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 +1,477 @@
1
+ ---
2
+ recipe: char-bullets
3
+ toolchain: oscar64
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [char_bullets]
7
+ file_formats: [PRG]
8
+ uses_registers: [D011, D012, D018, D020, D021, DC06, DC07, DC0F, DD06, DD07, DD0F]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # Oscar64 character bullets: eight bullets merged into reserved glyphs over a patterned background, restored in reverse and checked every frame
15
+
16
+ ## Synopsis
17
+
18
+ Eight bullets move in 2-pixel steps across a 20 by 10 cell arena of
19
+ patterned ROM glyphs without using a sprite. Each bullet owns one
20
+ reserved screen code, $F8 to $FF. To draw a bullet the program saves the
21
+ screen code and colour under it, copies that code's glyph into the
22
+ bullet's reserved glyph, ORs a 2 by 2 pixel dot into it at the bullet's
23
+ position inside the cell, and writes the reserved code and white into
24
+ the cell. Bullets 0 and 1 share a cell all the time, 4 pixel rows apart.
25
+ Bullets bounce off the arena edges and off a column of wall cells, found
26
+ by the class of the character they saved. Every frame the program
27
+ restores all eight in reverse order and compares all 200 arena cells
28
+ (screen code and colour nibble) with a copy of the background taken
29
+ before the first bullet was drawn. Then it moves and draws them again.
30
+ A failed compare latches `FAIL`, a red border and 02 in `$02FF`; a pass
31
+ shows `PASS`, green and 01. CIA timers put the cost of all eight draws
32
+ and restores, and of one, in a HUD. The technique is `char_bullets` in
33
+ `techniques/text-mode-render.md`.
34
+
35
+ The compare is exact, a byte-for-byte check against a copy rather than
36
+ a checksum: it is stronger and, as a straight compare, cheaper than the
37
+ Fletcher sum a first build used (10,855 cycles on PAL against 5,873).
38
+
39
+ ## Source
40
+
41
+ ```c
42
+ // char-bullets.c -- eight bullets drawn as characters over a patterned
43
+ // background, each one merged into its own reserved glyph ($F8-$FF).
44
+ // Every frame: restore all bullets in reverse order, compare the arena
45
+ // (screen codes and colour nibbles) with a copy taken before the first
46
+ // bullet was drawn, move, then save-under and draw in forward order.
47
+ // Bullets 0 and 1 share a cell every frame; bullets bounce off the arena
48
+ // edges and off wall cells, found by the class of the saved character.
49
+ // HUD: cycles for all eight draws and restores, per bullet, the compare
50
+ // verdict. $02FF = 01 and a green border on pass, 02 and red on fail.
51
+ // Build: oscar64 -tm=c64 -O2 -o=char-bullets.prg char-bullets.c
52
+ #include <c64/vic.h>
53
+ #include <c64/cia.h>
54
+ #include <c64/memmap.h>
55
+ #include <string.h>
56
+
57
+ // Code and data below $3000; the charset copy sits at $3000-$37FF.
58
+ #pragma region( main, 0x0a00, 0x3000, , , {code, data, bss, heap, stack} )
59
+
60
+ #define SCREEN ((char *)0x0400)
61
+ #define COLOUR ((char *)0xd800)
62
+ #define CHAR_ROM ((char *)0xd000)
63
+ #define FONT ((char *)0x3000) // $D018 = $1C: screen $0400, chars $3000
64
+ #define RESULT (*(volatile char *)0x02ff)
65
+ #define COFS 0xd400u // colour RAM minus screen RAM
66
+
67
+ #define NB 8 // bullets, one reserved glyph each
68
+ #define BASE 0xf8 // reserved codes $F8-$FF
69
+ #define AC0 10 // arena: columns 10-29
70
+ #define AR0 15 // rows 15-24
71
+ #define AW 20
72
+ #define AH 10
73
+ #define WALL 0x66 // ROM hatch glyph, class 1 (solid)
74
+ #define WHITE VCOL_WHITE
75
+
76
+ // Bullet state. x and y are arena pixels, always even, so a 2x2 dot
77
+ // never crosses a cell edge.
