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 +1,314 @@
1
+ ---
2
+ recipe: sprite-multiplex-8
3
+ toolchain: oscar64
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [sprite_multiplex_8]
7
+ file_formats: [PRG]
8
+ uses_registers: [D015, D000, D001, D010, D027, D012, D019, D01A, D020, D021]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # Oscar64 8-Sprite Multiplexer (12 Logical Sprites)
15
+
16
+ ## Synopsis
17
+
18
+ Displays 12 independently moving logical sprites using only the VIC-II's 8
19
+ hardware sprite slots, via `sprites.h` virtual sprite (`vspr_*`) functions.
20
+ The `vspr_*` layer sorts logical sprites by Y position each frame and uses
21
+ `rasterirq.h` slots to reposition hardware sprites mid-screen. Each logical
22
+ sprite beyond the eighth gets its own raster IRQ slot that re-arms one
23
+ hardware sprite as soon as that sprite's first draw has finished, so with 12
24
+ logical sprites four of the eight hardware sprites are reused once and the
25
+ other four are not (an earlier version of this page described "two vertical
26
+ passes" with every hardware sprite reused; the library does not work that
27
+ way). This is the `sprite_multiplex_8` technique from
28
+ `docs/techniques/sprite.md`.
29
+
30
+ ## Source
31
+
32
+ ```c
33
+ // sprite-multiplex-8.c
34
+ //
35
+ // 12 logical sprites on 8 hardware sprites using vspr_* multiplexer.
36
+ // Sprites move in circular paths computed from a precomputed sine table.
37
+ //
38
+ // Memory layout: sprite data is placed at a fixed page-aligned address
39
+ // ($2000) so that block numbers are predictable (block = addr / 64).
40
+ //
41
+ #include <c64/vic.h>
42
+ #include <c64/sprites.h>
43
+ #include <c64/rasterirq.h>
44
+ #include <math.h>
45
+
46
+ // Screen RAM at the default C64 address.
47
+ #define Screen ((char *)0x0400)
48
+
49
+ // Keep code and writable data below $2000 so sprite data fits at $2000.
50
+ #pragma region( lower, 0x0a00, 0x2000, , , {code, data} )
51
+
52
+ // Reserve $2000-$2800 for the sprite set (32 sprites × 64 bytes each = 2048).
53
+ #pragma section( spriteset, 0 )
54
+ #pragma region( spriteset, 0x2000, 0x2800, , , {spriteset} )
55
+
56
+ // Remaining code, data, bss, heap, and stack go above $2800.
57
+ #pragma region( main, 0x2800, 0xa000, , , {code, data, bss, heap, stack} )
58
+
59
+ // --- Sprite bitmap data ---
60
+ // Twelve distinct 24x21 bitmaps, each 63 bytes (padded to 64-byte alignment).
61
+ // For this demo each sprite is a simple filled diamond shape generated by the
62
+ // initializer. In a real program, use: #embed spd_sprites "sprites.spd"
63
+ // or #embed "../resources/sprites.bin" to load SpritePad data.
64
+ #pragma data(spriteset)
65
+
66
+ static char spriteset[2048]; // 32 × 64-byte blocks; first 12 used
67
+
68
+ #pragma data(data)
69
+
70
+ // --- Sine tables for circular motion ---
71
+ // 128 entries covering one full cycle, pre-scaled to the orbit radius so the
72
+ // frame loop is a table lookup. An earlier version kept one -90..+90 table
73
+ // and scaled it in the loop with a 16-bit multiply and divide per axis; that
74
+ // loop measured 23,213-26,694 cycles per frame in VICE, more than a 19,656-
75
+ // cycle PAL frame, so rirq_wait() returned at arbitrary raster lines and
76
+ // vspr_update() rewrote the hardware sprites mid-frame, losing up to half the
77
+ // sprites. The table-only loop below measured 6,292-9,162 cycles.
