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 +1,465 @@
1
+ ---
2
+ recipe: attract-replay
3
+ toolchain: oscar64
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [attract_mode_input_replay, joystick_edge_detect, lfsr_random]
7
+ file_formats: [PRG]
8
+ uses_registers: [DC00, DC06, DC07, DC0F, D012, D020, D021]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # Oscar64 Attract Replay: the title screen plays the game from a recorded input stream
15
+
16
+ ## Synopsis
17
+
18
+ A title screen with a small playfield: one player sprite moved by an
19
+ input byte, and one hazard sprite that wanders under an 8-bit LFSR and
20
+ knocks the player back to the start when it touches. After 100 frames
21
+ with nothing on control port 2 the demo starts. The demo is the game
22
+ loop unchanged: each frame a compiled-in RLE recording writes the input
23
+ byte the joystick would have written, and the LFSR is reseeded to the
24
+ state it had when the recording was made, so the demo plays out the
25
+ same way every time. Any real press on the port ends it. When the
26
+ recording's last frame has run the program compares the player's
27
+ position with the two constants stored beside the stream and reports
28
+ the verdict the way `headless-verify.md` does: `$02FF` = `01` and a
29
+ green border on a match, `02` and red otherwise, with both positions and
30
+ the difference on screen. One define, `SEED_RESEED=0`, skips the reseed
31
+ so the drift can be measured; another, `ABORT_AT=n`, injects a fire
32
+ press on demo frame `n` to test the abort. The technique is
33
+ `attract_mode_input_replay` in `techniques/input.md`.
34
+
35
+ ## Source
36
+
37
+ ```c
38
+ // attract-replay.c
39
+ // A title screen that plays the game itself after an idle timeout. The
40
+ // demo is the game: the player sprite reads one input byte, and during
41
+ // the demo that byte is written from a compiled-in RLE recording instead
42
+ // of control port 2. The LFSR that drives the hazard is reseeded to the
43
+ // seed the recording was made with, so the demo replays exactly. Any
44
+ // real press ends the demo. After the recording's last frame the sprite
45
+ // position is compared with the constants recorded beside the stream:
46
+ // $02FF = 01 and a green border on a match, 02 and red otherwise.
47
+ // Defines: SEED_RESEED=0 skips the reseed so the drift can be measured;
48
+ // ABORT_AT=n injects a real fire press on demo frame n to test the abort.
49
+ #include <c64/vic.h>
50
+ #include <c64/cia.h>
51
+ #include <c64/sprites.h>
52
+
53
+ #ifndef SEED_RESEED
54
+ #define SEED_RESEED 1 // 1: reseed the LFSR when the demo starts
55
+ #endif
56
+ #ifndef ABORT_AT
57
+ #define ABORT_AT 0 // >0: synthetic fire press on that demo frame
58
+ #endif
59
+
60
+ #define SCREEN ((char *)0x0400)
61
+ #define COLOUR ((char *)0xd800)
62
+ #define RESULT (*(volatile char *)0x02ff)
63
+ #define IMG_PLAYER 13 // sprite image at $0340
64
+ #define IMG_HAZARD 14 // sprite image at $0380
65
+
66
+ #define JOY_UP 0x01
67
+ #define JOY_DOWN 0x02
68
+ #define JOY_LEFT 0x04
69
+ #define JOY_RIGHT 0x08
70
+ #define JOY_FIRE 0x10
71
+ #define JOY_MASK 0x1f
72
+
73
+ #define IDLE_FRAMES 100 // frames with no input before the demo
74
+ #define FIELD_L 24
75
+ #define FIELD_R 296
76
+ #define FIELD_T 90
77
+ #define FIELD_B 208
78
+ #define START_X 40
79
+ #define START_Y 100
80
+ #define HIT_RANGE 12
81
+
82
+ #define ST_TITLE 0
83
+ #define ST_DEMO 1
84
+
85
+ // ---------------------------------------------------------------------------
86
+ // The recording. Byte pairs: port byte as $DC00 gives it (active low,
87
+ // bits 0-4), then the number of frames it was held. A count of 0 ends
88
+ // the stream. REC_SEED is the LFSR state when it was recorded; REC_END_X
89
+ // and REC_END_Y are where the player sprite stood on its last frame.
