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 +1,563 @@
1
+ ---
2
+ recipe: beat-em-up-lanes
3
+ toolchain: oscar64
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [lane_depth_engine]
7
+ file_formats: [PRG]
8
+ uses_registers: [D000, D001, D010, D011, D015, D01B, D020, D021, D027, DC06, DC07, DC0F]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # Oscar64 beat-em-up lanes: a four-lane ground plane, a Y-sort that sets sprite priority, and hits gated by a Y window and an active-frame table
15
+
16
+ ## Synopsis
17
+
18
+ A player and three enemies move on a ground plane drawn as tile rows in
19
+ four lane colours. Each actor has a plane Y, the line its feet stand on;
20
+ a higher plane Y is nearer the viewer. Every frame a persistent
21
+ insertion sort orders the four actors by plane Y and the draw gives the
22
+ nearest actor hardware sprite 0 and the farthest sprite 3, so a nearer
23
+ actor is drawn over a farther one by the VIC-II's own index priority.
24
+ Attacks are tested in the same order. A hit connects only when the
25
+ target's plane Y is within six lines of the attacker's, the target is
26
+ 14 to 34 pixels away on the side the attacker faces, and the attack is
27
+ on one of the two active frames of its six-frame animation, read from
28
+ a per-frame table. All four actors run scripts that repeat every 256
29
+ frames: eight attacks, three of them out of the lane. At the end of
30
+ each pass the program checks the attack count, the hit count, the hit
31
+ log against the window and the sort order; `$02FF` = `01` and a green
32
+ border on a pass, `02` and red otherwise (`headless-verify.md`). The
33
+ HUD shows the sort order, each actor's lane, the counts and the CIA1
34
+ timer B cycles of the sort and of the whole engine step. This is the
35
+ `lane_depth_engine` technique from `docs/techniques/logic.md`.
36
+
37
+ ## Source
38
+
39
+ ```c
40
+ // beat-em-up-lanes.c
41
+ //
42
+ // A ground plane of four lanes drawn as tile rows. A player and three
43
+ // enemies move on it under a script; a higher plane Y is nearer the
44
+ // viewer. Every frame a persistent insertion sort orders the actors by
45
+ // plane Y, the nearest actor is given hardware sprite 0 and the farthest
46
+ // sprite 3, so nearer actors are drawn over farther ones. Attacks are
47
+ // tested in the same order. A hit connects only when the target is
48
+ // within WIN lines of the attacker in plane Y, within reach in X on the
49
+ // side the attacker faces, and the attack is on one of its active
50
+ // animation frames from a per-frame table.
51
+ // Rows 0-6: HUD. Rows 8-9: wall. Rows 10-22: the plane, one colour per
52
+ // lane. Scripts repeat every 256 frames; at the end of each pass the
53
+ // counts are checked: $02FF = 01 and a green border on a pass, 02 and
54
+ // red if not. A fail is sticky.
55
+ //
56
+ #include <c64/vic.h>
57
+ #include <c64/cia.h>
58
+
59
+ #define Screen ((char *)0x0400)
60
+ #define Color ((char *)0xd800)
61
+ #define SprData ((char *)0x3000) // blocks 192..195
62
+ #define SPR_BLK 192
63
