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 +1,528 @@
1
+ ---
2
+ recipe: two-player
3
+ toolchain: oscar64
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [two_player_state_swap, joystick_edge_detect, keyboard_matrix_scan]
7
+ file_formats: [PRG]
8
+ uses_registers: [DC00, DC01, DD04, DD05, DD0E, D000, D001, D012, D015, D020, D027, D028]
9
+ uses_kernal: [CHROUT]
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # Oscar64 two-player: alternating play by state-block swap, and simultaneous play from both control ports
15
+
16
+ ## Synopsis
17
+
18
+ Two player sprites and one listing that plays two ways. In alternating
19
+ play one game runs at a time: each player owns an eight-byte state block
20
+ (score, lives, level, cell, random seed) in a two-entry array, and a
21
+ death stores the block in play and loads the other player's, so each
22
+ player resumes their own game with their own score and their own random
23
+ sequence. In simultaneous play both blocks are live and both control
24
+ ports are read every frame with the KERNAL IRQ still running. Port 1
25
+ shares `$DC01` with the keyboard rows, and the KERNAL leaves `$DC00` at
26
+ `$7F` between scans, so a key held in column 7 (1, left-arrow, CTRL, 2,
27
+ SPACE) would read as a direction on port 1. The listing writes `$FF` to
28
+ `$DC00` right before each `$DC01` read, with the IRQ held off across the
29
+ pair so the scan cannot run between them, and counts how many reads it
30
+ took with a column selected; the same build with `MITIGATE=0` counts one
31
+ per frame and goes red. The mode is a byte written at start from the
32
+ `MODE` define; both paths are compiled in. The verdict is the pattern of
33
+ `headless-verify.md`: a code at `$02FF`, the border colour, and a line of
34
+ text. The technique is `two_player_state_swap` in `techniques/logic.md`.
35
+
36
+ ## Source
37
+
38
+ ```c
39
+ // two-player.c
40
+ // Two players, two sprites, two ways to share one machine.
41
+ // ALTERNATING: one game runs at a time. Each player owns a state block
42
+ // (score, lives, level, cell, random seed); on death the block in play is
43
+ // stored and the other player's block is loaded, so each resumes their
44
+ // own game. SIMULTANEOUS: both control ports are read every frame with
45
+ // the KERNAL IRQ live. Port 1 shares $DC01 with the keyboard rows, and
46
+ // the KERNAL leaves $DC00 at $7F between scans, so a key in column 7
47
+ // would read as a direction; $DC00 is set to $FF right before the $DC01
48
+ // read, with the IRQ held off across the pair so the scan cannot run in
49
+ // between. The autopilot scripts both ports; the
50
+ // program checks the outcome and reports at $02FF, in the border colour
51
+ // and on screen.
52
+ #include <stdio.h>
53
+ #include <c64/vic.h>
54
+ #include <c64/cia.h>
55
+
56
+ #ifndef AUTOPILOT
57
+ #define AUTOPILOT 1 // 1: scripted port bytes instead of the ports
58
+ #endif
59
+ #ifndef MODE
60
+ #define MODE 1 // byte written at start: 0 alternating, 1 simultaneous
61
+ #endif
62
+ #ifndef MITIGATE
63
+ #define MITIGATE 1 // 1: set $DC00 to $FF before every $DC01 read
64
+ #endif
65
+
66
+ #define CODE_PASS 0x01
67
+ #define CODE_FAIL 0x02
68
+ #define RESULT (*(volatile char *)0x02ff)
69
+ #define JOY_MASK 0x1f // bits 0-4: up, down, left, right, fire
