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 +1,289 @@
1
+ ---
2
+ recipe: fixed-point-jump-velocity
3
+ toolchain: oscar64
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [fixed_point_8_8, jump_arc_table]
7
+ file_formats: [PRG]
8
+ uses_registers: [D000, D001, D002, D003, D010, D015, D017, D01C, D01D, D020, D021, D027, D028]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # Oscar64 fixed-point jump from any height
15
+
16
+ ## Synopsis
17
+
18
+ Two hardware sprites jump from floors of different height, both driven
19
+ by one table of per-frame velocities in 8.8 fixed point. The table is
20
+ independent of where the jump starts: each frame `y += vy_tab[n]`, and
21
+ the caller decides what a landing is. That is the form a platformer
22
+ needs, because `fixed-point-jump.md` holds absolute Y from one fixed
23
+ ground and cannot be used from a platform. Row 24 shows the frame
24
+ counter and each jumper's `y` and `vy`; `$02FF` holds `01` once both
25
+ have landed and every landing was exact, `02` if any landing overshot
26
+ its floor, and the border turns green or red to match.
27
+
28
+ ## Source
29
+
30
+ ```c
31
+ // fixed-point-jump-velocity.c -- two sprites jump from floors of different
32
+ // height using one per-frame velocity table in 8.8. Row 24 shows the frame
33
+ // counter and each jumper's y and vy; $02FF and the border report whether
34
+ // every landing was exact.
35
+ // Build: oscar64 -tm=c64 -O2 -o=fixed-point-jump-velocity.prg fixed-point-jump-velocity.c
36
+ #include <c64/vic.h>
37
+ #include <c64/sprites.h>
38
+
39
+ #define SCREEN ((char *)0x0400)
40
+ #define COLOUR ((char *)0xd800)
41
+ #define SPRDATA ((char *)0x0340) // block 13, the cassette buffer
42
+ #define HUD (SCREEN + 24 * 40) // bottom row: written after the beam has drawn it
43
+ #define RESULT (*(volatile char *)0x02ff)
44
+
45
+ #define PERIOD 52 // updates from launch to landing, from gen.py
46
+
47
+ // Per-frame velocity in 8.8, + is down, from gen.py with V0 = -$0380,
48
+ // G = +$0024 and VTERM = +$0210. Entry n is added to y on update n + 1.
49
+ static const int vy_tab[PERIOD] = {
50
+ -860, -824, -788, -752, -716, -680, -644, -608,
51
+ -572, -536, -500, -464, -428, -392, -356, -320,
52
+ -284, -248, -212, -176, -140, -104, -68, -32,
53
+ 4, 40, 76, 112, 148, 184, 220, 256,
54
+ 292, 328, 364, 400, 436, 472, 508, 528,
55
+ 528, 528, 528, 528, 528, 528, 528, 528,
56
+ 528, 528, 528, 528
57
+ };
58
+
59
+ struct Jumper
60
+ {
61
+ char x; // sprite X register
62
+ char floor; // sprite Y register when standing on its floor
63
+ char n; // next table entry; 0 = standing, about to launch
64
+ unsigned y_fp; // 8.8 position, high byte is the sprite Y register
65
+ int vy; // velocity used on the last update, for the HUD
66
+ char landings; // landings so far
67
+ char wait; // frames to hold on the floor before the first launch
68
+ };
69
+
70
+ static struct Jumper jumper[2] = {
71
+ { 100, 213, 0, 213 << 8, 0, 0, 0 }, // A: the ground, char row 23
72
+ { 220, 149, 0, 149 << 8, 0, 0, 26 } // B: a platform on char row 15, launched half a period later
73
+ };
74
+
75
+ static void put_dec(char col, unsigned v, char width)
76
+ {
77
+ char *p = HUD + col;
78
+ for (signed char k = width - 1; k >= 0; k--) { p[k] = 0x30 + v % 10; v /= 10; }
79
+ }
80
+
81
+ // 8.8 value as integer.fraction, the fraction being the raw low byte 0..255.
