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 +1,545 @@
1
+ ---
2
+ recipe: vector-balls
3
+ toolchain: kickassembler
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [vector_balls_sprites]
7
+ file_formats: [PRG]
8
+ uses_registers: [D000, D001, D002, D003, D004, D005, D006, D007, D008, D009, D00A, D00B, D00C, D00D, D00E, D00F, D012, D015, D017, D01B, D01C, D01D, D020, D021, D027, D028, D029, D02A, D02B, D02C, D02D, D02E, DC04, DC05, DC0E]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # KickAssembler: Vector Balls on Sprites
15
+
16
+ ## Synopsis
17
+
18
+ Eight sprite balls run round a tilted ring in 3D. Every frame the eight
19
+ are sorted by depth with one bubble pass and the nearest is given
20
+ hardware sprite 0, the farthest sprite 7, so the VIC's fixed
21
+ sprite-to-sprite priority draws a near ball over a far one with no
22
+ masking. Screen x, screen y and a depth byte are three assembler-built
23
+ tables indexed by the ball's angle; the near half of the ring uses a
24
+ 24 by 21 ball image, the far half a 16 by 14 one, and colour steps from
25
+ white through light grey to grey with distance. The frame's work is
26
+ CIA-timed and the loop stops after 300 frames so the exit screenshot is
27
+ static. This is the `vector_balls_sprites` technique; build with
28
+ `-define NOSORT` for the control with the sort left out.
29
+
30
+ Verified in VICE x64sc: at the pinned cycle count the sixteen position
31
+ registers hold the table's values for the depth order the sort
32
+ predicts, the ball drawn over each overlap is the nearer one by the
33
+ table, and the control build draws a farther ball on top.
34
+
35
+ ## Source
36
+
37
+ ```asm
38
+ // vector-balls.asm
39
+ // Eight sprite balls on a tilted ring, turned one table step a frame,
40
+ // depth-sorted every frame and drawn with the VIC's fixed sprite-to-sprite
41
+ // priority: the nearest ball gets hardware sprite 0, the farthest sprite 7,
42
+ // so a near ball covers a far one without any masking. Ball k at frame t
43
+ // sits at angle a = (t + 32k) & 255 on a ring of radius 40 in the XZ plane,
44
+ // lifted by 12 * sin(a) so the ring reads as tilted. Screen x, screen y
45
+ // and a depth byte zd = 128 + z are three assembler-built tables indexed
46
+ // by a; the CPU never multiplies or divides. The camera is on the -z side,
47
+ // so a LARGER zd is FARTHER away.
48
+ //
49
+ // The sort is one bubble pass a frame over the previous frame's order,
50
+ // which is enough because the order changes by adjacent swaps; a check
51
+ // after the pass counts the frames it left unsorted. The lookup, the pass
52
+ // and the sixteen position, eight pointer and eight colour writes are
53
+ // timed with CIA1 timer A; the frame count, the unsorted count, the worst
54
+ // frame and the last frame are printed in hex on row 0 and kept at $0C00.
55
+ // The loop stops after 300 frames so the exit screenshot is static.
56
+ //
57
+ // Region: both. The frame's work runs from raster line 255, below the
58
+ // display on PAL and NTSC. Build with -define NOSORT for the control:
59
+ // the sort pass is left out and hardware sprite k always shows ball k.
60
+
61
+ .const SCREEN = $0400
62
+ .const BIGBALL = $2000 // pointer $80: 24 by 21 ball, near half
63
+ .const SMLBALL = $2040 // pointer $81: 16 by 14 ball, far half
64
+ .const RESULTS = $0c00 // frame, unsorted, worst, last, done
65
+ .const FRAMES = 300
66
+ .const RADIUS = 40 // ring radius in the XZ plane
67
+ .const TILT = 12 // y = TILT * sin(a)
68
+ .const EYE = 200 // z of the projection plane behind the ring
69
+ .const XMID = 172 // sprite X of the ring's centre
70
+ .const YMID = 130 // sprite Y of the ring's centre
71
+ .const NEAR = 120 // zd below this: white
72
+ .const MID = 136 // zd below this: light grey, else grey
73
+
74
+ // Perspective: screen = centre + coordinate * 256 / (z + EYE).