78
+ static int sinx[128]; // -RADIUS_X..+RADIUS_X
79
+ static int siny[128]; // -RADIUS_Y..+RADIUS_Y
80
+
81
+ // Number of logical sprites to display.
82
+ #define NUM_SPRITES 12
83
+
84
+ // Radius of each sprite's circular orbit in screen pixels.
85
+ #define RADIUS_X 80
86
+ #define RADIUS_Y 60
87
+
88
+ // Center of the display area (sprite Y origin on PAL is approximately 50
89
+ // for the top of the visible area; sprites are Y=50..250).
90
+ #define CENTER_X 160
91
+ #define CENTER_Y 150
92
+
93
+ int main(void)
94
+ {
95
+ // --- Initialize sine tables (floating point once, at start-up) ---
96
+ for (int i = 0; i < 128; i++) {
97
+ sinx[i] = (int)(RADIUS_X * sin(i * 3.14159265 / 64.0));
98
+ siny[i] = (int)(RADIUS_Y * sin(i * 3.14159265 / 64.0));
99
+ }
100
+
101
+ // --- Initialize sprite bitmaps in place ---
102
+ // Paint each block with a distinct simple pattern so sprites are
103
+ // visually distinguishable. A filled diamond is 9 bytes per sprite row.
104
+ for (char s = 0; s < NUM_SPRITES; s++) {
105
+ char *blk = spriteset + (int)s * 64;
106
+ // Row 10 (middle row) of the diamond: all three bytes filled.
107
+ for (char row = 0; row < 21; row++) {
108
+ // Diamond shape: row 0 and 20 have 1 pixel, row 10 is full.
109
+ char w = (row <= 10) ? row : (20 - row);
110
+ // Shift a centered mask to the right by (10 - w) bits.
111
+ // Each row is 3 bytes = 24 bits of sprite data.
112
+ unsigned long mask = ((1UL << (2 * w + 1)) - 1) << (10 - w);
113
+ blk[row * 3 + 0] = (byte)(mask >> 16);
114
+ blk[row * 3 + 1] = (byte)(mask >> 8);
115
+ blk[row * 3 + 2] = (byte)(mask );
116
+ }
117
+ blk[63] = 0; // padding byte
118
+ }
119
+
120
+ // --- Initialize raster IRQ system ---
121
+ // rirq_init must be called by the program: vspr_init does NOT call it.
122
+ // Without it the raster IRQ lands in the KERNAL handler, is never
123
+ // acknowledged, and the main loop hangs in rirq_wait() with only the
124
+ // first eight sprites on screen (measured in VICE; an earlier version of
125
+ // this listing omitted the call). true = hook the KERNAL $0314 vector.
126
+ rirq_init(true);
127
+ // vspr_init occupies rirq slots 0 through VSPRITES_MAX-8 : one reuse
128
+ // slot per virtual sprite beyond the eighth, plus a sync slot at line 250.
129
+ vspr_init(Screen);
130
+
131
+ // --- Configure 12 logical sprites ---
132
+ // vspr_set(index, x, y, image_block, color)
133
+ // image_block = address / 64. With spriteset at $2000, block 0 = sprite 0.
134
+ char base_block = (unsigned)spriteset / 64;
135
+
136
+ for (char i = 0; i < NUM_SPRITES; i++) {
137
+ // Stagger starting phase so sprites spread around the circle.
138
+ char phase = (i * 128) / NUM_SPRITES;
139
+ int sx = CENTER_X + sinx[phase & 127];
140
+ int sy = CENTER_Y + siny[(phase + 32) & 127];
141
+
142
+ // Color cycles through the 8 non-black palette entries.
143
+ byte col = (byte)(8 + (i & 7));
144
+
145
+ vspr_set(i, sx, sy, base_block + i, col);
146
+ }
147
+
148
+ // --- Initial sort and update ---
149
+ // vspr_sort orders the logical sprites by ascending Y before the
150
+ // first frame. vspr_update programs the 8 hardware sprites with the
151
+ // top 8 by Y, and arms one reuse IRQ slot per remaining sprite.