82
+ static void put_fp(char col, unsigned v)
83
+ {
84
+ put_dec(col, v >> 8, 3);
85
+ HUD[col + 3] = 0x2e;
86
+ put_dec(col + 4, v & 0xff, 3);
87
+ }
88
+
89
+ // Signed 8.8 velocity as sign, integer, fraction byte.
90
+ static void put_vel(char col, int v)
91
+ {
92
+ unsigned m = v < 0 ? -v : v;
93
+ HUD[col] = v < 0 ? 0x2d : 0x2b;
94
+ HUD[col + 1] = 0x30 + (m >> 8);
95
+ HUD[col + 2] = 0x2e;
96
+ put_dec(col + 3, m & 0xff, 3);
97
+ }
98
+
99
+ static void put_floor(char row, char col0, char col1)
100
+ {
101
+ for (char c = col0; c <= col1; c++) { SCREEN[row * 40 + c] = 0xa0; COLOUR[row * 40 + c] = 12; }
102
+ }
103
+
104
+ int main(void)
105
+ {
106
+ for (unsigned i = 0; i < 1000; i++) { SCREEN[i] = 0x20; COLOUR[i] = 1; }
107
+ for (char i = 0; i < 63; i++) SPRDATA[i] = 0xff; // solid 24x21 block
108
+ vic.color_back = 0;
109
+ vic.color_border = 0;
110
+ put_floor(23, 0, 39); // ground under A
111
+ put_floor(15, 22, 29); // platform under B
112
+
113
+ spr_init(SCREEN);
114
+ spr_set(0, true, jumper[0].x, jumper[0].floor, 13, VCOL_YELLOW, false, false, false);
115
+ spr_set(1, true, jumper[1].x, jumper[1].floor, 13, VCOL_LT_BLUE, false, false, false);
116
+
117
+ HUD[0] = 6; HUD[7] = 1; HUD[24] = 2; // f, a, b labels
118
+
119
+ unsigned frame = 0;
120
+ char failed = 0;
121
+
122
+ // Landing is the caller's job: the table only supplies vy.
123
+ for (;;)
124
+ {
125
+ vic_waitFrame();
126
+
127
+ for (char j = 0; j < 2; j++)
128
+ {
129
+ struct Jumper *p = &jumper[j];
130
+ unsigned floor_fp = (unsigned)p->floor << 8;
131
+
132
+ if (p->wait) { p->wait--; continue; }
133
+ p->vy = vy_tab[p->n];
134
+ p->y_fp += p->vy;
135
+ p->n++;
136
+ if (p->y_fp >= floor_fp) // reached or passed the floor
137
+ {
138
+ if (p->y_fp != floor_fp) failed = 1; // overshoot: the table's sum is not zero
139
+ p->y_fp = floor_fp;
140
+ p->n = 0;
141
+ if (p->landings < 255) p->landings++;
142
+ if (failed)
143
+ { RESULT = 2; vic.color_border = 2; }
144
+ else if (jumper[0].landings && jumper[1].landings)
145
+ { RESULT = 1; vic.color_border = 5; }
146
+ }
147
+ spr_move(j, p->x, p->y_fp >> 8);
148
+ }
149
+
150
+ put_dec(2, frame, 4);
151
+ put_fp(9, jumper[0].y_fp); put_vel(17, jumper[0].vy);
152
+ put_fp(26, jumper[1].y_fp); put_vel(34, jumper[1].vy);
153
+ frame++;
154
+ }
155
+ return 0;
156
+ }
157
+ ```
158
+
159
+ ## Build
160
+
161
+ ```bash
162
+ oscar64 -tm=c64 -O2 -o=fixed-point-jump-velocity.prg fixed-point-jump-velocity.c
163
+ ```
164
+
165
+ Produces `fixed-point-jump-velocity.prg` (1,232 bytes including the
166
+ BASIC stub), with no warnings. Load with
167
+ `LOAD"FIXED-POINT-JUMP-VELOCITY",8,1 : RUN` or via VICE autostart.