90
+ #define REC_SEED 0xa7
91
+ #define REC_END_X 50
92
+ #define REC_END_Y 106
93
+ static const char rec[] = {
94
+ 0xfa, 50, // up + left
95
+ 0xfe, 48, // up
96
+ 0xf5, 43, // down + right
97
+ 0xf6, 44, // up + right
98
+ 0xfe, 53, // up
99
+ 0xf6, 31, // up + right
100
+ 0xfd, 8, // down
101
+ 0xff, 8, // nothing
102
+ 0xff, 0
103
+ };
104
+
105
+ // ---------------------------------------------------------------------------
106
+ // 8-bit Galois LFSR, taps $B8, period 255 (lfsr-random.md).
107
+ static char lfsr;
108
+
109
+ static char rnd(void)
110
+ {
111
+ char s = lfsr;
112
+ bool low = s & 1;
113
+ s >>= 1;
114
+ if (low) s ^= 0xb8;
115
+ lfsr = s;
116
+ return s;
117
+ }
118
+
119
+ static void reseed(char seed)
120
+ {
121
+ lfsr = seed ? seed : 1; // zero would lock the generator
122
+ }
123
+
124
+ // ---------------------------------------------------------------------------
125
+ // Game state. Everything the frame step reads or writes.
126
+ static char joy_in; // the input byte: port or recording
127
+ static char joy_prev;
128
+ static int px, py; // player sprite position
129
+ static int hx, hy; // hazard sprite position
130
+ static signed char hvx, hvy;
131
+ static char hits;
132
+ static char state;
133
+ static char idle;
134
+ static unsigned frame; // frames since the demo started
135
+ static char rec_pos, rec_left;
136
+ static unsigned replay_cost; // longest replay step, CIA cycles
137
+
138
+ static char port_read(void)
139
+ {
140
+ cia1.pra = 0xff;
141
+ return cia1.pra & JOY_MASK; // control port 2, active low
142
+ }
143
+
144
+ // One frame of the replay source: advance the RLE stream and write the
145
+ // input byte. Returns false when the stream is exhausted.
146
+ static bool replay_step(void)
147
+ {
148
+ if (rec_left == 0) {
149
+ rec_left = rec[rec_pos + 1];
150
+ if (rec_left == 0) return false;
151
+ joy_in = rec[rec_pos];
152
+ rec_pos += 2;
153
+ }
154
+ rec_left--;
155
+ return true;
156
+ }
157
+
158
+ static void reset_field(void)
159
+ {
160
+ px = START_X; py = START_Y;
161
+ hx = 160; hy = 150;
162
+ hvx = 2; hvy = 1;
163
+ hits = 0;
164
+ joy_prev = JOY_MASK;
165
+ spr_move(0, px, py);
166
+ spr_move(1, hx, hy);
167
+ }
168
+
169
+ // The game's frame step. It reads joy_in and nothing else about input.