+ #define VR ((volatile char *)0xd000)
64
+ #define PTR ((volatile char *)0x07f8)
65
+ #define RESULT (*(volatile char *)0x02ff)
66
+
67
+ // --- the plane --------------------------------------------------------------
68
+ #define N_ACT 4
69
+ #define PLANE_TOP 130 // plane Y of the far edge, feet line
70
+ #define LANE_H 25
71
+ #define N_LANES 4
72
+ #define WIN 6 // hit window in plane Y, either side
73
+ #define REACH_MIN 14 // target X minus attacker X, facing right
74
+ #define REACH_MAX 34
75
+ #define ANIM_RATE 4 // display frames per animation frame
76
+ #define ATT_LEN 6 // animation frames in an attack
77
+ #define STUN 8 // frames the target flashes
78
+
79
+ // --- the active-frame table: image per attack frame, and whether it hits --
80
+ const char att_image[ATT_LEN] = { 1, 1, 2, 2, 1, 0 };
81
+ const char att_active[ATT_LEN] = { 0, 0, 1, 1, 0, 0 };
82
+
83
+ // --- actors, parallel arrays ------------------------------------------------
84
+ int ax[N_ACT]; // sprite X of the left edge
85
+ char ay[N_ACT]; // plane Y: the feet line
86
+ char aface[N_ACT]; // 0 right, 1 left
87
+ char acol[N_ACT];
88
+ char aatt[N_ACT]; // 0 idle, else attack frame + 1
89
+ char aanim[N_ACT]; // display frames left on this frame
90
+ char alanded[N_ACT]; // a hit was already scored this attack
91
+ char astun[N_ACT];
92
+
93
+ // --- the scripts: dx, dy, frames, kind (0 walk, 1 attack, 2 wait) --------
94
+ struct Step { signed char dx, dy; char n, kind; };
95
+
96
+ const struct Step scr_p[] = { {2,0,36,0}, {0,0,30,1}, {0,1,20,0}, {0,0,30,1},
97
+ {0,1,15,0}, {0,0,30,1}, {0,0,95,2}, {0,0,0,2} };
98
+ const struct Step scr_e0[] = { {0,0,60,2}, {0,1,50,0}, {0,0,10,2}, {0,0,30,1},
99
+ {0,-1,16,0}, {0,0,4,2}, {0,0,30,1}, {0,0,56,2}, {0,0,0,2} };
100
+ const struct Step scr_e1[] = { {0,0,140,2}, {0,0,30,1}, {0,-1,40,0}, {0,0,46,2}, {0,0,0,2} };
101
+ const struct Step scr_e2[] = { {0,0,100,2}, {2,0,40,0}, {0,0,30,1}, {0,2,31,0},
102
+ {0,0,30,1}, {0,0,25,2}, {0,0,0,2} };
103
+ const struct Step *const scripts[N_ACT] = { scr_p, scr_e0, scr_e1, scr_e2 };
104
+ char sstep[N_ACT], sleft[N_ACT];
105
+
106
+ // --- the sort -----------------------------------------------------------------
107
+ char order[N_ACT]; // actor indices, far to near; persistent
108
+
109
+ void sort_depth(void)
110
+ {
111
+ for (char i = 1; i < N_ACT; i++) {
112
+ char a = order[i];
113
+ char y = ay[a];
114
+ char j = i;
115
+ while (j > 0 && ay[order[j - 1]] > y) {
116
+ order[j] = order[j - 1];
117
+ j--;
118
+ }
119
+ order[j] = a;
120
+ }
121
+ }
122
+
123
+ // --- the draw: nearest actor into sprite 0 ------------------------------------
124
+ void draw_actors(void)
125
+ {
126
+ char msb = 0;
127
+ for (char s = 0; s < N_ACT; s++) {
128
+ char a = order[N_ACT - 1 - s];
129
+ int x = ax[a];
130
+ VR[s * 2] = (char)x;
131
+ VR[s * 2 + 1] = ay[a] - 21;
132
+ if (x & 0x100)
133
+ msb |= 1 << s;
134
+ char img = 0;
135
+ if (aatt[a]) {
136
+ img = att_image[aatt[a] - 1];
137
+ if (img == 2 && aface[a])
138
+ img = 3; // the left-facing punch
139
+ }
140
+ PTR[s] = SPR_BLK + img;
141
