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 +1,599 @@
1
+ // main.c: CAVE RUN, the action-puzzle starter. The game's states and the
2
+ // frame loop; the rules are in cave.c, the caves in level.c, the screen in
3
+ // render.c, sound in sound.c, the high-score table and its file in hiscore.c.
4
+ //
5
+ // AUTOPILOT=1 plays a scripted game (tools/gen.py writes the script and what
6
+ // the model says the game must end with) and grades itself: $02FF = $01 and
7
+ // a green border on pass, $02 and red on fail. FORCE_FAULT=1 flips one byte
8
+ // of the high-score file as it is read back after the save (hiscore.c), so
9
+ // the verdict and the table's save line change.
10
+ #include <c64/vic.h>
11
+ #include <c64/cia.h>
12
+ #include "frame_meter.h" // templates/_harness/meter
13
+ #include "cave.h"
14
+ #include "level.h"
15
+ #include "render.h"
16
+ #include "sound.h"
17
+ #include "hiscore.h"
18
+
19
+ #ifndef AUTOPILOT
20
+ #define AUTOPILOT 0
21
+ #endif
22
+ #ifndef FORCE_FAULT
23
+ #define FORCE_FAULT 0
24
+ #endif
25
+
26
+ // Memory: code and data below the character set at $2000-$27FF, the rest above.
27
+ #pragma region( lower, 0x0880, 0x2000, , , { code, data } )
28
+ #pragma region( main, 0x2800, 0xa000, , , { code, data, bss, heap, stack } )
29
+
30
+ #if AUTOPILOT
31
+ #include "gen_autopilot.h" // the script and the model's EXPECT_ values
32
+ #endif
33
+
34
+ #define RESULT (*(volatile char *)0x02ff) // $01 pass, $02 fail, $00 not reached
35
+
36
+ #define JOY_UP 0x01
37
+ #define JOY_DOWN 0x02
38
+ #define JOY_LEFT 0x04
39
+ #define JOY_RIGHT 0x08
40
+ #define JOY_FIRE 0x10
41
+
42
+ #define SLICES 4 // display frames per cave frame; tools/gen.py SLICE_FRAMES
43
+ #define SLICE_ROWS 5 // 20 interior rows / SLICES
44
+ #define DEATH_FRAMES 6 // cave frames from a death to the next life; tools/gen.py
45
+ #define LIVES 3
46
+ #define DISK_WAIT 50 // frames before the first OPEN (pitfall first_open_after_reset_hangs_on_pal)
47
+
48
+ enum { ST_TITLE, ST_NEXT, ST_PLAY, ST_NAME, ST_TABLE };
49
+
50
+ static char state;
51
+ static unsigned state_frames; // frames since the state began
52
+ static char joy, joy_prev; // port 2 this frame and last, active low
53
+ static char play_frame; // drives the glyph animation
54
+ static unsigned play_frames; // play frames this game (the meter's hold)
55
+
56
+ static unsigned long score; // banked score; the cave's own points are added on leaving it
57
+ static char lives, cave_index, slice, dead_frames, total_gems;
58
+ static unsigned cave_frames; // cave frames since this start: the autopilot's script index
59
+ static char starts; // cave starts this game (new cave or restart): the script's key
60
+ static char pending = NO_MOVE; // a direction tapped since the last cave frame
61
+ static unsigned end_fold; // the fold chained over every cave the game left
62
+ static char dropped; // play frames whose work ran past line 250 (a frame lost)
63
+ static bool seen_ok = true; // the scan met the living player once in every cave frame
64
+ static bool screen_ok = true; // the screen matched the cave at every cave end
65
+
66
+ static char name[3], name_pos, letter;
67
+ static char rank;
68
+ static bool ntsc;
69
+
70
+ // ---- input ------------------------------------------------------------------
71
+ #if AUTOPILOT
72
+ static char ap_name[64]; // one byte a frame: press, release, ...
