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 +1,364 @@
1
+ ---
2
+ recipe: seeded-level-fill
3
+ toolchain: oscar64
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [seeded_level_fill, lfsr_random]
7
+ file_formats: [PRG]
8
+ uses_registers: [D011, D012, D020, D021, DC04, DC05, DC06, DC07, DC0E, DC0F]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # Oscar64 seeded level fill: a 40 by 22 tile field from a two-byte seed, regenerated and compared
15
+
16
+ ## Synopsis
17
+
18
+ A level table holds, per level, a 16-bit seed, three cumulative
19
+ thresholds (wall, dirt, gem) and a five-entry object list (player start,
20
+ exit, three guaranteed gems). One generation walks the 880 cells of a
21
+ 40 by 22 field, steps a 16-bit Galois LFSR once per cell, classifies the
22
+ low byte of the state against the thresholds, closes the frame with
23
+ wall, then writes the object list over the result. The program generates
24
+ level 1 twice into two buffers, compares them byte for byte, prints a
25
+ checksum of each, prints level 2's checksum beside them, checks that
26
+ every listed object sits in its cell on all three levels, and times one
27
+ generation with CIA1 timers A and B as a 32-bit clock. `$02FF` holds
28
+ `01` and the border is green when the two buffers match, the two seeds
29
+ differ in checksum and every object is placed; else `02` and red. The
30
+ three levels are then drawn as characters in turn, 200 frames each. It
31
+ implements `seeded_level_fill` (`techniques/logic.md`) on top of
32
+ `lfsr_random` (`techniques/maths.md`).
33
+
34
+ ## Source
35
+
36
+ ```c
37
+ // seeded-level-fill.c
38
+ // A 40 by 22 tile field filled from a 16-bit seed. One step of a Galois
39
+ // LFSR per cell; the low byte of the state is compared against three
40
+ // thresholds (wall, dirt, gem) read from a per-level table; a short object
41
+ // list then places the cells that must be exact (player start, exit, three
42
+ // fixed gems). The same seed is generated twice into two buffers and
43
+ // compared byte for byte; a checksum of each field is printed; CIA1 timers
44
+ // A and B time one generation. Levels 1 to 3 are drawn in turn, 200 frames
45
+ // each, and the last is held. $02FF holds 01 and the border is green when
46
+ // the regeneration matches, every listed object sits in its cell and the
47
+ // two seeds give different checksums; else 02 and red.
48
+ #include <c64/vic.h>
49
+ #include <c64/cia.h>
50
+
51
+ #define SCREEN ((char *)0x0400)
52
+ #define COLOUR ((char *)0xd800)
53
+ #define RESULT (*(volatile char *)0x02ff)
54
+
55
+ #define FW 40
56
+ #define FH 22
57
+ #define FIELD_BYTES (FW * FH)
58
+ #define HOLD_FRAMES 200
59
+
60
+ enum Tile { T_EMPTY, T_WALL, T_DIRT, T_GEM, T_PLAYER, T_EXIT };
61
+
62
+ struct Obj { char x, y, tile; };
63
+
64
+ struct Level
65
+ {
66
+ unsigned seed; // the whole level in two bytes
67
+ char wall, dirt, gem; // cumulative thresholds on the LFSR low byte
68
+ struct Obj objs[5]; // player start, exit, three guaranteed gems
69
+ };
70
+
71
+ // Thresholds are cumulative: r < wall is wall, r < dirt is dirt,
72
+ // r < gem is gem, anything else is empty. Higher rows are denser.
