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 +1,609 @@
1
+ ---
2
+ recipe: cave-scan
3
+ toolchain: oscar64
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [cave_scan_engine, frame_sync_loop]
7
+ file_formats: [PRG]
8
+ uses_registers: [D012, D019, D01A, D020, D021, DC04, DC05, DC06, DC07, DC0E, DC0F]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # Oscar64 Cave Scan: a Boulder Dash style cave updated by one scan per cave frame
15
+
16
+ ## Synopsis
17
+
18
+ A 40x22 cave of one-byte cells, updated by a single top-to-bottom,
19
+ left-to-right scan once every four display frames. Boulders and diamonds
20
+ fall and roll, Rockford digs and collects on a scripted path, and one
21
+ firefly follows the wall on its left. An object that moves down or right
22
+ gets the scanned bit (bit 7), so the scan skips it when it reaches the
23
+ cell it moved into. After 40 cave frames the program folds the cave into
24
+ a 16-bit checksum and compares it with the value a Python model of the
25
+ same rules produced, then prints PASS or FAIL and the cycle cost of a
26
+ scan: the scans of the game and three synthetic fills, one of them 380
27
+ falling boulders. The cave layout is original; it is not Boulder Dash
28
+ data. Left out: amoeba, magic wall, explosions, pushing boulders, the
29
+ exit and the cave timer. It implements `cave_scan_engine`
30
+ (`techniques/logic.md`). Build `-dSCAN_FLAG=0` to see the double-move bug.
31
+
32
+ ## Source
33
+
34
+ ```c
35
+ // cave-scan.c
36
+ // A 40x22 cave updated by one top-to-bottom, left-to-right scan per cave
37
+ // frame, with a "scanned" bit so that an object moved down or right is
38
+ // not processed a second time in the same scan. Boulders and diamonds
39
+ // fall and roll, Rockford digs and collects on a scripted path, one
40
+ // firefly follows the wall on its left. Amoeba, magic wall, explosions,
41
+ // pushing and the exit are left out. After K_FRAMES cave frames the fold
42
+ // of every cave frame is compared with the value a Python model of the
43
+ // same rules produced, and the scan's cycle cost is printed.
44
+ // SCAN_FLAG=0 builds the same program without the scanned bit.
45
+ #include <c64/vic.h>
46
+ #include <c64/cia.h>
47
+ #include <c64/rasterirq.h>
48
+
49
+ #ifndef SCAN_FLAG
50
+ #define SCAN_FLAG 1 // 0: show the double-move bug
51
+ #endif
52
+
53
+ #define SCREEN ((char *)0x0400)
54
+ #define COLOUR ((char *)0xd800)
55
+ #define W 40 // cave width in cells, steel border included
56
+ #define H 22 // cave height
57
+ #define K_FRAMES 40 // cave frames run before the check
58
+ #define SCAN_EVERY 4 // display frames per cave frame
59
+ #define EXPECT 0xe130 // Python model: fold of the cave after 40 frames
60
+
61
+ // Element codes. Bit 7 is the scanned bit; it is never set on SPACE.
62
+ #define SPACE 0
63
+ #define DIRT 1
64
+ #define WALL 2 // brick: round, things roll off it
65
+ #define STEEL 3 // not round
66
+ #define BOULDER 4
67
+ #define BOULDER_F 5 // falling: the code one above the resting one
68
+ #define DIAMOND 6
69
+ #define DIAMOND_F 7
70
+ #define ROCKFORD 8
71
+ #define FIREFLY 12 // 12..15, low two bits = heading
72
+ #define SCANNED 0x80
73
+
74
+ // Headings in clockwise order: left, up, right, down. Turning left is
75
+ // heading + 3, turning right heading + 1, both modulo 4.
76
+ static const signed char step[4] = { -1, -W, 1, W };
77
+
78
+ // Screen code and colour per element code 0..15.
