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 +1,671 @@
1
+ ---
2
+ recipe: sprite-animation-table
3
+ toolchain: oscar64
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [sprite_animation_table]
7
+ file_formats: [PRG]
8
+ uses_registers: [D000, D001, D010, D011, D015, D020, D021, D027, DC06, DC07, DC0F]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # Oscar64 Sprite Animation Tables: frames and durations in data, events on entry, priority on request
15
+
16
+ ## Synopsis
17
+
18
+ Six actors animate from tables. An animation is a list of (frame,
19
+ duration) entries ending in an action: loop to entry N, hold the last
20
+ frame, or return to another animation. Bit 7 of a frame byte marks an
21
+ event fired when the entry is entered. Each actor keeps its animation,
22
+ its entry and a countdown, and a step is one decrement on most frames.
23
+ Facing adds 8 to the sprite block number. A script of requests runs
24
+ 121 frames: a looping walk, an idle, a rise that plays entry 0 once and
25
+ loops from entry 1, an attack that fires on its third entry and returns
26
+ to idle, a hurt that cuts an attack off before it fires, a death that
27
+ holds its last frame, two requests refused by priority and two ignored
28
+ because the animation is already running. The engine logs every event
29
+ with its frame number. A second model walks the tables from each
30
+ animation's start instead of counting down; it computes the expected
31
+ log and the final sprite pointers, and the program compares both. The
32
+ screen shows the pointers read back from `$07F8` beside the model's, the
33
+ log, and CIA1 timer B cycles per step. `$02FF` = `01` and a green border
34
+ on a pass, `02` and red otherwise (`headless-verify.md`). This is the
35
+ `sprite_animation_table` technique from `docs/techniques/sprite.md`.
36
+
37
+ ## Source
38
+
39
+ ```c
40
+ // sprite-animation-table.c
41
+ //
42
+ // Sprite animation driven by tables. An animation is a list of
43
+ // (frame, duration) entries ending in an action: loop to entry N, hold
44
+ // the last frame, or return to another animation. Bit 7 of a frame byte
45
+ // marks an event that fires when the entry is entered. Each actor keeps
46
+ // its animation, its entry and a countdown; a step is one decrement on
47
+ // most frames. Facing is an offset of 8 into the sprite block numbers.
48
+ // Six actors run a script of requests, two of them refused by priority.
49
+ // The engine logs events with frame numbers; a second model, which walks
50
+ // the tables from the start of each animation instead of counting down,
51
+ // computes the expected log and the final sprite pointers.
52
+ // Rows 0-1: title and verdict. Rows 3-8: per actor, the animation, the
53
+ // pointer the VIC reads at $07F8 + n and the one the model predicts.
54
+ // Sprites 0-5 stand below them. Rows 13-15: events and CIA1 timer B
55
+ // cycles. Row 16 on: the event log. $02FF = 01 and a green border when
56
+ // the log and every pointer match; 02 and red otherwise.
57
+ //
58
+ #include <c64/vic.h>
59
+ #include <c64/cia.h>
60
+
61
+ #define Screen ((char *)0x0400)
62
+ #define SprPtr ((volatile char *)0x07f8) // screen + $3F8: the VIC's pointers
63
+ #define SprData ((char *)0x3000) // block 192 = $3000 / 64 in bank 0
64
+ #define SPR_BLK 192 // blocks 192-199 face right
65
+ #define FACE_L 8 // blocks 200-207 face left
66
+ #define RESULT (*(volatile char *)0x02ff)
67
+
68
+ // --- the tables ---------------------------------------------------------
69
+ // One flat pair of arrays holds every animation; anim_first[] is where
70
+ // each starts. A frame byte 0-7 is an image, | EV_FIRE marks an event.
71
+ // An end entry's frame byte is an action and its duration byte the
72
+ // argument: END_LOOP (entry index to loop to), END_HOLD (unused),
73
+ // END_RETURN (animation to return to).