70
+ #define FRAMES 40
71
+ #define SCREEN ((char *)0x0400)
72
+ #define SPR_DATA ((char *)0x0340) // cassette buffer, pointer 13
73
+ #define SPR_PTR ((char *)0x07f8)
74
+ #define START_X 2
75
+ #define PIT_COL 14 // stepping onto this column is a death
76
+ #define MAX_X 28 // keeps sprite x below 256
77
+
78
+ struct PlayerState {
79
+ unsigned score; // 10 per cell moved
80
+ char lives, level;
81
+ char cx, cy; // cell, 8 px each
82
+ unsigned rng; // 16-bit xorshift, stepped once per own frame
83
+ };
84
+
85
+ static struct PlayerState players[2]; // one block per player
86
+ static struct PlayerState g; // the block in play (alternating)
87
+ static char cur; // whose turn (alternating)
88
+ static char mode; // 0 alternating, 1 simultaneous
89
+ static char raw2, raw1; // last port reads, active low
90
+ static char colsel, phantom; // port-1 hazard counters
91
+
92
+ // ---- per-player step ------------------------------------------------------
93
+
94
+ static void step(struct PlayerState *p, char port)
95
+ {
96
+ char pressed = ~port & JOY_MASK;
97
+ p->rng ^= p->rng << 7;
98
+ p->rng ^= p->rng >> 9;
99
+ p->rng ^= p->rng << 8;
100
+ if ((pressed & 0x01) && p->cy > 0) { p->cy--; p->score += 10; }
101
+ if ((pressed & 0x02) && p->cy < 24) { p->cy++; p->score += 10; }
102
+ if ((pressed & 0x04) && p->cx > 0) { p->cx--; p->score += 10; }
103
+ if ((pressed & 0x08) && p->cx < MAX_X) { p->cx++; p->score += 10; }
104
+ }
105
+
106
+ // Death in alternating play: the block in play goes back to its slot,
107
+ // the other player's block comes out, if that player still has lives.
108
+ static void swap_on_death(void)
109
+ {
110
+ g.lives--;
111
+ g.cx = START_X;
112
+ players[cur] = g;
113
+ if (players[cur ^ 1].lives)
114
+ cur ^= 1;
115
+ g = players[cur];
116
+ }
117
+
118
+ // ---- ports ----------------------------------------------------------------
119
+
120
+ // Reads both ports from the real registers every frame. With MITIGATE the
121
+ // $FF store to $DC00 and the two reads run with the IRQ held off, so the
122
+ // KERNAL scan cannot land between them and leave $7F behind; the flags
123
+ // are restored, so a caller that already has the IRQ off keeps it off.
124
+ // colsel counts reads that found a column line among bits 5-7 of $DC00
125
+ // low, the state the scan leaves; phantom counts $DC01 reads with any
126
+ // direction bit low.
127
+ static char port_a, port_b; // raw $DC00 and $DC01
128
+ static void read_ports(void)
129
+ {
130
+ #if MITIGATE
131
+ __asm {
132
+ php
133
+ sei
134
+ lda #$ff // no keyboard column selected
135
+ sta $dc00
136
+ lda $dc00
137
+ sta port_a
138
+ lda $dc01
139
+ sta port_b
140
+ plp
141
+ }
142
+ #else
143
+ port_a = cia1.pra;
144
+ port_b = cia1.prb;
145
+ #endif
146
+ raw2 = port_a | ~JOY_MASK; // port 2 sits on bits 0-4
147
+ if ((port_a | JOY_MASK) != 0xff) colsel++;
148
+ raw1 = port_b | ~JOY_MASK; // port 1 on the row lines
149
+ if ((raw1 & JOY_MASK) != JOY_MASK) phantom++;
150
+ }
151
+
152
+ #if AUTOPILOT
153
+ // { frames, port byte } for port 2 (alternating: the active player).
154
+ static const char script2[7][2] = {
155
+ { 12, 0xf7 }, { 3, 0xfd }, { 12, 0xf7 }, { 2, 0xfe }, { 3, 0xf7 },
156
+ { 8, 0xff }, { 0, 0xff }
157
+ };
158
+ // Port 2 and port 1 in simultaneous play.