152
+ vspr_sort();
153
+ vspr_update();
154
+ rirq_sort();
155
+
156
+ // --- Start the raster IRQ engine ---
157
+ rirq_start();
158
+
159
+ // Set a dark background so sprites are visible.
160
+ vic.color_back = VCOL_BLACK;
161
+ vic.color_border = VCOL_BLACK;
162
+
163
+ // --- Animation loop ---
164
+ unsigned frame = 0;
165
+
166
+ for (;;) {
167
+ // Advance animation counter.
168
+ frame++;
169
+
170
+ // Compute new positions for each logical sprite. Keep this cheap:
171
+ // everything between one rirq_wait() and the next must fit in a
172
+ // frame, or the hardware sprites get rewritten mid-screen.
173
+ for (char i = 0; i < NUM_SPRITES; i++) {
174
+ // Each sprite orbits the center with a unique phase offset.
175
+ // The tables have 128 entries; the frame counter drives the angle.
176
+ char phase = (char)frame + (char)((i * 128) / NUM_SPRITES);
177
+ int nx = CENTER_X + sinx[phase & 127];
178
+ int ny = CENTER_Y + siny[(phase + 32) & 127];
179
+ vspr_move(i, nx, ny);
180
+ }
181
+
182
+ // Sort by Y: the multiplexer requires ascending Y order to assign
183
+ // hardware sprites to the correct vertical bands.
184
+ vspr_sort();
185
+
186
+ // Wait for the last raster IRQ of the current frame to complete.
187
+ // This ensures vspr_update is never called while the IRQ engine is
188
+ // still consuming the sprite slot table from the previous frame.
189
+ rirq_wait();
190
+
191
+ // Reprogram hardware sprite registers and raster IRQ reuse slots
192
+ // based on the freshly sorted logical sprite list.
193
+ vspr_update();
194
+
195
+ // Re-sort IRQ slots because vspr_update may have moved reuse slots.
196
+ rirq_sort();
197
+ }
198
+
199
+ return 0;
200
+ }
201
+ ```
202
+
203
+ ## Build
204
+
205
+ ```bash
206
+ oscar64 -O2 -o=sprite-multiplex-8.prg -tf=prg sprite-multiplex-8.c
207
+ ```
208
+
209
+ `-O2` enables auto-inlining of small functions and 8-bit narrowing of the loop
210
+ index arithmetic, both of which matter for the per-frame sprite update loop.
211
+
212
+ Outputs: `sprite-multiplex-8.prg`, `.map`, `.asm`, `.lbl`.
213
+
214
+ ## Expected output
215
+
216
+ Twelve filled 21×21 diamonds orbit a common center on an 80×60-pixel ellipse
217
+ over the untouched power-on text screen (the listing never clears it, so the
218
+ BASIC banner and `READY.`/`RUN` stay on the top rows). Colours are 8–15 with
219
+ 8–11 used twice, so the twelve are not all distinct. All 12 are visible
220
+ simultaneously: the eight topmost by Y sit on the hardware sprites, and each
221
+ of the other four is put on screen by its own reuse IRQ, which fires 23 lines
222
+ below the Y of one of the four topmost sprites and re-arms that hardware
223
+ sprite. The main loop is paced by `rirq_wait()`, one iteration per frame.
224
+
225
+ Measured in VICE 3.10 (PAL) with the positions held at frame 200: twelve
226
+ 221-pixel diamonds at raster lines 92–230, at exactly the Y values the
227
+ arithmetic gives (the first drawn row is at raster line Y+1). On the orbit
228
+ used here the ninth-lowest sprite is always at least ~60 lines below the
229
+ lowest, well past the 23-line reuse point, so no reused slot is asked to
230
+ draw before its first sprite has finished (arithmetic, not a flicker sweep).
