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 +1,355 @@
1
+ ---
2
+ recipe: bitmap-koala-viewer
3
+ toolchain: oscar64
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [koala_format, multicolor_bitmap]
7
+ file_formats: [PRG]
8
+ uses_registers: [D011, D016, D018, D020, D021]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # Oscar64 Koala Bitmap Viewer
15
+
16
+ ## Synopsis
17
+
18
+ Loads a Koala Painter `.kla` file embedded at compile time via `#embed`,
19
+ copies the three memory regions to their correct VIC-II addresses, and
20
+ enables multicolor bitmap mode. The result is a full-screen 160x200
21
+ multicolor image displayed on a stock C64 using only the standard 16 KB VIC
22
+ bank 0 layout: bitmap at `$2000`, screen RAM at `$0400`, Color RAM at `$D800`.
23
+ This is the canonical Oscar64 starting point for any program that needs to
24
+ show precomputed C64 artwork as a background layer. It implements the
25
+ `koala_format` and `multicolor_bitmap` techniques from
26
+ `docs/techniques/bitmap-modes.md`.
27
+
28
+ ## Source
29
+
30
+ ```c
31
+ // bitmap-koala-viewer.c
32
+ //
33
+ // Displays a Koala Painter .kla image embedded at compile time.
34
+ // Memory layout:
35
+ // Bitmap data: $2000-$3F3F (8000 bytes, VIC bank 0, CB2=1)
36
+ // Screen RAM: $0400-$07E7 (1000 bytes, VIC bank 0, VM=0001)
37
+ // Color RAM: $D800-$DBE7 (1000 bytes, fixed hardware address)
38
+ // Background: $D021 (1 byte, from Koala file byte 10002)
39
+ //
40
+ // Koala file format (10003 bytes with 2-byte load address):
41
+ // $0000-$0001 load address (little-endian, typically $6000; we ignore it)
42
+ // $0002-$1F41 bitmap data (8000 bytes)
43
+ // $1F42-$2329 screen RAM (1000 bytes)
44
+ // $232A-$2711 Color RAM (1000 bytes)
45
+ // $2712 background color byte
46
+ //
47
+ // Replace "image.kla" with any Koala file to display different artwork.
48
+ //
49
+ #include <c64/vic.h>
50
+ #include <c64/memmap.h>
51
+ #include <string.h>
52
+
53
+ // ---------------------------------------------------------------------------
54
+ // Memory layout pragmas
55
+ // ---------------------------------------------------------------------------
56
+ // Bitmap lives at $2000-$3F40 inside VIC bank 0.
57
+ // Place code and data below $2000, bitmap at $2000, everything else above.
58
+ #pragma region( lower, 0x0a00, 0x2000, , , {code, data} )
59
+
60
+ // The bss flag keeps the 8000-byte destination out of the PRG file; it is
61
+ // filled at run time.
62
+ #pragma section( bitmap, 0, , , bss )
63
+ #pragma region( bitmap_region, 0x2000, 0x4000, , , {bitmap} )
64
+
65
+ #pragma region( upper, 0x4000, 0xa000, , , {code, data, bss, heap, stack} )
66
+
67
+ // ---------------------------------------------------------------------------
68
+ // Embedded Koala file
69
+ // ---------------------------------------------------------------------------
70
+ // The full 10003-byte .kla file (including the 2-byte load-address header)
71
+ // is embedded here. The viewer extracts each region by known byte offsets.
72
+ //
73
+ // Set USE_TEST_IMAGE to 0 and put your .kla next to the source to display
74
+ // a real picture. With USE_TEST_IMAGE at 1 the program draws a computed
75
+ // test card instead, so the recipe shows the mode working without a file.
76
+ // (An earlier version embedded a 10003-byte all-zero stub, which produced a
77
+ // black screen and demonstrated nothing.)