159
+ static const char sim2[3][2] = { { 8, 0xf7 }, { 4, 0xfd }, { 0, 0xff } };
160
+ static const char sim1[3][2] = { { 6, 0xf7 }, { 3, 0xfd }, { 0, 0xff } };
161
+
162
+ struct Cursor { char idx, used; };
163
+ static struct Cursor c2, c1;
164
+
165
+ static char script_byte(const char (*s)[2], struct Cursor *c)
166
+ {
167
+ char out = 0xff;
168
+ if (s[c->idx][0]) {
169
+ out = s[c->idx][1];
170
+ if (++c->used == s[c->idx][0]) { c->used = 0; c->idx++; }
171
+ }
172
+ return out;
173
+ }
174
+ #endif
175
+
176
+ // ---- timing: CIA2 timer A, KERNAL IRQ held off for the measured span ---
177
+
178
+ static unsigned cost, base, swap_cost, read_cost;
179
+
180
+ static void time_begin(void)
181
+ {
182
+ __asm { sei }
183
+ cia2.cra = 0x00;
184
+ cia2.ta = 0xffff;
185
+ cia2.cra = 0x11;
186
+ }
187
+
188
+ static void time_end(void)
189
+ {
190
+ cia2.cra = 0x00;
191
+ cost = 0xffff - cia2.ta;
192
+ __asm { cli }
193
+ }
194
+
195
+ // ---- screen ---------------------------------------------------------------
196
+
197
+ static void put_str(char pos, const char *s)
198
+ {
199
+ char *p = SCREEN + pos;
200
+ while (*s) { char c = *s++; *p++ = (c >= 'A' && c <= 'Z') ? c - 64 : c; }
201
+ }
202
+
203
+ static void put_num(char pos, unsigned v, char digits)
204
+ {
205
+ char *p = SCREEN + pos + digits;
206
+ while (digits--) { *--p = '0' + v % 10; v /= 10; }
207
+ }
208
+
209
+ static void hud(void)
210
+ {
211
+ put_str(0, "P1 SC"); put_num(6, players[0].score, 5);
212
+ put_str(12, "L"); put_num(13, players[0].lives, 1);
213
+ put_str(20, "P2 SC"); put_num(26, players[1].score, 5);
214
+ put_str(32, "L"); put_num(33, players[1].lives, 1);
215
+ put_str(40, "TURN P"); put_num(46, cur + 1, 1);
216
+ if (mode) put_str(40, "BOTH ");
217
+ }
218
+
219
+ static void place(char i, const struct PlayerState *p)
220
+ {
221
+ vic.spr_pos[i].x = 24 + p->cx * 8;
222
+ vic.spr_pos[i].y = 50 + p->cy * 8;
223
+ }
224
+
225
+ static void wait_frame(void)
226
+ {
227
+ while (vic.raster == 250) ;
228
+ while (vic.raster != 250) ;
229
+ }
230
+
231
+ // ---- expected blocks after the alternating script (host model) ----------
232
+
233
+ static const struct PlayerState exp_alt[2] = {
234
+ { 170, 2, 1, 5, 3, 0xb717 }, { 150, 2, 1, 2, 18, 0x5b98 }
235
+ };
236
+
237
+ static char same(const struct PlayerState *a, const struct PlayerState *b)
238
+ {
239
+ return a->score == b->score && a->lives == b->lives && a->level == b->level
240
+ && a->cx == b->cx && a->cy == b->cy && a->rng == b->rng;
241
+ }
242
+
243
+ int main(void)
244
+ {
245
+ mode = MODE; // the byte the autopilot writes
246
+
247
+ for (char i = 0; i < 63; i++)
248
+ SPR_DATA[i] = (i < 3 || i >= 60) ? 0xff : (i % 3 == 0 ? 0x80 : (i % 3 == 2 ? 0x01 : 0x00));
249
+ SPR_PTR[0] = SPR_PTR[1] = 13;
250
+ vic.spr_color[0] = 7; vic.spr_color[1] = 3;
251
+ vic.spr_enable = 0x03;
252
+
253
+ for (char i = 0; i < 2; i++) {
254
+ players[i].score = 0; players[i].lives = 3; players[i].level = 1;
255
+ players[i].cx = START_X; players[i].cy = i ? 15 : 5;
256
+ players[i].rng = i ? 0xbeef : 0xace1;
257
+ }
258
+ cur = 0;
259
+ g = players[0];
260
+
261
+ for (char f = 0; f < FRAMES; f++) {
262
+ wait_frame();
263
+ read_ports();
264
+ #if AUTOPILOT
265
+ char b2 = script_byte(mode ? sim2 : script2, &c2);