79
+ static const char glyph[16] = {
80
+ 0x20, 0x66, 0xa0, 0xa0, 0x51, 0x51, 0x5a, 0x5a,
81
+ 0x00, 0x20, 0x20, 0x20, 0x57, 0x57, 0x57, 0x57 };
82
+ static const char tint[16] = {
83
+ VCOL_BLACK, VCOL_BROWN, VCOL_RED, VCOL_MED_GREY, VCOL_LT_GREY, VCOL_LT_GREY,
84
+ VCOL_CYAN, VCOL_CYAN, VCOL_YELLOW, VCOL_BLACK, VCOL_BLACK, VCOL_BLACK,
85
+ VCOL_ORANGE, VCOL_ORANGE, VCOL_ORANGE, VCOL_ORANGE };
86
+
87
+ // The cave's 38x20 interior, one string per row, padded with dirt.
88
+ // ' ' dirt, '_' space, '#' brick, 'O' boulder, 'd' diamond, 'R' Rockford,
89
+ // 'F' firefly heading left. An original layout, not a Boulder Dash cave.
90
+ static const char * const rows[20] = {
91
+ "",
92
+ " OOO d",
93
+ " OOO O",
94
+ " OdO",
95
+ " R",
96
+ "",
97
+ " ___O__ O_",
98
+ " _d_#__ #_",
99
+ " _###__ #_",
100
+ "",
101
+ " ########",
102
+ " #______#",
103
+ " #_F##__#",
104
+ " #__##__#",
105
+ " #______#",
106
+ " ########",
107
+ "", "", "", ""
108
+ };
109
+
110
+ // Rockford's autopilot: one move per cave frame, L U R D, '-' stands still;
111
+ // past the end of the string he stands still.
112
+ static const char script[] = "RRRRRRRRRDDDDUUUURRRUD";
113
+
114
+ static char cave[W * H];
115
+ static char move; // heading for this cave frame, or 0xff
116
+ static char dead, got;
117
+
118
+ // Cells changed by a scan, for the renderer. On overflow, redraw all.
119
+ #define DIRTY_MAX 64
120
+ static unsigned dirty[DIRTY_MAX];
121
+ static char ndirty, overflow;
122
+
123
+ static void mark(char *q)
124
+ {
125
+ if (ndirty < DIRTY_MAX) dirty[ndirty++] = q - cave;
126
+ else overflow = 1;
127
+ }
128
+
129
+ // Put v at dst for an object leaving src. A move to a later cell in scan
130
+ // order sets the scanned bit, so the scan skips the object when it gets there.
131
+ static void put(char *dst, char v, char *src)
132
+ {
133
+ #if SCAN_FLAG
134
+ if (dst > src) v |= SCANNED;
135
+ #endif
136
+ *dst = v;
137
+ *src = SPACE;
138
+ mark(dst);
139
+ mark(src);
140
+ }
141
+
142
+ // Roll off a round object: left first, then right. Needs the side cell
143
+ // and the cell below it empty. The object leaves falling.
144
+ static char roll(char *p, char fall)
145
+ {
146
+ if (p[-1] == SPACE && p[W - 1] == SPACE) { put(p - 1, fall, p); return 1; }
147
+ if (p[1] == SPACE && p[W + 1] == SPACE) { put(p + 1, fall, p); return 1; }
148
+ return 0;
149
+ }
150
+
151
+ static char is_round(char t)
152
+ {
153
+ return t == BOULDER || t == DIAMOND || t == WALL;
154
+ }
155
+
156
+ // One object's turn. Called only for codes BOULDER and up.
