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 +1,610 @@
1
+ ---
2
+ recipe: slope-collision
3
+ toolchain: oscar64
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [slope_collision]
7
+ file_formats: [PRG]
8
+ uses_registers: [D000, D001, D010, D011, D015, D018, D020, D021, D027, DC06, DC07, DC0F]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # Oscar64 Slope Collision: 45-degree and 1-in-2 hills and a drop-through platform
15
+
16
+ ## Synopsis
17
+
18
+ A sprite walks a character-map terrain under a scripted joystick byte:
19
+ flat ground, a 45-degree hill, a 1-in-2 hill (26.6 degrees) built from
20
+ two-cell halves, and a one-way platform it drops through with down + fire. Each
21
+ map cell is one attribute byte (ground, wall, drop-through, slope type in
22
+ bits 4 to 6), and a 64-byte height table gives the ground row inside a
23
+ cell for each of its eight pixel columns. The slope glyphs are generated
24
+ from the same table, so the picture and the collision cannot disagree.
25
+ Every grounded frame the program logs the foot row per foot column. At
26
+ the end it compares the log with a profile found a second way, by
27
+ scanning each map column from the top, and prints the largest error in
28
+ pixels, the sample counts and the CIA1 timer B cost of the update.
29
+ `$02FF` = `01` and a green border when the error is 0, every event was
30
+ seen and every phase ended at its scripted x; `02` and red otherwise.
31
+ This is the `slope_collision` technique in `docs/techniques/logic.md`;
32
+ the result-byte contract is `headless-verify.md`.
33
+
34
+ ## Source
35
+
36
+ ```c
37
+ // slope-collision.c
38
+ //
39
+ // Slope collision on a character map. Each map cell holds one attribute
40
+ // byte: ground, wall, drop-through and a slope type in bits 4-6. A
41
+ // height table gives the ground row inside the cell for each of its eight
42
+ // pixel columns. The terrain has flat ground, a 45-degree hill, a
43
+ // 1-in-2 hill built from two-cell halves and a drop-through
44
+ // platform, drawn with glyphs generated from the same table.
45
+ // One sprite walks right, then left, on a scripted joystick byte. It
46
+ // starts on the platform and drops through it with down + fire.
47
+ // Every grounded frame its foot row is logged per foot column; at the end
48
+ // the log is compared with a profile found by scanning each map column
49
+ // from the top, a second use of the tables by a different path.
50
+ // Row 0: foot x and y, slope type, state. Row 1: CIA1 timer B cycles of
51
+ // the update, worst and best frame. Row 2: samples per pass, largest
52
+ // error in pixels, result. $02FF = 01 and a green border on pass,
53
+ // 02 and red on fail.
54
+ // Build: oscar64 -tm=c64 -O2 -o=slope-collision.prg slope-collision.c
55
+ #include <c64/vic.h>
56
+ #include <c64/cia.h>
57
+ #include <c64/sprites.h>
58
+ #include <c64/memmap.h>
59
+ #include <string.h>
60
+
61
+ // Code and data below $3800; the charset copy sits at $3800-$3FFF.
62
+ #pragma region( main, 0x0a00, 0x3800, , , {code, data, bss, heap, stack} )
63
+
64
+ #define SCREEN ((char *)0x0400)
65
+ #define COLOUR ((char *)0xd800)
66
+ #define CHAR_ROM ((char *)0xd000)
67
+ #define FONT ((char *)0x3800) // $D018 = $1E: screen $0400, chars $3800
68
+ #define SPRDATA ((char *)0x0340) // sprite block 13, cassette buffer
69
+ #define RESULT (*(volatile char *)0x02ff)
70
+
71
+ #define CODE_PASS 0x01
72
+ #define CODE_FAIL 0x02
73
+
74
+ // --- the attribute byte ---------------------------------------------------
75
+ #define A_GROUND 0x01 // has a ground surface
76
+ #define A_WALL 0x02 // blocks a sideways move
77
+ #define A_DROP 0x04 // one-way: down + fire falls through
78
+ #define A_SLOPE 0x70 // slope type 0-7, bits 4-6
79
+ #define SLOPE(t) ((t) << 4)
80
+
81
+ // Ground row inside a cell for pixel column 0-7, per slope type. 0 is
82
+ // the cell's top row, 7 its bottom row. Types 3 and 4 are the lower and
83
+ // upper halves of one 1-in-2 rise across two cells; 6 and 5 the
84
+ // same falling. Type 7 is unused.
