02
247
+ lda cnt+1
248
+ sta $03
249
+ lda cnt
250
+ bne no_fix
251
+ lda $0108,x // PCH under the jsr and the six saved bytes
252
+ cmp #>carry
253
+ bne no_fix
254
+ lda $0107,x // PCL
255
+ cmp #<carry
256
+ beq fix
257
+ cmp #<(loop + 3) // the beq itself, not yet executed
258
+ bne no_fix
259
+ fix:
260
+ inc $03
261
+ no_fix:
262
+ sec
263
+ lda $02
264
+ sbc prev
265
+ sta meter
266
+ lda $03
267
+ sbc prev+1
268
+ sta meter+1
269
+ lda $02
270
+ sta prev
271
+ lda $03
272
+ sta prev+1
273
+ inc frames
274
+ bne count_ok
275
+ inc frames+1
276
+ count_ok:
277
+ lda frames
278
+ cmp #<FRAMES_TO_COUNT
279
+ bne latched
280
+ lda frames+1
281
+ cmp #>FRAMES_TO_COUNT
282
+ bne latched
283
+ lda #1
284
+ sta done
285
+ latched:
286
+ rts
287
+ ```
288
+
289
+ ## Build
290
+
291
+ ```bash
292
+ java -jar KickAss.jar sprites-only-screen.asm -o sprites-only-screen.prg
293
+ ```
294
+
295
+ The controls are the same file with one symbol defined:
296
+
297
+ ```bash
298
+ java -jar KickAss.jar sprites-only-screen.asm -define NORMAL -o normal.prg
299
+ java -jar KickAss.jar sprites-only-screen.asm -define NOBORDER -o noborder.prg
300
+ java -jar KickAss.jar sprites-only-screen.asm -define NOSPRITES -o nosprites.prg
301
+ ```
302
+
303
+ `-showmem` reports the code segment at `$0900` to `$0A44`, 325 bytes, of
304
+ which 18 are the three tables, and the sprite block at `$0E00`, 64 bytes.
305
+
306
+ ## Expected output
307
+
308
+ A black picture with eight white rings on it and nothing else: no text,
309
+ no frame, no top or bottom border. The rings stand in a row that steps
310
+ 36 pixels right and irregularly down, the first one cut off by the top of
311
+ the picture and the last two in what is normally the bottom border.
312
+
313
+ Screenshot from the pinned run: `screenshots/sprites-only-screen.png`
314
+ (PAL, 384 by 272, screenshot row = raster line minus 16) and
315
+ `screenshots/sprites-only-screen-ntsc.png` (NTSC, 384 by 247, row = line
316
+ minus 28, wrapping into the next frame's lines 0 to 11 at the bottom).
317
+ Pinned at 12,000,000 cycles on both models. The picture is static from the
318
+ program's second frame, so the beam position at the limit does not change
319
+ it; for the record it is line 156, cycle 12 on PAL and line 252, cycle 25
320
+ on NTSC, arithmetic from the last traced interrupt entry (checked against
321
+ the six entries before it). Two runs per model gave byte-identical files:
322
+ MD5 `fa6585d3223bfdb7aecf0135e9683862` (PAL) and
323
+ `60d418e7941332ba382e22a614e0f85f` (NTSC).
324
+
325
+ Measured on the PAL screenshot with a script, none of it by eye:
326
+
327
+ - Exactly two colours in the picture, black and white. 1,518 white
328
+ pixels. Not one pixel of border colour, background colour or text; the
329
+ background is black too, so "no border" is read from the sprites, not
330
+ from a colour change.
331
+ - White columns 48 to 71, 84 to 107, 120 to 143, 156 to 179, 192 to 215,
332
+ 228 to 251, 264 to 287 and 300 to 323: the eight sprites at screen X
333
+ 40 + 36 k, which the picture shows at X + 8.
334
+ - White rows by column: 0 to 12 (Y 8, whose first drawn line, 9, is above
335
+ the picture), 16 to 34 (Y 30), 46 to 64, 86 to 104, 126 to 144, 186 to
336
+ 204, 226 to 244 (Y 240, lines 242 to 260), 238 to 256 (Y 252, lines 254
337
+ to 272) and, in the first column again, 250 to 268: the Y 8 sprite's
338
+ second copy, because its Y compare matches line 264 as well (264 and
339
+ $FF is 8). The ring's first and last rows are blank, so each copy is 19
340
+ rows of white.
341
+ - The lowest white row is 0 and the highest 268 of 271. The sprite at Y 8
342
+ and the sprite at Y 252 are both drawn.