266
+ char b1 = script_byte(sim1, &c1);
267
+ #else
268
+ char b2 = raw2, b1 = raw1;
269
+ #endif
270
+ if (mode) {
271
+ step(&players[0], b2);
272
+ step(&players[1], b1);
273
+ } else {
274
+ step(&g, b2);
275
+ if (g.cx == PIT_COL) swap_on_death();
276
+ players[cur] = g;
277
+ }
278
+ place(0, &players[0]);
279
+ place(1, &players[1]);
280
+ hud();
281
+ }
282
+
283
+ char code = CODE_FAIL;
284
+ if (mode) {
285
+ if (players[0].cx == 10 && players[0].cy == 9 && players[1].cx == 8
286
+ && players[1].cy == 18 && phantom == 0 && colsel == 0)
287
+ code = CODE_PASS;
288
+ } else if (same(&players[0], &exp_alt[0]) && same(&players[1], &exp_alt[1])) {
289
+ code = CODE_PASS;
290
+ }
291
+
292
+ // Timing, after the verdict, on a copy of everything it touches, in
293
+ // the lower border where no badline or sprite fetch stalls the CPU.
294
+ struct PlayerState keep_g = g;
295
+ char keep_cur = cur, keep_colsel = colsel, keep_phantom = phantom;
296
+ wait_frame(); time_begin(); time_end(); base = cost;
297
+ wait_frame(); time_begin(); swap_on_death(); time_end(); swap_cost = cost - base;
298
+ wait_frame(); time_begin(); read_ports(); time_end(); read_cost = cost - base;
299
+ g = keep_g; cur = keep_cur; colsel = keep_colsel; phantom = keep_phantom;
300
+ players[cur] = g;
301
+
302
+ RESULT = code;
303
+ vic.color_border = (code == CODE_PASS) ? 5 : 2;
304
+
305
+ if (mode)
306
+ printf("SIM COLSEL %d PHANTOM %d\n", colsel, phantom);
307
+ else
308
+ printf("ALT P1 %d/%d/%d/%d/%04X P2 %d/%d/%d/%d/%04X\n",
309
+ players[0].score, players[0].lives, players[0].cx, players[0].cy, players[0].rng,
310
+ players[1].score, players[1].lives, players[1].cx, players[1].cy, players[1].rng);
311
+ printf("SWAP %d READ %d RESULT %02X %s\n", swap_cost, read_cost, code,
312
+ code == CODE_PASS ? "PASS" : "FAIL");
313
+ return 0;
314
+ }
315
+ ```
316
+
317
+ ## Build
318
+
319
+ ```bash
320
+ oscar64 -tm=c64 -O2 -n -o=two-player.prg two-player.c
321
+ ```
322
+
323
+ Produces `two-player.prg`, 5,952 bytes (Oscar64 build 2026-05-19), the
324
+ pinned simultaneous build: `AUTOPILOT=1`, `MODE=1`, `MITIGATE=1` are the
325
+ defaults behind `#ifndef`. `-n` asks for native code for every
326
+ function, which this Oscar64 does by default; it stays on the line
327
+ because the screenshots were made with it. Every build writes a map
328
+ file. In `two-player.map` the size of `players` is `0010` and the size
329
+ of `g` is `0008`: eight bytes per block, sixteen for the pair, one more
330
+ block for the copy in play. The addresses move with any edit and are
331
+ not quoted. The two other builds this page measures:
332
+
333
+ ```bash
334
+ oscar64 -tm=c64 -O2 -dMODE=0 -o=two-player-alt.prg two-player.c # 6,211 bytes, alternating
335
+ oscar64 -tm=c64 -O2 -dMITIGATE=0 -o=two-player-nomit.prg two-player.c # 5,932 bytes, the red case
336
+ ```
337
+
338
+ `exp_alt` comes from a host model of `step()` and `swap_on_death()` run
339
+ over the alternating script:
340
+
341
+ ```python
342
+ JOY, PIT, MAXX, STARTX = 0x1f, 14, 28, 2
343
+ def step(p, port):
344
+ pressed = ~port & JOY
345
+ r = p['rng']
346
+ r ^= (r << 7) & 0xffff; r ^= r >> 9; r ^= (r << 8) & 0xffff
347
+ p['rng'] = r
348