78
+ static char bx[NB] = { 20, 20, 40, 90, 130, 10, 70, 150 };
79
+ static char by[NB] = { 40, 44, 10, 70, 24, 60, 2, 50 };
80
+ static signed char dx[NB] = { 2, 2, -2, 2, -2, 2, 0, -2 };
81
+ static signed char dy[NB] = { 0, 0, 2, -2, 2, -2, 2, 0 };
82
+
83
+ static char under[NB]; // screen code under the bullet
84
+ static char ucol[NB]; // colour RAM nibble under it
85
+ static char * cell[NB]; // screen address it was drawn at
86
+ static char cls[256]; // 1 = solid, by screen code
87
+
88
+ static char * rowp[AH]; // arena row start in screen RAM
89
+
90
+ // Dot pixels for x & 7 = 0, 2, 4, 6.
91
+ static const char dot[8] = { 0xc0, 0, 0x30, 0, 0x0c, 0, 0x03, 0 };
92
+
93
+ static unsigned t_draw, t_erase, t_check;
94
+ static unsigned hits, shared;
95
+
96
+ static void timer_start(void)
97
+ {
98
+ cia1.crb = 0x00;
99
+ cia1.tb = 0xffff;
100
+ cia1.crb = 0x11; // force load, start, count phi2
101
+ }
102
+
103
+ static unsigned timer_stop(void)
104
+ {
105
+ cia1.crb = 0x00;
106
+ return 0xffff - cia1.tb;
107
+ }
108
+
109
+ static void put_str(char * dst, const char * s)
110
+ {
111
+ while (*s) {
112
+ char c = *s++;
113
+ if (c >= 'A' && c <= 'Z') c -= 64; // ASCII letter to screen code
114
+ *dst++ = c;
115
+ }
116
+ }
117
+
118
+ static void put_dec5(char * dst, unsigned v)
119
+ {
120
+ for (char i = 5; i > 0; i--) {
121
+ dst[i - 1] = '0' + (char)(v % 10);
122
+ v /= 10;
123
+ }
124
+ }
125
+
126
+ // Add one to a five-digit decimal already on screen: no division.
127
+ static void bump_dec5(char * dst)
128
+ {
129
+ for (char i = 5; i > 0; i--) {
130
+ if (dst[i - 1] < '9') { dst[i - 1]++; return; }
131
+ dst[i - 1] = '0';
132
+ }
133
+ }
134
+
135
+ // Print a figure only when it differs from the one on screen.
136
+ static void show_if_changed(char * dst, unsigned * shown, unsigned v)
137
+ {
138
+ if (v != *shown) { put_dec5(dst, v); *shown = v; }
139
+ }
140
+
141
+ // Background pattern: four ROM glyphs in four colours, walls in brown.
142
+ static char bg_code(char r, char c)
143
+ {
144
+ if (c == 10 && r >= 2 && r <= 7) return WALL;
145
+ static const char pat[4] = { 0x2e, 0x2b, 0x51, 0x56 }; // . + ball X
146
+ return pat[(r + c) & 3];
147
+ }
148
+
149
+ static char bg_colour(char code)
150
+ {
151
+ switch (code) {
152
+ case 0x2e: return VCOL_MED_GREY;
153
+ case 0x2b: return VCOL_CYAN;
154
+ case 0x51: return VCOL_PURPLE;
155
+ case 0x56: return VCOL_LT_BLUE;
156
+ default: return VCOL_BROWN;
157
+ }
158
+ }
159
+
160
+ // The background as drawn, before any bullet: screen codes and colour
161
+ // nibbles for each arena cell. Colour RAM is 4 bits wide and its upper
162
+ // nibble reads back as noise, so only the low nibble is kept and compared.
163
+ static char shadow_s[AH * AW], shadow_c[AH * AW];
164
+
165
+ #define ROW_SAME(r) \
166
+ for (char c = 0; c < AW; c++) { \
167
+ if (SCREEN[40 * (AR0 + r) + AC0 + c] != shadow_s[(r) * AW + c]) \
168
+ return false; \
169
+ if ((COLOUR[40 * (AR0 + r) + AC0 + c] & 0x0f) != shadow_c[(r) * AW + c]) \
170
+ return false; \
171
+ }
172
+
173
+ // Every arena cell against the copy, row by row at constant addresses.