231
+
232
+ An earlier version of this page said eight sprites sat "in the top half" and
233
+ one IRQ "at the midpoint" moved them to the bottom half; there is no single
234
+ midpoint IRQ, and the listing as then published never called `rirq_init()`,
235
+ which left it frozen with eight sprites at their starting positions.
236
+
237
+ ## Why this works
238
+
239
+ ### The core multiplexer contract
240
+
241
+ The VIC-II compares each hardware sprite's Y register against the raster counter
242
+ at the start of every scanline. Once a sprite is latched as active (its top line
243
+ passed), it renders for 21 lines even if the Y register changes. This gives the
244
+ CPU a 21-line safe window per sprite to reprogram Y and the image pointer before
245
+ the chip needs those values for the next activation.
246
+
247
+ The multiplexer exploits this window. After sorting the logical sprites by Y,
248
+ the top 8 are written to hardware at frame start. For each sorted sprite `8+n`
249
+ a raster IRQ slot `n` is moved to `Y(sorted sprite n) + 23`, the line after
250
+ hardware sprite `n & 7` has finished its first 21-row draw; that handler writes
251
+ the new Y, X, colour, image pointer and MSB-X mask for that one hardware sprite
252
+ (read from `sprites.c`: `rirq_move(ti, spriteYPos[ti + 1] + 23)`). An earlier
253
+ version of this page said one IRQ fired "just before logical sprites 9-12";
254
+ there is one per reused sprite, keyed to the finished sprite, not the next one.
255
+
256
+ ### `vspr_init` and the rirq slot reservation
257
+
258
+ `vspr_init(Screen)` does **not** call `rirq_init()`; the program must, before
259
+ `vspr_init`, as Oscar64's own `samples/sprites/multiplexer.c` does. It sets
260
+ `$D015 = $FF`, clears both expand registers, and reserves `VSPRITES_MAX - 8`
261
+ rirq slots for reuse IRQs plus one empty sync slot at line 250 — slots 0–8
262
+ with the default `VSPRITES_MAX = 16` (read from `sprites.c`; the header
263
+ comment says the same). With 12 logical sprites, `vspr_update` arms slots 0–3
264
+ and clears 4–7 every frame. An earlier version of this page said `vspr_init`
265
+ called `rirq_init(true)` and reserved `VSPRITES_MAX / 8 - 1` slots ("one
266
+ slot"); both were wrong, and the missing `rirq_init` call left the listing
267
+ frozen. To display more than 16 logical sprites, rebuild with
268
+ `-dVSPRITES_MAX=24` (or higher) **and** raise `-dNUM_IRQS=` so that
269
+ `VSPRITES_MAX - 7` slots fit (the default `NUM_IRQS` is 16; Oscar64's
270
+ `sprmux32` sample builds with `-dVSPRITES_MAX=32 -dNUM_IRQS=28`). Each
271
+ additional logical sprite, not each group of eight, costs one rirq slot, and
272
+ its Y must be at least 23 lines plus a few lines of IRQ latency below the
273
+ sprite whose hardware slot it reuses.
274
+
275
+ ### `vspr_sort`, `vspr_update`, `rirq_sort` — the per-frame triple
276
+
277
+ These three calls form the per-frame multiplexer ritual:
278
+
279
+ 1. **`vspr_sort()`** — insertion sort on the logical sprite array by ascending Y.
280
+ It always walks all `VSPRITES_MAX` entries (the four unused ones sit at
281
+ Y = $FF). Measured with a CIA 2 timer around the call in this program on
282
+ VICE 3.10, over 200 frames: 457 cycles minimum, 2,018 maximum (the maximum
283
+ includes interrupts landing inside the call). An earlier version of this
284
+ page said "approximately 20-40 cycles", which is too small by an order of
285
+ magnitude.
286
+
287
+ 2. **`rirq_wait()`** — returns once `rirq_count` has changed since the last
288
+ `rirq_wait()`/`rirq_sort()`; the ISR increments it after the last slot of
289
+ the frame (the sync slot at line 250). Must precede `vspr_update()` to
290
+ prevent writing into the slot table while the IRQ engine is reading it.
