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 +1,239 @@
1
+ // render.c: character set, cave drawing, text and the glyph animation.
2
+ #include "render.h"
3
+ #include "cave.h"
4
+ #include <c64/vic.h>
5
+
6
+ // Screen colour per element code. Original palette choices.
7
+ static const char tint[CODES] = {
8
+ VCOL_BLACK, VCOL_BROWN, VCOL_RED, VCOL_MED_GREY, // space dirt brick steel
9
+ VCOL_LT_GREY, VCOL_LT_GREY, VCOL_CYAN, VCOL_CYAN, // boulder, gem
10
+ VCOL_MED_GREY, VCOL_LT_GREEN, VCOL_YELLOW, VCOL_BLACK, // exit shut/open, player, unused
11
+ VCOL_ORANGE, VCOL_ORANGE, VCOL_ORANGE, VCOL_ORANGE, // spark, four headings
12
+ VCOL_PURPLE, VCOL_PURPLE, VCOL_PURPLE, VCOL_PURPLE, // moth
13
+ VCOL_WHITE, VCOL_WHITE, VCOL_WHITE, // blast stages
14
+ VCOL_LT_BLUE, VCOL_LT_BLUE, VCOL_LT_BLUE // burst stages
15
+ };
16
+
17
+ // Original 8 x 8 glyphs, one per element code. Every glyph a check may
18
+ // sample has ink at pixel (4, 4), the centre check.py reads for a cell.
19
+ static const char glyphs[CODES][8] = {
20
+ { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }, // space
21
+ { 0xa2, 0x08, 0x51, 0x04, 0x8a, 0x20, 0x45, 0x10 }, // dirt: speckle
22
+ { 0xfe, 0xfe, 0xfe, 0x00, 0xef, 0xef, 0xef, 0x00 }, // brick
23
+ { 0xff, 0x81, 0xbd, 0xbd, 0xbd, 0xbd, 0x81, 0xff }, // steel plate
24
+ { 0x3c, 0x7e, 0xdf, 0xff, 0xfb, 0xff, 0x7e, 0x3c }, // boulder
25
+ { 0x3c, 0x7e, 0xdf, 0xff, 0xfb, 0xff, 0x7e, 0x3c }, // boulder, falling
26
+ { 0x18, 0x3c, 0x7e, 0xff, 0x7e, 0x3c, 0x18, 0x00 }, // gem (animated)
27
+ { 0x18, 0x3c, 0x7e, 0xff, 0x7e, 0x3c, 0x18, 0x00 }, // gem, falling
28
+ { 0xff, 0x81, 0xbd, 0xbd, 0xbd, 0xbd, 0x81, 0xff }, // exit, shut: looks like steel
29
+ { 0xff, 0x81, 0x81, 0x89, 0x8d, 0x81, 0x81, 0xff }, // exit, open (animated)
30
+ { 0x18, 0x18, 0x3c, 0x5a, 0x18, 0x24, 0x24, 0x66 }, // player
31
+ { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }, // unused
32
+ { 0x08, 0x08, 0x2a, 0x1c, 0x7f, 0x1c, 0x2a, 0x08 }, // spark (animated), x4
33
+ { 0x08, 0x08, 0x2a, 0x1c, 0x7f, 0x1c, 0x2a, 0x08 },
34
+ { 0x08, 0x08, 0x2a, 0x1c, 0x7f, 0x1c, 0x2a, 0x08 },
35
+ { 0x08, 0x08, 0x2a, 0x1c, 0x7f, 0x1c, 0x2a, 0x08 },
36
+ { 0x00, 0x66, 0xff, 0xff, 0x7e, 0x3c, 0x5a, 0x81 }, // moth (animated), x4
37
+ { 0x00, 0x66, 0xff, 0xff, 0x7e, 0x3c, 0x5a, 0x81 },
38
+ { 0x00, 0x66, 0xff, 0xff, 0x7e, 0x3c, 0x5a, 0x81 },
39
+ { 0x00, 0x66, 0xff, 0xff, 0x7e, 0x3c, 0x5a, 0x81 },
40
+ { 0x91, 0x52, 0x3c, 0xff, 0x3c, 0x52, 0x91, 0x10 }, // blast 1..3
41
+ { 0x00, 0x52, 0x24, 0x18, 0x18, 0x24, 0x52, 0x00 },
42
+ { 0x00, 0x00, 0x24, 0x18, 0x18, 0x24, 0x00, 0x00 },
43
+ { 0x91, 0x52, 0x3c, 0xff, 0x3c, 0x52, 0x91, 0x10 }, // burst 1..3
44
+ { 0x00, 0x52, 0x24, 0x18, 0x18, 0x24, 0x52, 0x00 },
45
+ { 0x00, 0x00, 0x24, 0x18, 0x18, 0x24, 0x00, 0x00 }
46
+ };
47
+
48
+ // Animation frames: four for the gem's sparkle, two each for the enemies
49
+ // and the open exit. Pixel (4, 4) stays inked in every frame.