85
+ const char heights[64] = {
86
+ 0, 0, 0, 0, 0, 0, 0, 0, // 0 flat
87
+ 7, 6, 5, 4, 3, 2, 1, 0, // 1 up 45, rising to the right
88
+ 0, 1, 2, 3, 4, 5, 6, 7, // 2 down 45
89
+ 7, 7, 6, 6, 5, 5, 4, 4, // 3 up 1-in-2, lower cell
90
+ 3, 3, 2, 2, 1, 1, 0, 0, // 4 up 1-in-2, upper cell
91
+ 0, 0, 1, 1, 2, 2, 3, 3, // 5 down 1-in-2, upper cell
92
+ 4, 4, 5, 5, 6, 6, 7, 7, // 6 down 1-in-2, lower cell
93
+ 0, 0, 0, 0, 0, 0, 0, 0 // 7 unused
94
+ };
95
+ #define HIDX(a, x) ((((a) & A_SLOPE) >> 1) | ((x) & 7))
96
+
97
+ // Screen rows 3-24. '.' air, '#' ground, 'W' wall, '=' drop-through
98
+ // platform, '/' and '\' 45-degree cells, 'a' 'b' a 1-in-2 rise
99
+ // (lower, upper), 'c' 'd' a 1-in-2 fall (upper, lower).
100
+ #define MAP_ROW0 3
101
+ const char map_text[22][41] = {
102
+ "........................................", // 3
103
+ "........................................", // 4
104
+ "........................................", // 5
105
+ "........................................", // 6
106
+ "........................................", // 7
107
+ "WW...................................WWW", // 8
108
+ "WW...................................WWW", // 9
109
+ "WW...................................WWW", // 10
110
+ "WW...................................WWW", // 11
111
+ "WW...................................WWW", // 12
112
+ "WW...................................WWW", // 13
113
+ "WW...................................WWW", // 14
114
+ "WW...................................WWW", // 15
115
+ "WW========...........................WWW", // 16
116
+ "WW...................................WWW", // 17
117
+ "WW............/##\\...................WWW", // 18
118
+ "WW.........../####\\......ab#cd.......WWW", // 19
119
+ "WW........../######\\...ab#####cd.....WWW", // 20
120
+ "WW###################################WWW", // 21
121
+ "WW###################################WWW", // 22
122
+ "WW###################################WWW", // 23
123
+ "WW###################################WWW", // 24
124
+ };
125
+
126
+ char map[25 * 40]; // attribute bytes, screen layout
127
+ char *rowp[25];
128
+
129
+ // Glyphs: codes $80-$87 are the slope types, drawn from the height table;
130
+ // $88 is the wall and $89 the platform.
