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 +1,214 @@
1
+ ---
2
+ recipe: frame-sync-loop-overrun
3
+ toolchain: oscar64
4
+ output_format: PRG
5
+ region: pal
6
+ techniques: [frame_sync_loop]
7
+ file_formats: [PRG]
8
+ uses_registers: [D012, D019, D01A, D020, D021]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # Oscar64 raster-synced frame loop, deliberately overrun
15
+
16
+ ## Synopsis
17
+
18
+ The same raster-synced loop as `frame-sync-loop.md`, with the fixed
19
+ workload raised from 8 units to 24 so that it no longer fits in a frame.
20
+ It exists to show what the budget bar, the frame counter and the
21
+ dropped-frame counter look like when a loop is losing frames, so that you
22
+ recognise the picture when your own loop produces it. Only the `WORK_UNITS`
23
+ constant differs; the two PRGs are the same size and differ in two bytes.
24
+ The technique is `frame_sync_loop` in `techniques/raster.md`.
25
+
26
+ ## Source
27
+
28
+ ```c
29
+ // frame-sync-loop-overrun.c
30
+ // A raster-synced frame loop with a border-colour budget bar, a frame
31
+ // counter and a dropped-frame counter. One raster IRQ at the bottom of the
32
+ // display window bumps a tick byte; the main loop waits for the tick to
33
+ // change, paints the border while it works, and paints it black when done.
34
+ // The white band in the border is the work; where it ends is the budget
35
+ // used. The load here is 24 units, which does not fit a frame; the same
36
+ // listing with 8 units, which does, is recipes/oscar64/frame-sync-loop.md.
37
+ #include <c64/vic.h>
38
+ #include <c64/rasterirq.h>
39
+
40
+ #ifndef WORK_UNITS
41
+ #define WORK_UNITS 24 // 8 fits in a frame; 24 does not
42
+ #endif
43
+
44
+ #define SCREEN ((char *)0x0400) // default text screen
45
+ #define COLOUR ((char *)0xd800) // colour RAM
46
+ #define SYNC_ROW 250 // rirq row; the IRQ lands on line 251
47
+
48
+ // Screen codes for "0".."9" and "A".."F".
49
+ static const char hex_glyph[16] = {
50
+ 0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37,
51
+ 0x38, 0x39, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06
52
+ };
53
+
54
+ RIRQCode frame_irq;
55
+
56
+ // Written by the IRQ, read by the main loop. One byte, so a read is atomic.
57
+ volatile char irq_ticks;
58
+
59
+ __interrupt void on_frame(void)
60
+ {
61
+ irq_ticks++;
62
+ }
63
+
64
+ static char scratch[64];
65
+
66
+ // The fixed per-frame workload: WORK_UNITS passes over a 64-byte buffer.
67
+ static void do_work(void)
68
+ {
69
+ for (char n = 0; n < WORK_UNITS; n++)
70
+ for (char i = 0; i < 64; i++)
71
+ scratch[i] += n;
72
+ }
73
+
74
+ static void put_text(char row, const char *s)
75
+ {
76
+ char *p = SCREEN + 40 * row;
77
+ while (*s)
78
+ {
79
+ char c = *s++;
80
+ *p++ = (c >= 'a' && c <= 'z') ? c - 'a' + 1 : c;
81
+ }
82
+ }
83
+
84
+ static void put_hex16(char row, char col, unsigned v)
85
+ {
86
+ char *p = SCREEN + 40 * row + col;
87
+ p[0] = hex_glyph[(v >> 12) & 15];
88
+ p[1] = hex_glyph[(v >> 8) & 15];
89
+ p[2] = hex_glyph[(v >> 4) & 15];
90
+ p[3] = hex_glyph[v & 15];
91
+ }
92
+
93
+ int main(void)
94
+ {
95
+ for (unsigned i = 0; i < 1000; i++)
96
+ {
97
+ SCREEN[i] = 0x20;
98
+ COLOUR[i] = VCOL_WHITE;
99
+ }
100
+ vic.color_back = VCOL_BLACK;
101
+ vic.color_border = VCOL_BLACK;
102
+ put_text(0, "frames ");
103
+ put_text(1, "dropped ");
104
+ put_text(2, "units ");
105
+ put_hex16(2, 8, WORK_UNITS);
106
+
107
+ // One raster IRQ slot, bottom of the display window, that calls on_frame.