+ if pressed & 1 and p['cy'] > 0: p['cy'] -= 1; p['score'] += 10
349
+ if pressed & 2 and p['cy'] < 24: p['cy'] += 1; p['score'] += 10
350
+ if pressed & 4 and p['cx'] > 0: p['cx'] -= 1; p['score'] += 10
351
+ if pressed & 8 and p['cx'] < MAXX: p['cx'] += 1; p['score'] += 10
352
+ players = [dict(score=0, lives=3, level=1, cx=STARTX, cy=5, rng=0xace1),
353
+ dict(score=0, lives=3, level=1, cx=STARTX, cy=15, rng=0xbeef)]
354
+ script2 = [(12, 0xf7), (3, 0xfd), (12, 0xf7), (2, 0xfe), (3, 0xf7), (8, 0xff)]
355
+ stream = [b for n, b in script2 for _ in range(n)]
356
+ cur, g = 0, dict(players[0])
357
+ for f in range(40):
358
+ step(g, stream[f] if f < len(stream) else 0xff)
359
+ if g['cx'] == PIT:
360
+ g['lives'] -= 1; g['cx'] = STARTX
361
+ players[cur] = dict(g)
362
+ if players[cur ^ 1]['lives']: cur ^= 1
363
+ g = dict(players[cur])
364
+ players[cur] = dict(g)
365
+ for p in players:
366
+ print("{ %d, %d, %d, %d, %d, 0x%04x }" % (p['score'], p['lives'], p['level'], p['cx'], p['cy'], p['rng']))
367
+ # { 170, 2, 1, 5, 3, 0xb717 }
368
+ # { 150, 2, 1, 2, 18, 0x5b98 }
369
+ ```
370
+
371
+ ## Expected output
372
+
373
+ Border green. Row 0 is the HUD, `P1 SC 00120 L3 P2 SC 00090 L3`,
374
+ with `BOTH` at the start of row 1 over the BASIC banner. Two hollow
375
+ sprites, yellow at cell (10, 9) and cyan at cell (8, 18). Rows 7 and 8:
376
+
377
+ ```
378
+ SIM COLSEL 0 PHANTOM 0
379
+ SWAP 206 READ 65 RESULT 01 PASS
380
+ ```
381
+
382
+ Screenshots from the pinned run, 8,000,000 cycles:
383
+ `screenshots/two-player.png` (PAL) and `screenshots/two-player-ntsc.png`
384
+ (NTSC). Measured on both with the char ROM decoder and PIL: the two rows
385
+ above on screen rows 7 and 8; border pixel (2, 100) = (98, 213, 50) on
386
+ PAL and (114, 189, 103) on NTSC, index 5 in both palettes of
387
+ `runtime/vice-reference.md`; the top row of sprite 0 at pixel
388
+ (114, 107) on PAL reads (255, 255, 70), index 7, and the top row of
389
+ sprite 1 at (98, 179) reads (126, 243, 214), index 3, which are the
390
+ pixels of cells (10, 9) and (8, 18) with the text area's origin at
391
+ (32, 35); on NTSC the same cells with the origin at (32, 23). Each
392
+ picture was produced twice by the pinned command and the two files were
393
+ identical bytes.
394
+
395
+ The alternating build, `-dMODE=0`, was run on PAL and NTSC and not
396
+ pinned. The HUD reads `P1 SC 00170 L2 P2 SC 00150 L2`, `TURN P1`
397
+ at the start of row 1, the sprites at cells (5, 3) and (2, 18), and rows
398
+ 7 to 9:
399
+
400
+ ```
401
+ ALT P1 170/2/5/3/B717 P2 150/2/2/18/5B98
402
+
403
+ SWAP 206 READ 65 RESULT 01 PASS
404
+ ```
405
+
406
+ The fields are score, lives, cx, cy and rng for each block, and they
407
+ match `exp_alt` on both models. Player 1 walked twelve cells right into
408
+ the pit at column 14, lost a life and went back to column 2; player 2
409
+ then played fifteen frames (three down, twelve right) into the same pit;
410
+ player 1 resumed at their own cell (2, 5) with their own seed and moved
411
+ two up and three right. The script is forty frames and the loop runs
412
+ forty. Player 1's seed advanced 25 times (12 + 2 + 3 + 8 frames),
413
+ player 2's 15 times (3 + 12), and the blocks hold different seeds
414
+ because neither stepped while the other played.