131
+ #define G_SLOPE 0x80
132
+ #define G_WALL 0x88
133
+ #define G_PLAT 0x89
134
+
135
+ // --- joystick bits (active low) and events ---------------------------------
136
+ #define JOY_UP 0x01
137
+ #define JOY_DOWN 0x02
138
+ #define JOY_LEFT 0x04
139
+ #define JOY_RIGHT 0x08
140
+ #define JOY_FIRE 0x10
141
+ #define JOY_MASK 0x1f
142
+
143
+ #define EV_DROP 0x01
144
+ #define EV_LAND 0x02
145
+ #define EV_WALLR 0x04
146
+ #define EV_WALLL 0x08
147
+ #define EV_ALL 0x0f
148
+
149
+ // --- the script ------------------------------------------------------------
150
+ struct Step { unsigned frames; char port; char pass; int exp_fx; };
151
+ const struct Step script[] = {
152
+ { 10, 0xff, 0, 24 }, // stand on the platform
153
+ { 16, 0xff ^ JOY_RIGHT, 0, 40 }, // walk along it
154
+ { 1, 0xff ^ JOY_DOWN ^ JOY_FIRE, 0, 40 }, // down + fire: drop
155
+ { 30, 0xff, 0, 40 }, // fall, land on the ground
156
+ {265, 0xff ^ JOY_RIGHT, 0, 293 }, // both hills, to the wall
157
+ {290, 0xff ^ JOY_LEFT, 1, 18 }, // back, under the platform
158
+ { 20, 0xff, 1, 18 }, // stand; verdict
159
+ };
160
+ #define STEPS (sizeof(script) / sizeof(script[0]))
161
+
162
+ // --- the actor ---------------------------------------------------------------
163
+ // fx is the foot column in world pixels (the sprite's column 12); the
164
+ // foot row fy is the ground row under the feet, one below the sprite's
165
+ // last row. Body: sprite columns 10-14, rows 0-20.
166
+ #define FOOT_COL 12
167
+ #define BODY_HALF 2
168
+ #define BODY_H 21
169
+ #define GRAVITY 0x0040 // 8.8 pixels per frame per frame
170
+ #define MAX_FALL 0x0400 // 4 px a frame, under one cell
171
+ #define MAX_RISE 2 // steeper than this is a wall
172
+ #define MAX_SNAP 2 // deeper than this is a fall
173
+
174
+ int fx;
175
+ unsigned fy_fp; // 8.8
176
+ unsigned vy; // 8.8, down only
177
+ bool grounded;
178
+ char ground_attr; // attribute of the cell stood on
179
+ char events;
180
+ char state; // 0 stand, 1 walk, 2 fall, 3 wall
181
+
182
+ char logy[2][320]; // foot row per foot column, per pass
183
+ int drop_x;
184
+
185
+ // Ground row for foot column x, starting from the cell that holds the
186
+ // feet now (fy). One cell up if the cell above is also ground (walking
187
+ // up into the next slope cell), one cell down if the feet are in air
188
+ // (walking down). 0xff: no ground within a cell.
189
+ char surface_walk(int x, char fy)
190
+ {
191
+ char col = x >> 3, row = fy >> 3;
192
+ char a = rowp[row][col];
193
+ if (a & A_GROUND) {
194
+ char b = rowp[row - 1][col];
195
+ if (b & A_GROUND) {
196
+ a = b;
197
+ row--;
198
+ }
199
+ } else {
200
+ row++;
201
+ a = rowp[row][col];
202
+ if (!(a & A_GROUND))
203
+ return 0xff;
204
+ }
205
+ ground_attr = a;
206
+ return (row << 3) + heights[HIDX(a, x)];
207
+ }
208
+
209
+ // One frame. cur is the port byte, newp the lines that went low this frame.
210
+ void actor_update(char cur, char newp)
211
+ {
212
+ char fy = fy_fp >> 8;
213
+
214
+ if (grounded) {
215
+ // Drop-through: only from a one-way cell. Start one row below its
216
+ // surface so the landing test cannot catch it again.