168
+
169
+ `vy_tab[]` is generated off-line by `gen.py`, which runs the same update
170
+ the loop runs and stops at the first update whose position sum reaches
171
+ the floor. It prints the period, the landing remainder and the table:
172
+
173
+ ```text
174
+ # gen.py -- per-frame velocity table for fixed-point-jump-velocity.c
175
+ # 8.8 fixed point: 256 units = 1 pixel. + is down. Semi-implicit Euler:
176
+ # each frame v += G, clamp to VTERM, then y += v. Entry n is the v used
177
+ # on update n+1 (the first update after launch reads entry 0).
178
+ V0 = -0x0380 # -3.5 px/frame = -896
179
+ G = 0x0024 # +0.140625 px/frame^2 = 36
180
+ VTERM = 0x0210 # +2.0625 px/frame = 528
181
+ v, y, tab = V0, 0, []
182
+ while True:
183
+ v = min(v + G, VTERM)
184
+ tab.append(v)
185
+ y += v
186
+ if y >= 0:
187
+ break
188
+ print("PERIOD", len(tab), "landing remainder", y, "(0 = exact)")
189
+ for i in range(0, len(tab), 8):
190
+ print(" " + ", ".join("%6d" % x for x in tab[i:i+8]) + ",")
191
+ ```
192
+
193
+ Output: `PERIOD 52 landing remainder 0 (0 = exact)` and the 52 entries in
194
+ the listing. The arithmetic: entry `n` is `V0 + (n + 1) * G` until that
195
+ passes `VTERM`, so entry 0 is `-896 + 36 = -860` and entry 23 is
196
+ `-896 + 24 * 36 = -32`; entry 38 would be `-896 + 39 * 36 = 508` and
197
+ entry 39 would be 544, above 528, so entries 39 to 51 are the terminal
198
+ 528. The position sum of the 39 ramp entries is `39 * (-860 + 508) / 2 =
199
+ -6864`, and 13 terminal entries add `13 * 528 = 6864`, so the sum is 0
200
+ at update 52 and the landing is exact. The apex is the most negative
201
+ running sum, after entry 23: `24 * (-860 - 32) / 2 = -10704`, which is
202
+ 41.81 pixels above the floor.
203
+
204
+ The constants were chosen for that zero. The pair the issue suggested,
205
+ `-3.5` and `+0.15625` (`$28`), passes the floor by 8 to 744 units
206
+ (1/32 to 2.9 pixels) for every terminal velocity from 1.5 to 4.0 in
207
+ steps of 1/32 (checked in Python, not on the 6510); a landing that is
208
+ not exact needs the clamp, and then the result byte would never read
209
+ `01`. Change any of the three constants
210
+ and rerun `gen.py` until the remainder is 0, or accept the clamp and
211
+ drop the exactness check.
212
+
213
+ ## Expected output
214
+
215
+ Black screen, black border until the first landing after both have
216
+ jumped, then green. A grey ground across char row 23 and a grey
217
+ platform on char row 15, columns 22 to 29. A yellow 24x21 sprite at
218
+ X 100 jumps from the ground (standing Y register 213) and a light blue
219
+ one at X 220 jumps from the platform (standing Y 149); the blue one
220
+ launches 26 frames later, so the two are half a period apart. Row 24
221
+ reads `F nnnn A yyy.fff svy.fff B yyy.fff svy.fff`: the frame counter,
222
+ then for each jumper the position as integer and raw fraction byte (0
223
+ to 255, so `.128` is one half) and the velocity as sign, integer and
224
+ fraction byte. The border goes red and `$02FF` reads `02` only if a
225
+ landing overshoots its floor; neither pinned run did that.