157
+ __noinline void cell(char *p, char v)
158
+ {
159
+ if (v & SCANNED) { *p = v & 0x7f; return; } // moved here this scan
160
+ if (v == BOULDER || v == DIAMOND)
161
+ {
162
+ char b = p[W];
163
+ if (b == SPACE) put(p + W, v + 1, p); // start falling
164
+ else if (is_round(b & 0x7f)) roll(p, v + 1);
165
+ }
166
+ else if (v == BOULDER_F || v == DIAMOND_F)
167
+ {
168
+ char b = p[W];
169
+ char bt = b & 0x7f;
170
+ if (b == SPACE) put(p + W, v, p); // keep falling
171
+ else if (bt == ROCKFORD) { p[W] = SPACE; mark(p + W); dead = 1; }
172
+ else if (bt == BOULDER_F || bt == DIAMOND_F) ; // wait for it to move
173
+ else if (!(is_round(bt) && roll(p, v))) *p = v - 1; // land
174
+ }
175
+ else if (v == ROCKFORD)
176
+ {
177
+ if (move < 4)
178
+ {
179
+ char *t = p + step[move];
180
+ char tv = *t;
181
+ if (tv == SPACE || tv == DIRT || tv == DIAMOND)
182
+ {
183
+ if (tv == DIAMOND) got++;
184
+ put(t, ROCKFORD, p);
185
+ }
186
+ }
187
+ }
188
+ else // firefly, heading in the low bits
189
+ {
190
+ char d = v & 3, k;
191
+ char hit = 0;
192
+ for (k = 0; k < 4; k++)
193
+ {
194
+ char *n = p + step[k];
195
+ if ((*n & 0x7f) == ROCKFORD) { *n = SPACE; mark(n); hit = 1; }
196
+ }
197
+ if (hit) { dead = 1; return; }
198
+ char dl = (d + 3) & 3;
199
+ if (p[step[dl]] == SPACE) put(p + step[dl], FIREFLY + dl, p);
200
+ else if (p[step[d]] == SPACE) put(p + step[d], FIREFLY + d, p);
201
+ else *p = FIREFLY + ((d + 1) & 3);
202
+ }
203
+ }
204
+
205
+ // One cave frame: every interior cell once, top to bottom, left to right.
206
+ // The loop only reads and compares; space, dirt and walls cost nothing more.
207
+ __noinline void cave_scan(void)
208
+ {
209
+ ndirty = 0; overflow = 0;
210
+ char *row = cave + W;
211
+ for (char y = 1; y < H - 1; y++, row += W)
212
+ for (char x = 1; x < W - 1; x++)
213
+ {
214
+ char v = row[x];
215
+ if (v >= BOULDER) cell(row + x, v);
216
+ }
217
+ }
218
+
219
+ // --- the demonstration: build, draw, check, time ---------------------------
220
+
221
+ static void cave_build(void)
222
+ {
223
+ for (char y = 0; y < H; y++)
224
+ for (char x = 0; x < W; x++)
225
+ {
226
+ char e = STEEL;
227
+ if (y > 0 && y < H - 1 && x > 0 && x < W - 1)
228
+ {
229
+ const char *r = rows[y - 1];
230
+ char c = ' ', j = 0;
231
+ while (r[j] && j < x - 1) j++;
232
+ if (j == x - 1 && r[j]) c = r[j];
233
+ e = c == '_' ? SPACE : c == '#' ? WALL : c == 'O' ? BOULDER :
234
+ c == 'd' ? DIAMOND : c == 'R' ? ROCKFORD : c == 'F' ? FIREFLY : DIRT;
235
+ }
236
+ cave[y * W + x] = e;
237
+ }
238
+ }
239
+
240
+ static void draw_cell(unsigned i)
241
+ {
242
+ char t = cave[i] & 0x0f;
243
+ SCREEN[i] = glyph[t];
244
+ COLOUR[i] = tint[t];
245
+ }
246
+
247
+ static void draw_all(void)
248
+ {
249
+ for (unsigned i = 0; i < W * H; i++) draw_cell(i);
250
+ }
251
+
252
+ static unsigned fold_cave(unsigned chk)
253
+ {
254
+ for (unsigned i = 0; i < W * H; i++)
255
+ {
256
+ unsigned t = chk ^ (cave[i] & 0x7f);
257
+ chk = (t << 2) + t + 1; // (chk ^ v) * 5 + 1, no multiply call
258
+ }
259
+ return chk;
260
+ }
261
+
262
+ static void put_text(char row, char col, const char *s)
263
+ {
264
+ char *p = SCREEN + W * row + col;
265
+ char *q = COLOUR + W * row + col;
266
+ while (*s)
267
+ {
268
+ char c = *s++;
269
+ if (c >= 'A' && c <= 'Z') c -= 64;
270
+ *p++ = c; *q++ = VCOL_WHITE;
271
+ }
272
+ }
273
+
274
+ // v as n decimal digits (n = 1..6), leading zeros shown.
