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 +1,572 @@
1
+ ---
2
+ recipe: object-pool
3
+ toolchain: oscar64
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [object_pool]
7
+ file_formats: [PRG]
8
+ uses_registers: [DC04, DC05, DC0E, D011, D020, D021]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # Oscar64 object pool: scan allocator, wave table and per-frame tick, with a self-check
15
+
16
+ ## Synopsis
17
+
18
+ A pool of eight game objects held as parallel arrays, allocated by
19
+ scanning for state 0, filled from a five-byte-per-entry wave table,
20
+ ticked once a frame (move, off-screen test, countdown timer) and freed by
21
+ writing state 0. The program runs a scripted scenario on the 6510:
22
+ sixteen spawns into eight slots, three despawns and three respawns that
23
+ must land in the freed slots, a hit that expires by timer, an object that
24
+ leaves the screen. It folds the final slot table into a checksum that
25
+ must match the value computed in Python and compiled in, prints PASS or
26
+ FAIL, and prints the cycle cost of the allocator (best, middle and full
27
+ cases), a free-list pop and push, the update pass with eight and with no
28
+ active slots, and a spawn, all timed with CIA1 timer A. It implements `object_pool` (`techniques/logic.md`); the pattern is
29
+ described under "Object pool" in `../../game-design/game-design-patterns.md`.
30
+
31
+ ## Source
32
+
33
+ ```c
34
+ // object-pool.c
35
+ // A fixed pool of MAX_OBJ game objects held as parallel arrays. Slots are
36
+ // allocated by scanning for state 0, filled from a wave table, ticked once
37
+ // per frame (movement, off-screen check, countdown timer) and freed by
38
+ // writing state 0. The program runs a scripted scenario on the 6510, folds
39
+ // the final slot bytes into a checksum that must match the value computed
40
+ // in Python and compiled in below, and times the allocator and the update
41
+ // pass with CIA1 timer A.
42
+ #include <c64/vic.h>
43
+ #include <c64/cia.h>
44
+
45
+ #define SCREEN ((char *)0x0400)
46
+ #define COLOUR ((char *)0xd800)
47
+
48
+ #define MAX_OBJ 8
49
+ #define NO_SLOT 0xff
50
+ #define OFF_BOTTOM 250 // y at or past this is below the visible window
51
+
52
+ #define OBJ_FREE 0
53
+ #define OBJ_ALIVE 1
54
+ #define OBJ_DYING 2
55
+
56
+ #define EXPECT_CHK 0x0A95 // Python fold over the 48 final slot bytes
57
+
58
+ // The slot table: one byte per slot per attribute. Index = slot number.
59
+ char obj_state[MAX_OBJ]; // 0 = free, otherwise the object's state
60
+ char obj_type[MAX_OBJ]; // indexes the per-type tables below
61
+ char obj_x[MAX_OBJ];
62
+ char obj_y[MAX_OBJ];
63
+ char obj_dy[MAX_OBJ]; // signed pixels per frame
64
+ char obj_timer[MAX_OBJ]; // frames to live; 0 = no timer
65
+
66
+ // Per-type data.
67
+ static const char type_life[4] = { 0, 12, 12, 40 };
68
+ static const char type_dy[4] = { 0, 1, 1, 2 };
69
+
70
+ // Wave table: frame, type, x, y, count; a frame byte of $ff ends it.
71
+ // Entries are in frame order. count objects are placed 16 pixels apart.
72
+ static const char wave_table[] = {
73
+ 0, 1, 24, 50, 8,
74
+ 0, 2, 24, 60, 8,
75
+ 1, 3, 100, 70, 3,
76
+ 0xff };
77
+ static char wave_pos;
78
+
79
+ // Counters the scenario reads back.
80
+ char spawn_ok, spawn_refused, expired, went_off;
81
+ char spawn_log[16]; // slot taken by each successful spawn
82
+ char spawn_log_n;
83
+
84
+ // Find a free slot: the first slot whose state is 0.
85
+ __noinline char pool_alloc(void)
86
+ {
87
+ for (char i = 0; i < MAX_OBJ; i++)
88
+ if (obj_state[i] == OBJ_FREE)
89
+ return i;
90
+ return NO_SLOT;
91
+ }
92
+
93
+ // Free-list alternative: a stack of free slot numbers.