415
+
416
+ The red case, `-dMITIGATE=0`, was run on PAL and NTSC and not pinned:
417
+ the same simultaneous screen with `SIM COLSEL 40 PHANTOM 0` on row 7,
418
+ `SWAP 206 READ 39 RESULT 02 FAIL` on row 8 and the border at
419
+ (175, 60, 88) on PAL, (169, 71, 100) on NTSC, index 2. Forty frames,
420
+ forty reads taken with column 7 selected. The mitigation costs 26
421
+ cycles a frame against this build, 39 to 65: the `php`, `sei` and
422
+ `plp`, the store, and the two reads going through memory. `PHANTOM` is 0 in both builds
423
+ because a headless run holds no key; see "What the counters can and
424
+ cannot show".
425
+
426
+ ## Why this works
427
+
428
+ **The block.** `struct PlayerState` is eight bytes: `score` and `rng`
429
+ are `unsigned` (16 bits in Oscar64), the other four are `char`. The map
430
+ file confirms it: `players` has size `0010`, sixteen bytes for two, and
431
+ `g` has size `0008`. Everything that makes a player's
432
+ game theirs is in the block, including the random seed, so a swap
433
+ cannot leak one player's random sequence into the other's game. Nothing
434
+ outside the block is per player; the sprite positions are recomputed
435
+ from the blocks every frame by `place()`, and the HUD is redrawn from
436
+ both blocks.
437
+
438
+ **The swap.** `swap_on_death()` is three assignments and a compare: take
439
+ the life, reset the cell, store `g` into `players[cur]`, flip `cur` if
440
+ the other player still has lives, load `g` from `players[cur]`. Oscar64
441
+ compiles the two struct assignments as eight-byte copies. Measured with
442
+ CIA2 timer A, KERNAL IRQ held off with `sei` and the span started in the
443
+ lower border after a `wait_frame()`, net of an empty start-stop span:
444
+ 206 cycles on PAL and on NTSC. The first measurement, taken wherever the
445
+ raster happened to be, gave 206 on one run and 249 on another; the
446
+ difference was a badline or the sprite fetch stalling the CPU inside the
447
+ span, which is why the timed spans wait for line 250 first. The game
448
+ loop keeps the block in play in `g` and writes it back to `players[cur]`
449
+ each frame, so the array is always current and the end-of-run check
450
+ reads the array alone.
451
+
452
+ **Port 1 with the KERNAL live.** The KERNAL's jiffy IRQ calls SCNKEY,
453
+ which drives `$DC00` and reads `$DC01`, and leaves `$DC00` at `$7F` on
454
+ its way out, column 7 selected. A main-loop read cannot land inside the
455
+ scan (`pitfalls/input.md`, joystick2_scan_phantom_press, measured
456
+ there), so a read between scans sees what the scan left: with column 7
457
+ selected, a held 1, left-arrow, CTRL, 2 or SPACE grounds a row line and
458
+ reads as up, down, left, right or fire on `$DC01`. `read_ports()`
459
+ therefore writes `$FF` to `$DC00` first, selecting no column, and reads
460
+ `$DC01` after.