275
+ static void put_dec(char row, char col, unsigned long v, char n)
276
+ {
277
+ static const unsigned long pw[6] = { 100000, 10000, 1000, 100, 10, 1 };
278
+ char *p = SCREEN + W * row + col;
279
+ for (char i = 6 - n; i < 6; i++)
280
+ {
281
+ char d = 0x30;
282
+ while (v >= pw[i]) { v -= pw[i]; d++; }
283
+ *p++ = d;
284
+ }
285
+ }
286
+
287
+ static void put_hex16(char row, char col, unsigned v)
288
+ {
289
+ static const char hx[16] = { 0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37,
290
+ 0x38, 0x39, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06 };
291
+ char *p = SCREEN + W * row + col;
292
+ for (char i = 0; i < 4; i++)
293
+ {
294
+ p[i] = hx[(v >> (12 - 4 * i)) & 15];
295
+ COLOUR[W * row + col + i] = VCOL_WHITE;
296
+ }
297
+ }
298
+
299
+ // CIA1 timer A counts phi2 from $FFFF; timer B counts A's underflows,
300
+ // so a scan longer than 65,535 cycles is still read correctly.
301
+ static void t_start(void)
302
+ {
303
+ cia1.cra = 0; cia1.crb = 0;
304
+ cia1.ta = 0xffff; cia1.tb = 0xffff;
305
+ cia1.crb = 0x51; // force load, start, count A underflows
306
+ cia1.cra = 0x11; // force load, start, count phi2
307
+ }
308
+
309
+ static unsigned long t_stop(void)
310
+ {
311
+ cia1.cra = 0; cia1.crb = 0; // stop both before reading
312
+ return ((unsigned long)(0xffff - cia1.tb) << 16) + (0xffff - cia1.ta);
313
+ }
314
+
315
+ static unsigned long time_scan(void)
316
+ {
317
+ t_start();
318
+ cave_scan();
319
+ return t_stop();
320
+ }
321
+
322
+ // A synthetic fill of the interior for the worst-case timing: a is the
323
+ // element on odd interior rows, b on even ones, c on every other cell of
324
+ // the odd rows (0xff: same as a).
325
+ static void fill(char a, char b, char c)
326
+ {
327
+ for (char y = 1; y < H - 1; y++)
328
+ for (char x = 1; x < W - 1; x++)
329
+ cave[y * W + x] = (y & 1) ? ((x & 1) || c == 0xff ? a : c) : b;
330
+ }
331
+
332
+ RIRQCode frame_irq;
333
+ volatile char ticks;
334
+
335
+ __interrupt void on_frame(void) { ticks++; }
336
+
337
+ int main(void)
338
+ {
339
+ __asm { sei }
340
+ vic.color_border = VCOL_BLACK;
341
+ vic.color_back = VCOL_BLACK;
342
+ for (unsigned i = 0; i < 1000; i++) { SCREEN[i] = 0x20; COLOUR[i] = VCOL_WHITE; }
343
+
344
+ // Worst-case timing first, interrupts off, display on (badlines in).
345
+ // Each fill is built again before its scan, so every scan has work.