170
+ static void game_step(void)
171
+ {
172
+ char pressed = ~joy_in & JOY_MASK;
173
+ if ((pressed & JOY_UP) && py > FIELD_T) py -= 2;
174
+ if ((pressed & JOY_DOWN) && py < FIELD_B) py += 2;
175
+ if ((pressed & JOY_LEFT) && px > FIELD_L) px -= 2;
176
+ if ((pressed & JOY_RIGHT) && px < FIELD_R) px += 2;
177
+
178
+ char r = rnd();
179
+ if (r < 24) { // a new heading now and then
180
+ hvx = (r & 1) ? 2 : -2;
181
+ hvy = (r & 2) ? 2 : -2;
182
+ }
183
+ hx += hvx; hy += hvy;
184
+ if (hx <= FIELD_L || hx >= FIELD_R) hvx = -hvx;
185
+ if (hy <= FIELD_T || hy >= FIELD_B) hvy = -hvy;
186
+
187
+ int dx = px - hx; if (dx < 0) dx = -dx;
188
+ int dy = py - hy; if (dy < 0) dy = -dy;
189
+ if (dx < HIT_RANGE && dy < HIT_RANGE) {
190
+ hits++;
191
+ px = START_X; py = START_Y;
192
+ r = rnd();
193
+ hx = FIELD_L + 2 * (r & 0x7f); // anywhere across the field
194
+ if (hx > FIELD_R) hx = FIELD_R;
195
+ hy = FIELD_T + (rnd() & 0x3f);
196
+ }
197
+ spr_move(0, px, py);
198
+ spr_move(1, hx, hy);
199
+ joy_prev = joy_in;
200
+ }
201
+
202
+ // ---------------------------------------------------------------------------
203
+ // Screen text. Screen codes poked straight in; a-z become 1..26.
204
+ static const char hex_glyph[16] = {
205
+ '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 1, 2, 3, 4, 5, 6 };
206
+
207
+ static void put_str(char row, char col, const char *s)
208
+ {
209
+ char *p = SCREEN + 40 * row + col;
210
+ while (*s) {
211
+ char c = *s++;
212
+ *p++ = (c >= 'a' && c <= 'z') ? c - 'a' + 1 : c;
213
+ }
214
+ }
215
+
216
+ static void put_hex8(char row, char col, char v)
217
+ {
218
+ char *p = SCREEN + 40 * row + col;
219
+ p[0] = hex_glyph[v >> 4];
220
+ p[1] = hex_glyph[v & 15];
221
+ }
222
+
223
+ static void put_dec(char row, char col, int v)
224
+ {
225
+ char *p = SCREEN + 40 * row + col;
226
+ if (v < 0) { v = -v; *p++ = '-'; } else *p++ = ' ';
227
+ p[0] = '0' + v / 100; v %= 100;
228
+ p[1] = '0' + v / 10;
229
+ p[2] = '0' + v % 10;
230
+ }
231
+
232
+ static void wait_frame(void)
233
+ {
234
+ while (vic.raster == 250) ;
235
+ while (vic.raster != 250) ;
236
+ }
237
+
238
+ static void make_sprites(void)
239
+ {
240
+ char *pl = (char *)(IMG_PLAYER * 64);
241
+ char *hz = (char *)(IMG_HAZARD * 64);
242
+ for (char i = 0; i < 63; i++) {
243
+ pl[i] = (i % 3 == 1) ? 0xff : 0x00; // player: an 8x21 bar
244
+ hz[i] = (i % 3 == 1) ? 0x18 : 0x00; // hazard: a 2-px stalk
245
+ }
246
+ for (char r = 8; r < 13; r++) { hz[r * 3] = 0xff; hz[r * 3 + 1] = 0xff; hz[r * 3 + 2] = 0xff; }
247
+ }
248
+
249
+ static void start_demo(void)
250
+ {
251
+ state = ST_DEMO;
252
+ frame = 0;
253
+ rec_pos = 0; rec_left = 0;
254
+ #if SEED_RESEED
255
+ reseed(REC_SEED);
256