73
+ static char ap_name_len;
74
+
75
+ static void ap_build_name(void)
76
+ {
77
+ for (char k = 0; k < 3; k++)
78
+ {
79
+ for (char u = 'A'; u < NAME_AUTOPILOT[k]; u++)
80
+ {
81
+ ap_name[ap_name_len++] = 0xff & ~JOY_UP;
82
+ ap_name[ap_name_len++] = 0xff;
83
+ }
84
+ ap_name[ap_name_len++] = 0xff & ~JOY_FIRE;
85
+ ap_name[ap_name_len++] = 0xff;
86
+ }
87
+ }
88
+
89
+ // The move for this cave frame, keyed to the game's own counters: which
90
+ // start this is (starts, 1 for the first) and the cave frame within it.
91
+ static char ap_move_byte(void)
92
+ {
93
+ char k = starts - 1;
94
+ if (k >= SCRIPT_STARTS || cave_frames >= script_len[k])
95
+ return 0xff;
96
+ char m = script_for[k][cave_frames];
97
+ return m == 'L' ? 0xff & ~JOY_LEFT : m == 'U' ? 0xff & ~JOY_UP :
98
+ m == 'R' ? 0xff & ~JOY_RIGHT : m == 'D' ? 0xff & ~JOY_DOWN : 0xff;
99
+ }
100
+
101
+ // The synthetic port byte: the same path a joystick takes.
102
+ static char port_read(void)
103
+ {
104
+ if (state == ST_TITLE)
105
+ return state_frames == 2 ? 0xff & ~JOY_FIRE : 0xff;
106
+ if (state == ST_PLAY)
107
+ return ap_move_byte();
108
+ if (state == ST_NAME && state_frames >= 4 && state_frames - 4 < ap_name_len)
109
+ return ap_name[state_frames - 4];
110
+ return 0xff;
111
+ }
112
+ #elif defined(JOY_SOURCE)
113
+ // Headless driving of the normal game: the port byte comes from RAM at
114
+ // JOY_SOURCE, which a VICE monitor writes (make joy; README "Driving it
115
+ // headless"). The windowless VICE's joyport commands do not reach $DC00.
116
+ static char port_read(void)
117
+ {
118
+ return *(volatile char *)JOY_SOURCE;
119
+ }
120
+ #else
121
+ static char port_read(void)
122
+ {
123
+ return cia1.pra; // control port 2, active low
124
+ }
125
+ #endif
126
+
127
+ static bool pressed(char bit) // a new press this frame (joystick_edge_detect)
128
+ {
129
+ return !(joy & bit) && (joy_prev & bit);
130
+ }
131
+
132
+ // The direction for this cave frame: the one held now, else the last one
133
+ // tapped during the cave frame before. Up wins over down over left over right.
134
+ static char held_direction(void)
135
+ {
136
+ if (!(joy & JOY_UP)) return 1;
137
+ if (!(joy & JOY_DOWN)) return 3;
138
+ if (!(joy & JOY_LEFT)) return 0;
139
+ if (!(joy & JOY_RIGHT)) return 2;
140
+ return NO_MOVE;
141
+ }
142
+
143
+ // ---- frame -------------------------------------------------------------------
144
+ // frame_sync_loop: line 250 is below the last badline on PAL and NTSC and
145
+ // occurs once a frame, so the 8-bit compare needs no ninth bit.
146
+ // It also says whether line 250 passed since the last call: the VIC sets
147
+ // bit 0 of $D019 on every raster compare match, with the interrupt itself
148
+ // left disabled, so a set bit on entry means the frame's work overran.
149
+ static bool wait_frame(void)
150
+ {
151
+ bool late = vic.intr_ctrl & 0x01;
152
+ while (vic.raster == 250) ;
153
+ while (vic.raster != 250) ;
154
+ vic.intr_ctrl = 0x01; // acknowledge this frame's match
155
+ return late;
156
+ }
157
+
158
+ // PAL has lines up to $137, NTSC (6567R8) up to $106: look for a line
159
+ // above $136 during a few frames.