94
+ char free_stack[MAX_OBJ];
95
+ char free_top;
96
+
97
+ __noinline char fl_alloc(void)
98
+ {
99
+ if (free_top == 0)
100
+ return NO_SLOT;
101
+ return free_stack[--free_top];
102
+ }
103
+
104
+ __noinline void fl_free(char slot)
105
+ {
106
+ free_stack[free_top++] = slot;
107
+ }
108
+
109
+ __noinline char spawn(char type, char x, char y)
110
+ {
111
+ char s = pool_alloc();
112
+ if (s == NO_SLOT)
113
+ {
114
+ spawn_refused++;
115
+ return NO_SLOT;
116
+ }
117
+ obj_type[s] = type;
118
+ obj_x[s] = x;
119
+ obj_y[s] = y;
120
+ obj_dy[s] = type_dy[type];
121
+ obj_timer[s] = type_life[type];
122
+ obj_state[s] = OBJ_ALIVE;
123
+ spawn_ok++;
124
+ spawn_log[spawn_log_n++] = s;
125
+ return s;
126
+ }
127
+
128
+ __noinline void despawn(char slot)
129
+ {
130
+ obj_state[slot] = OBJ_FREE;
131
+ }
132
+
133
+ // A hit starts the dying state: five frames of explosion, then the slot
134
+ // is freed by the timer.
135
+ static void hit(char slot)
136
+ {
137
+ obj_state[slot] = OBJ_DYING;
138
+ obj_timer[slot] = 5;
139
+ }
140
+
141
+ // Spawn every wave entry due on this frame.
142
+ static void wave_step(char frame)
143
+ {
144
+ while (wave_table[wave_pos] == frame)
145
+ {
146
+ char type = wave_table[wave_pos + 1];
147
+ char x = wave_table[wave_pos + 2];
148
+ char y = wave_table[wave_pos + 3];
149
+ char count = wave_table[wave_pos + 4];
150
+ for (char k = 0; k < count; k++)
151
+ spawn(type, x + (k << 4), y);
152
+ wave_pos += 5;
153
+ }
154
+ }
155
+
156
+ // One frame for every active slot: move, drop what left the screen,
157
+ // count the timer down and free the slot when it reaches zero.
158
+ __noinline void update_all(void)
159
+ {
160
+ for (char i = 0; i < MAX_OBJ; i++)
161
+ {
162
+ if (obj_state[i] == OBJ_FREE)
163
+ continue;
164
+ char y = obj_y[i] + obj_dy[i];
165
+ obj_y[i] = y;
166
+ if (y >= OFF_BOTTOM)
167
+ {
168
+ obj_state[i] = OBJ_FREE;
169
+ went_off++;
170
+ }
171
+ else if (obj_timer[i] != 0 && --obj_timer[i] == 0)
172
+ {
173
+ obj_state[i] = OBJ_FREE;
174
+ expired++;
175
+ }
176
+ }
177
+ }
178
+
179
+ static char frame;
180
+
181
+ static void game_frame(void)
182
+ {
183
+ wave_step(frame);
184
+ update_all();
185
+ frame++;
186
+ }
187
+
188
+ // ---- timing subjects -----------------------------------------------------
189
+
190
+ __noinline void nothing(void)
191
+ {
192
+ }
193
+
194
+ __noinline void fl_pop_push(void)
195
+ {
196
+ fl_free(fl_alloc());
197
+ }
198
+
199
+ __noinline void spawn_despawn(void)
200
+ {
201
+ despawn(spawn(1, 0, 0));
202
+ }
203
+
204
+ // CIA1 timer A: force-load $FFFF, count phi2 while fn runs 100 times, read.
205
+ // 100 and not 256: eight active slots for 256 calls would pass 65,535
206
+ // cycles and the 16-bit timer would wrap (it did, in the first build).
207
+ static unsigned time_loop(void (*fn)(void))
208
+ {
209
+ cia1.cra = 0x00;
210
+ cia1.ta = 0xffff;
211
+ cia1.cra = 0x11;
212
+ char i = 100;
213
+ do
214
+ {
215
+ fn();
216
+ } while (--i);
217
+ cia1.cra = 0x00;
218
+ return 0xffff - cia1.ta;
219
+ }
220
+
221
+ // pool_alloc through a void(*)(void) pointer: the result is discarded.