346
+ unsigned long c_idle, c_fall, c_fly, c_null;
347
+ move = 0xff;
348
+ cave_build(); fill(DIRT, DIRT, 0xff); c_idle = time_scan();
349
+ cave_build(); fill(BOULDER_F, SPACE, 0xff); c_fall = time_scan();
350
+ cave_build(); fill(FIREFLY, SPACE, SPACE); c_fly = time_scan();
351
+ t_start(); c_null = t_stop();
352
+
353
+ // The game: one cave frame every SCAN_EVERY display frames.
354
+ cave_build();
355
+ draw_all();
356
+ rirq_init(true);
357
+ rirq_build(&frame_irq, 1);
358
+ rirq_call(&frame_irq, 0, on_frame);
359
+ rirq_set(0, 250, &frame_irq);
360
+ rirq_sort();
361
+ rirq_start();
362
+
363
+ unsigned chk = 0;
364
+ unsigned long cmin = 0xffffff, cmax = 0;
365
+ char next = ticks, start = ticks, late = 0;
366
+ for (char f = 0; f < K_FRAMES; f++)
367
+ {
368
+ next += SCAN_EVERY;
369
+ if (!((char)(ticks - next) & 0x80)) late++; // no wait: the last frame overran
370
+ while ((char)(ticks - next) & 0x80) ; // wait for the cave frame
371
+ char m = f < sizeof(script) - 1 ? script[f] : '-';
372
+ move = m == 'L' ? 0 : m == 'U' ? 1 : m == 'R' ? 2 : m == 'D' ? 3 : 0xff;
373
+ unsigned long c = time_scan() - c_null;
374
+ if (c < cmin) cmin = c;
375
+ if (c > cmax) cmax = c;
376
+ if (overflow) draw_all();
377
+ else for (char n = 0; n < ndirty; n++) draw_cell(dirty[n]);
378
+ }
379
+ char spent = ticks - start; // display frames for K_FRAMES cave frames
380
+ chk = fold_cave(0);
381
+
382
+ put_text(22, 0, "CAVE 40 TICKS LATE GOT RF ");
383
+ put_dec(22, 14, spent, 3); put_dec(22, 23, late, 2); put_dec(22, 30, got, 1);
384
+ put_text(22, 35, dead ? "DEAD" : "OK ");
385
+ put_text(23, 0, "CHK / ");
386
+ put_hex16(23, 4, chk); put_hex16(23, 9, EXPECT);
387
+ put_text(23, 14, chk == EXPECT ? "PASS SCAN" : "FAIL SCAN");
388
+ put_dec(23, 24, cmin, 6); put_text(23, 30, "-"); put_dec(23, 31, cmax, 6);
389
+ put_text(24, 0, "IDLE FALL FLY");
390
+ put_dec(24, 5, c_idle - c_null, 6); put_dec(24, 17, c_fall - c_null, 6); put_dec(24, 28, c_fly - c_null, 6);
391
+ vic.color_border = chk == EXPECT ? VCOL_GREEN : VCOL_RED;
392
+ for (;;) ;
393
+ return 0;
394
+ }
395
+ ```
396
+
397
+ ## Build
398
+
399
+ ```bash
400
+ oscar64 -tm=c64 -O2 -o=cave-scan.prg cave-scan.c
401
+ ```
402
+
403
+ Run headless (PAL; add `-model ntsc` for NTSC):
404
+
405
+ ```bash
406
+ timeout 180 x64sc -default -warp +sound +autostart-delay-random -autostartprgmode 1 -limitcycles 12000000 -exitscreenshot cave-scan.png -autostart cave-scan.prg
407
+ ```
408
+
409
+ The report is on screen between 8,000,000 and 9,000,000 cycles on PAL
410
+ (measured by bisecting `-limitcycles`); 12,000,000 leaves a margin.