78
+ #define USE_TEST_IMAGE 1
79
+ #if !USE_TEST_IMAGE
80
+ static const char koala_file[] = {
81
+ #embed "image.kla"
82
+ };
83
+ #endif
84
+
85
+ // Offset constants for the Koala layout (skipping the 2-byte load address)
86
+ #define KLA_BITMAP_OFFSET 2
87
+ #define KLA_SCREEN_OFFSET (KLA_BITMAP_OFFSET + 8000) // 8002
88
+ #define KLA_COLOR_OFFSET (KLA_SCREEN_OFFSET + 1000) // 9002
89
+ #define KLA_BGCOL_OFFSET (KLA_COLOR_OFFSET + 1000) // 10002
90
+
91
+ // ---------------------------------------------------------------------------
92
+ // Bitmap destination (placed at $2000 by the bitmap_region linker region)
93
+ // ---------------------------------------------------------------------------
94
+ // #pragma bss(bitmap) routes this UNINITIALISED array into the bitmap
95
+ // section; the linker region bitmap_region spans $2000-$4000, so bitmap_dest
96
+ // lands at $2000 (check the .map: "2000 - 3f40 : bitmap_dest"). An earlier
97
+ // version used #pragma data(bitmap), which only affects initialised data:
98
+ // the array silently landed in the upper region at $6713 and the VIC never
99
+ // saw a byte of it.
100
+ #pragma bss(bitmap)
101
+ static char bitmap_dest[8000];
102
+ #pragma bss(bss)
103
+
104
+ // Screen RAM and Color RAM pointers
105
+ static byte * const Screen = (byte *)0x0400;
106
+ static byte * const Color = (byte *)0xd800;
107
+
108
+ // ---------------------------------------------------------------------------
109
+ // Enable multicolor bitmap mode
110
+ // ---------------------------------------------------------------------------
111
+ // $D011 bit 5 (BMM): enable bitmap mode.
112
+ // $D016 bit 4 (MCM): enable multicolor (2-bit pixel interpretation).
113
+ // $D018: VM bits 7-4 = 0001 (screen RAM at bank offset $0400)
114
+ // CB bit 3 = 1 (bitmap at bank offset $2000)
115
+ // Result: $D018 = 0001_1_000 = $18.
116
+ // $D021: background color (Koala %00 pattern color, from file byte 10002).
117
+ // $D020: border color, set to match background for a clean frameless look.
118
+ static void display_enable(byte bgcol)
119
+ {
120
+ // Write background color register first (before mode bits) to avoid
121
+ // a single-frame flash of the wrong background while the mode is enabling.
122
+ vic.color_back = (VICColors)bgcol;
123
+ vic.color_border = (VICColors)bgcol;
124
+
125
+ // $D018: VM = %0001 (screen RAM at $0400 = bank offset $0400 / 1024 = 1)
126
+ // CB2 = 1 (bitmap at $2000 = bank offset $2000 / 8192 = 1)
127
+ // Bit layout of $D018: [VM3][VM2][VM1][VM0][CB2][0][0][0]
128
+ // VM = 0001 -> bits 7-4 = 0001 -> $10
129
+ // CB2 = 1 -> bit 3 = 1 -> $08
130
+ // Combined: $18
131
+ vic.memptr = 0x18;
132
+
133
+ // Enable BMM + YSCROLL=3 (default), keep other $D011 bits.
134
+ // Reading $D011 at this point is safe; the raster may be anywhere but
135
+ // the mode bits take effect at the next line boundary.
136
+ vic.ctrl1 = (vic.ctrl1 & ~(VIC_CTRL1_ECM)) | VIC_CTRL1_BMM;
137
+
138
+ // Enable MCM bit in $D016; leave CSEL (bit 3, 40 columns) and XSCROLL
139
+ // alone. An earlier version of this recipe masked with 0xF7, which
140
+ // CLEARS CSEL and gave a 38-column picture with the outer cells hidden.
141
+ vic.ctrl2 |= VIC_CTRL2_MCM;
142
+ }
143
+
144
+ #if USE_TEST_IMAGE
145
+ // Computed test image in Koala layout, written straight to the display areas.