174
+ static bool arena_intact(void)
175
+ {
176
+ ROW_SAME(0) ROW_SAME(1) ROW_SAME(2) ROW_SAME(3) ROW_SAME(4)
177
+ ROW_SAME(5) ROW_SAME(6) ROW_SAME(7) ROW_SAME(8) ROW_SAME(9)
178
+ return true;
179
+ }
180
+
181
+ // Restore in reverse draw order: a bullet drawn over another bullet saved
182
+ // that bullet's reserved code, so it must be put back first.
183
+ static void erase_all(void)
184
+ {
185
+ char i = NB;
186
+ do {
187
+ i--;
188
+ char * p = cell[i];
189
+ p[0] = under[i];
190
+ p[COFS] = ucol[i];
191
+ } while (i);
192
+ }
193
+
194
+ static void move_all(void)
195
+ {
196
+ for (char i = 0; i < NB; i++) {
197
+ char x = bx[i] + dx[i];
198
+ if (x > 8 * AW - 2) { dx[i] = -dx[i]; x = bx[i] + dx[i]; }
199
+ char y = by[i] + dy[i];
200
+ if (y > 8 * AH - 2) { dy[i] = -dy[i]; y = by[i] + dy[i]; }
201
+ bx[i] = x; by[i] = y;
202
+ }
203
+ }
204
+
205
+ // Save under, merge the glyph under the bullet with the dot into the
206
+ // bullet's reserved glyph, write the reserved code and white to the cell.
207
+ static void draw_all(void)
208
+ {
209
+ for (char i = 0; i < NB; i++) {
210
+ char x = bx[i], y = by[i];
211
+ char * p = rowp[y >> 3] + (x >> 3);
212
+ char u = p[0];
213
+ cell[i] = p;
214
+ under[i] = u;
215
+ ucol[i] = p[COFS];
216
+
217
+ const char * src = FONT + (unsigned)u * 8;
218
+ char * dst = FONT + (unsigned)(BASE + i) * 8;
219
+ dst[0] = src[0]; dst[1] = src[1]; dst[2] = src[2]; dst[3] = src[3];
220
+ dst[4] = src[4]; dst[5] = src[5]; dst[6] = src[6]; dst[7] = src[7];
221
+ char m = dot[x & 7], ry = y & 7;
222
+ dst[ry] |= m; dst[ry + 1] |= m;
223
+
224
+ p[0] = BASE + i;
225
+ p[COFS] = WHITE;
226
+
227
+ // Collision: follow the chain through bullets drawn earlier this
228
+ // frame to the background code, then read its class. A reserved
229
+ // code left on screen by a wrong restore order makes this loop
230
+ // forever, because the bullet then saves its own code as "under".
231
+ char t = u;
232
+ if (t >= BASE) { shared++; do t = under[t - BASE]; while (t >= BASE); }
233
+ if (cls[t]) { hits++; dx[i] = -dx[i]; dy[i] = -dy[i]; }
234
+ }
235
+ }
236
+
237
+ int main(void)
238
+ {
239
+ __asm { sei }
240
+
241
+ mmap_set(MMAP_CHAR_ROM);
242
+ memcpy(FONT, CHAR_ROM, 2048);
243
+ mmap_set(MMAP_ROM);
244
+ cls[WALL] = 1;
245
+
246
+ memset(SCREEN, 0x20, 1000);
247
+ memset(COLOUR, VCOL_WHITE, 1000);
248
+ for (char r = 0; r < AH; r++) {
249
+ char * p = SCREEN + 40 * (AR0 + r) + AC0;
250
+ rowp[r] = p;
251
+ for (char c = 0; c < AW; c++) {
252
+ char code = bg_code(r, c);
253
+ p[c] = code;
254
+ p[c + COFS] = bg_colour(code);
255
+ }
256
+ }
257
+ vic.color_back = VCOL_BLACK;
258
+ vic.color_border = VCOL_BLACK;
259
+ vic.memptr = 0x1c;
260
+
261
+ put_str(SCREEN, "FRAME 00000 PASS");
262