75
+ .function proj(a, amp, centre) {
76
+ .var rad = toRadians(a * 360 / 256)
77
+ .var z3 = RADIUS * cos(rad)
78
+ .return round(centre + amp * sin(rad) * 256 / (z3 + EYE))
79
+ }
80
+ .function depth(a) {
81
+ .return round(128 + RADIUS * cos(toRadians(a * 360 / 256)))
82
+ }
83
+ // One byte of a filled ellipse rx by ry pixels, centred in a 24 by 21 sprite.
84
+ .function ballByte(row, col8, rx, ry) {
85
+ .var v = 0
86
+ .for (var c = 0; c < 8; c++) {
87
+ .var x = col8 * 8 + c
88
+ .if (pow((x - 11.5) / (rx / 2), 2) + pow((row - 10) / (ry / 2), 2) <= 1) {
89
+ .eval v = v | (128 >> c)
90
+ }
91
+ }
92
+ .return v
93
+ }
94
+
95
+ .pc = $0801 "basic"
96
+ :BasicUpstart(start)
97
+
98
+ .pc = $0810 "code"
99
+ start:
100
+ sei
101
+ lda #0
102
+ sta $d020
103
+ sta $d021
104
+ sta frame
105
+ sta frame+1
106
+ sta unsorted
107
+ sta unsorted+1
108
+ sta worst
109
+ sta worst+1
110
+ sta done
111
+
112
+ ldx #0 // clear the screen
113
+ lda #$20
114
+ clr:
115
+ sta SCREEN,x
116
+ sta SCREEN+$100,x
117
+ sta SCREEN+$200,x
118
+ sta SCREEN+$300,x
119
+ inx
120
+ bne clr
121
+
122
+ ldx #39 // row 0: labels in dark grey, no ball colour
123
+ lbl:
124
+ lda #11
125
+ sta $d800,x
126
+ lda label,x
127
+ sta SCREEN,x
128
+ dex
129
+ bpl lbl
130
+
131
+ ldx #7 // all eight sprites on, no expansion,
132
+ setup: // in front of the background
133
+ lda sprn,x // order[i] = 7 - i, so before any sort
134
+ sta order,x // hardware sprite k shows ball k
135
+ lda #BIGBALL/64
136
+ sta SCREEN+$3f8,x
137
+ lda #1
138
+ sta $d027,x
139
+ ldy pairs,x // park every sprite inside the display:
140
+ lda #YMID // from reset Y is 0, which the VIC also
141
+ sta $d001,y // matches at line 256, in the timed window
142
+ dex
143
+ bpl setup
144
+ lda #0
145
+ sta $d017
146
+ sta $d01d
147
+ sta $d01c
148
+ sta $d01b
149
+ lda #$ff
150
+ sta $d015
151
+
152
+ loop:
153
+ lda #255 // wait for raster line 255
154
+ !: cmp $d012
155
+ bne !-
156
+
157
+ inc frame // t advances by 1
158
+ bne !+
159
+ inc frame+1
160
+ !:
161
+ lda #$ff // CIA1 timer A: one shot from $FFFF
162
+ sta $dc04
163
+ sta $dc05
164
+ lda #$19
165
+ sta $dc0e
166
+
167
+ // Lookup: ball k reads px, py, zd at a = t + 32k.
168
+ lda frame
169
+ ldx #0
170
+ look:
171
+ sta atmp
172
+ tay
173
+ lda px,y
174
+ sta bx,x
175
+ lda py,y
176
+ sta by,x
177
+ lda zd,y
178
+ sta bz,x
179
+ lda atmp
180
+ clc
181
+ adc #32
182
+ inx
183
+ cpx #8
184
+ bne look
185
+
186
+ #if !NOSORT
187
+ // One bubble pass, zd descending: order[0] is the farthest ball.
188
+ ldx #0
189
+ pass:
190
+ ldy order,x
191
+ lda bz,y
192
+ ldy order+1,x
193
+ cmp bz,y
194
+ bcs !+ // zd[i] >= zd[i+1]: in order
195
+ lda order,x // else swap the pair
196
+ sta order+1,x
197
+ tya
198
+ sta order,x
199
+ !: inx
200
+ cpx #7
201
+ bne pass
202
+ #endif
203
+
204
+ // Assign: order[i] goes to hardware sprite 7 - i.