291
+ **It only paces the loop if the loop is faster than a frame.** If the work
292
+ since the last `rirq_sort()` already took longer than a frame, the count
293
+ has already changed and `rirq_wait()` returns at once, wherever the beam
294
+ is. Measured here with the earlier multiply-and-divide position loop: the
295
+ raster line on return ranged over 1–311, and the screenshot showed six of
296
+ the twelve sprites. That is why the listing uses pre-scaled tables.
297
+
298
+ 3. **`vspr_update()`** — writes the sorted list to hardware: Y positions, image
299
+ pointers in the sprite pointer block (`Screen + $3F8`), colors (`$D027-$D02E`),
300
+ and the combined MSB-X byte (`$D010`). Also moves each active reuse slot
301
+ `n` to `Y(sorted sprite n) + 23` and stores the reused sprite's registers
302
+ in that slot's code with `rirq_data`. Measured as above: 554–1,853 cycles.
303
+
304
+ 4. **`rirq_sort()`** — re-sorts the rirq slot table after `vspr_update` has
305
+ moved any reuse slots to new Y positions. Measured as above: 441–1,430
306
+ cycles.
307
+
308
+ The sprite pointer block at `Screen + $3F8` (address `$07F8` for the default
309
+ $0400 screen) holds one byte per hardware sprite indicating which 64-byte block
310
+ of sprite data it reads. `vspr_update` writes this block to change which logical
311
+ sprite image each hardware slot displays on the next activation. `$D010` (MSIGX)
312
+ packs the MSB of the X coordinate for all eight sprites into a single byte;
313
+ `vspr_update` recomputes the full combined mask each frame so sprites whose X
314
+ position exceeds 255 display at the correct horizontal position.
@@ -0,0 +1,236 @@
1
+ ---
2
+ recipe: stable-raster-irq
3
+ toolchain: oscar64
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [stable_raster_irq]
7
+ file_formats: [PRG]
8
+ uses_registers: [D011, D012, D019, D01A, D020]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # Oscar64 Stable Raster IRQ
15
+
16
+ ## Synopsis
17
+
18
+ Demonstrates the canonical Oscar64 idiom for raster-synchronized interrupts using
19
+ `rasterirq.h`. The program fires a single raster IRQ at line 100, changes the border
20
+ color to white on entry, and holds it white for the rest of the frame. This is the
21
+ foundational pattern that all other raster effects in this KB build on.
22
+
23
+ ## Source
24
+
25
+ ```c
26
+ // stable-raster-irq.c
27
+ #include <c64/vic.h>
28
+ #include <c64/rasterirq.h>
29
+
30
+ // RIRQCode is a 32-byte struct (a size byte plus 31 bytes of generated
31
+ // code) that encodes up to five writes. Declare it at file scope so it
32
+ // lives in static storage.
33
+ RIRQCode rirq;
34
+ RIRQCode restore;
35
+
36
+ int main(void)
37
+ {
38
+ // rirq_init(true) installs the raster IRQ system and routes it through
39
+ // the KERNAL IRQ vector at $0314/$0315; it also sets $D01A bit 0 and
40
+ // clears $D011 bit 7. It does NOT disable the CIA1 timer: the KERNAL's
41
+ // jiffy IRQ keeps running and is handed on to $EA31. Pass false to
42
+ // install directly at the hardware vector $FFFE/$FFFF (faster, but
43
+ // requires KERNAL off). true is safe for cartridge-free PRG programs
44
+ // that load over BASIC.
45
+ rirq_init(true);
46
+
47
+ // rirq_build initializes the RIRQCode struct for one write slot.
48
+ // The second argument is the number of writes (1-5). Each write slot
49
+ // is one store to <address> in the IRQ handler at the programmed
50
+ // raster line. No heap allocation; you supply the struct.