146
+ // Four horizontal bands use pixel patterns %00, %01, %10, %11 (char rows 0-5,
147
+ // 6-11, 12-17, 18-24), a one-pixel diagonal runs top-left to bottom-right in
148
+ // pattern %11 (pattern %00 inside the %11 band). Screen RAM is $25 in every
149
+ // cell (high nibble 2 = red for %01, low nibble 5 = green for %10); Color RAM
150
+ // alternates 1 (white) and 7 (yellow) by column; background is 6 (blue).
151
+ #define TEST_BGCOL 6
152
+ static void make_test_image(void)
153
+ {
154
+ for (int y = 0; y < 200; y++)
155
+ {
156
+ char row = y >> 3;
157
+ char band = row / 6;
158
+ if (band > 3) band = 3;
159
+ char fill = band * 0x55; // %00, %01, %10 or %11 x4
160
+ char dpat = (band == 3) ? 0 : 3;
161
+ int px = (y * 4) / 5; // 0..159 along the diagonal
162
+ char * line = bitmap_dest + row * 320 + (y & 7);
163
+ for (char col = 0; col < 40; col++)
164
+ line[col * 8] = fill;
165
+ char shift = 6 - 2 * (px & 3);
166
+ line[(px >> 2) * 8] = (fill & ~(3 << shift)) | (dpat << shift);
167
+ }
168
+ for (int i = 0; i < 1000; i++)
169
+ {
170
+ Screen[i] = 0x25;
171
+ Color[i] = (i % 40) & 1 ? 7 : 1;
172
+ }
173
+ }
174
+ #endif
175
+
176
+ int main(void)
177
+ {
178
+ // mmap_trampoline + MMAP_NO_BASIC frees $A000-$BFFF (BASIC ROM) as RAM.
179
+ // Not strictly required here since our image fits below $A000, but it
180
+ // is good practice and follows the breakout.c/hscrollshmup.c pattern.
181
+ mmap_trampoline();
182
+ mmap_set(MMAP_NO_BASIC);
183
+
184
+ // Wait for the raster to be in the vertical blank before performing
185
+ // the large memory copies; this avoids tearing on the first frame.
186
+ vic_waitBottom();
187
+ vic_waitTop();
188
+
189
+ #if USE_TEST_IMAGE
190
+ make_test_image();
191
+ display_enable(TEST_BGCOL);
192
+ #else
193
+ // --- Copy bitmap (8000 bytes) ---
194
+ // koala_file + KLA_BITMAP_OFFSET points at the 8000-byte bitmap body.
195
+ // bitmap_dest is placed at $2000 by the linker region.
196
+ memcpy(bitmap_dest, koala_file + KLA_BITMAP_OFFSET, 8000);
197
+
198
+ // --- Copy screen RAM (1000 bytes) ---
199
+ memcpy(Screen, koala_file + KLA_SCREEN_OFFSET, 1000);
200
+
201
+ // --- Copy Color RAM (1000 bytes) ---
202
+ memcpy(Color, koala_file + KLA_COLOR_OFFSET, 1000);
203
+
204
+ // --- Enable multicolor bitmap mode ---
205
+ display_enable(koala_file[KLA_BGCOL_OFFSET] & 0x0F);
206
+ #endif
207
+
208
+ // Image is now displayed. Spin forever.
209
+ for (;;) { }
210
+
211
+ return 0;
212
+ }
213
+ ```
214
+
215
+ ## Build
216
+
217
+ ```bash
218
+ oscar64 -O2 -o=bitmap-koala-viewer.prg -tf=prg bitmap-koala-viewer.c
219
+ ```
220
+
221
+ To embed a real Koala file, set `USE_TEST_IMAGE` to 0 and point the `#embed`
222
+ at your file:
223
+
224
+ ```c
225
+ static const char koala_file[] = {
226
+ #embed "yourimage.kla"
227
+ };
228
+ ```
229
+
230
+ `#embed` must stand on its own line: the one-line form
231
+ `{ #embed "yourimage.kla" }` fails to compile (Oscar64 1.32.271: `error 3006:
232
+ Term starts with invalid token ''}''` in most runs here, `error 3037:
233
+ Semicolon expected` in one; an earlier version of this page gave
234
+ the one-line form, and its offset comment put screen RAM, Color RAM and the
235
+ background byte two bytes late).