108
+ rirq_init(true);
109
+ rirq_build(&frame_irq, 1);
110
+ rirq_call(&frame_irq, 0, on_frame);
111
+ rirq_set(0, SYNC_ROW, &frame_irq);
112
+ rirq_sort();
113
+ rirq_start();
114
+
115
+ unsigned frames = 0; // loop iterations completed
116
+ unsigned dropped = 0; // ticks that went by while we were busy
117
+ char seen = irq_ticks; // the tick value this loop last consumed
118
+
119
+ for (;;)
120
+ {
121
+ // Wait for the IRQ to move the tick. A tick that has already moved
122
+ // passes straight through: this is where a late frame is not lost.
123
+ while (irq_ticks == seen)
124
+ ;
125
+ char delta = irq_ticks - seen;
126
+ seen += delta; // consume every tick we saw
127
+ if (delta > 1)
128
+ dropped += delta - 1; // each extra tick is a frame we missed
129
+ frames++;
130
+
131
+ vic.color_border = VCOL_WHITE; // budget bar on
132
+ do_work();
133
+ put_hex16(0, 8, frames);
134
+ put_hex16(1, 8, dropped);
135
+ // Cell (0, 3): green while no frame has been dropped, red after.
136
+ SCREEN[120] = 0xa0;
137
+ COLOUR[120] = dropped ? VCOL_RED : VCOL_GREEN;
138
+ vic.color_border = VCOL_BLACK; // budget bar off
139
+ }
140
+ return 0;
141
+ }
142
+ ```
143
+
144
+ ## Build
145
+
146
+ ```bash
147
+ oscar64 -tm=c64 -O2 -o=frame-sync-loop-overrun.prg frame-sync-loop-overrun.c
148
+ ```
149
+
150
+ Built with Oscar64 (build 2026-05-19). The PRG is 987 bytes, the same as
151
+ `frame-sync-loop.prg` from the 8-unit listing, and `cmp -l` between the two
152
+ reports two differing bytes, the `WORK_UNITS` constant where it is used.
153
+
154
+ ## Expected output
155
+
156
+ Every figure below was measured in VICE x64sc 3.10 (rung 1) from the exit
157
+ screenshot of the pinned run, PAL only:
158
+
159
+ ```
160
+ x64sc -default -warp +sound +autostart-delay-random -autostartprgmode 1 \
161
+ -limitcycles 8050000 -exitscreenshot out.png -autostart frame-sync-loop-overrun.prg
162
+ ```
163
+
164
+ reading the border colour down PNG column x = 2 (PAL raster line = row + 16)
165
+ and decoding the text cells against the `chargen-901225-01.bin` glyphs.
166
+
167
+ **PAL, pinned at 8,050,000 cycles** (`screenshots/frame-sync-loop-overrun.png`):
168
+ the border is white on every visible line except one, line 273, which is
169
+ black. That one-line gap is the whole of the loop's idle time: the work runs
170
+ past the next line 251, the tick has already moved when the loop reaches its
171
+ wait, so the border goes black and white again within a line and the loop
172
+ starts the next frame at once. Text reads `FRAMES 0099` (153 loops),
173
+ `DROPPED 0064` (100 frames missed), `UNITS 0018`; the cell at row 3 column 0
174
+ is red. 153 + 100 = 253 ticks, the frames elapsed, so each loop is taking
175
+ 1.65 frames on average and the gap walks about two thirds of a frame down
176
+ the picture each loop.