+ #endif
257
+ reset_field();
258
+ put_str(2, 0, "demo ");
259
+ }
260
+
261
+ static void end_demo(bool finished)
262
+ {
263
+ state = ST_TITLE;
264
+ idle = 0;
265
+ put_str(2, 0, finished ? "replay end " : "aborted ");
266
+ put_hex8(2, 11, frame >> 8); put_hex8(2, 13, frame & 0xff);
267
+ if (finished) {
268
+ char code = (px == REC_END_X && py == REC_END_Y) ? 1 : 2;
269
+ put_str(3, 0, "x y hits exp d");
270
+ put_dec(3, 1, px); put_dec(3, 6, py); put_hex8(3, 15, hits);
271
+ put_dec(3, 21, REC_END_X); put_dec(3, 25, REC_END_Y);
272
+ put_dec(3, 31, px - REC_END_X); put_dec(3, 35, py - REC_END_Y);
273
+ put_str(4, 0, "step cost ");
274
+ put_hex8(4, 10, replay_cost >> 8); put_hex8(4, 12, replay_cost & 0xff);
275
+ put_str(4, 20, code == 1 ? "result 01 pass" : "result 02 fail");
276
+ RESULT = code;
277
+ vic.color_border = (code == 1) ? 5 : 2;
278
+ }
279
+ }
280
+
281
+ int main(void)
282
+ {
283
+ for (unsigned i = 0; i < 1000; i++) { SCREEN[i] = 0x20; COLOUR[i] = 1; }
284
+ vic.color_border = 0; vic.color_back = 0;
285
+ put_str(0, 0, "attract replay push the stick to play");
286
+ make_sprites();
287
+ spr_init(SCREEN);
288
+ spr_set(0, true, START_X, START_Y, IMG_PLAYER, 1, false, false, false);
289
+ spr_set(1, true, 160, 150, IMG_HAZARD, 2, false, false, false);
290
+ reseed(0x5a); // the boot seed, not the recording's
291
+ reset_field();
292
+ state = ST_TITLE; idle = 0;
293
+
294
+ for (;;) {
295
+ wait_frame();
296
+ char port = port_read();
297
+ #if ABORT_AT
298
+ if (state == ST_DEMO && frame == ABORT_AT) port &= ~JOY_FIRE;
299
+ #endif
300
+ bool real = (port != JOY_MASK);
301
+
302
+ if (state == ST_TITLE) {
303
+ COLOUR[720 + rnd()] = rnd() & 15; // twinkle in rows 18-24: the LFSR runs on the title too
304
+ joy_in = port;
305
+ if (real) idle = 0;
306
+ else if (++idle >= IDLE_FRAMES) start_demo();
307
+ if (state == ST_TITLE) put_hex8(1, 0, idle);
308
+ }
309
+ if (state == ST_DEMO) {
310
+ if (real) { end_demo(false); continue; }
311
+ __asm { sei } // keep the KERNAL IRQ out of the timed step
312
+ cia1.crb = 0x00; cia1.tb = 0xffff; cia1.crb = 0x11;
313
+ bool more = replay_step();
314
+ cia1.crb = 0x00;
315
+ __asm { cli }
316
+ unsigned cost = 0xffff - cia1.tb;
317
+ if (cost > replay_cost) replay_cost = cost;
318
+ if (!more) { end_demo(true); continue; }
319
+ game_step();
320
+ frame++;
321
+ put_hex8(1, 0, frame >> 8); put_hex8(1, 2, frame & 0xff);
322
+ put_dec(1, 6, px); put_dec(1, 11, py);
323
+ }
324
+ }
325
+ return 0;
326
+ }
327
+ ```
328
+
329
+ ## Build
330
+
331
+ ```bash
332
+ oscar64 -tm=c64 -O2 -n -o=attract-replay.prg attract-replay.c
333
+ ```
334
+
335
+ Produces `attract-replay.prg`, 2,361 bytes (Oscar64 build 2026-05-19).