+ VR[0x27 + s] = astun[a] ? 1 : acol[a];
142
+ }
143
+ VR[0x10] = msb;
144
+ }
145
+
146
+ // --- the hit test, in sort order ------------------------------------------------
147
+ char hits, attacks, outwin, maxdy;
148
+ char hit_ya[16], hit_yt[16]; // the hit log: both plane Ys at the hit
149
+
150
+ void hit_test(void)
151
+ {
152
+ for (char k = 0; k < N_ACT; k++) {
153
+ char a = order[k];
154
+ if (!aatt[a] || !att_active[aatt[a] - 1] || alanded[a])
155
+ continue;
156
+ for (char t = 0; t < N_ACT; t++) {
157
+ if (t == a)
158
+ continue;
159
+ char dy = ay[t] > ay[a] ? ay[t] - ay[a] : ay[a] - ay[t];
160
+ if (dy > WIN)
161
+ continue; // not in the lane
162
+ int dx = aface[a] ? ax[a] - ax[t] : ax[t] - ax[a];
163
+ if (dx < REACH_MIN || dx > REACH_MAX)
164
+ continue; // out of reach, or behind
165
+ if (hits < 16) {
166
+ hit_ya[hits] = ay[a];
167
+ hit_yt[hits] = ay[t];
168
+ }
169
+ hits++;
170
+ alanded[a] = 1;
171
+ astun[t] = STUN;
172
+ }
173
+ }
174
+ }
175
+
176
+ // --- the monitor: every logged hit re-checked against the window -------------
177
+ void monitor_hits(void)
178
+ {
179
+ maxdy = 0;
180
+ outwin = 0;
181
+ for (char i = 0; i < hits && i < 16; i++) {
182
+ int d = (int)hit_yt[i] - (int)hit_ya[i];
183
+ if (d < 0) d = -d;
184
+ if (d > maxdy) maxdy = d;
185
+ if (d > WIN) outwin++;
186
+ }
187
+ }
188
+
189
+ // --- the script and animation step --------------------------------------------
190
+ void step_actors(void)
191
+ {
192
+ for (char a = 0; a < N_ACT; a++) {
193
+ if (astun[a]) astun[a]--;
194
+ if (aatt[a]) {
195
+ if (--aanim[a] == 0) {
196
+ aanim[a] = ANIM_RATE;
197
+ if (++aatt[a] > ATT_LEN)
198
+ aatt[a] = 0;
199
+ }
200
+ }
201
+ if (sleft[a] == 0) {
202
+ const struct Step *s = scripts[a] + sstep[a];
203
+ if (s->n == 0) { // end: restart the script
204
+ sstep[a] = 0;
205
+ s = scripts[a];
206
+ }
207
+ sleft[a] = s->n;
208
+ if (s->kind == 1) {
209
+ aatt[a] = 1;
210
+ aanim[a] = ANIM_RATE;
211
+ alanded[a] = 0;
212
+ attacks++;
213
+ }
214
+ }
215
+ const struct Step *s = scripts[a] + sstep[a];
216
+ if (s->kind == 0) {
217
+ ax[a] += s->dx;
218
+ ay[a] += s->dy;
219
+ }
220
+ if (--sleft[a] == 0)
221
+ sstep[a]++;
222
+ }
223
+ }
224
+
225
+ // --- CIA1 timer B -----------------------------------------------------------
226
+ static inline void timer_start(void)
227
+ {
228
+ cia1.crb = 0x00;
229
+ cia1.tb = 0xffff;
230
+ cia1.crb = 0x11;
231
+ }
232
+
233
+ static inline unsigned timer_stop(void)
234
+ {
235
+ cia1.crb = 0x00;
236
+ return 0xffff - cia1.tb;
237
+ }
238
+
239
+ __noinline void nothing(void) { }
240
+
241
+ unsigned time1(void (*fn)(void))
242
+ {
243
+ __asm { sei }
244
+ timer_start();
245
+ fn();
246
+ unsigned t = timer_stop();
247
+ __asm { cli }
248
+ return t;
249
+ }
250
+
251
+ // --- images: a body, a wind-up, a punch right, a punch left ---------------
252
+ void make_images(void)
253
+ {
254
+ for (unsigned i = 0; i < 4 * 64; i++)
255
+ SprData[i] = 0;
256
+ for (char f = 0; f < 4; f++) {
257
+ char *p = SprData + f * 64;
258
+ p[0 * 3 + 1] = 0x3c; p[1 * 3 + 1] = 0x3c; // head