50
+ static const char gem_anim[4][8] = {
51
+ { 0x18, 0x3c, 0x7e, 0xff, 0x7e, 0x3c, 0x18, 0x00 },
52
+ { 0x18, 0x24, 0x5a, 0xbd, 0x5a, 0x24, 0x18, 0x00 },
53
+ { 0x18, 0x3c, 0x7e, 0xdb, 0x7e, 0x3c, 0x18, 0x00 },
54
+ { 0x18, 0x3c, 0x76, 0xff, 0x6e, 0x3c, 0x18, 0x00 }
55
+ };
56
+ static const char spark_anim[2][8] = {
57
+ { 0x08, 0x08, 0x2a, 0x1c, 0x7f, 0x1c, 0x2a, 0x08 },
58
+ { 0x00, 0x41, 0x22, 0x14, 0x08, 0x14, 0x22, 0x41 }
59
+ };
60
+ static const char moth_anim[2][8] = {
61
+ { 0x00, 0x66, 0xff, 0xff, 0x7e, 0x3c, 0x5a, 0x81 },
62
+ { 0x00, 0x00, 0x24, 0x7e, 0xff, 0x3c, 0x24, 0x00 }
63
+ };
64
+ static const char exit_anim[2][8] = {
65
+ { 0xff, 0x81, 0x81, 0x89, 0x8d, 0x81, 0x81, 0xff },
66
+ { 0x00, 0x7e, 0x7e, 0x76, 0x7a, 0x7e, 0x7e, 0x00 }
67
+ };
68
+
69
+ void render_init(void)
70
+ {
71
+ // Copy the ROM glyphs of screen codes 0-63 (letters, digits,
72
+ // punctuation) so text, the HUD and the harness meter read as usual.
73
+ // The character ROM is visible to the CPU at $D000 with $01 = $33; the
74
+ // KERNAL IRQ is off, so nothing can run while I/O is banked out.
75
+ char *rom = (char *)0xd000;
76
+ char port = *(volatile char *)0x01;
77
+ *(volatile char *)0x01 = 0x33;
78
+ for (unsigned i = 0; i < 512; i++)
79
+ CHARSET[i] = rom[i];
80
+ *(volatile char *)0x01 = port;
81
+ for (char c = 0; c < CODES; c++)
82
+ for (char k = 0; k < 8; k++)
83
+ CHARSET[(GLYPH_BASE + c) * 8 + k] = glyphs[c][k];
84
+ vic.memptr = 0x18; // screen $0400, characters $2000
85
+ vic.color_border = VCOL_BLACK;
86
+ vic.color_back = VCOL_BLACK;
87
+ }
88
+
89
+ void render_clear(void)
90
+ {
91
+ for (unsigned i = 0; i < 1000; i++)
92
+ {
93
+ SCREEN[i] = 0x20;
94
+ COLOUR[i] = VCOL_WHITE;
95
+ }
96
+ }
97
+
98
+ void draw_cell(unsigned i)
99
+ {
100
+ char t = cave[i] & 0x1f;
101
+ SCREEN[CW * CAVE_ROW0 + i] = GLYPH_BASE + t;
102
+ COLOUR[CW * CAVE_ROW0 + i] = tint[t];
103
+ }
104
+
105
+ // Rows waiting for a redraw after a dirty-list overflow.
106
+ static bool pending[CH];
107
+ char render_npending;
108
+
109
+ // One cave row, with three row pointers and an 8-bit index.