51
+ rirq_build(&rirq, 1);
52
+
53
+ // rirq_write sets write slot 0 to store VCOL_WHITE into vic.color_border
54
+ // ($D020). When the raster IRQ fires, the generated code executes:
55
+ // LDY #VCOL_WHITE ; loaded before the wait loop
56
+ // CMP $D012 / BCS -5 ; spin until the target line
57
+ // STY $D020
58
+ // (slot 0 uses Y, slot 1 uses X, slots 2-4 use LDA/STA after the loop).
59
+ // Hand-optimized bytes generated by rirq_build; no C function overhead.
60
+ rirq_write(&rirq, 0, &vic.color_border, VCOL_WHITE);
61
+
62
+ // rirq_set installs the RIRQCode into slot 0, scheduled to fire one
63
+ // raster line below line 100 (i.e., at the start of raster line 101).
64
+ // Slots are numbered 0-15 (up to NUM_IRQS, default 16).
65
+ rirq_set(0, 100, &rirq);
66
+
67
+ // A second slot puts the border back to light blue at line 201. Without
68
+ // it the first interrupt leaves the whole border white for good and
69
+ // there is nothing to see: a register write persists until something
70
+ // writes the register again.
71
+ rirq_build(&restore, 1);
72
+ rirq_write(&restore, 0, &vic.color_border, VCOL_LT_BLUE);
73
+ rirq_set(1, 200, &restore);
74
+
75
+ // rirq_sort orders all installed slots by ascending raster line.
76
+ // Always call this after any rirq_set or rirq_move before rirq_start,
77
+ // and once per frame after moving slots mid-loop.
78
+ rirq_sort();
79
+
80
+ // rirq_start clears D011 bit 7, writes the constant 100 to D012 (not
81
+ // the first slot's line: it happens to coincide here), acknowledges
82
+ // D019 and unmasks the CPU IRQ. D01A was already set by rirq_init.
83
+ // From the first interrupt on, the dispatcher re-arms D012 itself
84
+ // and the handler fires automatically each frame.
85
+ rirq_start();
86
+
87
+ // Spin forever. The raster IRQ changes the border color on every frame
88
+ // without any CPU involvement in the main loop.
89
+ for (;;) { }
90
+
91
+ return 0;
92
+ }
93
+ ```
94
+
95
+ ## Build
96
+
97
+ ```bash
98
+ oscar64 -o=stable-raster-irq.prg -tf=prg stable-raster-irq.c
99
+ ```
100
+
101
+ Expected outputs: `stable-raster-irq.prg`, `stable-raster-irq.map`,
102
+ `stable-raster-irq.asm`, `stable-raster-irq.lbl`.
103
+
104
+ Load with `LOAD"STABLE-RASTER-IRQ",8,1` followed by `RUN`, or pass
105
+ `-autostart stable-raster-irq.prg` to VICE.
106
+
107
+ ## Expected output
108
+
109
+ A white band in the border from raster line 101 to line 200; light blue above
110
+ and below. Both edges are straight across the frame: the dispatcher's polling
111
+ loop (below) puts the write in the horizontal blank.
112
+
113
+ On both PAL (50 Hz, 312 lines) and NTSC (60 Hz, 263 lines) the effect is
114
+ identical in appearance.
115
+
116
+ Verified with Oscar64 (build 2026-05-19) and VICE 3.10 x64sc, measured
117
+ 2026-09-22 on both models: the left and right border columns are white on
118
+ raster lines 101-200 inclusive and light blue on 100 and 201, and the
119
+ transition rows are one colour from the first border pixel to the last (PAL
120
+ C64C, VIC-II 8565, and NTSC 6567R8 both; an earlier version said PAL 6569,
121
+ but `x64sc -default` is the C64C). No baseline PNG was committed for this recipe
122
+ before this audit. The earlier version
123
+ of this recipe had only the first slot and described a split at line 101;
124
+ what it produced was an all-white border, because nothing ever wrote light
125
+ blue back.