236
+
237
+ and rebuild. No other changes are needed provided the file is a standard 10003-byte
238
+ Koala `.kla` with a 2-byte load address prefix. Check the `.map` after any layout
239
+ change: the line `2000 - 3f40 : bitmap_dest, DATA:bitmap` is what proves the
240
+ bitmap is where `$D018` says it is.
241
+
242
+ Outputs: `bitmap-koala-viewer.prg`, `.map`, `.asm`, `.lbl`.
243
+
244
+ ## Expected output
245
+
246
+ With `USE_TEST_IMAGE` at 1 (as listed), border and background are blue (6) and
247
+ the 40x25 display area shows four horizontal bands, one per pixel pattern, with
248
+ all four colour sources visible: char rows 0-5 blue (%00, `$D021`), rows 6-11
249
+ red (%01, screen RAM high nibble 2), rows 12-17 green (%10, screen RAM low
250
+ nibble 5), rows 18-24 vertical stripes alternating white and yellow one cell
251
+ wide (%11, Color RAM 1/7 by column). A one-pixel-wide diagonal runs from the
252
+ top-left to the bottom-right of the display, taking the cell's Color RAM colour
253
+ (white or yellow) in the first three bands and the blue background inside the
254
+ fourth. Measured on the VICE screenshot (PAL, 8,000,000 cycles): red starts at
255
+ PNG row 83 (raster line 99) and at column 32 (VIC X 24), so the picture is a
256
+ full 40 columns; the earlier version's `& 0xF7` cleared CSEL and the outer
257
+ seven pixels of each side were border. (The earlier version's zero-filled stub
258
+ showed a plain black screen.)
259
+ With a real `.kla` file embedded, the screen shows the full 160x200 multicolor
260
+ image filling the display area, border and background colors matching the image's
261
+ background register byte, no sprites, no HUD. The image is displayed from the
262
+ first frame and remains static; the for-loop keeps the program alive.
263
+
264
+ ## Why this works
265
+
266
+ ### Koala format anatomy
267
+
268
+ A Koala Painter `.kla` file is a direct serialization of the three hardware
269
+ memory regions that multicolor bitmap mode reads during rendering, plus a single
270
+ background color byte. The load address at bytes `$0000-$0001` is a standard C64
271
+ PRG header that Koala Painter uses when saving to disk; it tells the KERNAL where
272
+ to load the file in RAM. This recipe ignores the load address and copies each
273
+ region to the correct display addresses manually.
274
+
275
+ The three data regions map to the VIC-II's three memory accesses:
276
+
277
+ | Region | Koala offset | Bytes | VIC access type |
278
+ |--------|-------------|-------|-----------------|
279
+ | Bitmap | 2 | 8000 | g-access (pixel data per scanline) |
280
+ | Screen RAM | 8002 | 1000 | c-access (per-cell color nibbles on badlines) |
281
+ | Color RAM | 9002 | 1000 | same c-access: the nibble arrives as the upper 4 bits of the 12-bit fetch (see `docs/hardware/vic-ii-reference.md`, access-type table) |
282
+ | Background | 10002 | 1 | $D021 register |
283
+
284
+ The 8000-byte bitmap stores the display as 25 rows of 40 cells, each cell
285
+ contributing 8 bytes (one per scanline within the cell). Cell `(col, row)` starts
286
+ at byte offset `(row * 40 + col) * 8` within the bitmap area. Each byte encodes
287
+ four 2-bit pixels in multicolor mode (or eight 1-bit pixels in hires mode).