110
+ void draw_row(char y)
111
+ {
112
+ const char *src = cave + CW * y;
113
+ char *scr = SCREEN + CW * (CAVE_ROW0 + y);
114
+ char *col = COLOUR + CW * (CAVE_ROW0 + y);
115
+ for (char x = 0; x < CW; x++)
116
+ {
117
+ char t = src[x] & 0x1f;
118
+ scr[x] = GLYPH_BASE + t;
119
+ col[x] = tint[t];
120
+ }
121
+ }
122
+
123
+ void draw_cave(void)
124
+ {
125
+ for (char y = 0; y < CH; y++)
126
+ draw_row(y);
127
+ render_npending = 0;
128
+ for (char y = 0; y < CH; y++)
129
+ pending[y] = false;
130
+ }
131
+
132
+ // A slice's changes: the dirty list. On overflow the list is incomplete, so
133
+ // every row the slice's moves and explosions can reach (one above to one
134
+ // below) is queued instead, and draw_pending redraws them two a frame. That
135
+ // bounds the frame: redrawing all seven rows at once in the first version
136
+ // cost 55,305 cycles, almost three PAL frames (measured in review).
137
+ void draw_dirty(char y0, char y1)
138
+ {
139
+ if (cave_overflow)
140
+ {
141
+ if (y1 > CH - 1)
142
+ y1 = CH - 1;
143
+ for (char y = y0 - 1; y <= y1; y++)
144
+ if (!pending[y])
145
+ {
146
+ pending[y] = true;
147
+ render_npending++;
148
+ }
149
+ }
150
+ else
151
+ for (char n = 0; n < cave_ndirty; n++)
152
+ draw_cell(cave_dirty[n]);
153
+ }
154
+
155
+ void draw_pending(void)
156
+ {
157
+ char budget = ROWS_PER_FRAME;
158
+ for (char y = 0; y < CH && budget && render_npending; y++)
159
+ if (pending[y])
160
+ {
161
+ draw_row(y);
162
+ pending[y] = false;
163
+ render_npending--;
164
+ budget--;
165
+ }
166
+ }
167
+
168
+ static void set_glyph(char code, const char *src)
169
+ {
170
+ char *dst = CHARSET + (GLYPH_BASE + code) * 8;
171
+ for (char k = 0; k < 8; k++)
172
+ dst[k] = src[k];
173
+ }
174
+
175
+ void render_animate(char frame)
176
+ {
177
+ if (frame & 3)
178
+ return;
179
+ char phase = (frame >> 2) & 3;
180
+ set_glyph(GEM, gem_anim[phase]);
181
+ set_glyph(GEM_F, gem_anim[phase]);
182
+ for (char h = 0; h < 4; h++)
183
+ {
184
+ set_glyph(SPARK + h, spark_anim[phase & 1]);
185
+ set_glyph(MOTH + h, moth_anim[phase & 1]);
186
+ }
187
+ set_glyph(EXIT_OPEN, exit_anim[phase >> 1]);
188
+ }
189
+
190
+ // Text in upper case, digits and punctuation, written as screen codes.
191
+ void put_text(char row, char col, const char *s, char colour)
192
+ {
193
+ char *p = SCREEN + 40 * row + col;
194
+ char *q = COLOUR + 40 * row + col;
195
+ while (*s)
196
+ {
197
+ char c = *s++;
198
+ if (c >= 'A' && c <= 'Z')
199
+ c = c - 'A' + 1;
200
+ *p++ = c;
201
+ *q++ = colour;
202
+ }
203
+ }
204
+
205
+ void put_codes(char row, char col, const char *codes, char n, char colour)
206
+ {
207
+ char *p = SCREEN + 40 * row + col;
208
+ char *q = COLOUR + 40 * row + col;
209
+ for (char i = 0; i < n; i++)
210
+ {
211
+ p[i] = codes[i];
212
+ q[i] = colour;
213
+ }
214
+ }
215
+
216
+ // v as `digits` decimal digits (1 to 6), leading zeros shown.
217
+ void put_num(char row, char col, unsigned long v, char digits, char colour)
218
+ {
219
+ static const unsigned long pw[6] = { 100000, 10000, 1000, 100, 10, 1 };
220
+ char *p = SCREEN + 40 * row + col;
221
+ char *q = COLOUR + 40 * row + col;
222
+ for (char i = 6 - digits; i < 6; i++)
223
+ {
224
+ char d = 0x30;
225
+ while (v >= pw[i]) { v -= pw[i]; d++; }
226
+ *p++ = d;
227
+ *q++ = colour;
228
+ }
229
+ }
230
+
231
+ void fill_box(char row0, char col0, char row1, char col1, char colour)
232
+ {
233
+ for (char r = row0; r <= row1; r++)
234
+ for (char c = col0; c <= col1; c++)
235
+ {
236
+ SCREEN[40 * r + c] = 0x20;
237
+ COLOUR[40 * r + c] = colour;
238
+ }
239
+ }
@@ -0,0 +1,31 @@
1
+ // render.h: the screen. Text mode, one character per cave cell, a RAM
2
+ // character set at $2000 whose codes $40 + element hold the cave's glyphs
3
+ // (animated by rewriting glyph bytes: c64-kb technique charset_animation).