+ put_str(SCREEN + 40, "DRAW 00000 EACH 00000 MAX 00000");
263
+ put_str(SCREEN + 80, "ERASE 00000 EACH 00000 MAX 00000");
264
+ put_str(SCREEN + 120, "CHECK 00000 DONE AT LINE 00000");
265
+ put_str(SCREEN + 160, "SHARED 00000 WALL HITS 00000");
266
+ put_str(SCREEN + 200, "LOOP 00000 WHOLE ITERATION WITH HUD");
267
+
268
+ for (char r = 0; r < AH; r++)
269
+ for (char c = 0; c < AW; c++) {
270
+ shadow_s[r * AW + c] = rowp[r][c];
271
+ shadow_c[r * AW + c] = rowp[r][c + COFS] & 0x0f;
272
+ }
273
+ draw_all();
274
+
275
+ char fault = 0;
276
+ unsigned max_draw = 0, max_erase = 0;
277
+ unsigned shown[11] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
278
+
279
+ for (;;)
280
+ {
281
+ vic_waitFrame(); // line 256, below the display
282
+
283
+ cia2.crb = 0x00; // whole-iteration clock, CIA2 timer B
284
+ cia2.tb = 0xffff;
285
+ cia2.crb = 0x11;
286
+
287
+ timer_start();
288
+ erase_all();
289
+ t_erase = timer_stop();
290
+
291
+ timer_start();
292
+ if (!arena_intact()) fault = 1;
293
+ t_check = timer_stop();
294
+
295
+ move_all();
296
+
297
+ timer_start();
298
+ draw_all();
299
+ t_draw = timer_stop();
300
+ unsigned line = ((unsigned)(vic.ctrl1 & 0x80) << 1) | vic.raster;
301
+
302
+ RESULT = fault ? 2 : 1;
303
+ vic.color_border = fault ? VCOL_RED : VCOL_GREEN;
304
+
305
+ // HUD after the draw, outside every timer.
306
+ if (t_draw > max_draw) max_draw = t_draw;
307
+ if (t_erase > max_erase) max_erase = t_erase;
308
+ bump_dec5(SCREEN + 7);
309
+ if (fault) put_str(SCREEN + 14, "FAIL");
310
+ show_if_changed(SCREEN + 47, &shown[0], t_draw);
311
+ show_if_changed(SCREEN + 59, &shown[1], t_draw / NB);
312
+ show_if_changed(SCREEN + 70, &shown[2], max_draw);
313
+ show_if_changed(SCREEN + 87, &shown[3], t_erase);
314
+ show_if_changed(SCREEN + 99, &shown[4], t_erase / NB);
315
+ show_if_changed(SCREEN + 110, &shown[5], max_erase);
316
+ show_if_changed(SCREEN + 127, &shown[6], t_check);
317
+ show_if_changed(SCREEN + 147, &shown[8], line);
318
+ show_if_changed(SCREEN + 167, &shown[7], shared);
319
+ show_if_changed(SCREEN + 185, &shown[9], hits);
320
+ cia2.crb = 0x00; // shown next iteration
321
+ show_if_changed(SCREEN + 207, &shown[10], 0xffff - cia2.tb);
322
+ }
323
+ return 0;
324
+ }
325
+ ```
326
+
327
+ ## Build
328
+
329
+ ```bash
330
+ oscar64 -tm=c64 -O2 -o=char-bullets.prg char-bullets.c
331
+ ```
332
+
333
+ Built with Oscar64 at `-O2`; the PRG is 2,738 bytes. The `#pragma region`
334
+ line keeps code and data below $3000, where the program copies the
335
+ character ROM. Without it nothing would stop the code growing into the
336
+ charset (`charset_blit_overruns_grown_code`). The reserved glyphs are the
337
+ last eight of that copy, $37C0 to $37FF. In the ROM those are reverse
338
+ graphics glyphs, which the HUD does not use.