226
+
227
+ Pinned runs (VICE x64sc 3.10, `-warp +sound +autostart-delay-random
228
+ -autostartprgmode 1 -limitcycles 8000000`), pictures in
229
+ `screenshots/fixed-point-jump-velocity.png` and
230
+ `screenshots/fixed-point-jump-velocity-ntsc.png`, decoded with the
231
+ character ROM and measured with PIL. Each command was run twice and the
232
+ two PNGs were byte-identical.
233
+
234
+ | | PAL | NTSC (`-model ntsc`) |
235
+ |---|---|---|
236
+ | Row 24 text | `F 0251 A 196.128 +2.016 B 110.012 -0.248` | `F 0283 A 171.048 -0.032 B 144.224 +2.016` |
237
+ | A: updates since launch, entry just added | 44, 528 (terminal) | 24, -32 |
238
+ | B: updates since launch, entry just added | 18, -248 | 50, 528 (terminal) |
239
+ | Sprite A rows in the PNG | 181 to 201 | 144 to 164 |
240
+ | Sprite B rows in the PNG | 95 to 115 | 117 to 137 |
241
+ | Sprite Y from the PNG (first row is line Y + 1) | A 196, B 110 | A 171, B 144 |
242
+ | Landings before the picture | A 4, B 4 | A 5, B 4 |
243
+ | Border pixel (2,100) | (98, 213, 50), green | (114, 189, 103), green |
244
+
245
+ The text and the sprites describe the same frame in both pictures: the
246
+ row is written after the update that moved the sprites, and the row is
247
+ the last one the beam draws. Running the loop in Python for 252 updates
248
+ (PAL, `F 0251`) and 284 (NTSC) gives the same four position and
249
+ velocity values as the pictures.
250
+
251
+ Verdict trace (`-moncommands` with `trace store 02ff` and
252
+ `command 1 "m 02ff 02ff"`, the route in `runtime/vice-reference.md`):
253
+ PAL logged `00` from the KERNAL reset and then `01` seven times, NTSC
254
+ `00` and then `01` eight times, one per landing after the first one
255
+ that had both jumpers down. No `02` in either log.
256
+
257
+ ## Why this works
258
+
259
+ The table holds velocity, not position, so the origin is the caller's:
260
+ `y_fp += vy_tab[n]` from any starting `y_fp`, and the apex, the period
261
+ and the landing speed are the same from the ground and from the
262
+ platform. The sum of the table is zero, so a sprite that starts on a
263
+ floor is back on it exactly after `PERIOD` updates. The loop checks
264
+ that with `y_fp != floor_fp` on the landing update and reports through
265
+ `$02FF` and the border; with these constants the clamp that follows
266
+ never changes the value. A game keeps the check out and the clamp in,
267
+ because a moving platform or a floor under a falling sprite will not be
268
+ where the sum lands. The terminal velocity is in the table as a run of
269
+ equal entries; a longer fall than the table just holds the last entry,
270
+ which is the one thing this recipe does not exercise.
271
+
272
+ `y_fp` is `unsigned` so that `213 << 8` does not wrap negative as it
273
+ would in an `int`; adding the signed `vy` to it is a two's-complement
274
+ add and the compare against `floor_fp` stays unsigned. Oscar64 keeps
275
+ both in 16 bits; the update is one indexed 16-bit load from `vy_tab[]`
276
+ and one 16-bit add, every operand indexed through the `jumper[]` array,
277
+ so the `fixed_point_8_8` figure in `techniques/maths.md` (two adds on
278
+ absolute operands) is a floor, not this loop's cost (not measured here).
279
+
280
+ The HUD is on row 24, not row 0. The mismatch was measured and the
281
+ reason is inferred. A first build wrote the same text to row 0; on PAL
282
+ the picture agreed with itself, but on NTSC sprite B was one update
283
+ ahead of the text (the row said `150.208`, the PNG put the sprite at
284
+ 152). `vic_waitFrame()` returns at raster line 256, and the 24 digits
285
+ on the row (22 of them through a divide-by-ten loop) take longer than
286
+ the 7 lines to the end of an NTSC frame plus the 51 to the top of the
287
+ text area, so the beam drew row 0 before the new text was in it. The
288
+ bottom row is drawn last, so the text there always describes the frame
289
+ that is on screen.