336
+ The two other builds this page measures:
337
+
338
+ ```bash
339
+ oscar64 -tm=c64 -O2 -dSEED_RESEED=0 -o=attract-replay-noseed.prg attract-replay.c # 2,361 bytes
340
+ oscar64 -tm=c64 -O2 -dABORT_AT=50 -o=attract-replay-abort.prg attract-replay.c # 2,379 bytes
341
+ ```
342
+
343
+ ## Expected output
344
+
345
+ Black screen and border. Row 0 reads `ATTRACT REPLAY PUSH THE STICK
346
+ TO PLAY`. On the title, row 1 counts the idle frames in hex and colour
347
+ cells twinkle in rows 18 to 24. During the demo row 2 reads `DEMO` and
348
+ row 1 shows the demo frame in hex followed by the player's X and Y in
349
+ decimal. When the recording runs out, rows 2 to 4 read:
350
+
351
+ ```
352
+ REPLAY END 011D
353
+ X 050Y 106HITS 01 EXP 050 106 D 000 000
354
+ STEP COST 0044 RESULT 01 PASS
355
+ ```
356
+
357
+ and the border turns green. `011D` is 285, the frame count of the
358
+ recording. The demo then hands back to the title, which starts the demo
359
+ again after another 100 idle frames; the verdict rows stay on screen.
360
+
361
+ Screenshots from the pinned run, 8,000,000 cycles, which stops both
362
+ models in the middle of the first demo: `screenshots/attract-replay.png`
363
+ (PAL, demo frame `0097` = 151, player at 130, 156) and
364
+ `screenshots/attract-replay-ntsc.png` (NTSC, demo frame `00B8` = 184,
365
+ player at 196, 90). Each picture was produced twice by the pinned command
366
+ and the two files were identical bytes. The models differ in frame
367
+ because an NTSC frame is fewer cycles, not because the demo differs: the
368
+ NTSC frame-184 position is what the PAL run reaches at its frame 184.
369
+
370
+ Measured in VICE x64sc 3.10 (rung 1), stopped at 12,000,000 cycles so
371
+ the first demo has finished, on PAL and NTSC:
372
+
373
+ | Build | X, Y at the last frame | Hits | Delta from the table | Border | `$02FF` |
374
+ |---|---|---|---|---|---|
375
+ | default (reseeded) | 50, 106 | 1 | 0, 0 | green, (98, 213, 50) PAL, (114, 189, 103) NTSC | `01` |
376
+ | `-dSEED_RESEED=0` | 260, 106 | 0 | +210, 0 | red, (175, 60, 88) PAL, (169, 71, 100) NTSC | `02` |
377
+
378
+ The reseeded run ends where the table says. The unseeded run plays the
379
+ same 285 input bytes against an LFSR that is wherever the title screen's
380
+ twinkle left it (state `$6A` after 100 title frames from the boot seed
381
+ `$5A`; the table's seed is `$A7`). The hazard takes different headings,
382
+ never touches the player, and the player ends 210 pixels to the right:
383
+ in the reseeded run the hazard hits on demo frame 263 (the model's
384
+ figure; the frame was not read off the emulator), the player is sent
385
+ back to the start, and the last 21 frames of the recording carry it
386
+ from there to 50, 106. That hit is the event the recording was made
387
+ against. Same inputs, different world, different ending.
388
+
389
+ The `$02FF` values were read as the border colour and the text; the byte
390
+ itself was not read over the monitor in this run. The abort build,
391
+ `-dABORT_AT=50`, was run on PAL and not pinned: row 2 reads
392
+ `ABORTED 0032`, the demo ended on frame 50 with no verdict written and
393
+ the border black, and the title took over with its idle count at zero.
394
+ The abort from a real stick was not measured here; the injected press
395
+ goes through the same `real` test as the port byte.
396
+
397
+ The end position and hit count were cross-checked against a Python
398
+ model of `game_step` and the LFSR, run over the same recording: the
399
+ model gives 50, 106 with one hit for seed `$A7` and 260, 106 with no
400
+ hits for state `$6A`, the emulator's figures on both models. The
401
+ recording itself was chosen with that model: a route of eight segments
402
+ that crosses the hazard's path under the recorded seed and misses it
403
+ under the title's state, so the two builds cannot agree by luck.