339
+
340
+ ## Expected output
341
+
342
+ Black screen, green border. A six-line white HUD at the top, then empty
343
+ rows, then the arena on rows 15 to 24, columns 10 to 29: grey `.`, cyan
344
+ `+`, purple balls and light-blue `X` in a diagonal pattern, and a brown
345
+ hatched wall at arena column 10, arena rows 2 to 7. Eight bullets show
346
+ as white cells: the background glyph plus a 2 by 2 dot, all in white.
347
+ One cell holds two dots, bullets 0 and 1, so seven white cells show.
348
+
349
+ Every figure below is from VICE x64sc 3.10 (rung 1), read with PIL from
350
+ the exit screenshot of the pinned run
351
+
352
+ ```
353
+ x64sc -default -warp +sound +autostart-delay-random -autostartprgmode 1 \
354
+ -limitcycles 8000000 [-model ntsc] -exitscreenshot out.png -autostart char-bullets.prg
355
+ ```
356
+
357
+ The HUD was decoded against the `chargen-901225-01.bin` glyphs. The arena
358
+ was compared pixel by pixel with an image rendered in Python from the
359
+ same ROM glyphs, the program's pattern and colours, the VICE palette,
360
+ and bullet positions from a Python copy of the move, bounce and wall
361
+ rules.
362
+
363
+ **PAL** (`screenshots/char-bullets.png`):
364
+
365
+ ```
366
+ FRAME 00241 PASS
367
+ DRAW 03259 EACH 00407 MAX 03352
368
+ ERASE 00641 EACH 00080 MAX 00641
369
+ CHECK 05873 DONE AT LINE 00108
370
+ SHARED 00270 WALL HITS 00013
371
+ LOOP 12649 WHOLE ITERATION WITH HUD
372
+ ```
373
+
374
+ All 12,800 arena pixels match the rendered image for iteration 242.
375
+ Iterations 238 to 244 other than 242 differ in 153 to 318 pixels. The
376
+ bullets are at arena pixels (24,40), (24,44), (36,70), (58,54), (38,40),
377
+ (6,76), (70,18) and (98,50); bullets 0 and 1 share arena cell row 5,
378
+ column 3. All 32 dot pixels are white. The 35,840 pixels of display rows
379
+ 6 to 24 outside the arena are all black. Border (98, 213, 50), VICE's
380
+ PAL green.
381
+
382
+ **NTSC** (`-model ntsc`, `screenshots/char-bullets-ntsc.png`):
383
+
384
+ ```
385
+ FRAME 00240 PASS
386
+ DRAW 03258 EACH 00407 MAX 03354
387
+ ERASE 00641 EACH 00080 MAX 00641
388
+ CHECK 06131 DONE AT LINE 00156
389
+ SHARED 00269 WALL HITS 00013
390
+ LOOP 14716 WHOLE ITERATION WITH HUD
391
+ ```
392
+
393
+ All 12,800 arena pixels match iteration 241, with bullets 0 and 1 in
394
+ arena cell row 5, column 2. All 32 dot pixels are white, the rest of
395
+ rows 6 to 24 is black. Border (114, 189, 103).
396
+
397
+ On both models the arena is one iteration ahead of the HUD. The HUD is
398
+ written after the draw ends, on line 108 (PAL) or 156 (NTSC). Rows 0 to
399
+ 5 end on line 98, so the beam has already shown them when the new
400
+ figures land. The arena starts on line 171, after the new bullets land.
401
+
402
+ | HUD line | Cycles | What the window holds |
403
+ |---|---|---|
404
+ | DRAW | 3,258 to 3,354 | `draw_all()`: for each of eight bullets, the cell address from a row table, saving code and colour, an 8-byte glyph copy, two ORs, two stores to the cell, the class chain and test |
405
+ | EACH | 407 to 419 | DRAW / 8 |
406
+ | ERASE | 641 | `erase_all()`: eight restores of code and colour, in reverse order |
407
+ | EACH | 80 | ERASE / 8 |
408
+ | CHECK | 5,873 PAL, 6,131 NTSC | `arena_intact()`: 200 screen codes and 200 colour nibbles against the copy. It runs across badlines on NTSC, hence the higher figure |
409
+ | DONE AT LINE | 108 PAL, 156 NTSC | the raster line when the draw ends; the arena starts on line 171 |
410
+ | LOOP | 12,649 PAL, 14,716 NTSC | the whole iteration with the HUD, printed on the next iteration. It is under a frame (19,656 and 17,095 cycles), so there is one iteration per frame |
411
+
412
+ DRAW changes from frame to frame. A bullet drawn over another bullet
413
+ walks one more link of the class chain, and a wall hit negates two
414
+ velocities. `MAX` is the largest figure since the start: 3,352 on PAL
415
+ and 3,354 on NTSC, 419 a bullet. The lowest DRAW is not recorded; the
416
+ range in the table runs from the last frame's figure to the maximum.