343
+
344
+ On the NTSC screenshot: two colours, 1,266 white pixels, the same eight
345
+ columns. The Y 252 sprite occupies rows 226 to 244, which is lines 254 to
346
+ 262 and then 0 to 10 of the next frame; the sprite's row counter runs
347
+ through the frame wrap. The Y 8 sprite is drawn on lines 9 to 29, and the
348
+ NTSC picture begins at line 28, so only its last drawn row shows, row 0,
349
+ plus rows 245 and 246, which are lines 10 and 11 of the next frame. The Y
350
+ 240 sprite is on rows 214 to 232. Lowest white row 0, highest 246 of 246.
351
+
352
+ The controls, each one symbol away from the listing:
353
+
354
+ - **`NORMAL`, `$D011 = $1B` in every slot.** The BASIC start-up screen
355
+ with its text and blue frame, three colours plus white. 788 white
356
+ pixels. White rows 46 to 64, 86 to 104, 126 to 144, 186 to 204 and 226
357
+ to 234: the sprites at Y 60, 100, 140 and 200, and the top nine drawn
358
+ lines of the Y 240 sprite (lines 242 to 250), which the border covers
359
+ from line 251. The sprites at Y 8, 30 and 252 have no visible pixel.
360
+ NTSC: 788 white pixels, rows 34 to 52, 74 to 92, 114 to 132, 174 to
361
+ 192 and 214 to 222, the same story 12 rows up.
362
+ - **`NOBORDER`, DEN clear in every slot and never set.** One colour in the
363
+ picture, black, on both models: zero white pixels. The vertical border
364
+ flip-flop is reset only while DEN is set, so it stays set from the
365
+ first frame's line 251 onwards and the border colour covers everything,
366
+ sprites included. This is the picture a reader gets who clears DEN to
367
+ kill the badlines and forgets the one line where it must be set.
368
+ - **`NOSPRITES`.** One colour, black, zero white pixels; this build exists
369
+ for the meter, below.
370
+
371
+ If the picture is all black, either DEN never reached line 51 set
372
+ (`NOBORDER`) or the sprites are off. If the two bottom rings are missing
373
+ and the text is back, the slot table is the `NORMAL` one. If rings appear
374
+ in the border with a stripe pattern behind them, `$3FFF` is not zero.
375
+
376
+ ### The free-CPU meter
377
+
378
+ The RAM at `$0340` was dumped from the monitor on the store to `done`
379
+ (`-moncommands` with `tr store 0348` and `m 0340 0350`); the store lands
380
+ at cycle 8,881,007 on PAL, 300 frames after the first interrupt at
381
+ 2,990,271. `frames` read 300 in every run, `d011_rd` read `$0B` and
382
+ `d012_rd` 254 (the handler enters line 253 on cycle 37 to 43 and the read
383
+ is 25 cycles later, in line 254), so the writes landed where the table
384
+ says. `meter` is the iterations counted in frame 300; one iteration is 20
385
+ cycles.
386
+
387
+ | build | PAL iterations | PAL free cycles | NTSC iterations | NTSC free cycles |
388
+ |---|---|---|---|---|
389
+ | sprites-only (this listing) | 904 | 18,080 | 776 | 15,520 |
390
+ | `NORMAL` | 847 | 16,940 | 723 | 14,460 |
391
+ | `NOSPRITES` (sprites-only, `$D015` = 0) | 945 | 18,900 | 817 | 16,340 |
392
+ | `NORMAL` and `NOSPRITES` together | 891 | 17,820 | 763 | 15,260 |
393
+
394
+ A PAL frame is 19,656 cycles (312 lines of 63) and this NTSC frame 17,095
395
+ (263 lines of 65); those two are arithmetic, the rest of this section is
396
+ the table above and subtraction:
397
+
398
+ - Badlines cost 57 iterations on PAL and 53 on NTSC with the sprites on,
399
+ 1,140 and 1,060 cycles; 54 on both without them, 1,080 cycles. Twenty-
400
+ five badlines at 40 to 43 cycles each is 1,000 to 1,075.
401
+ - Sprite DMA for these eight sprites costs 41 iterations, 820 cycles, on
402
+ both models in this mode (44 and 40 iterations under the ordinary
403
+ screen, where some sprite lines are also badlines).
404
+ - What is left in the `NOSPRITES` build, 756 cycles on PAL and 755 on
405
+ NTSC, is the five interrupts through the KERNAL dispatcher, the meter's
406
+ own latch included. The per-handler timer below puts the latch at about
407
+ 99 of those.