160
+ static bool detect_ntsc(void)
161
+ {
162
+ for (unsigned i = 0; i < 12000; i++)
163
+ if ((vic.ctrl1 & 0x80) && vic.raster >= 0x36)
164
+ return false;
165
+ return true;
166
+ }
167
+
168
+ // The loop counts state_frames up at the end of each frame, so a state set
169
+ // during a frame reads 0 on its first frame of its own.
170
+ static void set_state(char s)
171
+ {
172
+ state = s;
173
+ state_frames = 0xffff;
174
+ }
175
+
176
+ // ---- screens -----------------------------------------------------------------
177
+ static char hud_got, hud_time; // what the HUD shows now
178
+ static unsigned hud_points;
179
+
180
+ static void draw_hud(void)
181
+ {
182
+ put_text(0, 0, "GEMS / TIME SCORE LIVES ", VCOL_WHITE);
183
+ put_num(0, 5, cave_got, 2, VCOL_CYAN);
184
+ put_num(0, 8, cave_need, 2, VCOL_CYAN);
185
+ put_num(0, 16, cave_time, 3, VCOL_YELLOW);
186
+ put_num(0, 26, score + cave_points, 6, VCOL_WHITE);
187
+ put_num(0, 39, lives, 1, VCOL_YELLOW);
188
+ hud_got = cave_got;
189
+ hud_time = cave_time;
190
+ hud_points = cave_points;
191
+ }
192
+
193
+ // Once a cave frame: rewrite only the fields that changed. The six-digit
194
+ // score in 32-bit arithmetic is the dearest; rewriting all three fields every
195
+ // cave frame made the worst PAL play frame 12,241 cycles instead of 10,037
196
+ // (frame meter, both builds; later edits moved code and the figure by a few
197
+ // cycles, see README.md for the current one).
198
+ static void update_hud(void)
199
+ {
200
+ if (cave_got != hud_got)
201
+ put_num(0, 5, hud_got = cave_got, 2, VCOL_CYAN);
202
+ if (cave_time != hud_time)
203
+ put_num(0, 16, hud_time = cave_time, 3, VCOL_YELLOW);
204
+ if (cave_points != hud_points)
205
+ {
206
+ hud_points = cave_points;
207
+ put_num(0, 26, score + cave_points, 6, VCOL_WHITE);
208
+ }
209
+ }
210
+
211
+ static void draw_table(char row, char col)
212
+ {
213
+ for (char r = 0; r < HI_ROWS; r++)
214
+ {
215
+ put_num(row + r, col, r + 1, 1, VCOL_WHITE);
216
+ put_text(row + r, col + 1, ".", VCOL_WHITE);
217
+ put_codes(row + r, col + 3, hi.row[r].name, 3, r == rank ? VCOL_YELLOW : VCOL_LT_BLUE);
218
+ put_num(row + r, col + 7, hi.row[r].score, 6, r == rank ? VCOL_YELLOW : VCOL_WHITE);
219
+ }
220
+ }
221
+
222
+ // What the start-up load found, and the drive's two-digit reply (99: no drive).