74
+ #define EV_FIRE 0x80
75
+ #define END_LOOP 0xf0
76
+ #define END_HOLD 0xf1
77
+ #define END_RETURN 0xf2
78
+
79
+ #define AN_IDLE 0
80
+ #define AN_WALK 1
81
+ #define AN_ATTACK 2
82
+ #define AN_HURT 3
83
+ #define AN_DEATH 4
84
+ #define AN_RISE 5
85
+ #define AN_TFAST 6 // timing only: advances every step
86
+ #define AN_TSLOW 7 // timing only: never advances
87
+ #define ANIMS 8
88
+ #define AN_NONE 0xff
89
+
90
+ const char afrm[] = {
91
+ 0, 1, END_LOOP, // 0 idle
92
+ 2, 3, 4, 3, END_LOOP, // 3 walk
93
+ 5, 6, 7 | EV_FIRE, 6, END_RETURN, // 8 attack: fires on entry 3
94
+ 1, 0, 1, 0, END_RETURN, // 13 hurt
95
+ 4, 5, 6, 7, END_HOLD, // 18 death: holds frame 7
96
+ 0, 2, 3, END_LOOP, // 23 rise: entry 0 once
97
+ 0, 1, END_LOOP, // 27 timing, fast
98
+ 0, END_LOOP // 30 timing, slow
99
+ };
100
+ const char adur[] = {
101
+ 20, 20, 0,
102
+ 6, 6, 6, 6, 0,
103
+ 4, 4, 8, 4, AN_IDLE,
104
+ 3, 3, 3, 3, AN_IDLE,
105
+ 5, 5, 5, 5, 0,
106
+ 10, 8, 8, 1, // rise loops to entry 1
107
+ 1, 1, 0,
108
+ 255, 0
109
+ };
110
+ const char anim_first[ANIMS] = { 0, 3, 8, 13, 18, 23, 27, 30 };
111
+ // A request is refused while the running animation has a higher
112
+ // priority. Death holds forever at the top priority.
113
+ const char anim_prio[ANIMS] = { 0, 0, 1, 2, 3, 0, 0, 0 };
114
+
115
+ // --- per-actor state ----------------------------------------------------
116
+ #define ACTORS 6
117
+ char cur[ACTORS]; // running animation
118
+ char pos[ACTORS]; // entry, an index into afrm/adur
119
+ char count[ACTORS]; // frames left on this entry
120
+ char held[ACTORS]; // 1 after END_HOLD, or no animation
121
+ char base[ACTORS]; // SPR_BLK, + FACE_L when facing left
122
+
123
+ // --- the event log ------------------------------------------------------
124
+ #define LG_FIRE 1
125
+ #define LG_DONE 2
126
+ #define LG_REFUSED 3
127
+ #define MAXLOG 16
128
+ unsigned frame;
129
+ char nlog;
130
+ unsigned lf[MAXLOG];
131
+ char la[MAXLOG], le[MAXLOG];
132
+
133
+ void log_ev(char a, char ev)
134
+ {
135
+ if (nlog < MAXLOG) {
136
+ lf[nlog] = frame;
137
+ la[nlog] = a;
138
+ le[nlog] = ev;
139
+ }
140
+ nlog++;
141
+ }
142
+
143
+ // Actor a has moved to entry pos[a]: run end actions until a real entry,
144
+ // load its countdown, fire its event, set the sprite pointer.
145
+ void enter(char a)
146
+ {
147
+ char p = pos[a];
148
+ char f = afrm[p];
149
+ while (f >= END_LOOP) {
150
+ if (f == END_LOOP)
151
+ p = anim_first[cur[a]] + adur[p];
152
+ else if (f == END_RETURN) {
153
+ log_ev(a, LG_DONE);
154
+ cur[a] = adur[p];
155
+ p = anim_first[cur[a]];
156
+ } else { // END_HOLD: stay on the last entry
157
+ log_ev(a, LG_DONE);
158
+ held[a] = 1;
159
+ pos[a] = p - 1;
160
+ return;
161
+ }
162
+ f = afrm[p];
163
+ }
164
+ pos[a] = p;
165
+ count[a] = adur[p];
166
+ if (f & EV_FIRE)
167
+ log_ev(a, LG_FIRE);
168
+ SprPtr[a] = base[a] + (f & 7);
169
+ }
170
+
171
+ // The per-frame step. On most frames it is one decrement.