4
+ #ifndef RENDER_H
5
+ #define RENDER_H
6
+
7
+ #define SCREEN ((char *)0x0400)
8
+ #define COLOUR ((char *)0xd800)
9
+ #define CHARSET ((char *)0x2000)
10
+ #define CAVE_ROW0 1 // screen row of cave row 0
11
+ #define GLYPH_BASE 0x40 // screen code of element 0
12
+
13
+ void render_init(void); // charset, $D018, colours
14
+ void render_clear(void); // blank the whole screen
15
+ void draw_cell(unsigned i); // cave cell i to the screen
16
+ void draw_cave(void); // all 880 cells
17
+ void draw_row(char y); // one cave row
18
+ void draw_dirty(char y0, char y1); // the cells the last slice changed, or queue its rows
19
+ void draw_pending(void); // redraw up to ROWS_PER_FRAME queued rows
20
+ extern char render_npending; // rows still queued
21
+
22
+ #define ROWS_PER_FRAME 2 // queued rows redrawn a frame after an overflow
23
+ void render_animate(char frame); // glyph animation, one phase in four frames
24
+ void put_text(char row, char col, const char *s, char colour);
25
+ void put_codes(char row, char col, const char *codes, char n, char colour);
26
+ void put_num(char row, char col, unsigned long v, char digits, char colour);
27
+ void fill_box(char row0, char col0, char row1, char col1, char colour);
28
+
29
+ #pragma compile("render.c")
30
+
31
+ #endif
@@ -0,0 +1,158 @@
1
+ // sound.c: the tune and the effects. The tune is original: an arpeggiated
2
+ // A minor, F, G, E loop, lead on voice 1 (pulse), bass on voice 2
3
+ // (triangle). Note lengths are in frames, so on NTSC it plays 20 % faster
4
+ // (c64-kb pitfall pal_ntsc_tempo_mismatch); the pitches come from the
5
+ // model's own table, so they are right on both.
6
+ #include "sound.h"
7
+ #include <c64/sid.h>
8
+
9
+ #include "gen_notes.h"
10
+
11
+ #define REST 0xff
12
+
13
+ // Note numbers are semitones above C1 (gen_notes.h): 45 is A4.
14
+ static const char lead[32] = {
15
+ 45, 48, 52, 48, 45, 52, 57, 52, // A minor
16
+ 41, 45, 48, 45, 53, 48, 45, 41, // F
17
+ 43, 47, 50, 47, 55, 50, 47, 43, // G
18
+ 40, 44, 47, 44, 52, 47, 44, REST // E
19
+ };
20
+ static const char bass[16] = {
21
+ 21, 21, 28, 21, 17, 17, 24, 17, 19, 19, 26, 19, 16, 16, 23, 16
22
+ };
23
+ #define LEAD_LEN 6 // frames a lead note lasts
24
+ #define BASS_LEN 12
25
+
26
+ static const unsigned *notes;
27
+ static char lead_pos, lead_timer, bass_pos, bass_timer;
28
+ static char volume = 15;
29
+
30
+ // ---- effects on voice 3 ---------------------------------------------------
31
+ // One row per frame: frequency and control byte; the row with ctrl SFX_END
32
+ // ends the effect and frees the voice. The first row of each effect is
33
+ // TEST + GATE, the hard restart the sfx-engine recipe uses.