@@ -0,0 +1,210 @@
1
+ ---
2
+ recipe: fixed-point-jump
3
+ toolchain: oscar64
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [fixed_point_8_8, jump_arc_table]
7
+ file_formats: [PRG]
8
+ uses_registers: [D000, D001, D010, D015, D017, D01C, D01D, D020, D021, D027]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # Oscar64 fixed-point jump arc
15
+
16
+ ## Synopsis
17
+
18
+ One hardware sprite jumps and lands, over and over, with its position
19
+ held in 8.8 fixed point: velocity gains gravity, position gains velocity,
20
+ the high byte goes to the sprite Y register. The same arc is also held
21
+ as a 63-byte table, `arc_y[]`, generated off-line from the same two
22
+ adds. Row 0 of the screen shows the frame counter, the frame within the
23
+ jump, the sprite Y register and the table value, so a screenshot at a
24
+ pinned frame can be checked against the table by reading the picture.
25
+ If the live value ever differs from the table the border turns red. Use
26
+ it as the starting point for any platformer jump.
27
+
28
+ ## Source
29
+
30
+ ```c
31
+ // fixed-point-jump.c -- a sprite jumps in an 8.8 fixed-point arc.
32
+ // Frame counter, jump frame, sprite Y register and the precomputed table
33
+ // value are shown on row 0 so a screenshot can be checked against the table.
34
+ // Build: oscar64 -tm=c64 -O2 -o=fixed-point-jump.prg fixed-point-jump.c
35
+ #include <c64/vic.h>
36
+ #include <c64/sprites.h>
37
+
38
+ #define SCREEN ((char *)0x0400)
39
+ #define COLOUR ((char *)0xd800)
40
+ #define SPRDATA ((char *)0x0340) // block 13, the cassette buffer
41
+
42
+ #define GROUND_Y 229 // sprite Y register when standing
43
+ #define SPRITE_X 172
44
+ #define JUMP_V0 (-0x0400) // -4.0 px/frame in 8.8
45
+ #define GRAVITY 0x0020 // +0.125 px/frame^2 in 8.8
46
+ #define PERIOD 63 // frames from launch to landing
47
+
48
+ // Precomputed arc: sprite Y at jump frame n, from gen.py with the same
49
+ // V0, gravity and update order as the loop below.
50
+ static const char arc_y[PERIOD] = {
51
+ 229, 225, 221, 217, 214, 210, 207, 204, 201, 198, 195, 193, 190,
52
+ 188, 186, 184, 182, 180, 178, 176, 175, 173, 172, 171, 170, 169,
53
+ 168, 168, 167, 167, 167, 167, 167, 167, 167, 167, 168, 168, 169,
54
+ 170, 171, 172, 173, 175, 176, 178, 180, 182, 184, 186, 188, 190,
55
+ 193, 195, 198, 201, 204, 207, 210, 214, 217, 221, 225
56
+ };
57
+
58
+ static void put_dec(char col, unsigned v, char width)
59
+ {
60
+ char *p = SCREEN + col;
61
+ for (signed char k = width - 1; k >= 0; k--) { p[k] = 0x30 + v % 10; v /= 10; }
62
+ }
63
+
64
+ static void put_str(char col, const char *s)
65
+ {
66
+ char *p = SCREEN + col;
67
+ while (*s) { char c = *s++; *p++ = (c == ' ') ? 0x20 : c - 'a' + 1; }
68
+ }
69
+
70
+ int main(void)
71
+ {
72
+ for (unsigned i = 0; i < 1000; i++) { SCREEN[i] = 0x20; COLOUR[i] = 1; }
73
+ for (char i = 0; i < 63; i++) SPRDATA[i] = 0xff; // solid 24x21 block
74
+ vic.color_back = 0;
75
+ vic.color_border = 5;
76
+
77
+ spr_init(SCREEN);
78
+ spr_set(0, true, SPRITE_X, GROUND_Y, 13, VCOL_YELLOW, false, false, false);
79
+
80
+ put_str(0, "f"); put_str(9, "j"); put_str(15, "y"); put_str(22, "t");
81
+ put_str(29, "apex");
82
+
83
+ int y_fp = GROUND_Y << 8; // 8.8 position
84
+ int vy_fp = 0; // 8.8 velocity, + is down
85
+ unsigned frame = 0; // frames since start
86
+ char n = 0; // frame within the jump, 0 = on ground
87
+ char apex = 255;
88
+
89
+ for (;;)
90
+ {
91
+ vic_waitFrame();
92
+
93
+ // Row 0 shows the state that produced the sprite now on screen.