172
+ void step(char a)
173
+ {
174
+ if (held[a])
175
+ return;
176
+ if (--count[a] == 0) {
177
+ pos[a]++;
178
+ enter(a);
179
+ }
180
+ }
181
+
182
+ // A request: the same animation again is ignored, not restarted; a lower
183
+ // priority than the running one is refused and logged.
184
+ void request(char a, char an)
185
+ {
186
+ if (an == cur[a])
187
+ return;
188
+ if (cur[a] != AN_NONE && anim_prio[an] < anim_prio[cur[a]]) {
189
+ log_ev(a, LG_REFUSED);
190
+ return;
191
+ }
192
+ cur[a] = an;
193
+ held[a] = 0;
194
+ pos[a] = anim_first[an];
195
+ enter(a);
196
+ }
197
+
198
+ // Facing picks the other half of the block numbers; the entry is kept.
199
+ void set_face(char a, char left)
200
+ {
201
+ base[a] = left ? SPR_BLK + FACE_L : SPR_BLK;
202
+ if (cur[a] != AN_NONE)
203
+ SprPtr[a] = base[a] + (afrm[pos[a]] & 7);
204
+ }
205
+
206
+ // --- the script ---------------------------------------------------------
207
+ #define C_FACE_L 0x40
208
+ #define C_FACE_R 0x41
209
+ struct Cmd { char f, a, c; };
210
+ const struct Cmd script[] = {
211
+ { 0, 0, AN_RISE }, { 0, 1, AN_WALK }, { 0, 1, C_FACE_L },
212
+ { 0, 2, AN_IDLE }, { 0, 3, AN_IDLE }, { 0, 4, AN_IDLE },
213
+ { 0, 5, AN_WALK },
214
+ { 10, 2, AN_ATTACK }, // fires at 18, done at 30
215
+ { 14, 2, AN_WALK }, // refused: attack outranks walk
216
+ { 20, 3, AN_ATTACK },
217
+ { 24, 3, AN_HURT }, // accepted: the fire at 28 never happens
218
+ { 30, 4, AN_DEATH }, // done at 50, then held
219
+ { 40, 2, AN_WALK }, // accepted: back to idle at 30
220
+ { 50, 1, C_FACE_R },
221
+ { 60, 4, AN_ATTACK }, // refused: dead
222
+ { 70, 0, AN_RISE }, // ignored: already rising
223
+ { 80, 5, AN_ATTACK }, // fires at 88, done at 100
224
+ { 90, 5, AN_ATTACK }, // ignored: same animation
225
+ { 99, 1, C_FACE_L },
226
+ { 255, 0, 0 }
227
+ };
228
+ #define END_FRAME 120 // the scenario stops stepping here
229
+
230
+ char sp; // next script entry
231
+
232
+ void run_script(void)
233
+ {
234
+ while (script[sp].f == frame) {
235
+ char a = script[sp].a, c = script[sp].c;
236
+ if (c == C_FACE_L || c == C_FACE_R)
237
+ set_face(a, c == C_FACE_L);
238
+ else
239
+ request(a, c);
240
+ sp++;
241
+ }
242
+ }
243
+
244
+ // --- the model: walk the tables from the animation's start --------------
245
+ // Different arithmetic from the engine: no countdown, the elapsed time is
246
+ // spent entry by entry. w_* describe the state t frames after the start.