205
+ ldx #0
206
+ assign:
207
+ ldy order,x
208
+ lda bz,y
209
+ sta ztmp
210
+ lda by,y
211
+ sta ytmp
212
+ lda bx,y
213
+ ldy pairs,x // 2 * (7 - i)
214
+ sta $d000,y
215
+ lda ytmp
216
+ sta $d001,y
217
+ ldy sprn,x // 7 - i
218
+ lda ztmp
219
+ cmp #128
220
+ bcs !+ // zd >= 128: far, small ball
221
+ lda #BIGBALL/64
222
+ bne ptr
223
+ !: lda #SMLBALL/64
224
+ ptr:
225
+ sta SCREEN+$3f8,y
226
+ lda ztmp
227
+ cmp #NEAR
228
+ bcs !+
229
+ lda #1 // white
230
+ bne col
231
+ !: cmp #MID
232
+ bcs !+
233
+ lda #15 // light grey
234
+ bne col
235
+ !: lda #12 // grey
236
+ col:
237
+ sta $d027,y
238
+ inx
239
+ cpx #8
240
+ bne assign
241
+
242
+ lda #0 // stop the timer; elapsed = $FFFF - count
243
+ sta $dc0e
244
+ lda $dc04
245
+ eor #$ff
246
+ sta last
247
+ lda $dc05
248
+ eor #$ff
249
+ sta last+1
250
+
251
+ lda worst+1 // worst = max(worst, last)
252
+ cmp last+1
253
+ bcc newmax
254
+ bne nomax
255
+ lda worst
256
+ cmp last
257
+ bcs nomax
258
+ newmax:
259
+ lda last
260
+ sta worst
261
+ lda last+1
262
+ sta worst+1
263
+ lda frame
264
+ sta worstat
265
+ lda frame+1
266
+ sta worstat+1
267
+ nomax:
268
+
269
+ // Did the one pass leave the order sorted? Count the frames it did not.
270
+ ldx #0
271
+ check:
272
+ ldy order,x
273
+ lda bz,y
274
+ ldy order+1,x
275
+ cmp bz,y
276
+ bcs !+
277
+ inc unsorted
278
+ bne shown
279
+ inc unsorted+1
280
+ jmp shown
281
+ !: inx
282
+ cpx #7
283
+ bne check
284
+ shown:
285
+
286
+ ldy #6 // row 0: frame, unsorted, worst, last
287
+ lda frame+1
288
+ jsr phex
289
+ lda frame
290
+ jsr phex
291
+ ldy #16
292
+ lda unsorted+1
293
+ jsr phex
294
+ lda unsorted
295
+ jsr phex
296
+ ldy #26
297
+ lda worst+1
298
+ jsr phex
299
+ lda worst
300
+ jsr phex
301
+ ldy #36
302
+ lda last+1
303
+ jsr phex
304
+ lda last
305
+ jsr phex
306
+
307
+ lda frame // stop after FRAMES frames
308
+ cmp #<FRAMES
309
+ bne again
310
+ lda frame+1
311
+ cmp #>FRAMES
312
+ bne again
313
+ lda #1
314
+ sta done
315
+ jmp *
316
+ again:
317
+ jmp loop
318
+
319
+ phex: // A as two hex digits at SCREEN,Y; Y += 2
320
+ pha
321
+ lsr
322
+ lsr
323
+ lsr
324
+ lsr
325
+ tax
326
+ lda hex,x
327
+ sta SCREEN,y
328
+ iny
329
+ pla
330
+ and #$0f
331
+ tax
332
+ lda hex,x
333
+ sta SCREEN,y
334
+ iny
335
+ rts
336
+
337
+ atmp: .byte 0
338
+ ytmp: .byte 0
339
+ ztmp: .byte 0
340
+ order: .fill 8, 0 // ball index per depth rank, farthest first
341
+ bx: .fill 8, 0 // this frame's screen x per ball
342
+ by: .fill 8, 0
343
+ bz: .fill 8, 0
344
+ pairs: .byte 14, 12, 10, 8, 6, 4, 2, 0
345
+ sprn: .byte 7, 6, 5, 4, 3, 2, 1, 0
346
+ hex: .text "0123456789abcdef" // lowercase: .text is screen codes
347
+ label: .text "frame .... bad .... max .... cyc ...."