217
+ if (!(cur & JOY_DOWN) && (newp & JOY_FIRE) && (ground_attr & A_DROP)) {
218
+ fy_fp += 0x100;
219
+ vy = 0;
220
+ grounded = false;
221
+ drop_x = fx;
222
+ events |= EV_DROP;
223
+ state = 2;
224
+ return;
225
+ }
226
+ state = 0;
227
+ signed char dx = 0;
228
+ if (!(cur & JOY_RIGHT)) dx = 1;
229
+ else if (!(cur & JOY_LEFT)) dx = -1;
230
+ if (!dx)
231
+ return;
232
+ int nx = fx + dx;
233
+ int edge = dx > 0 ? nx + BODY_HALF : nx - BODY_HALF;
234
+ char probe = rowp[(fy - 11) >> 3][edge >> 3];
235
+ char s = 0xff;
236
+ if (!(probe & A_WALL))
237
+ s = surface_walk(nx, fy);
238
+ if (probe & A_WALL || (s != 0xff && s < fy && fy - s > MAX_RISE)) {
239
+ events |= dx > 0 ? EV_WALLR : EV_WALLL;
240
+ state = 3;
241
+ return;
242
+ }
243
+ fx = nx;
244
+ state = 1;
245
+ if (s != 0xff && (s <= fy || s - fy <= MAX_SNAP)) {
246
+ fy_fp = (unsigned)s << 8; // ground snap, up or down
247
+ return;
248
+ }
249
+ grounded = false; // off an edge: fall from here
250
+ vy = 0;
251
+ state = 2;
252
+ return;
253
+ }
254
+
255
+ // Airborne: fall, then look for a surface crossed on the way down, in
256
+ // the cell the feet left and the cell they reached.
257
+ vy += GRAVITY;
258
+ if (vy > MAX_FALL) vy = MAX_FALL;
259
+ fy_fp += vy;
260
+ char ny = fy_fp >> 8;
261
+ char col = fx >> 3;
262
+ for (char row = fy >> 3; row <= (ny >> 3); row++) {
263
+ char a = rowp[row][col];
264
+ if (a & A_GROUND) {
265
+ char s = (row << 3) + heights[HIDX(a, fx)];
266
+ if (s >= fy && s <= ny) {
267
+ fy_fp = (unsigned)s << 8;
268
+ vy = 0;
269
+ grounded = true;
270
+ ground_attr = a;
271
+ events |= EV_LAND;
272
+ state = 0;
273
+ return;
274
+ }
275
+ }
276
+ }
277
+ state = 2;
278
+ }
279
+
280
+ // Reference profile: scan the column from the top for the first ground
281
+ // cell that is not one-way, and read the table there.
282
+ char terrain(int x)
283
+ {
284
+ char col = x >> 3;
285
+ for (char row = MAP_ROW0; row < 25; row++) {
286
+ char a = rowp[row][col];
287
+ if ((a & A_GROUND) && !(a & A_DROP))
288
+ return (row << 3) + heights[HIDX(a, x)];
289
+ }
290
+ return 0xff;
291
+ }
292
+
293
+ // --- CIA1 timer B harness ---------------------------------------------------
294
+ static inline void timer_start(void)
295
+ {
296
+ cia1.crb = 0x00;
297
+ cia1.tb = 0xffff;
298
+ cia1.crb = 0x11;
299
+ }
300
+
301
+ static inline unsigned timer_stop(void)
302
+ {
303
+ cia1.crb = 0x00;
304
+ return 0xffff - cia1.tb;
305
+ }
306
+
307
+ // --- text helpers (screen codes) ---------------------------------------------
308
+ void put_str(char *p, const char *s)
309
+ {
310
+ while (*s)
311
+ *p++ = *s++;
312
+ }
313
+
314
+ void put_dec(char *p, unsigned v, char digits)
315
+ {
316
+ for (char i = digits; i > 0; i--) {
317
+ p[i - 1] = 0x30 + v % 10;
318
+ v /= 10;
319
+ }
320
+ }
321
+
322
+ const char *state_name[4] = { s"stand", s"walk ", s"fall ", s"wall " };
323
+
324
+ int main(void)
325
+ {
326
+ __asm { sei }
327
+ mmap_set(MMAP_CHAR_ROM);
328
+ memcpy(FONT, CHAR_ROM, 2048);
329
+ mmap_set(MMAP_ROM);
330
+
331
+ // Slope glyphs from the height table: a pixel is set when its row is
332
+ // at or below the ground row of its column.