247
+ char w_anim, w_img, w_fire, w_done, w_held;
248
+
249
+ void walk(char an, unsigned t)
250
+ {
251
+ char p = anim_first[an];
252
+ w_done = 0;
253
+ w_held = 0;
254
+ for (;;) {
255
+ char f = afrm[p];
256
+ if (f == END_LOOP) {
257
+ p = anim_first[an] + adur[p];
258
+ } else if (f == END_RETURN) {
259
+ if (t == 0) w_done = 1;
260
+ an = adur[p];
261
+ p = anim_first[an];
262
+ } else if (f == END_HOLD) {
263
+ if (t == 0) w_done = 1;
264
+ w_held = 1;
265
+ p--;
266
+ break;
267
+ } else if (t < adur[p]) {
268
+ break;
269
+ } else {
270
+ t -= adur[p];
271
+ p++;
272
+ }
273
+ }
274
+ w_anim = an;
275
+ w_img = afrm[p] & 7;
276
+ w_fire = !w_held && t == 0 && (afrm[p] & EV_FIRE);
277
+ }
278
+
279
+ char ef_n;
280
+ unsigned ef[MAXLOG];
281
+ char ea[MAXLOG], ee[MAXLOG];
282
+ char m_anim[ACTORS], m_base[ACTORS], m_ptr[ACTORS];
283
+ unsigned m_start[ACTORS];
284
+
285
+ void expect(char a, char ev, unsigned f)
286
+ {
287
+ if (ef_n < MAXLOG) {
288
+ ef[ef_n] = f;
289
+ ea[ef_n] = a;
290
+ ee[ef_n] = ev;
291
+ }
292
+ ef_n++;
293
+ }
294
+
295
+ void model(void)
296
+ {
297
+ char s = 0;
298
+ for (char a = 0; a < ACTORS; a++) {
299
+ m_anim[a] = AN_NONE;
300
+ m_base[a] = SPR_BLK;
301
+ }
302
+ for (unsigned f = 0; f <= END_FRAME; f++) {
303
+ // Steps first, as the engine does: an animation started at f
304
+ // shows its first entry from f on.
305
+ for (char a = 0; a < ACTORS; a++) {
306
+ if (m_anim[a] == AN_NONE)
307
+ continue;
308
+ walk(m_anim[a], f - m_start[a]);
309
+ if (w_done) expect(a, LG_DONE, f);
310
+ if (w_fire) expect(a, LG_FIRE, f);
311
+ }
312
+ while (script[s].f == f) {
313
+ char a = script[s].a, c = script[s].c;
314
+ s++;
315
+ if (c == C_FACE_L || c == C_FACE_R) {
316
+ m_base[a] = c == C_FACE_L ? SPR_BLK + FACE_L : SPR_BLK;
317
+ continue;
318
+ }
319
+ char now = AN_NONE;
320
+ if (m_anim[a] != AN_NONE) {
321
+ walk(m_anim[a], f - m_start[a]);
322
+ now = w_anim; // after any return
323
+ }
324
+ if (c == now)
325
+ continue;
326
+ if (now != AN_NONE && anim_prio[c] < anim_prio[now]) {
327
+ expect(a, LG_REFUSED, f);
328
+ continue;
329
+ }
330
+ m_anim[a] = c;
331
+ m_start[a] = f;
332
+ walk(c, 0);
333
+ if (w_fire) expect(a, LG_FIRE, f);
334
+ }
335
+ }
336
+ for (char a = 0; a < ACTORS; a++) {
337
+ walk(m_anim[a], END_FRAME - m_start[a]);
338
+ m_ptr[a] = m_base[a] + w_img;
339
+ }
340
+ }
341
+
342
+ // --- CIA1 timer B ---------------------------------------------------------
343
+ static inline void timer_start(void)
344
+ {
345
+ cia1.crb = 0x00;
346
+ cia1.tb = 0xffff;
347
+ cia1.crb = 0x11;
348
+ }
349
+
350
+ static inline unsigned timer_stop(void)
351
+ {
352
+ cia1.crb = 0x00;
353
+ return 0xffff - cia1.tb;
354
+ }
355
+
356
+ // 100 steps of actor 0 on a given animation, less 100 empty calls.