177
+
178
+ The pin is 8,050,000 cycles rather than the 8,000,000 used by the 8-unit
179
+ recipe because at 8,000,000 the same build read `FRAMES 0097`,
180
+ `DROPPED 0063`, red cell, and the gap lay inside the vertical blank, so the
181
+ border was white on every visible line. That picture is also an overrun,
182
+ and an all-white border with the red cell is what an overrun usually looks
183
+ like; the pin was moved by 50,000 cycles so the gap is in view. No NTSC
184
+ shot is pinned for this recipe.
185
+
186
+ Two other loads were run once each, unpinned, to place the boundary between
187
+ the two recipes: `WORK_UNITS = 16` read `FRAMES 00E1`, `DROPPED 0019`, gap
188
+ at line 68 (1.11 frames a loop, so it overruns on about one loop in nine);
189
+ `WORK_UNITS = 20` read `FRAMES 00B5`, `DROPPED 0045` (1.38 frames a loop).
190
+
191
+ ## Why this works
192
+
193
+ The loop is the one in `frame-sync-loop.md` and the tick counting is
194
+ explained there. What this page adds is the shape of failure. The bar is
195
+ two stores to `$D020`: one after the wait, one after the work. When the work
196
+ outgrows the frame the band has no end: the wait passes at once because the
197
+ IRQ has already moved `irq_ticks`, and the only black is the handful of
198
+ cycles between the second store of one loop and the first store of the
199
+ next, which is the one-line gap in the picture. The gap walks down the
200
+ frame because each loop is a non-integer number of frames long.
201
+
202
+ The dropped counter is what makes the picture readable as a number. Each
203
+ loop reads `delta = irq_ticks - seen`; when the work has taken more than a
204
+ frame, `delta` is 2 or more and `delta - 1` is added to `dropped`. The
205
+ counter therefore says how many frames went by unserved, not how many loops
206
+ were slow, and `frames + dropped` is the number of ticks since the program
207
+ started. That sum is how the 1.65 frames a loop above was derived.
208
+
209
+ An overrun in this loop does not halve the frame rate; it runs the game at
210
+ the speed of the work. A loop that instead spun on `vic_waitLine(251)` after
211
+ the same 1.65 frames of work would wait for the next line 251 every time and
212
+ run at exactly two frames a loop (arithmetic; that variant was not run
213
+ here). Which of the two you want is a design choice; what you do not want is
214
+ to find out from the player.
@@ -0,0 +1,254 @@
1
+ ---
2
+ recipe: frame-sync-loop
3
+ toolchain: oscar64
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [frame_sync_loop]
7
+ file_formats: [PRG]
8
+ uses_registers: [D012, D019, D01A, D020, D021]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # Oscar64 raster-synced frame loop with a budget bar
15
+
16
+ ## Synopsis
17
+
18
+ A main loop that runs once per frame, locked to the raster by one interrupt
19
+ at the bottom of the display window, with the three instruments every C64
20
+ game loop should carry: a border-colour budget bar (white while the loop is
21
+ working, black while it waits), a frame counter and a dropped-frame counter.
22
+ The workload is fixed at 8 units, which fits in a frame;
23
+ `frame-sync-loop-overrun.md` is the same listing at 24 units, which does
24
+ not, and shows what the three instruments look like while frames are being
25
+ lost. Use this one as the skeleton of a game loop, or as the instrument you
26
+ drop a suspect routine into to see how much of the frame it eats. The
27
+ technique is `frame_sync_loop` in `techniques/raster.md`.
28
+
29
+ ## Source
30
+
31
+ ```c
32
+ // frame-sync-loop.c
33
+ // A raster-synced frame loop with a border-colour budget bar, a frame
34
+ // counter and a dropped-frame counter. One raster IRQ at the bottom of the
35
+ // display window bumps a tick byte; the main loop waits for the tick to
36
+ // change, paints the border while it works, and paints it black when done.