223
+ static void draw_disk_line(char row, char col)
224
+ {
225
+ const char *s = "SCORES FROM DISK ";
226
+ if (hi_state == HI_FIRST) s = "NO SCORE FILE YET";
227
+ if (hi_state == HI_OLD) s = "OLD SCORE FILE ";
228
+ if (hi_state == HI_OFF) s = "NOT SAVING ";
229
+ put_text(row, col, s, VCOL_LT_GREY);
230
+ put_text(row, col + 18, "( )", VCOL_LT_GREY);
231
+ put_num(row, col + 19, hi_code, 2, VCOL_LT_GREY);
232
+ }
233
+
234
+ static void draw_title(void)
235
+ {
236
+ render_clear();
237
+ put_text(2, 15, "CAVE RUN", VCOL_YELLOW);
238
+ put_text(4, 5, "DIG, PUSH, COLLECT, ESCAPE", VCOL_LT_BLUE);
239
+ put_text(7, 14, "HIGH SCORES", VCOL_WHITE);
240
+ rank = HI_ROWS;
241
+ draw_table(9, 13);
242
+ draw_disk_line(16, 9);
243
+ put_text(20, 12, "FIRE TO START", VCOL_WHITE);
244
+ put_text(22, 3, "JOYSTICK IN PORT 2. GET THE GEMS,", VCOL_MED_GREY);
245
+ put_text(23, 3, "THEN FIND THE EXIT BEFORE TIME ENDS", VCOL_MED_GREY);
246
+ }
247
+
248
+ static void draw_box(const char *title)
249
+ {
250
+ fill_box(6, 7, 19, 32, VCOL_WHITE);
251
+ put_text(7, 20 - 4, title, VCOL_YELLOW);
252
+ }
253
+
254
+ // ---- the game -----------------------------------------------------------------
255
+ static void start_cave(void)
256
+ {
257
+ starts++;
258
+ render_clear();
259
+ level_load(cave_index); // the RLE decode, timed on CIA1 timer B
260
+ draw_cave();
261
+ draw_hud();
262
+ put_codes(24, 0, level_name(cave_index), 16, VCOL_LT_GREY);
263
+ put_text(23, 14, "GET READY", VCOL_YELLOW);
264
+ slice = 0;
265
+ cave_frames = 0;
266
+ dead_frames = 0;
267
+ pending = NO_MOVE;
268
+ set_state(ST_NEXT);
269
+ }
270
+
271
+ // The fold is chained over every cave the game leaves, as tools/gen.py does.
272
+ static void game_over(void)
273
+ {
274
+ rank = hi_rank(score);
275
+ if (rank < HI_ROWS)
276
+ {
277
+ draw_box("NEW SCORE");
278
+ put_text(10, 12, "ENTER YOUR NAME", VCOL_WHITE);
279
+ put_text(12, 13, "UP/DOWN, FIRE", VCOL_MED_GREY);
280
+ name[0] = name[1] = name[2] = 0x2e; // '.'
281
+ name_pos = 0;
282
+ letter = 1;
283
+ set_state(ST_NAME);
284
+ }
285
+ else
286
+ set_state(ST_TABLE);
287
+ }
288
+
289
+ // At every cave end (AUTOPILOT): the renderer finishes its queued rows, then
290
+ // every cell on screen must show the cave's element. This gates the dirty
291
+ // list, the overflow row queue and draw_row in every cave, not only the one
292
+ // on screen at the verdict. It runs between caves, outside the meter.
293
+ static void check_screen(void)
294
+ {
295
+ #if AUTOPILOT
296
+ for (char k = 0; k < CH; k++)
297
+ draw_pending();
298
+ const char *s = SCREEN + CW * CAVE_ROW0;
299
+ for (unsigned i = 0; i < CW * CH; i++)
300
+ if (s[i] != GLYPH_BASE + (cave[i] & 0x1f))
301
+ screen_ok = false;
302
+ #endif
303
+ }
304
+
305
+ static void lose_life(void)
306
+ {
307
+ check_screen();
308
+ end_fold = cave_fold(end_fold);
309
+ score += cave_points;
310
+ total_gems += cave_got;
311
+ put_num(0, 39, --lives, 1, VCOL_YELLOW);
312
+ if (lives == 0)
313
+ game_over();
314
+ else
315
+ start_cave();
316
+ }
317
+
318
+ static void leave_cave(void)
319
+ {
320
+ check_screen();
321
+ end_fold = cave_fold(end_fold);
322
+ score += cave_points + cave_time; // time bonus: what is left of the counter
323
+ total_gems += cave_got;
324
+ if (++cave_index == level_count)
325
+ cave_index = 0;
326
+ start_cave();
327
+ }
328
+
329
+ static void effects_for(char ev)
330
+ {
331
+ if (ev & EV_BOOM) sfx_play(SFX_BOOM);
332
+ else if (ev & EV_OPEN) sfx_play(SFX_OPEN);
333
+ else if (ev & EV_GEM) sfx_play(SFX_GEM);
334
+ else if (ev & EV_LAND) sfx_play(SFX_LAND);
335
+ else if (ev & EV_PUSH) sfx_play(SFX_PUSH);
336
+ else if (ev & EV_DIG) sfx_play(SFX_DIG);
337
+ }
338
+
339
+ // One display frame of play: one slice of the cave scan and its redraw.