348
+
349
+ .pc = RESULTS "results"
350
+ frame: .word 0 // t; the frame count after the run
351
+ unsorted: .word 0 // frames the one pass left unsorted
352
+ worst: .word 0 // most cycles a frame's work took
353
+ last: .word 0 // the last frame's cycles
354
+ done: .byte 0 // 1 after the last frame
355
+ worstat: .word 0 // the frame the worst was measured on
356
+
357
+ .align $100
358
+ px: .fill 256, proj(i, RADIUS, XMID)
359
+ py: .fill 256, proj(i, TILT, YMID)
360
+ zd: .fill 256, depth(i)
361
+ .for (var i = 0; i < 256; i++) {
362
+ .errorif proj(i, RADIUS, XMID) > 255 - 23, "a ball would cross X 255"
363
+ }
364
+
365
+ .pc = BIGBALL "big ball"
366
+ .for (var r = 0; r < 21; r++) { .byte ballByte(r, 0, 24, 21), ballByte(r, 1, 24, 21), ballByte(r, 2, 24, 21) }
367
+ .byte 0
368
+ .pc = SMLBALL "small ball"
369
+ .for (var r = 0; r < 21; r++) { .byte ballByte(r, 0, 16, 14), ballByte(r, 1, 16, 14), ballByte(r, 2, 16, 14) }
370
+ .byte 0
371
+ ```
372
+
373
+ ## Build
374
+
375
+ ```bash
376
+ java -jar KickAss.jar vector-balls.asm -o vector-balls.prg
377
+ java -jar KickAss.jar vector-balls.asm -define NOSORT -o vector-balls-nosort.prg # the control
378
+ ```
379
+
380
+ ## Expected output
381
+
382
+ Black screen and border. Row 0 reads `FRAME 012C BAD 0006 MAX 056D
383
+ CYC 0526` in dark grey once the loop has stopped: 300 frames drawn, six
384
+ frames on which one bubble pass left the order unsorted, a worst frame
385
+ of 1,389 cycles and a last frame of 1,318. Below it eight balls sit on a
386
+ band running from upper left to lower right: white 24 by 21 balls for
387
+ the near half of the ring, grey 16 by 14 balls for the far half, the far
388
+ balls partly or wholly behind the near ones. The run halts on
389
+ `jmp *` with the picture static, so any cycle count past the halt gives
390
+ the same picture.
391
+
392
+ ### The tables
393
+
394
+ `px[a]` is `172 + 40 sin(a) * 256 / (40 cos(a) + 200)` rounded, `py[a]`
395
+ the same with amplitude 12 and centre 130, and `zd[a] = 128 + 40 cos(a)`,
396
+ for `a` in 0 to 255 steps of a 256-step turn. Computed in Python from the
397
+ same formulas: px runs 120 to 224, py 114 to 146, zd 88 to 168. The
398
+ widest ball is 24 pixels, so no sprite's X reaches 255 (224 + 23 is 247)
399
+ and `$D010` is never written; the `.errorif` in the listing refuses to
400
+ assemble a table that would. The camera is on the negative z side, so a
401
+ larger zd is farther away: the ball image is the small one for `zd >=
402
+ 128` and the colour is white below 120, light grey from 120 to 135 and
403
+ grey from 136 up. Over the table 111 entries are white, 32 light grey and
404
+ 113 grey (arithmetic). At frame 300 no ball's zd falls in the light
405
+ grey band, so the pinned picture shows only white and grey.