37
+ // The white band in the border is the work; where it ends is the budget
38
+ // used. The load here is 8 units, which fits a frame; the same listing with
39
+ // 24 units, which does not, is recipes/oscar64/frame-sync-loop-overrun.md.
40
+ #include <c64/vic.h>
41
+ #include <c64/rasterirq.h>
42
+
43
+ #ifndef WORK_UNITS
44
+ #define WORK_UNITS 8 // 8 fits in a frame; 24 does not
45
+ #endif
46
+
47
+ #define SCREEN ((char *)0x0400) // default text screen
48
+ #define COLOUR ((char *)0xd800) // colour RAM
49
+ #define SYNC_ROW 250 // rirq row; the IRQ lands on line 251
50
+
51
+ // Screen codes for "0".."9" and "A".."F".
52
+ static const char hex_glyph[16] = {
53
+ 0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37,
54
+ 0x38, 0x39, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06
55
+ };
56
+
57
+ RIRQCode frame_irq;
58
+
59
+ // Written by the IRQ, read by the main loop. One byte, so a read is atomic.
60
+ volatile char irq_ticks;
61
+
62
+ __interrupt void on_frame(void)
63
+ {
64
+ irq_ticks++;
65
+ }
66
+
67
+ static char scratch[64];
68
+
69
+ // The fixed per-frame workload: WORK_UNITS passes over a 64-byte buffer.
70
+ static void do_work(void)
71
+ {
72
+ for (char n = 0; n < WORK_UNITS; n++)
73
+ for (char i = 0; i < 64; i++)
74
+ scratch[i] += n;
75
+ }
76
+
77
+ static void put_text(char row, const char *s)
78
+ {
79
+ char *p = SCREEN + 40 * row;
80
+ while (*s)
81
+ {
82
+ char c = *s++;
83
+ *p++ = (c >= 'a' && c <= 'z') ? c - 'a' + 1 : c;
84
+ }
85
+ }
86
+
87
+ static void put_hex16(char row, char col, unsigned v)
88
+ {
89
+ char *p = SCREEN + 40 * row + col;
90
+ p[0] = hex_glyph[(v >> 12) & 15];
91
+ p[1] = hex_glyph[(v >> 8) & 15];
92
+ p[2] = hex_glyph[(v >> 4) & 15];
93
+ p[3] = hex_glyph[v & 15];
94
+ }
95
+
96
+ int main(void)
97
+ {
98
+ for (unsigned i = 0; i < 1000; i++)
99
+ {
100
+ SCREEN[i] = 0x20;
101
+ COLOUR[i] = VCOL_WHITE;
102
+ }
103
+ vic.color_back = VCOL_BLACK;
104
+ vic.color_border = VCOL_BLACK;
105
+ put_text(0, "frames ");
106
+ put_text(1, "dropped ");
107
+ put_text(2, "units ");
108
+ put_hex16(2, 8, WORK_UNITS);
109
+
110
+ // One raster IRQ slot, bottom of the display window, that calls on_frame.
111
+ rirq_init(true);
112
+ rirq_build(&frame_irq, 1);
113
+ rirq_call(&frame_irq, 0, on_frame);
114
+ rirq_set(0, SYNC_ROW, &frame_irq);
115
+ rirq_sort();
116
+ rirq_start();
117
+
118
+ unsigned frames = 0; // loop iterations completed
119
+ unsigned dropped = 0; // ticks that went by while we were busy
120
+ char seen = irq_ticks; // the tick value this loop last consumed
121
+
122
+ for (;;)
123
+ {
124
+ // Wait for the IRQ to move the tick. A tick that has already moved
125
+ // passes straight through: this is where a late frame is not lost.