340
+ static void play_frame_work(void)
341
+ {
342
+ char d = held_direction();
343
+ if (slice == 0)
344
+ {
345
+ cave_move = d != NO_MOVE ? d : pending;
346
+ pending = NO_MOVE;
347
+ cave_seen = 0;
348
+ }
349
+ else if (d != NO_MOVE && (joy_prev & 0x0f) == 0x0f)
350
+ pending = d; // a tap between two cave frames is kept
351
+ char y0 = 1 + SLICE_ROWS * slice;
352
+ cave_scan_rows(y0, y0 + SLICE_ROWS);
353
+ draw_dirty(y0, y0 + SLICE_ROWS);
354
+ if (slice == SLICES - 1)
355
+ {
356
+ cave_ndirty = 0;
357
+ cave_overflow = false;
358
+ cave_end_frame(); // exit, clock
359
+ draw_dirty(1, CH - 1);
360
+ // The scan met the living player exactly once (cave-scan's scanned
361
+ // bit); a dead one at most once. SCAN_FLAG=0 breaks this.
362
+ if (cave_dead ? cave_seen > 1 : cave_seen != 1)
363
+ seen_ok = false;
364
+ update_hud();
365
+ cave_frames++;
366
+ }
367
+ draw_pending(); // rows an overflowed slice queued
368
+ effects_for(cave_events);
369
+ cave_events = 0;
370
+ render_animate(play_frame++);
371
+ play_frames++;
372
+ slice = (slice + 1) & (SLICES - 1);
373
+ }
374
+
375
+ // After the frame's last slice: leave, lose a life, or play on.
376
+ static void after_cave_frame(void)
377
+ {
378
+ if (cave_exited)
379
+ leave_cave();
380
+ else if (cave_dead && ++dead_frames == DEATH_FRAMES)
381
+ lose_life();
382
+ }
383
+
384
+ static void save_scores(void)
385
+ {
386
+ put_text(17, 9, "SAVING TO DISK ... ", VCOL_LT_GREY);
387
+ sound_mute(true);
388
+ hi_save(); // KERNAL: its serial routines end in CLI
389
+ __asm { sei }
390
+ cia1.pra = 0xff; // the KERNAL's key scan left a column selected
391
+ sound_mute(false);
392
+ }
393
+
394
+ static void name_frame(void)
395
+ {
396
+ if (pressed(JOY_UP))
397
+ letter = letter == 26 ? 1 : letter + 1;
398
+ if (pressed(JOY_DOWN))
399
+ letter = letter == 1 ? 26 : letter - 1;
400
+ if (pressed(JOY_FIRE))
401
+ {
402
+ name[name_pos++] = letter;
403
+ letter = 1;
404
+ if (name_pos == 3)
405
+ {
406
+ hi_insert(rank, name, score);
407
+ save_scores();
408
+ set_state(ST_TABLE);
409
+ return;
410
+ }
411
+ }
412
+ put_codes(14, 18, name, 3, VCOL_YELLOW);
413
+ put_codes(14, 18 + name_pos, &letter, 1, VCOL_WHITE);
414
+ }
415
+
416
+ static void table_enter(void)
417
+ {
418
+ draw_box("GAME OVER");
419
+ put_text(9, 14, "HIGH SCORES", VCOL_WHITE);
420
+ draw_table(11, 13);
421
+ if (rank < HI_ROWS)
422
+ {
423
+ put_text(17, 9, hi_verified ? "SAVED TO DISK ( )" :
424
+ hi_saving ? "READ BACK BAD ( )" : "NOT SAVED ( )", VCOL_LT_GREY);
425
+ put_num(17, 28, hi_code, 2, VCOL_LT_GREY);
426
+ }
427
+ else
428
+ draw_disk_line(17, 9);
429
+ }
430
+
431
+ #if AUTOPILOT
432
+ // The verdict: real state read back against tools/gen.py's model, after the
433
+ // table is on screen. It runs outside the meter's bracket.