357
+ __noinline void nothing(char a) { }
358
+
359
+ unsigned time100(void (*fn)(char))
360
+ {
361
+ __asm { sei }
362
+ timer_start();
363
+ for (char n = 0; n < 100; n++)
364
+ fn(0);
365
+ unsigned t = timer_stop();
366
+ __asm { cli }
367
+ return t;
368
+ }
369
+
370
+ // --- images: frame f is a bar 2f+3 rows tall, right or left half ---------
371
+ void make_images(void)
372
+ {
373
+ for (unsigned i = 0; i < 16 * 64; i++)
374
+ SprData[i] = 0;
375
+ for (char f = 0; f < 8; f++) {
376
+ char *r = SprData + f * 64; // right: pixels 12-23
377
+ char *l = SprData + (f + 8) * 64; // left: pixels 0-11
378
+ for (char y = 0; y < 2 * f + 3; y++) {
379
+ r[y * 3 + 1] = 0x0f;
380
+ r[y * 3 + 2] = 0xff;
381
+ l[y * 3 + 0] = 0xff;
382
+ l[y * 3 + 1] = 0xf0;
383
+ }
384
+ }
385
+ }
386
+
387
+ // --- text (screen codes) --------------------------------------------------
388
+ void put_str(char *p, const char *s)
389
+ {
390
+ while (*s)
391
+ *p++ = *s++;
392
+ }
393
+
394
+ void put_dec(char *p, unsigned v, char digits)
395
+ {
396
+ for (char i = digits; i > 0; i--) {
397
+ p[i - 1] = 0x30 + v % 10;
398
+ v /= 10;
399
+ }
400
+ }
401
+
402
+ const char hexd[] = s"0123456789abcdef";
403
+
404
+ void put_hex2(char *p, char v)
405
+ {
406
+ p[0] = hexd[v >> 4];
407
+ p[1] = hexd[v & 15];
408
+ }
409
+
410
+ const char *const an_name[ANIMS] = {
411
+ s"idle", s"walk", s"attack", s"hurt", s"death", s"rise", s"", s""
412
+ };
413
+ const char *const ev_name[4] = { s"", s"fire", s"done", s"refused" };
414
+
415
+ int main(void)
416
+ {
417
+ for (unsigned i = 0; i < 1000; i++)
418
+ Screen[i] = 0x20;
419
+ vic.color_border = 0;
420
+ vic.color_back = 6;
421
+ make_images();
422
+ model();
423
+
424
+ // Step cost, screen blanked so no badline steals a cycle: the
425
+ // countdown-only path, and the path that moves to the next entry
426
+ // and writes the pointer (an entry of duration 1, looping).
427
+ vic.ctrl1 &= ~VIC_CTRL1_DEN;
428
+ vic_waitFrame();
429
+ unsigned t0 = time100(nothing);
430
+ base[0] = SPR_BLK;
431
+ cur[0] = AN_TSLOW; pos[0] = anim_first[AN_TSLOW]; count[0] = 255; held[0] = 0;
432
+ unsigned c_count = (time100(step) - t0) / 100;
433
+ cur[0] = AN_TFAST; pos[0] = anim_first[AN_TFAST]; count[0] = 1;
434
+ unsigned c_adv = (time100(step) - t0) / 100;
435
+ vic.ctrl1 |= VIC_CTRL1_DEN;
436
+
437
+ for (char a = 0; a < ACTORS; a++) {
438
+ cur[a] = AN_NONE;
439
+ held[a] = 1;
440
+ base[a] = SPR_BLK;
441
+ SprPtr[a] = SPR_BLK;
442
+ vic.spr_pos[a].x = 40 + a * 40;
443
+ vic.spr_pos[a].y = 134;
444
+ vic.spr_color[a] = 7;
445
+ }
446
+ vic.spr_msbx = 0;
447
+
448
+ put_str(Screen + 0, s"sprite animation table frame");
449
+ put_str(Screen + 2 * 40, s"n anim entry ptr model");
450
+ put_str(Screen + 13 * 40, s"events got expected");
451
+ put_str(Screen + 14 * 40, s"step cycles: count advance");