411
+
412
+ ## Expected output
413
+
414
+ `screenshots/cave-scan.png` (PAL) and `screenshots/cave-scan-ntsc.png`
415
+ (NTSC). Black screen, green border. The cave fills rows 0 to 21, one cell
416
+ per character: brown checker dirt, red brick, grey steel border, light
417
+ grey ball boulders, cyan diamonds, orange ring firefly. Rockford is dead,
418
+ so no yellow `@` remains. Rows 22 to 24, PAL:
419
+
420
+ ```text
421
+ CAVE 40 TICKS 160 LATE 00 GOT 1 RF DEAD
422
+ CHK E130/E130 PASS SCAN 016609-018175
423
+ IDLE 014206 FALL 137818 FLY 130451
424
+ ```
425
+
426
+ NTSC reads `TICKS 161`, `SCAN 017115-018559` and
427
+ `IDLE 014421 FALL 138892 FLY 131531`; the rest is the same.
428
+
429
+ - `TICKS` is the display frames the 40 cave frames took, counted by a
430
+ raster IRQ on line 250. `LATE` counts cave frames that found their
431
+ frame already gone. 160 and 0 mean the cadence of one scan per four
432
+ frames held.
433
+ - `GOT 1 RF DEAD`: one diamond collected, then Rockford killed by the
434
+ boulder he dug out from under, as the script intends.
435
+ - `CHK` is the program's fold of the 880 cells after the last cave
436
+ frame, then the model's value.
437
+ - `SCAN` is the fewest and most cycles one scan of this cave took in the
438
+ game, CIA1 timer A cascaded into timer B, display on.
439
+ - `IDLE`, `FALL` and `FLY` are single scans of synthetic interiors, run
440
+ before the game with interrupts off and the display on: all dirt; odd
441
+ rows of falling boulders over empty rows (380 movers); odd rows of
442
+ fireflies on alternate cells over empty rows (190 movers). The FALL
443
+ scan overflows the 64-entry dirty list, so after the first 32 moves it
444
+ records nothing, which makes it slightly cheaper than a scan that
445
+ records every change.
446
+
447
+ The model, the rules of the listing written again in Python:
448
+
449
+ ```python
450
+ SPACE, DIRT, WALL, STEEL, BOULDER, BOULDER_F, DIAMOND, DIAMOND_F, ROCKFORD = range(9)
451
+ FIREFLY, SCANNED, W, H = 12, 0x80, 40, 22
452
+ OFF = [-1, -W, 1, W] # left, up, right, down
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+ ROWS = ["", " OOO d", " OOO O", " OdO", " R", "",
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+ " ___O__ O_", " _d_#__ #_", " _###__ #_", "",
455
+ " ########", " #______#",
456
+ " #_F##__#", " #__##__#",
457
+ " #______#", " ########",
458
+ "", "", "", ""]
459
+ CODE = {' ': DIRT, '_': SPACE, '#': WALL, 'O': BOULDER, 'd': DIAMOND,
460
+ 'R': ROCKFORD, 'F': FIREFLY}
461
+ SCRIPT = "RRRRRRRRRDDDDUUUURRRUD"
462
+
463
+ def run(frames=40, flag=True):
464
+ c = [STEEL] * (W * H)
465
+ for y, r in enumerate(ROWS, 1):
466
+ for x, ch in enumerate(r.ljust(38), 1):
467
+ c[y * W + x] = CODE[ch]
468
+ def put(d, v, s):
469
+ c[d] = v | (SCANNED if flag and d > s else 0); c[s] = SPACE
470
+ def roll(i, fall):
471
+ for o in (-1, 1):
472
+ if c[i + o] == SPACE and c[i + W + o] == SPACE:
473
+ put(i + o, fall, i); return True
474
+ return False
475
+ rnd = lambda t: t in (BOULDER, DIAMOND, WALL)
476
+ for f in range(frames):
477
+ m = "LURD".find(SCRIPT[f]) if f < len(SCRIPT) else -1
478
+ for y in range(1, H - 1):
479
+ for x in range(1, W - 1):
480
+ i = y * W + x; v = c[i]