222
+ volatile char sink;
223
+ __noinline void alloc_call(void)
224
+ {
225
+ sink = pool_alloc();
226
+ }
227
+
228
+ // ---- screen --------------------------------------------------------------
229
+
230
+ static void put_str(char row, char col, const char *s)
231
+ {
232
+ char *p = SCREEN + 40 * row + col;
233
+ while (*s)
234
+ {
235
+ char c = *s++;
236
+ *p++ = (c >= 'a' && c <= 'z') ? c - 'a' + 1 : c;
237
+ }
238
+ }
239
+
240
+ static void put_dec(char row, char col, unsigned v, char width)
241
+ {
242
+ char *p = SCREEN + 40 * row + col + width;
243
+ do
244
+ {
245
+ *--p = '0' + v % 10;
246
+ v /= 10;
247
+ } while (--width);
248
+ }
249
+
250
+ static const char hex_glyph[16] = {
251
+ '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 1, 2, 3, 4, 5, 6 };
252
+
253
+ static void put_hex16(char row, char col, unsigned v)
254
+ {
255
+ char *p = SCREEN + 40 * row + col;
256
+ p[0] = hex_glyph[(v >> 12) & 15];
257
+ p[1] = hex_glyph[(v >> 8) & 15];
258
+ p[2] = hex_glyph[(v >> 4) & 15];
259
+ p[3] = hex_glyph[v & 15];
260
+ }
261
+
262
+ // Net cycles per call to two decimals: (t - t0) / 100 calls.
263
+ static void put_per_call(char row, char col, unsigned t, unsigned t0)
264
+ {
265
+ unsigned n = t - t0; // hundredths of a cycle per call
266
+ put_dec(row, col, n / 100, 3);
267
+ SCREEN[40 * row + col + 3] = '.';
268
+ put_dec(row, col + 4, n % 100, 2);
269
+ }
270
+
271
+ static unsigned fold(unsigned cs, unsigned v)
272
+ {
273
+ return (cs ^ v) * 5 + 1;
274
+ }
275
+
276
+ static char count_active(void)
277
+ {
278
+ char n = 0;
279
+ for (char i = 0; i < MAX_OBJ; i++)
280
+ if (obj_state[i] != OBJ_FREE)
281
+ n++;
282
+ return n;
283
+ }
284
+
285
+ int main(void)
286
+ {
287
+ for (unsigned i = 0; i < 1000; i++)
288
+ {
289
+ SCREEN[i] = 0x20;
290
+ COLOUR[i] = VCOL_WHITE;
291
+ }
292
+ vic.color_back = VCOL_BLACK;
293
+ vic.color_border = VCOL_BLACK;
294
+
295
+ put_str(0, 0, "object pool 8 slots scan alloc");
296
+
297
+ // Frame 0: the wave table asks for 16 objects; 8 fit.
298
+ game_frame();
299
+ char ok0 = spawn_ok, ref0 = spawn_refused;
300
+ put_str(1, 0, "spawn 16 ok refused");
301
+ put_dec(1, 14, ok0, 2);
302
+ put_dec(1, 27, ref0, 2);
303
+
304
+ // The player shoots slots 1, 4 and 6; frame 1's wave entry refills them.
305
+ despawn(1);
306
+ despawn(4);
307
+ despawn(6);
308
+ game_frame();
309
+ put_str(2, 0, "despawn 1 4 6 respawn 3 ->");
310
+ put_dec(2, 29, spawn_log[8], 1);
311
+ put_dec(2, 31, spawn_log[9], 1);
312
+ put_dec(2, 33, spawn_log[10], 1);
313
+
314
+ // Slot 3 is hit: five dying frames, then the timer frees it.
315
+ hit(3);
316
+ for (char f = 0; f < 5; f++)
317
+ game_frame();
318
+ char exp1 = expired, act1 = count_active();
319
+ put_str(3, 0, "hit slot 3 expired active");
320
+ put_dec(3, 20, exp1, 1);
321
+ put_dec(3, 30, act1, 2);
322
+
323
+ // A new object just above the bottom edge leaves the screen next frame.