333
+ for (char t = 0; t < 8; t++) {
334
+ char *g = FONT + (G_SLOPE + t) * 8;
335
+ for (char r = 0; r < 8; r++) {
336
+ char bits = 0;
337
+ for (char x = 0; x < 8; x++)
338
+ if (r >= heights[t * 8 + x])
339
+ bits |= 0x80 >> x;
340
+ g[r] = bits;
341
+ }
342
+ }
343
+ static const char wall[8] = { 0xff, 0x81, 0x81, 0xff, 0xff, 0x18, 0x18, 0xff };
344
+ for (char r = 0; r < 8; r++) {
345
+ FONT[G_WALL * 8 + r] = wall[r];
346
+ FONT[G_PLAT * 8 + r] = r < 3 ? 0xff : 0x00;
347
+ }
348
+
349
+ vic.color_border = 0;
350
+ vic.color_back = 0;
351
+ vic.memptr = 0x1e;
352
+ memset(SCREEN, 0x20, 1000);
353
+ memset(COLOUR, VCOL_WHITE, 1000);
354
+ memset(map, 0, sizeof(map));
355
+ for (char r = 0; r < 25; r++)
356
+ rowp[r] = map + r * 40;
357
+
358
+ for (char y = 0; y < 22; y++) {
359
+ char row = MAP_ROW0 + y;
360
+ for (char x = 0; x < 40; x++) {
361
+ char c = map_text[y][x], a = 0, g = 0x20, k = VCOL_GREEN;
362
+ switch (c) {
363
+ case '#': a = A_GROUND; break;
364
+ case 'W': a = A_GROUND | A_WALL; g = G_WALL; k = VCOL_LT_GREY; break;
365
+ case '=': a = A_GROUND | A_DROP; g = G_PLAT; k = VCOL_YELLOW; break;
366
+ case '/': a = A_GROUND | SLOPE(1); break;
367
+ case '\\': a = A_GROUND | SLOPE(2); break;
368
+ case 'a': a = A_GROUND | SLOPE(3); break;
369
+ case 'b': a = A_GROUND | SLOPE(4); break;
370
+ case 'c': a = A_GROUND | SLOPE(5); break;
371
+ case 'd': a = A_GROUND | SLOPE(6); break;
372
+ }
373
+ if (a && g == 0x20)
374
+ g = G_SLOPE + ((a & A_SLOPE) >> 4);
375
+ rowp[row][x] = a;
376
+ SCREEN[row * 40 + x] = g;
377
+ COLOUR[row * 40 + x] = k;
378
+ }
379
+ }
380
+
381
+ // Sprite 0: a bar 5 px wide (columns 10-14) and 21 tall.
382
+ for (char i = 0; i < 63; i++)
383
+ SPRDATA[i] = (i % 3 == 1) ? 0x3e : 0x00;
384
+ memset(logy, 0xff, sizeof(logy));
385
+ fx = 24;
386
+ fy_fp = (unsigned)(16 * 8) << 8; // on the platform
387
+ grounded = true;
388
+ ground_attr = A_GROUND | A_DROP;
389
+ spr_init(SCREEN);
390
+ spr_set(0, true, fx - FOOT_COL + 24, (fy_fp >> 8) - BODY_H + 50, 13, VCOL_WHITE, false, false, false);
391
+
392
+ put_str(SCREEN, s"x");
393
+ put_str(SCREEN + 6, s"y");
394
+ put_str(SCREEN + 12, s"slope");
395
+ put_str(SCREEN + 20, s"state");
396
+ put_str(SCREEN + 33, s"f");
397
+ put_str(SCREEN + 40, s"update max min");
398
+ put_str(SCREEN + 80, s"samples err result");
399
+
400
+ char prev = 0xff, step = 0, fault = 0;
401
+ unsigned left = script[0].frames, t_max = 0, t_min = 0xffff, frame = 0;
402
+ bool done = false;
403
+
404
+ for (;;) {
405
+ vic_waitFrame();
406
+
407
+ char cur = done ? 0xff : script[step].port;
408
+ char newp = (cur ^ prev) & prev & JOY_MASK; // low now, high last frame
409
+ prev = cur;
410
+
411
+ timer_start();
412
+ actor_update(cur, newp);
413
+ unsigned t = timer_stop();
414
+ if (t > t_max) t_max = t;
415