259
+ for (char r = 3; r < 21; r++)
260
+ p[r * 3 + 1] = 0xff; // body
261
+ if (f == 1) {
262
+ for (char r = 8; r < 11; r++)
263
+ p[r * 3 + 1] = 0x7e; // wind-up
264
+ } else if (f == 2) {
265
+ for (char r = 8; r < 11; r++)
266
+ p[r * 3 + 2] = 0xff; // arm to the right
267
+ } else if (f == 3) {
268
+ for (char r = 8; r < 11; r++)
269
+ p[r * 3 + 0] = 0xff; // arm to the left
270
+ }
271
+ }
272
+ }
273
+
274
+ // --- text (screen codes) ----------------------------------------------------
275
+ void put_str(char *p, const char *s)
276
+ {
277
+ while (*s)
278
+ *p++ = *s++;
279
+ }
280
+
281
+ void put_dec(char *p, unsigned v, char digits)
282
+ {
283
+ for (char i = digits; i > 0; i--) {
284
+ p[i - 1] = 0x30 + v % 10;
285
+ v /= 10;
286
+ }
287
+ }
288
+
289
+ // --- the plane as tile rows ----------------------------------------------------
290
+ const char lane_col[N_LANES] = { 9, 8, 11, 12 };
291
+
292
+ void draw_plane(void)
293
+ {
294
+ for (char c = 0; c < 80; c++) { // rows 8 and 9: a wall
295
+ Screen[8 * 40 + c] = 0xa0;
296
+ Color[8 * 40 + c] = 6;
297
+ }
298
+ for (char r = 10; r < 23; r++) {
299
+ char py = r * 8 + 57; // plane Y of the row's last line
300
+ char lane = (py - PLANE_TOP) / LANE_H;
301
+ if (lane >= N_LANES) lane = N_LANES - 1;
302
+ for (char c = 0; c < 40; c++) {
303
+ Screen[r * 40 + c] = ((r + c) & 1) ? 0x66 : 0xa0;
304
+ Color[r * 40 + c] = lane_col[lane];
305
+ }
306
+ }
307
+ }
308
+
309
+ // Start of a pass: positions, facing and scripts. order[] is not reset;
310
+ // the persistent sort repairs it on the next frame.
311
+ void reset_actors(void)
312
+ {
313
+ ax[0] = 100; ay[0] = 165; aface[0] = 0; acol[0] = 7;
314
+ ax[1] = 200; ay[1] = 165; aface[1] = 1; acol[1] = 2;
315
+ ax[2] = 200; ay[2] = 200; aface[2] = 1; acol[2] = 5;
316
+ ax[3] = 60; ay[3] = 140; aface[3] = 0; acol[3] = 14;
317
+ for (char a = 0; a < N_ACT; a++) {
318
+ aatt[a] = 0; aanim[a] = 0; alanded[a] = 0; astun[a] = 0;
319
+ sstep[a] = 0; sleft[a] = 0;
320
+ }
321
+ }
322
+
323
+ // --- expected results per pass ---------------------------------------------------
324
+ #define EXP_ATTACKS 8
325
+ #define EXP_HITS 5
326
+ const char exp_order[N_ACT] = { 2, 1, 0, 3 };
327
+
328
+ int main(void)
329
+ {
330
+ vic.color_border = 0;
331
+ vic.color_back = 0;
332
+ for (unsigned i = 0; i < 1000; i++) {
333
+ Screen[i] = 0x20;
334
+ Color[i] = 1;
335
+ }
336
+ make_images();
337
+ draw_plane();
338
+ for (char a = 0; a < N_ACT; a++)
339
+ order[a] = a;
340
+ reset_actors();
341
+
342
+ put_str(Screen + 0, s"lane depth engine frame pass");
343
+ put_str(Screen + 1 * 40, s"result");
344
+ put_str(Screen + 2 * 40, s"order far>near expect 2 1 0 3");
345
+ put_str(Screen + 3 * 40, s"lane p0 e1 e2 e3 win 6");
346
+ put_str(Screen + 4 * 40, s"attacks hits expect 5 outwin");
347
+ put_str(Screen + 5 * 40, s"sort max min rev fwd");
348
+ put_str(Screen + 6 * 40, s"dy max engine max min");
349
+
350
+ // The sort's cost, display blanked: a reversed order (worst case) and
351
+ // an already sorted one (best case), less an empty call.