434
+ //
435
+ // Each failed test prints its letter after the fold, so a red run says why:
436
+ // F fold, S score, G gems, C cave, P play frames, K cave starts, T the table
437
+ // row, L a cave decode, E the scan met the player other than once, D a
438
+ // dropped frame, V the save's read-back, M the screen against the cave.
439
+ static char fails[12], nfails;
440
+
441
+ static void need(bool ok, char letter)
442
+ {
443
+ if (!ok)
444
+ fails[nfails++] = letter - 'A' + 1;
445
+ }
446
+
447
+ static void verdict(void)
448
+ {
449
+ bool row_ok = rank == EXPECT_RANK && hi.row[EXPECT_RANK].score == EXPECT_SCORE;
450
+ for (char k = 0; k < 3; k++)
451
+ if (hi.row[EXPECT_RANK].name[k] != NAME_AUTOPILOT[k] - 'A' + 1)
452
+ row_ok = false;
453
+ need(end_fold == EXPECT_FOLD, 'F');
454
+ need(score == EXPECT_SCORE, 'S');
455
+ need(total_gems == EXPECT_GEMS, 'G');
456
+ need(cave_index == EXPECT_CAVE, 'C');
457
+ need(play_frames == EXPECT_PLAY_FRAMES, 'P');
458
+ need(starts == EXPECT_STARTS, 'K');
459
+ need(row_ok, 'T');
460
+ need(level_ok, 'L');
461
+ need(seen_ok, 'E');
462
+ need(dropped == 0, 'D');
463
+ need(screen_ok, 'M');
464
+ need(hi_verified, 'V');
465
+ bool ok = nfails == 0;
466
+ RESULT = ok ? 0x01 : 0x02;
467
+ vic.color_border = ok ? VCOL_GREEN : VCOL_RED;
468
+ put_text(23, 0, ok ? "RESULT 01 PASS" : "RESULT 02 FAIL", VCOL_WHITE);
469
+ put_text(23, 16, "FOLD", VCOL_WHITE);
470
+ put_num(23, 21, end_fold, 5, VCOL_WHITE);
471
+ put_codes(23, 27, fails, nfails, VCOL_YELLOW);
472
+ put_text(24, 0, " ", VCOL_WHITE);
473
+ put_text(24, 0, "DECODE", VCOL_WHITE);
474
+ put_num(24, 7, level_cycles, 5, VCOL_WHITE);
475
+ put_text(24, 13, "DROP", VCOL_WHITE);
476
+ put_num(24, 18, dropped, 2, VCOL_WHITE);
477
+ }
478
+ #endif
479
+
480
+ static void new_game(void)
481
+ {
482
+ score = 0;
483
+ total_gems = 0;
484
+ cave_index = 0;
485
+ #if AUTOPILOT
486
+ lives = LIVES_AUTOPILOT; // the script plays every life to game over
487
+ #else
488
+ lives = LIVES;
489
+ #endif
490
+ starts = 0;
491
+ end_fold = 0;
492
+ dropped = 0;
493
+ seen_ok = true;
494
+ screen_ok = true;
495
+ play_frames = 0;
496
+ play_frame = 0;
497
+ rank = HI_ROWS;
498
+ start_cave();
499
+ }
500
+
501
+ int main(void)
502
+ {
503
+ __asm { sei } // no KERNAL IRQ: the loop polls the raster
504
+ cia1.pra = 0xff; // no keyboard column selected
505
+ #if !AUTOPILOT && defined(JOY_SOURCE)
506
+ *(volatile char *)JOY_SOURCE = 0xff; // nothing pressed until the monitor says so
507
+ #endif
508
+ render_init();
509
+ // The compare line wait_frame's late test reads: 250. Bit 7 of $D011 is
510
+ // its ninth bit, and the KERNAL leaves compare line 311 behind (bit 8
511
+ // set), so it is cleared here; without that the latch never set in VICE
512
+ // (0 of 200 frames, against 199 of 200 with it; a test program here).