461
+
462
+ The store alone is not enough, and an earlier draft of this page said
463
+ it was. The jiffy IRQ comes from CIA1 timer A every 16,422 cycles on
464
+ PAL and 17,046 on NTSC (`hardware/cia-reference.md`), the game loop is
465
+ locked to the raster, so the interrupt drifts through the loop and can
466
+ be taken between the store and the read. When it is, SCNKEY runs, puts
467
+ `$7F` back, and the read that follows is taken with column 7 selected
468
+ after all. Measured, PAL, windowless VICE: the bare store-then-read
469
+ shape called 50,000 times in a tight loop with the IRQ live found `$7F`
470
+ on the read right after the store 9 times, and finished the `$DC01`
471
+ read with `$DC00` back at `$7F` 63 times; the reviewer's run of the
472
+ same shape gave 14 and 92. Per frame the odds are the window over the
473
+ timer period. The compiled window from the store to the `$DC01` read
474
+ was 19 cycles, so about one frame in 860 on PAL and one in 900 on NTSC,
475
+ a few times a minute in a real game; the 0 of 40 frames this page
476
+ first reported was a small sample of that, not proof. The listing now
477
+ holds the interrupt off across the pair: `php`, `sei`, the store, the
478
+ two reads, `plp`. The interrupt waits 22 cycles and is taken right
479
+ after, so no scan is lost, and the flags are restored rather than
480
+ cleared, so the timed spans, which already run under `sei`, keep it
481
+ off. The same 50,000-iteration loop with the held-off shape found `$7F`
482
+ after the store 0 times. The direction registers are left as IOINIT set
483
+ them; a program that clears `$DC02` kills the keyboard
484
+ (`pitfalls/input.md`, cia1_ddr_cleared_kills_keyboard). `$DC00` is read
485
+ for port 2 inside the same held-off span, before `$DC01`; with `$FF` in
486
+ the latch the low five bits are the stick and nothing else.
487
+
488
+ **What the counters can and cannot show.** `colsel` counts reads taken
489
+ while any of bits 5 to 7 of `$DC00` was low, which is what the KERNAL's
490
+ `$7F` looks like from the main loop. With the held-off store it is 0 in
491
+ 40 frames; without it, 40 in 40, on both models: every unmitigated read
492
+ happens in the state where a held column-7 key would be a phantom
493
+ direction. `phantom` counts `$DC01` reads with any direction bit low.
494
+ It is 0 in both builds here because the harness cannot hold a key:
495
+ VICE's keyboard feed and `-keybuf` write the KERNAL buffer at `$0277`,
496
+ not the matrix, so nothing grounds a row line in a headless run. The
497
+ phantom itself, a held SPACE reading as fire on port 1 with `$DC00` at
498
+ `$7F`, follows from the matrix wiring in `hardware/cia-reference.md`
499
+ and is stated by both input pages; it was not measured here. What was
500
+ measured is the precondition, and that the mitigation removes it on
501
+ every frame.
502
+
503
+ **The mode byte.** `mode` is one variable set at the top of `main()`
504
+ from the `MODE` define; both paths are always compiled, and the loop
505
+ branches on the byte each frame. A real front end would set it from a
506
+ menu; the autopilot sets it so one listing pins both.
507
+
508
+ **The autopilot.** `script_byte()` walks a `{ frames, port byte }`
509
+ table per port, active low as the ports read it, and `read_ports()` is
510
+ still called every frame so the counters measure the real registers.
511
+ Without `AUTOPILOT` the two `raw` bytes drive the game and the
512
+ mode-specific checks fail on an idle machine, which is the expected red
513
+ in that build.
514
+
515
+ Verified: compiled with Oscar64 (build 2026-05-19), run headless in VICE
516
+ x64sc 3.10 with the pinned command on PAL and NTSC; the screenshots were
517
+ decoded with the char ROM and the sprite cells read with PIL, not by
518
+ eye.
519
+
520
+ ## Sources
521
+
522
+ - `pitfalls/input.md`, joystick2_scan_phantom_press and
523
+ cia1_ddr_cleared_kills_keyboard: the main-loop measurement, the `$7F`
524
+ the KERNAL leaves, and the column-7 keys.
525
+ - `techniques/input.md`, keyboard_matrix_scan: the port-1 paragraph and
526
+ the ordering rule, read port 1 only with `$DC00` at `$FF`.
527
+ - `hardware/cia-reference.md`: the shared-pin table for `$DC00` and
528
+ `$DC01`, the `$DC02` entry, and the jiffy timer periods.