126
+ while (irq_ticks == seen)
127
+ ;
128
+ char delta = irq_ticks - seen;
129
+ seen += delta; // consume every tick we saw
130
+ if (delta > 1)
131
+ dropped += delta - 1; // each extra tick is a frame we missed
132
+ frames++;
133
+
134
+ vic.color_border = VCOL_WHITE; // budget bar on
135
+ do_work();
136
+ put_hex16(0, 8, frames);
137
+ put_hex16(1, 8, dropped);
138
+ // Cell (0, 3): green while no frame has been dropped, red after.
139
+ SCREEN[120] = 0xa0;
140
+ COLOUR[120] = dropped ? VCOL_RED : VCOL_GREEN;
141
+ vic.color_border = VCOL_BLACK; // budget bar off
142
+ }
143
+ return 0;
144
+ }
145
+ ```
146
+
147
+ ## Build
148
+
149
+ ```bash
150
+ oscar64 -tm=c64 -O2 -o=frame-sync-loop.prg frame-sync-loop.c
151
+ ```
152
+
153
+ Built with Oscar64 (build 2026-05-19); the PRG is 987 bytes. The overrun
154
+ variant is its own recipe, `frame-sync-loop-overrun.md`, with its own
155
+ listing and build; the two PRGs differ in two bytes (`cmp -l`), the
156
+ `WORK_UNITS` constant where it is used.
157
+
158
+ ## Expected output
159
+
160
+ Black screen, white text in rows 0 to 2 (`FRAMES`, `DROPPED`, `UNITS`, each
161
+ followed by a four-digit hex value), a solid cell at row 3 column 0 that is
162
+ green until a frame is dropped and red afterwards, and a white band in the
163
+ border that begins just below the display window and ends where the loop's
164
+ work ends. Every figure below was measured in VICE x64sc 3.10 (rung 1) from
165
+ the exit screenshot of the pinned run:
166
+
167
+ ```
168
+ x64sc -default -warp +sound +autostart-delay-random -autostartprgmode 1 \
169
+ -limitcycles 8000000 [-model ntsc] -exitscreenshot out.png -autostart frame-sync-loop.prg
170
+ ```
171
+
172
+ reading the border colour down PNG column x = 2 (PAL raster line = row + 16;
173
+ NTSC raster line = row + 28) and decoding the text cells against the
174
+ `chargen-901225-01.bin` glyphs.
175
+
176
+ **PAL, `WORK_UNITS = 8`** (`screenshots/frame-sync-loop.png`): the border is
177
+ white from raster line 254 to the bottom of the picture (line 287), white
178
+ again from the top of the picture (line 16) down to line 106, and black from
179
+ line 107 to line 253. **The bar ends at raster line 106.** The IRQ is set on
180
+ rirq row 250 and lands on line 251; the loop's first `$D020` store follows
181
+ three lines later, at 254 (the KERNAL dispatcher, the rirq trampoline, the
182
+ call and the loop's own exit from the wait; the three lines were measured,
183
+ not broken down). From 254 through the frame's end at 311 and on to 106 is
184
+ 165 raster lines, 53 % of the 312-line frame. Text reads `FRAMES 00FB`
185
+ (251 loops since the program started), `DROPPED 0000`, `UNITS 0008`; the
186
+ cell at row 3 is green.
187
+
188
+ **NTSC (`-model ntsc`), `WORK_UNITS = 8`**
189
+ (`screenshots/frame-sync-loop-ntsc.png`): the border is white from PNG row
190
+ 226 to the bottom of the picture (row 246) and from the top down to row 130,
191
+ black from row 131 to row 225. **The bar ends at raster line 158** (row
192
+ 130 + 28) and begins at line 254 as on PAL. From 254 through the 6567R8's
193
+ last line, 262, and on to 158 is 168 lines, 64 % of the 263-line frame: the
194
+ same work is a bigger slice of the shorter frame. Text reads `FRAMES 011A`
195
+ (282 loops), `DROPPED 0000`, `UNITS 0008`; the cell is green.