288
+
289
+ ### Multicolor bitmap mode: four-color per-cell palette
290
+
291
+ With `$D011` bit 5 (BMM) and `$D016` bit 4 (MCM) both set, the VIC-II
292
+ interprets each pair of adjacent bits in a bitmap byte as a 2-bit pixel index:
293
+
294
+ | Pattern | Color source |
295
+ |---------|-------------|
296
+ | %00 | `$D021` (BGCOL0) — shared global background |
297
+ | %01 | Screen RAM high nibble (per-cell, `$0400+cell`) |
298
+ | %10 | Screen RAM low nibble (per-cell, `$0400+cell`) |
299
+ | %11 | Color RAM nibble (per-cell, `$D800+cell`) |
300
+
301
+ The %00 color is global: changing `$D021` shifts the background tone of the
302
+ entire image simultaneously — the cheapest form of palette animation. The %01
303
+ and %10 colors are stored in the high and low nibbles of the screen RAM byte at
304
+ the cell's position. The %11 color comes from Color RAM, which is a fixed 1 KB
305
+ at `$D800` not subject to VIC banking. All three per-cell color sources allow
306
+ sixteen colors (the full C64 palette via 4-bit nibbles), so a Koala image can
307
+ use all sixteen colors, but each 8x8 cell is limited to four simultaneously:
308
+ the global background plus three from the cell's specific nibbles.
309
+
310
+ The effective resolution is 160x200 pixels (each displayed "pixel" is two
311
+ color-clock cycles wide), making Koala images noticeably coarser than hires
312
+ bitmap but far richer in per-cell color. This is the dominant tradeoff that
313
+ drove the Koala Painter design: the original 320x200 hires mode allowed only two
314
+ colors per cell, which is insufficient for painted artwork; the multicolor tradeoff
315
+ of halved horizontal resolution for four-per-cell colors was the right choice for
316
+ illustrative content.
317
+
318
+ ### `$D018` and VIC bank layout
319
+
320
+ `$D018` (VMCSB) configures two base addresses within the current 16 KB VIC bank:
321
+
322
+ - Bits 7-4 (VM3-VM0): video matrix (screen RAM) base, in units of 1 KB.
323
+ Value `%0001` places screen RAM at bank offset `$0400`.
324
+ - Bit 3 (CB2): character/bitmap base. In bitmap mode, CB2=0 places the
325
+ bitmap at bank offset `$0000`; CB2=1 places it at `$2000`.
326
+
327
+ With the stock C64 VIC bank 0 (`$0000-$3FFF`, CIA2 `$DD00` bits `%11`), the
328
+ recipe writes `$D018 = $18` (`0001_1000`): VM=1 selects screen RAM at bank
329
+ `$0000 + 1*1024 = $0400`, CB2=1 selects bitmap at bank `$0000 + $2000 = $2000`.
330
+ Screen RAM at `$0400` and bitmap at `$2000` is the cleanest layout for Oscar64
331
+ programs because it matches the default Oscar64 stack and code layout (`$0A00`
332
+ onward) without overlapping any of the three data areas.
333
+
334
+ Color RAM at `$D800` is not configured through `$D018`. The VIC-II always reads
335
+ Color RAM from `$D800-$DBFF` regardless of bank selection; it is mapped to the
336
+ chip via a separate internal bus not subject to CIA2 banking. This is why the
337
+ recipe copies Color RAM with a direct `memcpy` to `$D800` rather than to a
338
+ bank-relative address.
339
+
340
+ ### Why `#embed` is cleaner than a `.d64` load
341
+
342
+ The cc65 idiom for shipping artwork is either a disk load at runtime or an
343
+ `INCBIN` in an assembly stub. Oscar64's `#embed` makes both unnecessary: the file
344
+ is imported directly into the C array at compile time, the linker places the
345
+ array at the specified address, and the result is a single self-contained `.prg`
346
+ that works without a disk or a custom loader. For a 10003-byte Koala image, the
347
+ resulting PRG adds about 10 KB to the program size — negligible for a C64
348
+ program. The compile-time cost is one file-read and a copy into the object file;
349
+ there is no runtime overhead beyond the three `memcpy` calls that would be
350
+ needed regardless of how the data arrived.
351
+
352
+ For applications that need multiple Koala frames (animation, slideshow), embed
353
+ each as a separate array and cycle through them by copying each frame's regions
354
+ on a VBI boundary. Alternatively, embed a compressed array with `#embed lzo
355
+ "frame.kla"` and decompress with `oscar_expand_lzo` at startup.