513
+ vic.ctrl1 = vic.ctrl1 & 0x7f;
514
+ vic.raster = 250;
515
+ ntsc = detect_ntsc();
516
+ sound_init(ntsc);
517
+ #if AUTOPILOT
518
+ meter_init(0x0400, 24, 20, VCOL_WHITE, EXPECT_PLAY_FRAMES); // hold: the script's play frames
519
+ #endif
520
+ render_clear();
521
+ put_text(12, 13, "LOADING SCORES", VCOL_WHITE);
522
+ #if AUTOPILOT
523
+ ap_build_name();
524
+ #endif
525
+ for (char i = 0; i < DISK_WAIT; i++)
526
+ wait_frame();
527
+ hi_load(); // KERNAL: ends in CLI
528
+ __asm { sei }
529
+ cia1.pra = 0xff;
530
+ draw_title();
531
+ set_state(ST_TITLE);
532
+
533
+ for (;;)
534
+ {
535
+ bool late = wait_frame();
536
+ if (late && state == ST_PLAY)
537
+ dropped++; // the last play frame's work overran line 250
538
+ joy_prev = joy;
539
+ joy = port_read();
540
+
541
+ if (state == ST_PLAY)
542
+ {
543
+ METER_START;
544
+ music_play();
545
+ sfx_update();
546
+ play_frame_work();
547
+ METER_STOP; // the frame's own work ends here
548
+ if (slice == 0)
549
+ after_cave_frame(); // state changes: outside the bracket
550
+ #if AUTOPILOT
551
+ // A watchdog: past the model's play frames the game has gone
552
+ // another way (a broken rule, SCAN_FLAG=0), so end it and grade.
553
+ if (state == ST_PLAY && play_frames > EXPECT_PLAY_FRAMES)
554
+ {
555
+ check_screen();
556
+ end_fold = cave_fold(end_fold);
557
+ score += cave_points;
558
+ total_gems += cave_got;
559
+ game_over();
560
+ }
561
+ #endif
562
+ }
563
+ else
564
+ {
565
+ music_play();
566
+ sfx_update();
567
+ if (state == ST_TITLE && pressed(JOY_FIRE))
568
+ new_game();
569
+ else if (state == ST_NEXT)
570
+ {
571
+ render_animate(play_frame++);
572
+ if (state_frames == 40)
573
+ {
574
+ put_text(23, 14, " ", VCOL_WHITE);
575
+ set_state(ST_PLAY);
576
+ }
577
+ }
578
+ else if (state == ST_NAME)
579
+ name_frame();
580
+ else if (state == ST_TABLE && state_frames == 0)
581
+ {
582
+ table_enter();
583
+ #if AUTOPILOT
584
+ verdict();
585
+ #endif
586
+ }
587
+ else if (state == ST_TABLE && !AUTOPILOT && (state_frames > 600 || pressed(JOY_FIRE)))
588
+ {
589
+ draw_title();
590
+ set_state(ST_TITLE);
591
+ }
592
+ }
593
+ #if AUTOPILOT
594
+ meter_print();
595
+ #endif
596
+ state_frames++;
597
+ }
598
+ return 0;
599
+ }