196
+
197
+ The two line counts put the workload at roughly 10,100 to 10,400 CPU cycles
198
+ (arithmetic from the settled 63 and 65 cycles per line, less 40 cycles for
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+ each of the 7 badlines the PAL bar crosses and the 14 the NTSC bar crosses;
200
+ the two regions' figures differ by 2 %, which is inside that badline
201
+ accounting and the one-line resolution of the picture). It was not timed
202
+ with a CIA timer here.
203
+
204
+ What the same instruments show when the loop does not fit, with the load
205
+ raised to 24 units, is pinned and measured in `frame-sync-loop-overrun.md`
206
+ (`screenshots/frame-sync-loop-overrun.png`): a white border with a
207
+ one-line black gap, `DROPPED` counting up and the cell red.
208
+
209
+ An earlier draft of this page ran 12 units of a 256-byte pass with an
210
+ `unsigned` index and read `DROPPED 00AA` with 76 loops: that "small" load
211
+ was three frames, which is why the unit was cut to a 64-byte pass with a
212
+ `char` index before anything was pinned.
213
+
214
+ ## Why this works
215
+
216
+ The interrupt owns one byte, `irq_ticks`, and only ever increments it; the
217
+ main loop owns `seen` and only ever catches it up. Nothing is cleared across
218
+ the interrupt boundary, so there is no window in which a tick can be lost,
219
+ and because the byte is one byte the read in `while (irq_ticks == seen)` is
220
+ atomic without disabling interrupts. `delta` is computed in eight bits, so
221
+ the counter wrapping from 255 to 0 costs nothing; the tick-consumption
222
+ arithmetic (`delta = ticks - seen`, add `delta - 1` when `delta > 1`) was
223
+ run on the 6502 over all 65,536 (`irq_ticks`, `seen`) pairs in VICE, folded
224
+ into a 16-bit checksum that read `0D00 PASS` against the same fold in
225
+ Python (rung 1 for that arithmetic; the fold is `chk = (chk ^ inc) * 5 + 1`).
226
+ `rirq_wait()` in `rasterirq.c` (lines 606 to 614) is the library's own copy
227
+ of the same loop over `rirq_count`, which the dispatcher increments once per
228
+ frame after the last slot of the schedule has run; this recipe keeps its own
229
+ byte so the counting is visible on the page.
230
+
231
+ The sync point is the bottom of the display window, not the top of the
232
+ frame, on purpose. From line 251 the beam spends the bottom border, the
233
+ vertical blank and the top border, 112 lines on PAL and 63 on the 6567R8
234
+ (arithmetic from the settled frame lengths), before the first badline at
235
+ line 51 of the next frame; anything that writes the screen, the sprite
236
+ registers or `$D016`/`$D011` in that window lands before the VIC reads them,
237
+ so a loop that does its display writes first never tears. The workload here
238
+ is deliberately dumb and runs on past line 51 into the display so the bar
239
+ has something to show; the badlines it crosses there are why the same
240
+ cycles cover more lines on NTSC than the per-line figures alone predict.
241
+
242
+ The bar is two stores to `$D020`: one after the wait, one after the work.
243
+ Whatever the beam is drawing between them is white, so the band's length is
244
+ the loop's time in raster lines and its end is the budget used. When the
245
+ work outgrows the frame the band has no end: the wait passes at once and
246
+ the only black is the handful of cycles between the two stores, which is
247
+ the one-line gap in the picture on `frame-sync-loop-overrun.md`, walking
248
+ down the frame because each loop is a non-integer number of frames long. An
249
+ overrun in this loop does not halve the frame rate, it runs the game at the
250
+ speed of the work (1.65 frames a loop on that page); a loop that instead
251
+ spins on `vic_waitLine(251)` after the same 1.65 frames of work would wait
252
+ for the next line 251 every time and run at exactly two frames a loop
253
+ (arithmetic; that variant was not run here). Which of the two you want is a
254
+ design choice; what you do not want is to find out from the player.