352
+ vic.ctrl1 &= ~VIC_CTRL1_DEN;
353
+ vic_waitFrame();
354
+ vic_waitFrame();
355
+ unsigned t_none = time1(nothing);
356
+ ay[0] = 200; ay[1] = 180; ay[2] = 160; ay[3] = 140;
357
+ order[0] = 0; order[1] = 1; order[2] = 2; order[3] = 3;
358
+ unsigned t_rev = time1(sort_depth) - t_none;
359
+ unsigned t_fwd = time1(sort_depth) - t_none;
360
+ vic.ctrl1 |= VIC_CTRL1_DEN;
361
+ put_dec(Screen + 5 * 40 + 27, t_rev, 3);
362
+ put_dec(Screen + 5 * 40 + 36, t_fwd, 3);
363
+ reset_actors();
364
+
365
+ VR[0x15] = 0x0f;
366
+ VR[0x1b] = 0;
367
+ char frame = 0, pass = 0, fault = 0;
368
+ unsigned total = 0, s_max = 0, s_min = 0xffff, e_max = 0, e_min = 0xffff;
369
+
370
+ for (;;) {
371
+ vic_waitFrame();
372
+ step_actors();
373
+ __asm { sei }
374
+ timer_start();
375
+ sort_depth();
376
+ unsigned ts = timer_stop();
377
+ timer_start();
378
+ draw_actors();
379
+ char before = hits;
380
+ hit_test();
381
+ unsigned te = timer_stop() + ts; // the engine step: sort, draw, hit test
382
+ __asm { cli }
383
+ if (ts > s_max) s_max = ts;
384
+ if (ts < s_min) s_min = ts;
385
+ if (te > e_max) e_max = te;
386
+ if (te < e_min) e_min = te;
387
+ if (hits != before)
388
+ monitor_hits(); // re-check the whole log on each new hit
389
+
390
+ put_dec(Screen + 26, total, 5);
391
+ put_dec(Screen + 37, pass, 2);
392
+ for (char k = 0; k < N_ACT; k++)
393
+ Screen[2 * 40 + 15 + k * 2] = 0x30 + order[k];
394
+ for (char a = 0; a < N_ACT; a++)
395
+ Screen[3 * 40 + 8 + a * 5] = 0x30 + (ay[a] - PLANE_TOP) / LANE_H;
396
+ put_dec(Screen + 4 * 40 + 8, attacks, 2);
397
+ put_dec(Screen + 4 * 40 + 16, hits, 2);
398
+ put_dec(Screen + 4 * 40 + 36, outwin, 2);
399
+ put_dec(Screen + 5 * 40 + 9, s_max, 4);
400
+ put_dec(Screen + 5 * 40 + 18, s_min, 4);
401
+ put_dec(Screen + 6 * 40 + 7, maxdy, 2);
402
+ put_dec(Screen + 6 * 40 + 21, e_max, 4);
403
+ put_dec(Screen + 6 * 40 + 30, e_min, 4);
404
+
405
+ total++;
406
+ if (++frame == 0) { // end of a 256-frame pass
407
+ if (attacks != EXP_ATTACKS) fault = 1;
408
+ if (hits != EXP_HITS) fault = 2;
409
+ if (outwin || maxdy > WIN) fault = 3;
410
+ for (char k = 0; k < N_ACT; k++)
411
+ if (order[k] != exp_order[k]) fault = 4;
412
+ RESULT = fault ? 2 : 1;
413
+ vic.color_border = fault ? 2 : 5;
414
+ put_str(Screen + 40 + 7, fault ? s"fail" : s"pass");
415
+ Screen[40 + 12] = 0x30 + fault;
416
+ pass++;
417
+ attacks = 0; hits = 0; outwin = 0; maxdy = 0;
418
+ reset_actors(); // the next pass replays the fight
419
+ }
420
+ }
421
+ return 0;
422
+ }
423
+ ```
424
+
425
+ ## Build
426
+
427
+ ```bash
428
+ oscar64 -tm=c64 -O2 -o=beat-em-up-lanes.prg beat-em-up-lanes.c
429
+ ```
430
+
431
+ Produces `beat-em-up-lanes.prg`, 3,226 bytes. The four sprite images
432
+ are built at run time at `$3000`, blocks 192 to 195. Then run headless
433
+ in VICE (PAL):
434
+
435
+ ```bash
436
+ GSETTINGS_SCHEMA_DIR=/opt/homebrew/share/glib-2.0/schemas x64sc -default -warp +sound \
437
+ +autostart-delay-random -autostartprgmode 1 -limitcycles 11200000 \
438
+ -exitscreenshot beat-em-up-lanes.png -autostart beat-em-up-lanes.prg
439
+ ```
440
+
441
+ Add `-model ntsc` for the NTSC picture. A pass is 256 frames; the
442
+ verdict is posted at the end of the first pass, and the pinned cycle
443
+ count lands in the second pass, PAL at pass frame 154 and NTSC at pass
444
+ frame 209, both with a punch on screen.