452
+ put_str(Screen + 15 * 40, s"6 actors max at counting");
453
+ put_str(Screen + 16 * 40, s"log: frame actor event");
454
+
455
+ unsigned c_max = 0, c_max_f = 0, c_cnt = 0;
456
+ frame = 0;
457
+ vic_waitFrame();
458
+ vic.spr_enable = (1 << ACTORS) - 1;
459
+
460
+ for (;;) {
461
+ vic_waitFrame();
462
+ if (frame <= END_FRAME) {
463
+ __asm { sei }
464
+ timer_start();
465
+ for (char a = 0; a < ACTORS; a++)
466
+ step(a);
467
+ unsigned t = timer_stop();
468
+ __asm { cli }
469
+ run_script();
470
+ if (t > c_max) {
471
+ c_max = t;
472
+ c_max_f = frame;
473
+ }
474
+ if (frame == 5) // every actor only counts down
475
+ c_cnt = t;
476
+ if (frame == END_FRAME) {
477
+ char fault = 0;
478
+ if (nlog != ef_n) fault = 1;
479
+ for (char i = 0; i < nlog && i < MAXLOG; i++)
480
+ if (lf[i] != ef[i] || la[i] != ea[i] || le[i] != ee[i])
481
+ fault = 1;
482
+ for (char a = 0; a < ACTORS; a++) {
483
+ char *row = Screen + (3 + a) * 40;
484
+ put_dec(row, a, 1);
485
+ put_str(row + 2, an_name[cur[a]]);
486
+ put_dec(row + 10, pos[a] - anim_first[cur[a]], 1);
487
+ put_dec(row + 16, SprPtr[a], 3);
488
+ put_dec(row + 21, m_ptr[a], 3);
489
+ if (SprPtr[a] != m_ptr[a]) fault = 2;
490
+ }
491
+ put_dec(Screen + 13 * 40 + 11, nlog, 2);
492
+ put_dec(Screen + 13 * 40 + 23, ef_n, 2);
493
+ put_dec(Screen + 14 * 40 + 19, c_count, 3);
494
+ put_dec(Screen + 14 * 40 + 31, c_adv, 3);
495
+ put_dec(Screen + 15 * 40 + 13, c_max, 4);
496
+ put_dec(Screen + 15 * 40 + 21, c_max_f, 3);
497
+ put_dec(Screen + 15 * 40 + 34, c_cnt, 4);
498
+ for (char i = 0; i < nlog && i < 8; i++) {
499
+ char *row = Screen + (17 + i) * 40;
500
+ put_dec(row + 5, lf[i], 3);
501
+ put_dec(row + 11, la[i], 1);
502
+ put_str(row + 17, ev_name[le[i]]);
503
+ }
504
+ RESULT = fault ? 2 : 1;
505
+ vic.color_border = fault ? 2 : 5;
506
+ put_str(Screen + 40, fault ? s"result fail" : s"result pass");
507
+ }
508
+ put_dec(Screen + 31, frame, 3);
509
+ frame++;
510
+ }
511
+ }
512
+ return 0;
513
+ }
514
+ ```
515
+
516
+ ## Build
517
+
518
+ ```bash
519
+ oscar64 -tm=c64 -O2 -o=sprite-animation-table.prg sprite-animation-table.c
520
+ ```
521
+
522
+ Produces `sprite-animation-table.prg`, 3,165 bytes. The sixteen sprite
523
+ images are built at run time at `$3000` to `$33FF`, blocks 192 to 207 of
524
+ VIC bank 0, above the program. Then run headless in VICE (PAL):
525
+
526
+ ```bash
527
+ GSETTINGS_SCHEMA_DIR=/opt/homebrew/share/glib-2.0/schemas x64sc -default -warp +sound \
528
+ +autostart-delay-random -autostartprgmode 1 -limitcycles 8000000 \
529
+ -exitscreenshot sprite-animation-table.png -autostart sprite-animation-table.prg
530
+ ```
531
+
532
+ Add `-model ntsc` for the NTSC picture. The scenario stops stepping at
533
+ frame 120 and the screen holds, so any cycle count past the verdict
534
+ gives the same picture; 8,000,000 is pinned.