404
+
405
+ ## Why this works
406
+
407
+ The player reads `joy_in` and nothing else about input; `game_step` does
408
+ not know whether a stick or a table filled it. On the title the main
409
+ loop copies the port into `joy_in`. In the demo `replay_step` fills it
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+ from the recording, one RLE pair at a time: the pair's first byte is the
411
+ port value exactly as `$DC00` gives it, active low, so the same
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+ `~joy_in & JOY_MASK` line decodes both sources, and the second byte is
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+ the number of frames to hold it. A count of zero ends the stream. There
414
+ is no second code path for the demo, which is the reason to build it
415
+ this way: whatever the game does, the demo does too.
416
+
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+ Determinism is what makes the recording replay. The game's only source
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+ of variation is the LFSR, and `start_demo` sets it to `REC_SEED` before
419
+ the first demo frame. The same seed, the same input bytes, the same
420
+ number of frames, and every intermediate state is the one the recording
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+ saw, so the position on the last frame is the one stored in the table.
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+ The title screen deliberately keeps calling `rnd()` for its twinkle, so
423
+ the LFSR is somewhere else by the time the demo starts; without the
424
+ reseed the demo runs against a different hazard, which is what the
425
+ `SEED_RESEED=0` build shows. `reseed` maps a zero seed to 1, because an
426
+ LFSR at zero stays at zero for ever (`pitfalls/cpu.md`,
427
+ `lfsr_zero_state_lockup`); `REC_SEED` is not zero, and the guard is there
428
+ for a recording tool that might store one.
429
+
430
+ The frame is the unit. `wait_frame` polls `$D012` for line 250 once per
431
+ loop, so one recording pair counts frames on both regions and a 285-frame
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+ demo is 285 frames on PAL and on NTSC; it takes less wall time on NTSC,
433
+ and that is all. The idle timer is a byte counting frames of nothing on
434
+ the port and resetting on anything, so a player who touches the stick
435
+ never sees the demo.
436
+
437
+ The abort is the same port read the title uses. During the demo the loop
438
+ still reads `$DC00` every frame; any bit low is `real`, the demo ends
439
+ before `replay_step` runs, and the title takes the next frame. The
440
+ recording is left where it was and the next demo starts it again from
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+ the top. `ABORT_AT` forces the fire bit low on one frame so the path is
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+ exercised without a stick.
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+
444
+ The replay's own cost is measured with CIA1 timer B around
445
+ `replay_step`, interrupts held off for the few cycles the timing takes
446
+ so the KERNAL's IRQ cannot land inside it; the KERNAL owns timer A. The
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+ longest step in a 285-frame demo was `$44`, 68 cycles, the same on both
448
+ models and in all three builds, and that figure includes the two
449
+ `cia1.crb` stores that start and stop the timer. Before the `sei` was
450
+ added the maximum read 251 cycles in one run and 65 in another, the
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+ difference being an IRQ that landed inside the window once.
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+
453
+ ## Sources
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+
455
+ - This repository: `game-design/game-structure.md`,
456
+ `front_end_and_attract`, which names Lasse Öörni's control-override
457
+ pattern (Rant 18) as the seam this recipe uses; `recipes/oscar64/
458
+ headless-verify.md` for the verdict scheme; `recipes/oscar64/
459
+ lfsr-random.md` for the generator; `recipes/oscar64/joystick-input.md`
460
+ for the port read.
461
+ - Oscar64, `include/c64/sprites.h`, `include/c64/vic.h`,
462
+ `include/c64/cia.h`, local build dated 2026-05-19
463
+ (https://github.com/drmortalwombat/oscar64): `spr_init`, `spr_set`,
464
+ `spr_move`, `vic.raster`, `cia1.pra`, `cia1.tb`, `cia1.crb`.
465
+ - VICE 3.10, `x64sc`, the instrument. https://vice-emu.sourceforge.io/