408
+ - The meter's resolution is one iteration. An earlier build of this
409
+ listing, five bytes shorter before the `$D010` write was added, read 944
410
+ where this one reads 945 with nothing else changed: the phase of the
411
+ loop against the interrupt moves the count by one.
412
+
413
+ The CIA1 timer A low bytes in `ticks`, one per slot, give the handler's
414
+ cost from the `STA $DC0E` that starts the timer to the `LDA $DC04` that
415
+ reads it (the timer counts down from `$FFFF`; `$FF` minus the byte is the
416
+ figure): 58 cycles in every slot in the `NOSPRITES` build. With the
417
+ sprites on, the line-40 and line-50 handlers read 62 (63 on NTSC), stalled
418
+ by the Y 30 sprite's DMA, the line-249 handler 63 (the Y 240 sprite) and
419
+ the line-53 handler 58, no sprite there. The line-253 handler carries the
420
+ latch: 157 without sprites, 178 with two of them active. In the `NORMAL`
421
+ build the line-50 handler reads 105 (101 without sprites): it runs into
422
+ line 51, the first badline, and loses 43 cycles there. The same handler in
423
+ this listing reads 62, which is the badline not happening, measured from
424
+ inside the CPU.
425
+
426
+ ## Why this works
427
+
428
+ ### No badlines: DEN clear across line 48
429
+
430
+ The badline condition needs DEN to have been set at some point during
431
+ raster line `$30`, 48, and holds for the whole frame once it has been
432
+ (`hardware/vic-ii-reference.md`, the `$D011` section; Bauer §3.5). The
433
+ line-40 handler writes `$0B`, DEN clear, and the line-50 handler is the
434
+ next write, so DEN is clear for all of line 48 and no line of the frame
435
+ can be a badline. The VIC stays in its idle state: it fetches no video
436
+ matrix row, no character pointers and no graphics data, and the CPU loses
437
+ nothing to it on lines 51 to 250. The `NORMAL` control, whose slots all
438
+ write `$1B`, has DEN set on line 48 and its line-50 handler pays the
439
+ line-51 badline in the timer readings above.
440
+
441
+ ### The border opens once and never closes
442
+
443
+ The vertical border flip-flop is reset when the raster reaches the top
444
+ comparison line, 51 with RSEL set, at cycle 63 and at the left edge, and
445
+ only while DEN is set; it is set when the raster reaches the bottom
446
+ comparison line, 251 with RSEL set or 247 with it clear, at the same two
447
+ moments (`hardware/vic-ii-reference.md`, "the vertical border flip-flop is
448
+ reset only if DEN is set at cycle 63 of the top comparison line"; Bauer
449
+ §3.9). Nothing else moves it.
450
+
451
+ So DEN must be set for the checks on line 51, and the line-50 write of
452
+ `$1B` does that; the line-53 write of `$0B` takes DEN away again with the
453
+ flip-flop already clear, and the flip-flop has no rule that reads DEN
454
+ except the reset. That is the only reason the line-50 and line-53 writes
455
+ exist. Leave them out and the picture is the `NOBORDER` control: black,
456
+ no sprite, because the flip-flop was set at line 251 of the first frame
457
+ and nothing has reset it since.
458
+
459
+ The bottom set is suppressed the way `topbottom-border-open.md` does it:
460
+ RSEL is set while line 247 passes (the checks look for 251), the line-249
461
+ write clears it (`$03`: DEN clear, RSEL clear, YSCROLL 3), so while line
462
+ 251 passes the checks look for 247, and neither matches. The line-253
463
+ write puts RSEL back so that the next frame's line 247 is not a match
464
+ either. The write window is the one measured on that page, lines 248 to
465
+ 250 for a handler entered through `$0314`; 249 is the middle of it.
466
+
467
+ With the flip-flop clear all frame and the display disabled, the graphics
468
+ sequencer is in its idle state everywhere and draws the byte at `$3FFF`
469
+ of the current VIC bank in colour 0 over the background (Bauer §3.7.3.9).
470
+ The listing writes `$3FFF` to zero, so what it draws is black background;
471
+ in VICE the byte reads zero anyway, and `topbottom-border-open.md` records
472
+ that measurement. Sprites are fetched and drawn regardless of DEN and of
473
+ the flip-flop, which is why they are the only thing left.
474
+
475
+ ### The writes as values, not read-modify-write
476
+
477
+ `topbottom-border-open.md` reads `$D011`, changes one bit and writes it
478
+ back. This listing writes whole values from a table because every write
479
+ sets DEN and RSEL together and YSCROLL is fixed at 3; the table is also
480
+ what makes the controls one symbol away. Bit 7 is written as zero in
481
+ every slot, which is what a raster compare below 256 needs; a reader who
482
+ moves a slot above line 255 has to set it (`d012_wrap_around`).