94
+ put_dec(2, frame, 5);
95
+ put_dec(11, n, 2);
96
+ put_dec(17, vic.spr_pos[0].y, 3);
97
+ put_dec(24, arc_y[n], 3);
98
+ put_dec(34, apex, 3);
99
+
100
+ if (n == 0)
101
+ vy_fp = JUMP_V0; // launch
102
+ vy_fp += GRAVITY; // gravity first, then position
103
+ y_fp += vy_fp;
104
+ n++;
105
+ if (y_fp >= (GROUND_Y << 8)) { y_fp = GROUND_Y << 8; n = 0; }
106
+
107
+ char y = y_fp >> 8; // pixel byte for the sprite register
108
+ if (y < apex) apex = y;
109
+ if (y != arc_y[n]) vic.color_border = 2; // live and table disagree
110
+ spr_move(0, SPRITE_X, y);
111
+ frame++;
112
+ }
113
+ return 0;
114
+ }
115
+ ```
116
+
117
+ ## Build
118
+
119
+ ```bash
120
+ oscar64 -tm=c64 -O2 -o=fixed-point-jump.prg fixed-point-jump.c
121
+ ```
122
+
123
+ Produces `fixed-point-jump.prg` (868 bytes including the BASIC stub).
124
+ The compiler prints `warning 2017: Invalid value range` for the
125
+ `arc_y[n]` read after `n++`; `n` is reset to 0 on the landing frame
126
+ before that read, so the index never reaches 63. Load with
127
+ `LOAD"FIXED-POINT-JUMP",8,1 : RUN` or via VICE autostart.
128
+
129
+ ## Expected output
130
+
131
+ Black screen, green border, a solid yellow 24x21 sprite at X 172 rising
132
+ and falling over the bottom third of the screen, and a white status line
133
+ on row 0: `F` frames since start, `J` frame within the jump, `Y` the
134
+ sprite Y register, `T` the table value for that jump frame, `APEX` the
135
+ lowest register value seen so far. The border goes red only if the live
136
+ 8.8 value and the table ever disagree; it did not in either pinned run.