406
+
407
+ ### Frame 300, both models
408
+
409
+ Ball k is at angle `(300 + 32k) & 255`. The bubble pass, simulated from
410
+ the start order 7..0 over 300 frames, ends with the order (farthest
411
+ first) 7, 6, 0, 5, 1, 4, 2, 3, so sprite 7 shows ball 7 and sprite 0
412
+ shows ball 3. The VIC's registers at the halt, dumped by the monitor on
413
+ the PAL run, agree with the table for all eight:
414
+
415
+ | Sprite | Ball | Angle | zd | Image | Colour | X, Y from the table | $D000 pair read |
416
+ |---|---|---|---|---|---|---|---|
417
+ | 0 | 3 | 140 | 90 | big | white | 154, 124 | $9A, $7C |
418
+ | 1 | 2 | 108 | 93 | big | white | 201, 139 | $C9, $8B |
419
+ | 2 | 4 | 172 | 109 | big | white | 122, 115 | $7A, $73 |
420
+ | 3 | 1 | 76 | 116 | big | white | 224, 146 | $E0, $92 |
421
+ | 4 | 5 | 204 | 140 | small | grey | 126, 116 | $7E, $74 |
422
+ | 5 | 0 | 44 | 147 | small | grey | 213, 142 | $D5, $8E |
423
+ | 6 | 6 | 236 | 163 | small | grey | 151, 124 | $97, $7C |
424
+ | 7 | 7 | 12 | 166 | small | grey | 184, 134 | $B8, $86 |
425
+
426
+ `$07F8` to `$07FF` read `80 80 80 80 81 81 81 81`, `$D027` to `$D02E`
427
+ read `01 01 01 01 0C 0C 0C 0C`, and `$D010` is 0.
428
+
429
+ ### Which ball covers which
430
+
431
+ Screenshot column is VIC X plus 8; the row is VIC Y less 15 on PAL and
432
+ less 27 on NTSC (`sprite-sine-chain.md`, "Reading a sprite's position
433
+ off the picture"). The small image occupies columns 4 to 19 and rows 3
434
+ to 16 of its sprite. Pixel colours were counted with PIL inside the
435
+ rectangle where two balls' images overlap; VICE's palette gives white as
436
+ (255, 255, 255) and grey as (148, 148, 148).
437
+
438
+ | Pair | zd | Nearer by the table | Overlap, PAL columns and rows | Sorted build | NOSORT control |
439
+ |---|---|---|---|---|---|
440
+ | ball 0 over ball 1 | 147 against 116 | ball 1 | 232 to 240, 131 to 143 | 96 white, 18 grey | 13 white, 101 grey |
441
+ | ball 0 over ball 2 | 147 against 93 | ball 2 | 225 to 232, 130 to 143 | 97 white, 12 grey | 21 white, 88 grey |
442
+ | ball 5 inside ball 4 | 140 against 109 | ball 4 | 138 to 153, 104 to 117 | 211 white, 1 grey | 211 white, 1 grey |
443
+
444
+ In the sorted build the white near ball is on top in both crossing
445
+ pairs, and the far grey pixels that remain are the small ball's edge
446
+ outside the big ball's ellipse. In the control, ball 0 is hardware
447
+ sprite 0 and beats sprites 1 and 2 whatever its depth, so the far grey
448
+ ball is drawn on top of both white ones: the same rectangles turn
449
+ mostly grey. Ball 5's small image lies wholly inside ball 4's big one;
450
+ the sort hides it, and the control happens to as well because sprite 4
451
+ outranks sprite 5. The NTSC pictures give the same counts twelve rows
452
+ higher. The two control pictures are `docs/figures/vector-balls-nosort.png`
453
+ and `docs/figures/vector-balls-nosort-ntsc.png`, from the same command with
454
+ `vector-balls-nosort.prg`.
455
+
456
+ ### One pass a frame
457
+
458
+ The listing checks the order after every pass and counts the frames it
459
+ left unsorted: 6 of 300 on PAL and on NTSC, and a Python replay of the
460
+ pass from the start order says they are frames 1 to 6, the frames the
461
+ reversed start order takes to settle. From frame 7 on, one pass a frame
462
+ kept the eight sorted, because two balls only ever change depth order by
463
+ crossing each other, which is an adjacent swap. The control counts 300:
464
+ the fixed order 7..0 was never the depth order on any frame.