481
+ if v < BOULDER: continue
482
+ if v & SCANNED: c[i] = v & 0x7f; continue
483
+ if v in (BOULDER, DIAMOND):
484
+ if c[i + W] == SPACE: put(i + W, v + 1, i)
485
+ elif rnd(c[i + W] & 0x7f): roll(i, v + 1)
486
+ elif v in (BOULDER_F, DIAMOND_F):
487
+ b = c[i + W]; bt = b & 0x7f
488
+ if b == SPACE: put(i + W, v, i)
489
+ elif bt == ROCKFORD: c[i + W] = SPACE
490
+ elif bt in (BOULDER_F, DIAMOND_F): pass
491
+ elif not (rnd(bt) and roll(i, v)): c[i] = v - 1
492
+ elif v == ROCKFORD:
493
+ if m >= 0 and c[i + OFF[m]] in (SPACE, DIRT, DIAMOND):
494
+ put(i + OFF[m], ROCKFORD, i)
495
+ else:
496
+ d = v & 3
497
+ near = [i + o for o in OFF if c[i + o] & 0x7f == ROCKFORD]
498
+ for n in near: c[n] = SPACE
499
+ if near: continue
500
+ dl = (d + 3) & 3
501
+ if c[i + OFF[dl]] == SPACE: put(i + OFF[dl], FIREFLY + dl, i)
502
+ elif c[i + OFF[d]] == SPACE: put(i + OFF[d], FIREFLY + d, i)
503
+ else: c[i] = FIREFLY + ((d + 1) & 3)
504
+ assert not any(v & SCANNED for v in c)
505
+ chk = 0
506
+ for v in c:
507
+ chk = ((chk ^ (v & 0x7f)) * 5 + 1) & 0xffff
508
+ return chk
509
+
510
+ print(hex(run()), hex(run(flag=False))) # 0xe130 0x262f
511
+ ```
512
+
513
+ ## Why this works
514
+
515
+ `cave_scan` walks the 38x20 interior with a row pointer and a byte
516
+ index, so the common case, a cell of space, dirt or wall, costs one
517
+ indexed load, one compare and the loop step: 14,206 cycles for 760 cells
518
+ of dirt on PAL, about 19 a cell with badline stalls in. Every code from
519
+ `BOULDER` up, and every code with bit 7 set, goes to `cell()`. Keeping
520
+ the object rules out of the loop body matters in Oscar64: a first
521
+ version with the rules inline computed the cell pointer before the test
522
+ and took about 48,000 cycles for the same dirt scan (47,731 in a rebuild).
523
+
524
+ `put()` is the one place an object moves. It sets bit 7 on the
525
+ destination when the destination is later in scan order, that is to the
526
+ right or below. A move left or up lands on a cell the scan has passed,
527
+ so it needs no mark. When the scan reaches a marked cell, `cell()`
528
+ clears the bit and does nothing else, so every mark is gone by the end
529
+ of the scan without a second pass; the model asserts this after every
530
+ frame. Bit 7 is never set on `SPACE`, so the rules can compare a
531
+ neighbour with `SPACE` directly.
532
+
533
+ A resting boulder or diamond with space below starts falling and moves
534
+ down at once. One resting on a round object (boulder, diamond, brick)
535
+ rolls: left if the left cell and the cell below it are empty, otherwise
536
+ right under the same test. A falling one keeps falling into space, kills
537
+ Rockford if he is below it, waits if the object below is itself falling,
538
+ tries to roll off a round object, and otherwise lands, becoming the
539
+ resting code one below. A resting boulder above Rockford stays where it
540
+ is; that is why Rockford can stand under one, step away, step back and
541
+ be killed by it one cave frame after it starts to fall. The firefly
542
+ turns left if it can, goes on if it cannot, and turns right on the spot
543
+ if both are blocked. Any firefly next to Rockford kills him.