445
+
446
+ ## Expected output
447
+
448
+ The actors, their start positions and their scripts. Actor 0 is the
449
+ player (yellow, faces right); 1, 2 and 3 are enemies (red and green
450
+ facing left, light blue facing right). Plane Y 130 to 229 is four lanes
451
+ of 25 lines; lane = (plane Y - 130) / 25.
452
+
453
+ | Actor | Start X, plane Y | Script (frames of the pass) |
454
+ |---|---|---|
455
+ | 0 | 100, 165 | walk right to X 172 (0-35); attack (36-65); walk down to Y 185 (66-85); attack (86-115); walk down to Y 200 (116-130); attack (131-160); wait |
456
+ | 1 | 200, 165 | wait; walk down to Y 215 (60-109); wait; attack (120-149); walk up to Y 199 (150-165); wait; attack (170-199); wait |
457
+ | 2 | 200, 200 | wait; attack (140-169); walk up to Y 160 (170-209); wait |
458
+ | 3 | 60, 140 | wait; walk right to X 140 (100-139); attack (140-169); walk down to Y 202 (170-200); attack (201-230); wait |
459
+
460
+ An attack is six animation frames of four display frames each; frames
461
+ 3 and 4 (display frames 8 to 15 of the attack) are active. Worked from
462
+ the table: eight attacks, five hits (0 on 1 at Y 165; 0 on 2 and 2 on 0
463
+ at Y 200; 1 on 0 with Y 199 against 200; 3 on 0 with Y 202 against
464
+ 200), three attacks that miss because the only target in reach is 15
465
+ or more lines away in plane Y, the largest Y difference at a hit 2, and
466
+ the order far to near at the end of the pass 2 1 0 3 (plane Y 160, 199,
467
+ 200, 202).
468
+
469
+ Measured in VICE x64sc 3.10 with the pinned command, text decoded
470
+ against the character ROM (rows 0 to 6). PAL, frame 410, pass 1 frame
471
+ 154, mid-fight: actor 2 punching actor 0 (flashing white from the
472
+ hit) and actor 3 punching into an empty lane:
473
+
474
+ ```text
475
+ LANE DEPTH ENGINE FRAME 00410 PASS 01
476
+ RESULT PASS 0
477
+ ORDER FAR>NEAR 3 0 2 1 EXPECT 2 1 0 3
478
+ LANE P02 E13 E22 E30 WIN 6
479
+ ATTACKS 06 HITS 03 EXPECT 5 OUTWIN 00
480
+ SORT MAX 0269 MIN 0174 REV 262 FWD 157
481
+ DY MAX 00 ENGINE MAX 1413 MIN 0784
482
+ ```
483
+
484
+ NTSC, frame 465, pass 1 frame 209: actor 3 punching actor 0 from two
485
+ lines nearer:
486
+
487
+ ```text
488
+ LANE DEPTH ENGINE FRAME 00465 PASS 01
489
+ RESULT PASS 0
490
+ ORDER FAR>NEAR 2 1 0 3 EXPECT 2 1 0 3
491
+ LANE P02 E12 E21 E32 WIN 6
492
+ ATTACKS 08 HITS 05 EXPECT 5 OUTWIN 00
493
+ SORT MAX 0279 MIN 0174 REV 262 FWD 157
494
+ DY MAX 01 ENGINE MAX 1413 MIN 0784
495
+ ```
496
+
497
+ `RESULT PASS 0` is the first pass's verdict: 8 attacks, 5 hits, no hit
498
+ outside the window, order 2 1 0 3. A run to 16,000,000 cycles shows
499
+ pass 2 green on both models with the same figures, so the pass reset
500
+ replays the fight exactly. Border green, `$02FF` = `01`.