465
+
466
+ ### Cycles
467
+
468
+ CIA1 timer A, one shot from $FFFF, started before the lookup and stopped
469
+ after the last colour write, so the figure includes the eight lookups,
470
+ the sort pass, the sixteen position writes, eight pointer writes and
471
+ eight colour writes, and about eight cycles of the timer's own start and
472
+ stop instructions (arithmetic, not removed).
473
+
474
+ | Build | Model | Last frame (frame 300) | Worst frame | Worst on frame |
475
+ |---|---|---|---|---|
476
+ | sorted | PAL | 1,318 | 1,389 | 1 |
477
+ | sorted | NTSC | 1,318 | 1,389 | 1 |
478
+ | NOSORT | PAL | 1,129 | 1,137 | 1 |
479
+
480
+ The pass with no swap therefore costs 1,318 less 1,129, 189 cycles, and
481
+ the six swaps of frame 1 another 71 (arithmetic from the measured
482
+ frames). The whole frame is about 21 raster lines, well inside the
483
+ blank below line 255 on either model.
484
+
485
+ An earlier build of this page read a worst frame of 1,769. That was not
486
+ the routine: from reset every sprite's Y is 0, which the VIC also
487
+ matches at raster line 256, so the reset-state sprites took DMA from the
488
+ timed window on the first frame. The listing now parks every Y at 130
489
+ in the setup. A first repair wrote `sta $d001,x` with X counting 0 to 7,
490
+ which lands on $D001 to $D008 and leaves sprites 5 to 7 at Y 0; that
491
+ build read 1,608, and the pair table fixed it.
492
+
493
+ ### Frame count and cycles
494
+
495
+ The `done` store lands at cycle 8,863,351 on PAL and 8,207,167 on NTSC
496
+ (monitor trace), both inside the 12,000,000 pinned. The pin is static:
497
+ two runs per model gave byte-identical pictures.
498
+
499
+ Screenshots from the VICE runs this page describes:
500
+ `screenshots/vector-balls.png` (PAL) and
501
+ `screenshots/vector-balls-ntsc.png`.
502
+
503
+ ## Why this works
504
+
505
+ ### Priority by assignment
506
+
507
+ The VIC draws sprite 0 over sprite 1, 1 over 2 and so on, and nothing
508
+ in a register changes that (`hardware/vic-ii-reference.md`, "Priority").
509
+ A depth sort cannot move the balls between priorities, so it moves the
510
+ priorities between the balls: the program keeps `order`, the ball index
511
+ per depth rank, and writes rank i's position, image and colour into
512
+ hardware sprite 7 - i. The eight sprites never change what they are,
513
+ only which ball they are showing this frame, and the overlap comes out
514
+ right without a mask or a second image.
515
+
516
+ ### Three tables and no arithmetic
517
+
518
+ The projection divides by depth, and the ring's depth at angle a is
519
+ known at assembly time, so `px`, `py` and `zd` are built by KickAssembler
520
+ script from the perspective formula and the frame loop only indexes
521
+ them. The angle is a byte, so `t + 32k` wraps on its own; the tables are
522
+ page-aligned so no indexed read crosses a page. The `.errorif` loop is
523
+ the range check that keeps `$D010` out of the picture: it fails the
524
+ build if a change to the radius, centre or eye distance would push a
525
+ ball past X 255.
526
+
527
+ ### One bubble pass
528
+
529
+ A full sort every frame would be safe and costs more than it buys. The
530
+ balls move a step of one 256th of a turn a frame, and two of them only
531
+ change depth order by crossing, so the previous frame's order is at
532
+ most a few adjacent swaps from the new one, and a single pass performs
533
+ them. The check after the pass is what turns that argument into a
534
+ number; it is the six settling frames and then none.
535
+
536
+ ## What it does not establish
537
+
538
+ Nothing here was run on real hardware; VICE x64sc 3.10 is the
539
+ instrument. The perspective is only as right as the table: the ball
540
+ images do not scale with depth beyond the two sizes, and the tilt is a
541
+ sine term, not a rotated ring. Eight balls is the hardware's sprite
542
+ count; more needs a multiplexer and the sort then has to cooperate with
543
+ the raster order, which this page does not attempt. The one-pass claim
544
+ is measured for this ring, speed and start order only; a faster turn or
545
+ balls that cross three at a time could need a second pass.