535
+
536
+ ## Expected output
537
+
538
+ The tables, as the source states them (durations in frames):
539
+
540
+ | Animation | Entries (image, frames) | End | Priority |
541
+ |---|---|---|---|
542
+ | idle | (0, 20) (1, 20) | loop to entry 0 | 0 |
543
+ | walk | (2, 6) (3, 6) (4, 6) (3, 6) | loop to entry 0 | 0 |
544
+ | attack | (5, 4) (6, 4) (7 + fire, 8) (6, 4) | return to idle | 1 |
545
+ | hurt | (1, 3) (0, 3) (1, 3) (0, 3) | return to idle | 2 |
546
+ | death | (4, 5) (5, 5) (6, 5) (7, 5) | hold | 3 |
547
+ | rise | (0, 10) (2, 8) (3, 8) | loop to entry 1 | 0 |
548
+
549
+ Image `f` is a bar 2f + 3 rows tall, in the right half of the sprite
550
+ (pixels 12 to 23) in blocks 192 to 199 and the left half (pixels 0 to 11)
551
+ in blocks 200 to 207, so a screenshot shows which pointer each sprite
552
+ has.
553
+
554
+ Measured in VICE x64sc 3.10 with the pinned command, text decoded
555
+ against the character ROM with PIL (rows 0 to 8 and 13 to 24, PAL):
556
+
557
+ ```text
558
+ SPRITE ANIMATION TABLE FRAME 120
559
+ RESULT PASS
560
+ N ANIM ENTRY PTR MODEL
561
+ 0 RISE 2 195 195
562
+ 1 WALK 0 202 202
563
+ 2 WALK 1 195 195
564
+ 3 IDLE 0 192 192
565
+ 4 DEATH 3 199 199
566
+ 5 IDLE 1 193 193
567
+
568
+ EVENTS GOT 08 EXPECTED 08
569
+ STEP CYCLES: COUNT 025 ADVANCE 124
570
+ 6 ACTORS MAX 0799 AT 030 COUNTING 0357
571
+ LOG: FRAME ACTOR EVENT
572
+ 014 2 REFUSED
573
+ 018 2 FIRE
574
+ 030 2 DONE
575
+ 036 3 DONE
576
+ 050 4 DONE
577
+ 060 4 REFUSED
578
+ 088 5 FIRE
579
+ 100 5 DONE
580
+ ```
581
+
582
+ NTSC reads the same, every row. The border is palette index 5, (98,
583
+ 213, 50) on PAL and (114, 189, 103) on NTSC.
584
+
585
+ What the log says, against the script:
586
+
587
+ - Actor 2's attack starts at 10; its entries last 4 and 4, so the fire
588
+ entry is entered at 18 and the animation ends at 10 + 20 = 30 and
589
+ returns to idle. The walk requested at 14 is refused (priority 0
590
+ under 1); the walk requested at 40 is accepted, because idle runs by
591
+ then.
592
+ - Actor 3's attack starts at 20 and would fire at 28. The hurt at 24
593
+ outranks it (2 over 1), so the attack never fires; the hurt ends at
594
+ 24 + 12 = 36.
595
+ - Actor 4 dies at 30, holds from 50 on, and refuses the attack at 60.
596
+ - Actor 5's second attack request at 90 is the running animation, so it
597
+ is ignored: no restart, no log entry. The attack fires at 88 and ends
598
+ at 100. Actor 0's rise request at 70 is ignored the same way.
599
+ - Actor 0's rise shows entry 0 for frames 0 to 9, then loops over
600
+ entries 1 and 2 (16 frames): at 120 it is 110 frames past entry 1's
601
+ first start, 6 loops and 14 frames, so entry 2, image 3.
602
+ - Actor 1 turned right at 50 and left again at 99, keeping its entry;
603
+ its pointer is 202, image 2 plus the facing offset of 8.