126
+
127
+ ## Why this works
128
+
129
+ ### What `rirq_init` actually does
130
+
131
+ `rirq_init(true)` (which is `rirq_init_kernal()` in `rasterirq.c`) does three
132
+ things. First, it installs the `rasterirq` dispatcher at `$0314`/`$0315` (the
133
+ KERNAL software IRQ vector), so the KERNAL's IRQ entry at `$FF48` jumps into
134
+ the dispatcher after doing its standard register save. Second, it sets `$D01A`
135
+ bit 0 to enable VIC-II raster interrupts. Third, it clears `$D011` bit 7 and
136
+ writes 255 to `$D012`, a line that never matches until `rirq_start` re-arms
137
+ it.
138
+
139
+ It does **not** disable the CIA1 timer A interrupt. The earlier text of this
140
+ recipe said it wrote `$DC0D` to switch the jiffy timer off; the source does no
141
+ such write, and a run of this listing on 2026-09-22 with the main loop
142
+ watching `$A1`/`$A2` showed the KERNAL jiffy clock still counting after
143
+ `rirq_start`. What the dispatcher does instead is test `$D019` bit 7 on entry:
144
+ a VIC interrupt is serviced and exits through the KERNAL's bare `$EA81`; any
145
+ other IRQ reads `$DC0D` to acknowledge the CIA and jumps to `$EA31`, the full
146
+ KERNAL service, so the clock, keyboard scan and STOP key all keep working
147
+ (about 190 cycles per jiffy tick idle). Both sources therefore share the IRQ
148
+ line by design; the dispatcher tells them apart rather than silencing one.
149
+ If you need the CIA quiet, write `$DC0D = 0x7F` yourself before `rirq_start`.
150
+
151
+ ### What "stable" means here, and what it does not
152
+
153
+ Raw VIC-II raster IRQs carry 0-6 cycles of jitter because the CPU finishes
154
+ its current instruction before entering the handler, and on top of that the
155
+ KERNAL dispatcher adds 29 fixed cycles, so the handler starts on cycle 37-43
156
+ of the line. A colour write from there lands two-thirds of the way across the
157
+ visible line.
158
+
159
+ What `rasterirq.c` does about it can be read in `rirq_build`: every
160
+ `RIRQCode` begins with `LDY #d0 / LDX #d1 / CMP $D012 / BCS -5`: the first
161
+ two data bytes are preloaded, then a 7-cycle loop spins until the raster
162
+ counter passes the programmed row (A holds the row; the branch falls through
163
+ once `$D012` exceeds it). In the KERNAL-vector mode used here the dispatcher
164
+ arms `$D012` *two* lines before the target (the hardware-vector mode arms it
165
+ one line before; the earlier text said "the row before" for both), so the
166
+ KERNAL's 37-43-cycle entry and the dispatcher's own table walk are paid on
167
+ the lines above and the loop is already spinning when the target line
168
+ begins. Its `CMP` reads `$D012` on cycles 1-7 of that line, the branch falls
169
+ through in 2 and the `STY` (slot 0 is a `STY`, not a `STA`; slot 1 is `STX`)
170
+ writes 4 later, so the first write lands by about cycle 13 — arithmetic from
171
+ the loop's 7-cycle period, not a cycle-level measurement — inside the
172
+ horizontal blank. That is why the band edges are straight: the write is
173
+ early, not exact. The residual jitter is the loop's granularity, up to six
174
+ cycles, which is invisible for a border colour and would not be for a
175
+ $D016 side-border write or an FLI $D018 write. The genuinely cycle-exact
176
+ entry — the double-IRQ method — is in
177
+ `docs/recipes/kickassembler/stable-raster-irq.md`; `rasterirq.h` does not
178
+ implement it, and the earlier text of this recipe, which said the offset
179
+ was "fixed" and "jitter-free", overstated the library.
180
+
181
+ ### `rirq_build`, `rirq_write`, `rirq_set`
182
+
183
+ `rirq_build(&rirq, n)` initializes an `RIRQCode` struct for `n` writes (1-5).