324
+ char s_off = spawn(1, 0, OFF_BOTTOM - 1);
325
+ game_frame();
326
+ char off1 = went_off, act2 = count_active();
327
+ put_str(4, 0, "spawn y249 -> slot off active");
328
+ put_dec(4, 19, s_off, 1);
329
+ put_dec(4, 26, off1, 1);
330
+ put_dec(4, 36, act2, 2);
331
+ put_str(5, 0, "frame");
332
+ put_dec(5, 6, frame, 2);
333
+
334
+ // Checksum over every byte of the final slot table.
335
+ unsigned chk = 0;
336
+ for (char i = 0; i < MAX_OBJ; i++)
337
+ {
338
+ chk = fold(chk, obj_state[i]);
339
+ chk = fold(chk, obj_type[i]);
340
+ chk = fold(chk, obj_x[i]);
341
+ chk = fold(chk, obj_y[i]);
342
+ chk = fold(chk, obj_dy[i]);
343
+ chk = fold(chk, obj_timer[i]);
344
+ }
345
+ put_str(6, 0, "chk exp");
346
+ put_hex16(6, 4, chk);
347
+ put_hex16(6, 13, EXPECT_CHK);
348
+
349
+ bool pass = ok0 == 8 && ref0 == 8 &&
350
+ spawn_log[8] == 1 && spawn_log[9] == 4 && spawn_log[10] == 6 &&
351
+ exp1 == 1 && act1 == 7 && s_off == 3 && off1 == 1 &&
352
+ act2 == 7 && frame == 8 && chk == EXPECT_CHK;
353
+
354
+ // Cycle costs. Interrupts off and DEN off so nothing steals cycles.
355
+ __asm { sei }
356
+ vic.ctrl1 = 0x0b;
357
+ vic_waitFrame();
358
+ unsigned t0 = time_loop(nothing);
359
+
360
+ // Scan with slot 0 free (best case) and with every slot taken.
361
+ unsigned t_scan0 = time_loop(alloc_call); // slot 3 is free
362
+ obj_state[3] = OBJ_ALIVE;
363
+ unsigned t_full = time_loop(alloc_call); // refused, 8 compares
364
+ obj_state[0] = OBJ_FREE;
365
+ unsigned t_best = time_loop(alloc_call); // slot 0 free
366
+
367
+ // Free list: pop then push, one entry on the stack.
368
+ free_stack[0] = 0;
369
+ free_top = 1;
370
+ unsigned t_fl = time_loop(fl_pop_push);
371
+
372
+ // Update pass with 8 active slots that neither move nor expire, and
373
+ // with none active.
374
+ for (char i = 0; i < MAX_OBJ; i++)
375
+ {
376
+ obj_state[i] = OBJ_ALIVE;
377
+ obj_dy[i] = 0;
378
+ obj_y[i] = 100;
379
+ obj_timer[i] = 250;
380
+ }
381
+ unsigned t_it8 = time_loop(update_all);
382
+ for (char i = 0; i < MAX_OBJ; i++)
383
+ obj_state[i] = OBJ_FREE;
384
+ unsigned t_it0 = time_loop(update_all);
385
+
386
+ // Spawn into slot 0 then free it again.
387
+ unsigned t_sp = time_loop(spawn_despawn);
388
+ vic.ctrl1 = 0x1b;
389
+
390
+ put_str(8, 0, "cycles x100 total per call");
391
+ put_str(9, 0, "empty call");
392
+ put_dec(9, 21, t0, 5);
393
+ put_str(10, 0, "scan, slot 0 free");
394
+ put_dec(10, 21, t_best, 5);
395
+ put_per_call(10, 29, t_best, t0);
396
+ put_str(11, 0, "scan, slot 3 free");
397
+ put_dec(11, 21, t_scan0, 5);
398
+ put_per_call(11, 29, t_scan0, t0);
399
+ put_str(12, 0, "scan, pool full");
400
+ put_dec(12, 21, t_full, 5);
401
+ put_per_call(12, 29, t_full, t0);
402
+ put_str(13, 0, "free list pop+push");
403
+ put_dec(13, 21, t_fl, 5);
404
+ put_per_call(13, 29, t_fl, t0);
405
+ put_str(14, 0, "update, 8 active");
406
+ put_dec(14, 21, t_it8, 5);
407
+ put_per_call(14, 29, t_it8, t0);
408
+ put_str(15, 0, "update, 0 active");
409
+ put_dec(15, 21, t_it0, 5);
410
+ put_per_call(15, 29, t_it0, t0);
411
+ put_str(16, 0, "spawn+despawn");
412
+ put_dec(16, 21, t_sp, 5);
413
+ put_per_call(16, 29, t_sp, t0);
414
+
415
+ put_str(18, 0, pass ? "pass" : "fail");
416
+ vic.color_border = pass ? VCOL_GREEN : VCOL_RED;
417
+ for (;;)
418
+ ;
419
+ return 0;
420
+ }
421
+ ```
422
+
423
+ ## Build
424
+
425
+ ```
426
+ oscar64 -tm=c64 -O2 -o=object-pool.prg object-pool.c
427
+ GSETTINGS_SCHEMA_DIR=/opt/homebrew/share/glib-2.0/schemas timeout 180 x64sc -default -warp +sound +autostart-delay-random -autostartprgmode 1 -limitcycles 8000000 -exitscreenshot object-pool.png -autostart object-pool.prg
428
+ ```
429
+
430
+ Add `-model ntsc` for the NTSC picture. 8,000,000 cycles is the pinned
431
+ run; the timed loops total about 108,000 cycles (the sum of the TOTAL
432
+ column) and the scenario is a few thousand more, so the screen is
433
+ complete long before the limit.