483
+
484
+ ### The meter
485
+
486
+ `loop` is 20 cycles round on both paths: `INC cnt` 6, `BEQ` 2 not taken,
487
+ `BIT $EA` 3, three `NOP`s 6, `JMP` 3; or `BEQ` 3 taken, `INC cnt+1` 6,
488
+ `NOP` 2, `JMP` 3. Sprite DMA and badlines stretch an iteration without
489
+ changing what it counts, so iterations times 20 is CPU time in the loop.
490
+ The latch reads a 16-bit counter that the loop updates in two
491
+ instructions; if the interrupt lands after the low byte wraps and before
492
+ the high byte is carried, the saved return address on the stack is either
493
+ the `BEQ` or `carry`, with `cnt` zero, and the latch adds the missing
494
+ carry before it subtracts. The difference from the previous latch is the
495
+ frame's count.
496
+
497
+ ### The sprite that was not there
498
+
499
+ The design says X = 40 + 36 k, and for k = 6 and 7 that is 256 and 292,
500
+ above the eight bits of `$D000`. The first build of this listing left
501
+ `$D010` clear; sprite 6 was drawn at X 0, entirely under the left side
502
+ border, and the PAL picture had 1,322 white pixels and no ring in the
503
+ 264 to 287 column. `$D010 = $C0` is the fix; the count went to 1,518 and
504
+ the column appeared (`sprite_x_high_bit_wrong_register` in
505
+ `pitfalls/sprite.md`).
506
+
507
+ ### Region
508
+
509
+ `region: both`. The lines the mechanism cares about, 48, 51, 247 and 251,
510
+ are the same on the 6567R8, and the frame plan does not go near the NTSC
511
+ line count. Measured with `-model ntsc`: both controls give the same
512
+ result as on PAL, the meter table has its own NTSC column, and the
513
+ handler timer reads 63 rather than 62 on lines 40 and 50, one cycle more
514
+ of sprite stall on a 65-cycle line. The picture differs only in what the
515
+ shorter frame and VICE's 247-row window include, as itemised above.
516
+
517
+ ## Sources
518
+
519
+ - Christian Bauer, *The MOS 6567/6569 video controller (VIC-II) and its
520
+ application in the Commodore 64*, 28 August 1996: §3.5 (the badline
521
+ condition and the DEN test on line `$30`), §3.9 (the two border
522
+ flip-flops and their six rules), §3.7.3.9 (the idle state and `$3FFF`),
523
+ §3.8.1 (sprite Y compared against the low eight bits of the raster).
524
+ https://www.zimmers.net/cbmpics/cbm/c64/vic-ii.txt
525
+ - This repository: `hardware/vic-ii-reference.md` (the `$D011` section:
526
+ DEN on line `$30`, and the flip-flop reset needing DEN at cycle 63 of
527
+ the top comparison line, both measured in VICE);
528
+ `recipes/kickassembler/topbottom-border-open.md` (the RSEL write window
529
+ and the `$3FFF` readback); `recipes/kickassembler/stable-raster-irq.md`
530
+ (handler entry on cycle 37 to 43); `pitfalls/raster-and-badline.md`
531
+ (`d012_wrap_around`, `idle_fetch_byte_shows_in_gaps`,
532
+ `vic_bus_takeover_on_dma`); `pitfalls/sprite.md`
533
+ (`sprite_x_high_bit_wrong_register`).
534
+ - VICE 3.10 x64sc, headless, `-model` default (PAL C64C) and `ntsc`
535
+ (6567R8); KickAssembler 5.25. All row, column, colour and cycle figures
536
+ on this page are from those runs.
537
+
538
+ ## What it does not establish
539
+
540
+ - Real hardware. Every figure is VICE x64sc 3.10; the badline and border
541
+ rules it relies on are Bauer's, measured here only in the emulator.
542
+ - NTSC beyond what the screenshot and the meter show: the 6567R56A with
543
+ its 262-line, 64-cycle frame was not run.
544
+ - Whether the idle byte is read from `$3FFF` of the bank you expect on
545
+ every VIC revision; this listing runs in bank 0 and writes `$3FFF`
546
+ there, and VICE read it back as zero before the write.
547
+ - What the mode costs with more than two sprites on a line; the eight
548
+ here overlap at most two deep.
549
+ - Anything about the meter's absolute accuracy beyond one iteration:
550
+ a different code alignment moved one control's count by one.