+ if (t < t_min) t_min = t;
416
+
417
+ char fy = fy_fp >> 8;
418
+ if (grounded && !done)
419
+ logy[script[step].pass][fx] = fy;
420
+ spr_move(0, fx - FOOT_COL + 24, fy - BODY_H + 50);
421
+
422
+ put_dec(SCREEN + 2, fx, 3);
423
+ put_dec(SCREEN + 8, fy, 3);
424
+ SCREEN[18] = grounded ? 0x30 + ((ground_attr & A_SLOPE) >> 4) : 0x2d;
425
+ put_str(SCREEN + 26, state_name[state]);
426
+ put_dec(SCREEN + 35, frame, 5);
427
+ frame++;
428
+ put_dec(SCREEN + 40 + 11, t_max, 5);
429
+ put_dec(SCREEN + 40 + 21, t_min, 5);
430
+
431
+ if (!done && --left == 0) {
432
+ if (script[step].exp_fx != fx && !fault)
433
+ fault = 1;
434
+ step++;
435
+ if (step < STEPS) {
436
+ left = script[step].frames;
437
+ continue;
438
+ }
439
+ done = true;
440
+
441
+ // Compare the log with the reference profile.
442
+ unsigned n0 = 0, n1 = 0;
443
+ char maxerr = 0;
444
+ for (int x = 0; x < 320; x++) {
445
+ for (char p = 0; p < 2; p++) {
446
+ char y = logy[p][x];
447
+ if (y == 0xff)
448
+ continue;
449
+ char e = (p == 0 && x < drop_x) ? 16 * 8 : terrain(x);
450
+ char d = y > e ? y - e : e - y;
451
+ if (d > maxerr) maxerr = d;
452
+ if (p) n1++; else n0++;
453
+ }
454
+ }
455
+ if (maxerr && !fault) fault = 2;
456
+ if (events != EV_ALL && !fault) fault = 3;
457
+ if ((n0 != 270 || n1 != 275) && !fault) fault = 4;
458
+
459
+ put_dec(SCREEN + 80 + 8, n0, 3);
460
+ put_dec(SCREEN + 80 + 12, n1, 3);
461
+ put_dec(SCREEN + 80 + 20, maxerr, 3);
462
+ char code = fault ? CODE_FAIL : CODE_PASS;
463
+ RESULT = code;
464
+ vic.color_border = fault ? VCOL_RED : VCOL_GREEN;
465
+ SCREEN[80 + 31] = 0x30;
466
+ SCREEN[80 + 32] = 0x30 + code;
467
+ SCREEN[80 + 34] = 0x30 + fault;
468
+ }
469
+ }
470
+ return 0;
471
+ }
472
+ ```
473
+
474
+ ## Build
475
+
476
+ ```bash
477
+ oscar64 -tm=c64 -O2 -o=slope-collision.prg slope-collision.c
478
+ ```
479
+
480
+ Produces `slope-collision.prg`, 4,299 bytes (Oscar64 build 2026-05-19).
481
+ The `#pragma region` line keeps code and data below $3800, where the
482
+ program copies the character ROM and writes its glyphs; without it
483
+ nothing stops the code growing into the charset
484
+ (`charset_blit_overruns_grown_code`). The copy runs with `$01` = `$31`,
485
+ because the CPU sees the character ROM only while I/O is switched out
486
+ (`charset_under_io_invisible_to_cpu`). Then run headless in VICE (PAL):
487
+
488
+ ```bash
489
+ GSETTINGS_SCHEMA_DIR=/opt/homebrew/share/glib-2.0/schemas x64sc -default -warp +sound \
490
+ +autostart-delay-random -autostartprgmode 1 -limitcycles 20000000 \
491
+ -exitscreenshot slope-collision.png -autostart slope-collision.prg
492
+ ```
493
+
494
+ Add `-model ntsc` for the NTSC picture. The script takes 632 frames; at
495
+ 20,000,000 cycles the verdict is on screen on both models (frame counter
496
+ 823 on PAL, 940 on NTSC).