73
+ static const struct Level levels[3] = {
74
+ { 0x2D5A, 40, 160, 176, { { 1, 1, T_PLAYER }, { 38, 20, T_EXIT },
75
+ { 20, 10, T_GEM }, { 5, 18, T_GEM }, { 34, 3, T_GEM } } },
76
+ { 0x7C21, 64, 192, 204, { { 1, 20, T_PLAYER }, { 38, 1, T_EXIT },
77
+ { 19, 11, T_GEM }, { 8, 4, T_GEM }, { 30, 17, T_GEM } } },
78
+ { 0xB3E7, 80, 216, 224, { { 20, 1, T_PLAYER }, { 20, 20, T_EXIT },
79
+ { 2, 11, T_GEM }, { 37, 11, T_GEM }, { 20, 11, T_GEM } } },
80
+ };
81
+ #define LAST_LEVEL 2
82
+
83
+ static const char tile_char[6] = { 0x20, 0xa0, 0x66, 0x5a, 0x51, 0x5b };
84
+ static const char tile_colour[6] = { VCOL_BLACK, VCOL_MED_GREY, VCOL_ORANGE,
85
+ VCOL_YELLOW, VCOL_WHITE, VCOL_LT_GREEN };
86
+
87
+ static const char hex_glyph[16] = {
88
+ '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', 1, 2, 3, 4, 5, 6 };
89
+
90
+ volatile unsigned s16; // LFSR state; global so the assembler can name it
91
+ char field_a[FIELD_BYTES];
92
+ char field_b[FIELD_BYTES];
93
+
94
+ // 16-bit Galois LFSR, one step, right shift, taps $B400.
95
+ __noinline void step16(void)
96
+ {
97
+ __asm volatile {
98
+ lsr s16 + 1
99
+ ror s16
100
+ bcc l1
101
+ lda s16 + 1
102
+ eor #$b4
103
+ sta s16 + 1
104
+ l1:
105
+ }
106
+ }
107
+
108
+ // Fill one field from the level's seed and thresholds, then place the
109
+ // object list. The level index is clamped to the last row; a zero seed
110
+ // is replaced, because the LFSR never leaves state zero.
111
+ __noinline void generate(char level, char *field)
112
+ {
113
+ if (level > LAST_LEVEL)
114
+ level = LAST_LEVEL;
115
+ const struct Level *lv = &levels[level];
116
+ unsigned seed = lv->seed;
117
+ if (seed == 0)
118
+ seed = 0xACE1;
119
+ s16 = seed;
120
+ char wall = lv->wall, dirt = lv->dirt, gem = lv->gem;
121
+ char *p = field;
122
+ for (char y = 0; y < FH; y++)
123
+ {
124
+ for (char x = 0; x < FW; x++)
125
+ {
126
+ step16();
127
+ char r = (char)s16;
128
+ char t;
129
+ if (r < wall) t = T_WALL;
130
+ else if (r < dirt) t = T_DIRT;
131
+ else if (r < gem) t = T_GEM;
132
+ else t = T_EMPTY;
133
+ if (x == 0 || x == FW - 1 || y == 0 || y == FH - 1)
134
+ t = T_WALL; // a closed frame round the field
135
+ *p++ = t;
136
+ }
137
+ }
138
+ for (char i = 0; i < 5; i++)
139
+ {
140
+ const struct Obj *o = &lv->objs[i];
141
+ field[o->y * FW + o->x] = o->tile;
142
+ }
143
+ }
144
+
145
+ static unsigned checksum(const char *field)
146
+ {
147
+ unsigned cs = 0;
148
+ for (unsigned i = 0; i < FIELD_BYTES; i++)
149
+ cs = (cs ^ field[i]) * 5 + 1;
150
+ return cs;
151
+ }
152
+
153
+ static unsigned compare(const char *a, const char *b)
154
+ {
155
+ unsigned diff = 0;
156
+ for (unsigned i = 0; i < FIELD_BYTES; i++)
157
+ if (a[i] != b[i])
158
+ diff++;
159
+ return diff;
160
+ }
161
+
162
+ // Every object in the level's list sits in its cell after generation.