501
+
502
+ The priority assignment, measured on the PAL picture: at pass frame 154
503
+ actor 1 (red, plane Y 210, walking up) and actor 2 (green, plane Y 200)
504
+ stand at the same X 200; on the lines both bodies cover the pixel is
505
+ red (175, 60, 88), the nearer actor, and above the overlap it is green
506
+ (98, 213, 50).
507
+
508
+ The cycle figures, CIA1 timer B, interrupts masked, Oscar64 `-O2`:
509
+
510
+ | Figure | Cycles | Conditions |
511
+ |---|---|---|
512
+ | Sort, four actors in reverse order | 262 | screen blanked, less an empty call |
513
+ | Sort, four actors already in order | 157 | screen blanked, less an empty call |
514
+ | Sort per frame, worst and best over the run | 269 PAL, 279 NTSC, and 174 | screen on, sprites on; the peak is the sort with badline stalls inside it, and where they land moves with the code |
515
+ | Engine step (sort, draw, hit test), worst and best | 1,413 and 784 | screen on; the worst frame is one with an active attack and badline stalls inside it |
516
+
517
+ The best engine step is 784: the sort plus the four-sprite draw on a
518
+ frame with no active attack, which does no pair tests. An earlier
519
+ version of this page gave it as 84; the HUD printed the figure with two
520
+ digits and the leading 7 was cut, which a four-digit field now shows.
521
+ The NTSC sort peak of 279 is not a different sort: the same code on
522
+ the PAL run peaks at 269, and a build eight bytes longer read 269 on
523
+ NTSC at the pinned frame and 279 later in the run. The screenshots are
524
+ `screenshots/beat-em-up-lanes.png` and
525
+ `screenshots/beat-em-up-lanes-ntsc.png`.
526
+
527
+ ## Why this works
528
+
529
+ The sort is the whole engine. `order[]` holds actor indices far to near
530
+ and is never reset: each frame the insertion sort repairs it, so an
531
+ actor that has not passed a neighbour costs one compare and the whole
532
+ pass over four actors is 157 to 279 cycles. The draw walks `order[]`
533
+ from the near end and writes actor `order[3 - s]` into hardware sprite
534
+ `s`: position, `$D010` bit, pointer and colour all move with the actor,
535
+ because the VIC-II draws a lower-numbered sprite over a higher one and
536
+ that is the only priority it has between sprites. A tie in plane Y is
537
+ left in its previous order, which is what a stable insertion sort does
538
+ by itself. `hit_test` walks the same order, so with more actors the
539
+ pair loop can stop early on the Y compare.
540
+
541
+ A hit is three gates in the cheap order. The Y window first: the
542
+ absolute difference of two plane Ys against `WIN`, one byte compare,
543
+ which fails for most pairs. Then reach, a signed 16-bit difference with
544
+ the sign chosen by the attacker's facing, so an attack cannot connect
545
+ behind the attacker. Then the frame gate, which is not a compare at all:
546
+ `att_active[]` is indexed by the attack's animation frame, the same
547
+ index that picks the image in `att_image[]`, so the frames on which the
548
+ punch image shows are the frames on which it can land, and `alanded`
549
+ stops one attack scoring twice on its second active frame. Actor 0's
550
+ second attack and one attack each from actors 1 and 3 have the only
551
+ target in reach 15 or more lines away, and those are the three misses
552
+ the count expects.
553
+
554
+ The monitor is a second computation, not the first one repeated. Each
555
+ hit logs both plane Ys at the moment it connects; `monitor_hits`
556
+ recomputes the difference as a signed int over the whole log and counts
557
+ any above the window. It re-checks the log at the moment of each new
558
+ hit rather than against the actors' later positions, which an earlier
559
+ version of this listing did and which reported six violations on a
560
+ correct fight. The pass reset restores positions and scripts but leaves
561
+ `order[]` alone, which is the point of a persistent sort; the second
562
+ pass then reproduces the first's counts, and a run to 16,000,000
563
+ cycles confirms it.