497
+
498
+ ## Expected output
499
+
500
+ Black background. Rows 0 to 2 are the HUD. Below them: a light grey
501
+ brick wall at columns 0 to 1 and 37 to 39 from row 8 down, a yellow
502
+ plank (the drop-through platform) on row 16 at columns 2 to 9, green
503
+ ground on rows 21 to 24, a green 45-degree hill on columns 12 to 19
504
+ (three cells up, a two-cell top, three cells down, top surface on row
505
+ 18), and a green 1-in-2 hill on columns 23 to 31 (two two-cell
506
+ rises, a one-cell top on row 19, two two-cell falls). The sprite is a
507
+ white bar 5 pixels wide and 21 tall; its foot column is its middle.
508
+
509
+ The script, frame by frame:
510
+
511
+ | Frames | Port | What happens | Event |
512
+ |---|---|---|---|
513
+ | 0 to 9 | none | stands on the platform at foot x 24, foot row 128 | |
514
+ | 10 to 25 | right | walks along the platform to x 40 | |
515
+ | 26 | down + fire | drops through the platform | DROP |
516
+ | 27 to 56 | none | falls and lands on the ground, foot row 168 | LAND |
517
+ | 57 to 321 | right | over the 45-degree hill and the 1-in-2 hill; stopped by the right wall at x 293 for the last 12 frames | WALL R |
518
+ | 322 to 611 | left | back over both hills and under the platform; stopped by the left wall at x 18 for the last 15 frames | WALL L |
519
+ | 612 to 631 | none | stands; the verdict is posted | |
520
+
521
+ The verdict on both models (measured in VICE x64sc 3.10 at 20,000,000
522
+ cycles, HUD decoded against the character ROM): row 0 reads
523
+ `X 018 Y 168 SLOPE 0 STATE STAND F 00823` on PAL (`F 00940` on NTSC), row 1 `UPDATE MAX 00455 MIN 00087`,
524
+ row 2 `SAMPLES 270 275 ERR 000 RESULT 01 0`, and the border is palette
525
+ index 5, (98, 213, 50) on PAL and (114, 189, 103) on NTSC. The pass
526
+ covers foot x 24 to 293 going right (270 samples, 16 of them on the
527
+ platform) and 18 to 292 going left (275), and every sample matches the
528
+ reference profile exactly.
529
+
530
+ Screenshots at 20,000,000 cycles, both after the verdict:
531
+ `screenshots/slope-collision.png` (PAL) and
532
+ `screenshots/slope-collision-ntsc.png` (NTSC). Measured on the PNGs with
533
+ PIL, identically on both: the sprite is 105 white pixels, a 5 x 21 block
534
+ at world x 16 to 20 and y 147 to 167, so the foot column is 18 and its
535
+ bottom row is 167; the first pixel below it in that column is at y 168,
536
+ green, the flat ground on row 21. Text row 0 starts at PNG row 35 on PAL
537
+ and 23 on NTSC, which fixes world y 0. Scanning each column x 16 to 295
538
+ of both PNGs for the first green pixel reproduces the reference profile
539
+ in all 275 columns the sprite does not cover.
540
+
541
+ The two cycle figures are what `actor_update` costs for one actor: the
542
+ timer starts before the call and stops after it, with interrupts masked
543
+ for the whole program. The update runs just after `vic_waitFrame()`
544
+ returns at raster line 256, inside the vertical blank, so no badline
545
+ falls in it and the figures agree on the two models. A build that timed
546
+ each state separately (not the listing) put the worst frames at 455
547
+ cycles walking, 370 landing, 329 falling and 250 against a wall; standing
548
+ still costs 87.