163
+ static bool objects_placed(char level, const char *field)
164
+ {
165
+ const struct Level *lv = &levels[level];
166
+ for (char i = 0; i < 5; i++)
167
+ {
168
+ const struct Obj *o = &lv->objs[i];
169
+ if (field[o->y * FW + o->x] != o->tile)
170
+ return false;
171
+ }
172
+ return true;
173
+ }
174
+
175
+ static void draw(const char *field)
176
+ {
177
+ for (unsigned i = 0; i < FIELD_BYTES; i++)
178
+ {
179
+ char t = field[i];
180
+ SCREEN[i] = tile_char[t];
181
+ COLOUR[i] = tile_colour[t];
182
+ }
183
+ }
184
+
185
+ static void put_str(char row, char col, const char *s)
186
+ {
187
+ char *p = SCREEN + 40 * row + col;
188
+ while (*s)
189
+ {
190
+ char c = *s++;
191
+ *p++ = (c >= 'a' && c <= 'z') ? c - 'a' + 1 : c;
192
+ }
193
+ }
194
+
195
+ static void put_hex16(char row, char col, unsigned v)
196
+ {
197
+ char *p = SCREEN + 40 * row + col;
198
+ p[0] = hex_glyph[v >> 12];
199
+ p[1] = hex_glyph[(v >> 8) & 15];
200
+ p[2] = hex_glyph[(v >> 4) & 15];
201
+ p[3] = hex_glyph[v & 15];
202
+ }
203
+
204
+ static void put_dec(char row, char col, unsigned long v, char width)
205
+ {
206
+ char *p = SCREEN + 40 * row + col + width;
207
+ do
208
+ {
209
+ *--p = '0' + (char)(v % 10);
210
+ v /= 10;
211
+ } while (--width);
212
+ }
213
+
214
+ // CIA1 timer B counts timer A underflows: a 32-bit phi2 clock round one
215
+ // call of generate(), interrupts off, screen on so badlines are inside it.
216
+ static unsigned long time_generate(char level, char *field)
217
+ {
218
+ cia1.cra = 0x00;
219
+ cia1.crb = 0x00;
220
+ cia1.ta = 0xffff;
221
+ cia1.tb = 0xffff;
222
+ cia1.crb = 0x51;
223
+ cia1.cra = 0x11;
224
+ generate(level, field);
225
+ cia1.cra = 0x00;
226
+ cia1.crb = 0x00;
227
+ unsigned lo = 0xffff - cia1.ta;
228
+ unsigned hi = 0xffff - cia1.tb;
229
+ return ((unsigned long)hi << 16) + lo;
230
+ }
231
+
232
+ int main(void)
233
+ {
234
+ __asm { sei }
235
+ for (unsigned i = 0; i < 1000; i++)
236
+ {
237
+ SCREEN[i] = 0x20;
238
+ COLOUR[i] = VCOL_WHITE;
239
+ }
240
+ vic.color_back = VCOL_BLACK;
241
+ vic.color_border = VCOL_BLACK;
242
+
243
+ // Level 1 twice, level 2 once, checksums and the byte compare.
244
+ unsigned long cycles = time_generate(0, field_a);
245
+ unsigned cs1 = checksum(field_a);
246
+ generate(0, field_b);
247
+ unsigned cs1b = checksum(field_b);
248
+ unsigned diff = compare(field_a, field_b);
249
+ bool objs = objects_placed(0, field_a) && objects_placed(0, field_b);
250
+ generate(1, field_b);
251
+ unsigned cs2 = checksum(field_b);
252
+ objs = objs && objects_placed(1, field_b);
253
+ generate(2, field_b);
254
+ objs = objs && objects_placed(2, field_b);
255
+
256
+ bool ok = diff == 0 && cs1 == cs1b && cs1 != cs2 && objs;
257
+
258
+ put_str(22, 0, "level cs1 regen cs2");
259
+ put_hex16(22, 13, cs1);
260
+ put_hex16(22, 24, cs1b);
261
+ put_hex16(22, 33, cs2);
262
+ put_str(23, 0, "diff objs gen cyc");
263
+ put_dec(23, 5, diff, 3);
264
+ put_str(23, 15, objs ? "ok " : "bad");
265
+ put_dec(23, 28, cycles, 6);
266
+ put_str(24, 0, ok ? "pass" : "fail");
267
+ RESULT = ok ? 0x01 : 0x02;
268
+ vic.color_border = ok ? VCOL_GREEN : VCOL_RED;
269
+
270
+ // Show levels 1, 2 and 3 in turn; the last stays up.