417
+ Two pinned runs per model gave byte-identical PNGs.
418
+
419
+ **The compare can fail.** A test variant restored the bullets in forward
420
+ order (0 to 7). It was built and run once on PAL. With the class chain
421
+ as listed, it hung before the first HUD update. Forward order restores
422
+ bullet 0's cell first and then writes bullet 1's saved code, which is
423
+ bullet 0's reserved code $F8, back into the same cell. The draw that
424
+ follows moves bullet 0 two pixels, still inside that cell, so it saves
425
+ $F8, its own code, as the character under it. The chain loop then never
426
+ reaches a code below $F8. With the chain walk removed (a code at or above $F8 is only counted
427
+ as shared), the same variant ran and latched
428
+ `FAIL`, a red border (175, 60, 88) and `SHARED 00475` at frame 249: the
429
+ stray $F8 stayed on screen and every bullet that crossed it counted it
430
+ as a shared cell.
431
+
432
+ ## Why this works
433
+
434
+ A character cell shows the 8 bytes of its code's glyph. A bullet's
435
+ reserved glyph starts as a copy of the glyph under it, so the cell looks
436
+ the same as before plus the dot. The background glyph itself is never
437
+ written: every cell elsewhere with the same code is untouched. Only the
438
+ bullet's cell changes its code, and the saved byte puts it back.
439
+
440
+ The dot's position inside the cell is the pixel position. `x & 7` picks
441
+ the bit pair from the `dot` table and `y & 7` the glyph row. Both
442
+ coordinates are even here, so a 2 by 2 dot never crosses a cell edge. A
443
+ bullet that can straddle an edge needs two or four cells and as many
444
+ reserved glyphs.
445
+
446
+ The reverse restore order is what makes shared cells safe. When bullet 1
447
+ is drawn into bullet 0's cell it saves $F8, bullet 0's code, and builds
448
+ its glyph from bullet 0's merged glyph, so both dots show. Restoring
449
+ bullet 1 first puts $F8 back, and restoring bullet 0 next puts the
450
+ background back. Any number of bullets can stack this way. Reverse
451
+ order unwinds the stack.
452
+
453
+ The reserved glyphs are rebuilt while none of their codes is on screen:
454
+ the restore runs first, and each glyph is written before its code goes
455
+ into a cell. So the glyph cannot tear the way an in-place glyph rewrite
456
+ can. The whole erase, compare, move and draw ends on line 108 or 156,
457
+ before the arena's first line, 171. The beam never shows the arena with
458
+ the bullets erased.
459
+
460
+ Colour RAM is saved and restored with the code. Writing white makes the
461
+ bullet visible on any background colour, and it also turns the
462
+ background pixels in that cell white, because a hires cell has one
463
+ foreground colour. Colour RAM is 4 bits wide and its upper nibble reads
464
+ back as whatever was last on the data bus (`hardware/c64-registers-reference.md`,
465
+ Color RAM), so the copy and the compare mask it with `& 0x0f`.
466
+
467
+ The collision test reads the class of the saved code, not of the code
468
+ now in the cell. If the saved code is a reserved code, the bullet landed
469
+ on another bullet, and the loop follows that bullet's saved code until
470
+ it reaches a background code. That bullet was drawn earlier in the same
471
+ frame, so its saved code is current.
472
+
473
+ The compare reads the screen back, not the variables. A restore that
474
+ missed a cell, used the wrong order or wrote the wrong colour leaves a
475
+ byte that differs from the copy, and the verdict goes into `$02FF` for
476
+ the harness in `runtime/vice-reference.md`, "Verifying a run without a
477
+ human".