434
+
435
+ ## Expected output
436
+
437
+ Black screen, green border. Decoded from `screenshots/object-pool.png`
438
+ (PAL) with the character ROM; rows 7, 17 and 19 to 24 are blank:
439
+
440
+ ```
441
+ OBJECT POOL 8 SLOTS SCAN ALLOC
442
+ SPAWN 16 OK 08 REFUSED 08
443
+ DESPAWN 1 4 6 RESPAWN 3 -> 1 4 6
444
+ HIT SLOT 3 EXPIRED 1 ACTIVE 07
445
+ SPAWN Y249 -> SLOT 3 OFF 1 ACTIVE 07
446
+ FRAME 08
447
+ CHK 0A95 EXP 0A95
448
+
449
+ CYCLES X100 TOTAL PER CALL
450
+ EMPTY CALL 03709
451
+ SCAN, SLOT 0 FREE 06409 027.00
452
+ SCAN, SLOT 3 FREE 10109 064.00
453
+ SCAN, POOL FULL 16109 124.00
454
+ FREE LIST POP+PUSH 08109 044.00
455
+ UPDATE, 8 ACTIVE 41709 380.00
456
+ UPDATE, 0 ACTIVE 14309 106.00
457
+ SPAWN+DESPAWN 18309 146.00
458
+
459
+ PASS
460
+ ```
461
+
462
+ `screenshots/object-pool-ntsc.png` (`-model ntsc`) has the same text in
463
+ every cell: the 320 by 200 ink mask of the two pictures compared equal
464
+ cell for cell, and both borders read green (measured in VICE x64sc 3.10).
465
+ Nothing in the program depends on the frame rate; the CIA counts phi2
466
+ cycles with the screen blanked, and the counts are identical on both
467
+ models.
468
+
469
+ What each row states, and what the Python model gives for it:
470
+
471
+ - Row 1: frame 0's two wave entries ask for 16 objects; 8 are placed and
472
+ 8 refused with `NO_SLOT`.
473
+ - Row 2: slots 1, 4 and 6 are freed; frame 1's entry spawns 3, and the
474
+ scan hands out exactly 1, 4 and 6, in that order.
475
+ - Row 3: slot 3 is hit (state 2, timer 5); after five frames the timer
476
+ frees it, the only expiry so far, leaving 7 active.
477
+ - Row 4: a spawn at y 249 takes slot 3, the lowest free; the next tick
478
+ moves it to 250 and the off-screen test frees it, so 7 are active again.
479
+ - Row 5: eight frames ran.
480
+ - Row 6: the fold over the 48 bytes of the six arrays is $0A95 on the 6510
481
+ and in Python.
482
+ - Rows 9 to 16: CIA1 timer A over 100 calls, total and net per call. The
483
+ per-call column subtracts the empty-call row and divides by 100.