184
+ The struct is 32 bytes — a size byte and `RIRQ_SIZE` = 31 bytes of code (the
185
+ earlier text said 31; `sizeof(RIRQCode)` is 32, checked with a compile-time
186
+ assertion against the 2026-05-19 headers); larger variants `RIRQCode10` and
187
+ `RIRQCode20` (62 and 107 bytes) hold 10
188
+ and 20 writes respectively. The writes are stored as immediate operands and
189
+ absolute addresses of real 6502 instructions inside the struct — no heap, no
190
+ indirection at fire time; the dispatcher `JSR`s into the struct.
191
+
192
+ `rirq_write(&rirq, slot, addr, data)` patches slot `slot` of the struct with the
193
+ target address and data byte. At IRQ fire time the code runs `LDY #d0 / LDX
194
+ #d1`, the wait loop, then `STY a0 / STX a1`, then `LDA #d / STA a` for slots
195
+ 2-4 in sequence (the earlier text said `LDA #data / STA addr` for every slot;
196
+ the first two are preloaded so they can land 4 cycles apart right after the
197
+ loop). Up to five writes fire within the cycle
198
+ budget of a single raster line on both PAL (63 cycles/line) and NTSC
199
+ (65 cycles/line). For more writes per line, use `RIRQCode10` or `RIRQCode20`.
200
+
201
+ `rirq_set(n, row, &rirq)` installs the code into IRQ slot `n` and programs it to
202
+ fire one line below `row`. The "one below" offset is a documented convention in
203
+ `rasterirq.h`: `rirq_set(0, 100, ...)` fires at the start of line 101, not
204
+ line 100. This gives the CPU the entirety of line 101 to execute the writes
205
+ before the raster beam reaches the point where writes need to be visible.
206
+
207
+ ### `rirq_sort` and `rirq_start`
208
+
209
+ `rirq_sort()` orders the slot table by ascending raster line. The dispatcher
210
+ walks this sorted table on every frame, firing each slot as the beam reaches its
211
+ line. If slots are installed out of order or moved mid-frame (via `rirq_move`),
212
+ `rirq_sort()` must be called again before the next frame begins. The idiomatic
213
+ call site is at the bottom of the main loop, after `rirq_wait()`.
214
+
215
+ `rirq_start()` clears `$D011` bit 7, writes the constant 100 to `$D012`,
216
+ acknowledges `$D019` and executes `CLI`. It does not read the slot table: the
217
+ earlier text said it programmed `$D012` to the first slot's line, and in this
218
+ recipe the two coincide only because the first slot *is* line 100. The first
219
+ interrupt therefore fires at line 100 whatever the first slot says; the
220
+ dispatcher then runs slot 0's code (which spins until the raster passes its
221
+ own row) and from then on re-arms `$D012` for each following slot itself. A
222
+ first slot far above line 100 pays that difference once, on the first frame.
223
+ After this call the handler runs autonomously — the main loop never needs to
224
+ touch IRQ machinery again unless slots are being moved.
225
+
226
+ ### Oscar64 vs cc65 IRQ style
227
+
228
+ The cc65 equivalent of this recipe requires writing `$DC0D = 0x7F` to disable
229
+ CIA interrupts, storing a function pointer at `$0314`/`$0315`, writing `$D01A =
230
+ 0x01`, and writing `$D012 = 100` manually. The handler stub must acknowledge
231
+ `$D019`, re-arm `$D012` for the next frame, and return via RTI with A/X/Y/SR
232
+ restored. None of that appears in this recipe because `rasterirq.h` encapsulates
233
+ it — with one difference worth knowing: the library never disables the CIA, it
234
+ forwards CIA interrupts to `$EA31` and keeps the KERNAL clock alive (see "What
235
+ `rirq_init` actually does"). The Oscar64 idiom is three function calls to set up and one `for (;;)`
236
+ to hold: the handler is data, not code, and the dispatcher is a reusable library.