137
+
138
+ Pinned runs (VICE x64sc 3.10, `-warp +sound +autostart-delay-random
139
+ -autostartprgmode 1 -limitcycles 8000000`), pictures in
140
+ `screenshots/fixed-point-jump.png` and
141
+ `screenshots/fixed-point-jump-ntsc.png`, decoded with the character ROM
142
+ and measured with PIL:
143
+
144
+ | | PAL | NTSC (`-model ntsc`) |
145
+ |---|---|---|
146
+ | Row 0 text | `f 00252 j 00 y 229 t 229 apex 167` | `f 00283 j 31 y 167 t 167 apex 167` |
147
+ | Frame the sprite is drawn in | jump frame 1 | jump frame 32 |
148
+ | `arc_y[]` for that frame | 225 | 167 |
149
+ | Sprite rows in the PNG | 210 to 230 | 140 to 160 |
150
+ | Sprite Y from the PNG | 225 | 167 |
151
+ | Border pixel (2,100) | green | green |
152
+
153
+ The status line describes the frame that has just finished, because it
154
+ is written after `vic_waitFrame()` and before the update that moves the
155
+ sprite for the next one. The picture is the next frame. So `J 00, Y 229`
156
+ on PAL is a picture of jump frame 1, whose table value is 225, and the
157
+ sprite measured from the PNG is at register 225. On NTSC `J 31` is a
158
+ picture of frame 32; the table holds 167 for both, the flat apex. The
159
+ sprite's first row appears in the PNG one line below its Y register
160
+ (PAL row 210 is raster line 226 with the formula row = line - 16; NTSC
161
+ row 140 is line 168 with row = line - 28); both pictures agree on that
162
+ offset, as `hardware/vic-ii-reference.md` states (the first sprite row
163
+ is on the line after the Y register value). An earlier draft of this table read the register straight off
164
+ the status line and disagreed with the picture by one frame; the
165
+ one-frame lag above is why.
166
+
167
+ A cleaner listing would print the values after the update, so that the
168
+ text and the sprite in one picture describe the same frame, and would
169
+ keep `y_fp` in an `unsigned` (in an `int`, `229 << 8` wraps negative;
170
+ the arithmetic still holds because every value in the arc wraps the
171
+ same way, but it reads badly). Neither change has been run, so neither
172
+ is in the listing.
173
+
174
+ ## Why this works
175
+
176
+ The whole jump is two adds a frame on 16-bit values: `vy_fp += GRAVITY`
177
+ and `y_fp += vy_fp`. With `JUMP_V0 = -$0400` and `GRAVITY = $0020` the
178
+ velocity reaches zero after 32 updates and the sprite is back on the
179
+ ground after 63; the 63 velocity steps sum to exactly zero, so the
180
+ landing is exact and the clamp is only there for constants where it is
181
+ not. Oscar64 compiles each add to the `clc / lda / adc / sta / lda /
182
+ adc / sta` shape that `techniques/maths.md` measures at 26 cycles with
183
+ absolute operands; here the compiler keeps both values in zero-page
184
+ temporaries and folds the gravity into an immediate (`adc #$20`, then
185
+ `adc #$00` for the high byte, read from the `.asm` file the build
186
+ writes), which is 20 cycles by the instruction table (rung 3, not
187
+ measured in this recipe). The pixel byte is `y_fp >> 8`, one byte move,
188
+ and it goes through `spr_move` from `<c64/sprites.h>` into `$D001`.
189
+
190
+ `arc_y[]` was generated by the same two adds in Python, and the loop
191
+ compares its own result against the table every frame. Gravity is added
192
+ before the position (semi-implicit Euler). Adding position first moves
193
+ the full launch speed on the first step, lands after 65 updates and
194
+ gives a table that differs from jump frame 4 onward (rung 3, from the
195
+ same Python integration), so the generator and the loop must agree on
196
+ the order.
197
+
198
+ The sprite image is 63 bytes of `$FF` at `$0340`, block 13, which is the
199
+ cassette buffer and free once the program is running; `spr_init(SCREEN)`
200
+ points the sprite pointer table at `$07F8` and `spr_set` writes pointer,
201
+ colour, position and enable in one call. The frame is paced by
202
+ `vic_waitFrame()`, so on PAL the arc takes 63/50 of a second and on NTSC
203
+ 63/60; the table is in frames, not time, which is why the two pictures
204
+ show different frame counts for the same cycle budget.
205
+
206
+ `arc_y[]` is absolute Y from `GROUND_Y`, so it only plays from that one
207
+ ground. A jump that has to start from a platform stores the per-frame
208
+ velocity instead and adds it to whatever `y` it starts from;
209
+ `fixed-point-jump-velocity.md` is that variant, with two sprites on
210
+ floors 64 pixels apart driven by one table.