484
+
485
+ The Python side of the scenario:
486
+
487
+ ```python
488
+ life = {0: 0, 1: 12, 2: 12, 3: 40}
489
+ dyt = {0: 0, 1: 1, 2: 1, 3: 2}
490
+ st, ty, x, y, dy, tm = ([0] * 8 for _ in range(6))
491
+ wave = [(0, 1, 24, 50, 8), (0, 2, 24, 60, 8), (1, 3, 100, 70, 3)]
492
+ log, frame = [], 0
493
+
494
+ def spawn(t, xx, yy):
495
+ for s in range(8):
496
+ if st[s] == 0:
497
+ ty[s], x[s], y[s], dy[s], tm[s], st[s] = t, xx & 255, yy, dyt[t], life[t], 1
498
+ log.append(s)
499
+ return s
500
+ return None
501
+
502
+ def game_frame():
503
+ global frame
504
+ for f, t, xx, yy, c in wave:
505
+ if f == frame:
506
+ for k in range(c):
507
+ spawn(t, xx + (k << 4), yy)
508
+ for i in range(8):
509
+ if st[i] == 0:
510
+ continue
511
+ y[i] = (y[i] + dy[i]) & 255
512
+ if y[i] >= 250:
513
+ st[i] = 0
514
+ elif tm[i] != 0:
515
+ tm[i] -= 1
516
+ if tm[i] == 0:
517
+ st[i] = 0
518
+ frame += 1
519
+
520
+ game_frame() # 16 asked, 8 placed
521
+ for s in (1, 4, 6):
522
+ st[s] = 0
523
+ game_frame() # log[8:11] == [1, 4, 6]
524
+ st[3], tm[3] = 2, 5
525
+ for _ in range(5):
526
+ game_frame() # slot 3 expires on the fifth
527
+ spawn(1, 0, 249) # takes slot 3
528
+ game_frame() # slot 3 leaves the screen
529
+
530
+ def fold(c, v):
531
+ return ((c ^ v) * 5 + 1) & 0xFFFF
532
+
533
+ chk = 0
534
+ for i in range(8):
535
+ for v in (st[i], ty[i], x[i], y[i], dy[i], tm[i]):
536
+ chk = fold(chk, v)
537
+ print(log[8:11], frame, hex(chk)) # [1, 4, 6] 8 0xa95
538
+ ```
539
+
540
+ ## Why this works
541
+
542
+ The allocator is a linear scan and its cost says so: 27 cycles with slot
543
+ 0 free, 64 with slot 3 the first free, 124 for a full pool, about 12
544
+ cycles per slot examined. The free-list pop and push pair at 44 is the
545
+ alternative when the pool is large; here its only advantage is the
546
+ constant cost, and it needs every free to go through `fl_free`. The
547
+ update pass costs 380 cycles for eight active slots and 106 for eight
548
+ free ones, so skipping a free slot is 13.25 cycles and ticking a live one
549
+ 47.5. Oscar64 -O2 compiles `update_all` to one absolute-indexed loop and
550
+ folds the timer decrement into an `sbc #0` that borrows the clear carry
551
+ left by the off-screen compare.
552
+
553
+ The scenario checks the two properties a pool must have. The scan hands
554
+ out the lowest free slot, so the three respawns after freeing 1, 4 and 6
555
+ must land there in that order; and a slot is freed by exactly one write
556
+ of state 0, from whichever of the three paths (despawn, timer, off
557
+ screen) reaches it first. The checksum covers every byte of every array,
558
+ including the stale fields of the freed slot, so the Python model has to
559
+ reproduce the order of the tick's writes and not just the live objects.
560
+
561
+ Timing: `time_loop` stops CIA1 timer A, writes $FFFF to its latch,
562
+ force-loads and starts it counting phi2 (`cra = $11`), calls the subject
563
+ 100 times through a pointer, stops the timer and reads it. The first
564
+ build called each subject 200 times and the eight-active update read
565
+ 52.32 cycles per call: 200 calls at 380 cycles pass 65,535 and the 16-bit timer reloads from its latch and carries on,
566
+ so the reading was the count modulo 65,536. A per-call figure with a
567
+ fraction in it, from a loop whose body does the same work every time, is
568
+ the sign of that wrap. 100 calls keep the largest subject under 42,000.
569
+ `sei` and DEN off keep the KERNAL interrupt and badlines out of the count;
570
+ the subjects for the update pass have `dy` 0 and timers of 250 so that no
571
+ slot moves or expires during the 100 calls, and the scan subjects do not
572
+ write the table at all.