604
+
605
+ The sprites, measured with PIL on both pictures: each of the six yellow
606
+ sprites ((255, 255, 70) on PAL, (255, 248, 141) on NTSC) starts on line
607
+ 135, one below its Y register of 134. Their heights are 9, 7, 9, 3, 17
608
+ and 5 rows, images 3, 2, 3, 0, 7 and 1; sprite 1's bar covers sprite
609
+ pixels 0 to 11 and the others 12 to 23. That gives pointers 195, 202,
610
+ 195, 192, 199 and 193: the values printed, the model's, and the values
611
+ a separate Python model of the tables and script (scratch, not shipped)
612
+ predicts. Each model
613
+ run twice gives byte-identical PNGs:
614
+ `screenshots/sprite-animation-table.png` (PAL) and
615
+ `screenshots/sprite-animation-table-ntsc.png` (NTSC).
616
+
617
+ Cycle figures, CIA1 timer B, interrupts masked, the same on both models.
618
+ `COUNT` and `ADVANCE` are 100 calls of `step` through a function
619
+ pointer, less 100 empty calls, divided by 100, with the screen blanked.
620
+ `COUNT` runs an entry 255 frames long, so every call only decrements.
621
+ `ADVANCE` runs a two-entry loop with durations of 1, so every call moves
622
+ to the next entry, half of them through the loop action, and writes the
623
+ pointer. `MAX` is the worst frame of the scenario for all six actors,
624
+ the loop and calls included: frame 30, when actor 2 returns to idle with
625
+ a log entry and actors 1, 3 and 5 change entry. `COUNTING` is frame 5,
626
+ where every actor only decrements: 357 cycles, about 60 an actor with
627
+ the loop and call. These run straight after `vic_waitFrame()` returns at
628
+ line 256, before the next badline.
629
+
630
+ A negative run, with the engine's countdown loaded one frame too long
631
+ (`count[a] = adur[p] + 1`), prints `RESULT FAIL` with a red border: the
632
+ events move to 20, 34, 40, 54, 90 and 104, and four pointers differ from
633
+ the model's.
634
+
635
+ The program's own check compares the engine with the tables, not the
636
+ tables with intent. With rise's loop target changed from entry 1 to
637
+ entry 0 it still prints `RESULT PASS`, because the model reads the same
638
+ wrong table; sprite 0 then shows image 2 (pointer 194), and the pinned
639
+ PNG comparison is what catches it.
640
+
641
+ ## Why this works
642
+
643
+ The animation is data, so the state code never picks a sprite block. It
644
+ asks for an animation; `request` refuses it when the running animation
645
+ has a higher priority, ignores it when it is the running one, and
646
+ otherwise points the actor at entry 0. `enter` resolves end actions
647
+ (loop, return, hold) until it reaches a real entry, loads the countdown,
648
+ fires the entry's event and writes the sprite pointer. `step` is the only
649
+ per-frame work: a decrement, and a call to `enter` when it reaches zero.
650
+ The pointer is written only when the entry changes.
651
+
652
+ Events belong to entries, not to time. The attack fires when its third
653
+ entry is entered, so changing a duration moves the shot with the
654
+ picture, and an animation cut off before that entry never fires. A game
655
+ reads the log (or a flag) after the steps and spawns the bullet there.
656
+
657
+ The check is honest because the model uses different arithmetic: it
658
+ spends the elapsed frames entry by entry from the animation's start, and
659
+ reports an event only when the time runs out exactly on an entry's
660
+ first frame. An off-by-one in the countdown moves every event, as the
661
+ negative run shows.
662
+
663
+ Pointers are block numbers in the VIC bank: `$3000` is block 192 of bank
664
+ 0 and the pointers live at screen + `$3F8`. Moving the screen or the
665
+ bank moves both (`vic_bank_visibility_collision` in
666
+ `pitfalls/banking.md`).
667
+
668
+ Verified: compiled with Oscar64, run headless in VICE x64sc 3.10 with the
669
+ pinned command on PAL and NTSC, each twice with byte-identical PNGs; the
670
+ text was decoded against the character ROM and the sprite bars measured
671
+ with PIL, not by eye.