271
+ for (char lv = 0; lv <= LAST_LEVEL; lv++)
272
+ {
273
+ generate(lv, field_a);
274
+ draw(field_a);
275
+ SCREEN[22 * 40 + 6] = '1' + lv;
276
+ if (lv == LAST_LEVEL)
277
+ break;
278
+ for (char f = 0; f < HOLD_FRAMES; f++)
279
+ vic_waitFrame();
280
+ }
281
+ for (;;)
282
+ ;
283
+ return 0;
284
+ }
285
+ ```
286
+
287
+ ## Build
288
+
289
+ ```bash
290
+ oscar64 -tm=c64 -O2 -o=seeded-level-fill.prg seeded-level-fill.c
291
+ ```
292
+
293
+ Run headless, pinned at 9,500,000 cycles so the exit lands while level 2
294
+ is on the screen on both models (level 2 begins between 7.0 and 8.0
295
+ million cycles on PAL and between 7.5 and 8.0 million on NTSC, from
296
+ probe runs at those counts, and stays up for 200 frames):
297
+
298
+ ```bash
299
+ x64sc -default -warp +sound +autostart-delay-random -autostartprgmode 1 -limitcycles 9500000 -exitscreenshot seeded-level-fill.png -autostart seeded-level-fill.prg
300
+ ```
301
+
302
+ Add `-model ntsc` for the NTSC picture. The PRG is 1,983 bytes.
303
+
304
+ ## Expected output
305
+
306
+ Rows 0 to 21 are level 2's field: a grey wall frame, grey wall cells,
307
+ orange dirt, yellow diamonds, a white disc for the player start at
308
+ column 1 row 20 and a light green cross for the exit at column 38 row 1.
309
+ Rows 22 to 24 read, in white on black, with a green border:
310
+
311
+ PAL, `screenshots/seeded-level-fill.png`:
312
+
313
+ ```
314
+ level 2 cs1 1731 regen 1731 cs2 d622
315
+ diff 000 objs ok gen cyc 097643
316
+ pass
317
+ ```
318
+
319
+ NTSC, `screenshots/seeded-level-fill-ntsc.png`: the same three rows with
320
+ `gen cyc 098417`.
321
+
322
+ Measured from those two screenshots with PIL (VICE x64sc 3.10): the
323
+ cell at column 1 row 20 is half white, the cell at column 38 row 1 is
324
+ light green on black, the cell at column 19 row 11 is yellow on black,
325
+ and the 880 field cells count 400 dirt-dominant, 290 wall-dominant and
326
+ 190 black-dominant (empty cells and the sparse glyphs). The pinned
327
+ command gave byte-identical PNGs on two runs per model.
328
+
329
+ The verdict is `$02FF = 01` when level 1's two buffers differ in no
330
+ byte, its checksum equals its regenerated checksum, level 2's checksum
331
+ differs from it, and the fifteen listed objects sit in their cells; the
332
+ byte itself was not read out here, the border colour it is paired with
333
+ was.
334
+
335
+ ## Why this works
336
+
337
+ The whole level is the table row. `generate()` sets the LFSR state from
338
+ the row's seed and steps it once per cell in a fixed order, so the
339
+ sequence of low bytes, and the tile each maps to, depend on nothing but
340
+ the seed. Running it twice into two buffers and comparing all 880 bytes
341
+ is the determinism test; the checksum on the screen is the same fact as
342
+ one number a test can read across runs. Level 2's seed and thresholds
343
+ give `D622` against level 1's `1731`, so a change of two bytes changes
344
+ the whole field. A seed of zero would leave the state at zero for ever
345
+ (`lfsr_zero_state_lockup`, `pitfalls/cpu.md`); the guard replaces it
346
+ before the first step. The level index is clamped to the last row rather
347
+ than read past the table.
348
+
349
+ The thresholds are cumulative on the low byte: with `wall = 40` about
350
+ 40 in 256 cells are wall, `dirt = 160` makes the next 120 in 256 dirt,
351
+ `gem = 176` the next 16 gems, and the rest empty. Level 2's 64, 192 and
352
+ 204 raise wall and dirt density and thin the gems, which is the
353
+ difficulty table moving; the census of the level 2 picture above is the
354
+ result, with the frame's 120 cells inside the wall count. The object
355
+ list runs last and writes over whatever the fill produced, so the start,
356
+ the exit and the guaranteed gems are exact and the check for them is a
357
+ five-cell compare per level.
358
+
359
+ The generation figure is one call of `generate()` under CIA1 timers A
360
+ and B chained (timer B counting timer A underflows), interrupts off,
361
+ screen on, so badline stalls are inside it: 97,643 cycles on PAL and
362
+ 98,417 on NTSC, about 111 cycles per cell including the loop, the
363
+ compare chain and the frame test. That is about five PAL frames, a
364
+ level-start cost and not a per-frame one.