544
+
545
+ **The double-move bug, run.** The same listing built with
546
+ `-dSCAN_FLAG=0` and run with the pinned PAL command printed
547
+ `CHK 262F/E130 FAIL`, `GOT 0 RF OK`, `LATE 01` and a slowest game scan
548
+ of 30,620 cycles. 262F is the value the Python model gives with the flag
549
+ off, and all 880 cells of the picture match that model. The model shows
550
+ what happened in cave frame 1: Rockford, told to step right once, was
551
+ processed again in every cell he entered and tunnelled from column 2 to
552
+ column 38 in one scan. The
553
+ boulder that rolls right off the brick at column 18 fell two more cells
554
+ in the same scan, and the firefly moved several times. From there the
555
+ script walks a different cave, collects nothing and never meets the
556
+ boulder. The unflagged build is not pinned.
557
+
558
+ The cadence is a raster IRQ on line 250 that counts frames, the
559
+ `frame_sync_loop` pattern. The main loop waits for the count to pass the
560
+ next multiple of four, scans, then redraws only the cells in the dirty
561
+ list. At 16,609 to 18,175 cycles a scan of this cave fits in one PAL
562
+ frame of 19,656 cycles (on NTSC, 17,115 to 18,559, it does not fit the
563
+ 17,095-cycle frame), with little room for anything else in that
564
+ frame. That is why the game scans once per four frames. The full-cave
565
+ fold that the check needs is about three frames on its own, so it runs
566
+ once, after the last cave frame: a first version folded after every cave
567
+ frame and ran 178 frames for 40 cave frames, 39 of them late.
568
+
569
+ The whole cave fits the screen, because a cell is one character. Boulder
570
+ Dash drew each object as a 2x2-character block and scrolled a window of
571
+ about 19.5 by 11.5 objects over the cave (elmerproductions, below).
572
+
573
+ ## Verification
574
+
575
+ VICE x64sc 3.10, windowless build, Oscar64 as installed on 2026-09-23.
576
+
577
+ **Every cell against the model.** A script read each of the 880 cave
578
+ cells of both pictures, matched the 8x8 pixels against
579
+ `chargen-901225-01.bin` and the foreground colour against VICE's palette
580
+ triples for the model (`runtime/vice-reference.md`, "The default
581
+ palette"), and compared them with the element the Python model holds
582
+ after 40 frames. 0 mismatches on PAL and on NTSC. The same script on the
583
+ `SCAN_FLAG=0` picture: 0 mismatches against the model with the flag
584
+ off, 47 against the model with it on.
585
+
586
+ **Text and border.** Rows 22 to 24 were decoded the same way and read
587
+ as quoted above; the border pixel is (98, 213, 50) on PAL and
588
+ (114, 189, 103) on NTSC, colour 5 on each.
589
+
590
+ **Reproducibility.** The pinned command was run twice per model; the
591
+ PNG bytes were identical each time.
592
+
593
+ ## Sources
594
+
595
+ - https://www.elmerproductions.com/sp/peterb/rawCaveData.html (Peter
596
+ Broadribb's Boulder Dash I cave format): the 40x22 cave with a steel
597
+ border and a 38x20 play area, the visible area of 19.5 by 11.5
598
+ objects, and object codes with separate "scanned this frame" variants
599
+ for fireflies, boulders, diamonds, butterflies, Rockford and amoeba,
600
+ there to stop an object being scanned twice in one frame. Falling
601
+ boulders kill Rockford; stationary ones do not.
602
+ - https://www.boulder-dash.nl/forum/viewtopic.php?t=652 ("Cave Scanning
603
+ Order" thread): the cave is scanned row by row, top to bottom, each
604
+ row left to right; an element that moves or grows gets a delay state
605
+ and is not scanned again in that frame; the states reset at the end of
606
+ the frame. Forum report, not measured here.
607
+ - `frame-sync-loop.md`: the raster IRQ tick counter, reused in shape.
608
+ - `print-number.md` and `difficulty-tables.md`: the CIA1 timing harness
609
+ and the cascaded timer B, reused in shape.