549
+
550
+ ## Why this works
551
+
552
+ The attribute byte is the whole collision model. Bit 0 says the cell
553
+ has a ground surface, bit 1 that it stops a sideways move, bit 2 that it
554
+ is one-way, and bits 4 to 6 pick a row of the height table. `(a & $70)
555
+ >> 1` is the slope type times 8, so `| (x & 7)` indexes the table with
556
+ no multiply. The filled cells under a hill are flat ground (type 0, full
557
+ glyph); only the surface cells carry a slope type.
558
+
559
+ The foot is one point, the middle column of the body, and the foot row
560
+ `fy` is the ground row under it, one below the sprite's last row. A
561
+ walking step looks only at the cell that holds `fy` and one neighbour.
562
+ If that cell is ground and the cell above is ground too, the feet have
563
+ walked into the fill under the next slope cell, so the surface is in the
564
+ cell above. If the cell is air, the feet have walked off the end of a
565
+ slope cell and the surface, if any, is in the cell below. The result is
566
+ the new foot row; the actor is put on it every step (ground snap), so
567
+ walking down a slope never leaves it floating. A rise of more than 2
568
+ pixels in one step is refused as a wall; a drop of more than 2 pixels
569
+ starts a fall. At 1 pixel a frame the steepest slope here, 45 degrees,
570
+ changes the foot row by 1, so neither limit trips on the hills. By the
571
+ same rule the 8-pixel step at the foot of a wall is refused even
572
+ without its wall bit (rung 3, read from the code, not run).
573
+
574
+ The 1-in-2 hill (8 pixels of rise over 16, 26.6 degrees) needs two
575
+ cell types per step of height: the lower cell's ground runs from row 7
576
+ to row 4, the upper cell's from 3 to 0, in steps of 1 every 2 pixels, so
577
+ a rise of 4 pixels per cell continues across the cell boundary without a
578
+ jump. Slope to flat and flat to slope
579
+ need no code: a 45-degree cell ends at row 0 or row 7, and the next cell
580
+ along, at the same height or one row up or down, starts one pixel away.
581
+
582
+ A fall looks at the cell the feet left and the cell they reached, and
583
+ lands on a surface that lies between the old and new foot rows. The
584
+ platform is one-way because a drop moves the feet one row below its
585
+ surface before the fall starts, so the platform's ground row is above
586
+ the old foot row on the first falling frame and is never caught; walking
587
+ under it later, the actor never tests it at all, because the foot cell
588
+ is on the ground below. That holds only while the platform is at least
589
+ two cells above the ground cell: `surface_walk` also reads the cell
590
+ directly above the foot cell, so a one-way cell there would be taken as
591
+ the next surface, a rise of 8 pixels, and refused as a wall (rung 3,
592
+ read from the code, not run). The recipe's platform is on row 16, five
593
+ cells above the ground on row 21. The fall speed is capped at 4 pixels a frame,
594
+ under a cell, so two cells are always enough.
595
+
596
+ The reference profile is built a different way: scan the column from
597
+ row 3 down to the first ground cell that is not one-way and read its
598
+ table entry. It shares the table with the walker but not the
599
+ neighbour rules, so a wrong rule shows as an error. Three edits of the
600
+ listing were run to prove the check can fail: without the cell-above
601
+ rule the largest error is 24 pixels; with the snap limit at 0 the
602
+ phases end at the wrong x (x 59 at the end, not 18); without the
603
+ one-row offset on the drop the error is 40 pixels, the platform's
604
+ height above the ground. Each posted `02`.
605
+
606
+ Verified: compiled with Oscar64 (build 2026-05-19), run headless in VICE
607
+ x64sc 3.10 with the pinned command on PAL and NTSC, each pinned run
608
+ twice with byte-identical PNGs; the HUD was decoded against the
609
+ character ROM and the sprite and the ground located by pixel colour with
610
+ PIL, not by eye.