34
+ #define SFX_END 0xff
35
+ typedef struct { unsigned freq; char ctrl; } SfxRow;
36
+ typedef struct { char prio; char attdec; char susrel; unsigned pw; const SfxRow *rows; } Sfx;
37
+
38
+ static const SfxRow dig_rows[] = {
39
+ { 0x3000, SID_CTRL_TEST | SID_CTRL_GATE }, { 0x3000, SID_CTRL_NOISE | SID_CTRL_GATE },
40
+ { 0x2400, SID_CTRL_NOISE }, { 0, SFX_END } };
41
+ static const SfxRow push_rows[] = {
42
+ { 0x0400, SID_CTRL_TEST | SID_CTRL_GATE }, { 0x0400, SID_CTRL_RECT | SID_CTRL_GATE },
43
+ { 0x0380, SID_CTRL_RECT | SID_CTRL_GATE }, { 0x0300, SID_CTRL_RECT }, { 0, SFX_END } };
44
+ static const SfxRow land_rows[] = {
45
+ { 0x0800, SID_CTRL_TEST | SID_CTRL_GATE }, { 0x0800, SID_CTRL_NOISE | SID_CTRL_GATE },
46
+ { 0x0600, SID_CTRL_NOISE | SID_CTRL_GATE }, { 0x0400, SID_CTRL_NOISE }, { 0, SFX_END } };
47
+ static const SfxRow gem_rows[] = {
48
+ { 0x2000, SID_CTRL_TEST | SID_CTRL_GATE }, { 0x2000, SID_CTRL_RECT | SID_CTRL_GATE },
49
+ { 0x2800, SID_CTRL_RECT | SID_CTRL_GATE }, { 0x3000, SID_CTRL_RECT | SID_CTRL_GATE },
50
+ { 0x4000, SID_CTRL_RECT | SID_CTRL_GATE }, { 0x4000, SID_CTRL_RECT }, { 0, SFX_END } };
51
+ static const SfxRow open_rows[] = {
52
+ { 0x1000, SID_CTRL_TEST | SID_CTRL_GATE }, { 0x1000, SID_CTRL_TRI | SID_CTRL_GATE },
53
+ { 0x1400, SID_CTRL_TRI | SID_CTRL_GATE }, { 0x1800, SID_CTRL_TRI | SID_CTRL_GATE },
54
+ { 0x2000, SID_CTRL_TRI | SID_CTRL_GATE }, { 0x2800, SID_CTRL_TRI | SID_CTRL_GATE },
55
+ { 0x3000, SID_CTRL_TRI | SID_CTRL_GATE }, { 0x4000, SID_CTRL_TRI | SID_CTRL_GATE },
56
+ { 0x4000, SID_CTRL_TRI }, { 0, SFX_END } };
57
+ static const SfxRow boom_rows[] = {
58
+ { 0x1800, SID_CTRL_TEST | SID_CTRL_GATE }, { 0x1800, SID_CTRL_NOISE | SID_CTRL_GATE },
59
+ { 0x1400, SID_CTRL_NOISE | SID_CTRL_GATE }, { 0x1000, SID_CTRL_NOISE | SID_CTRL_GATE },
60
+ { 0x0c00, SID_CTRL_NOISE | SID_CTRL_GATE }, { 0x0a00, SID_CTRL_NOISE | SID_CTRL_GATE },
61
+ { 0x0800, SID_CTRL_NOISE }, { 0x0600, SID_CTRL_NOISE }, { 0x0500, SID_CTRL_NOISE },
62
+ { 0x0400, SID_CTRL_NOISE }, { 0x0300, SID_CTRL_NOISE }, { 0, SFX_END } };
63
+
64
+ static const Sfx effects[6] = {
65
+ { 0, SID_ATK_2 | SID_DKY_24, 0x00 | SID_DKY_48, 0x0800, dig_rows },
66
+ { 1, SID_ATK_2 | SID_DKY_48, 0x40 | SID_DKY_114, 0x0400, push_rows },
67
+ { 1, SID_ATK_2 | SID_DKY_48, 0x40 | SID_DKY_114, 0x0800, land_rows },
68
+ { 2, SID_ATK_2 | SID_DKY_48, 0x80 | SID_DKY_168, 0x0800, gem_rows },
69
+ { 3, SID_ATK_2 | SID_DKY_114, 0xa0 | SID_DKY_204, 0x0800, open_rows },
70
+ { 4, SID_ATK_2 | SID_DKY_114, 0xf0 | SID_DKY_750, 0x0800, boom_rows }
71
+ };
72
+
73
+ static const Sfx *sfx_cur; // the effect that owns voice 3, or 0
74
+ static const SfxRow *sfx_row;
75
+
76
+ void sound_init(bool ntsc)
77
+ {
78
+ for (char r = 0; r < 25; r++)
79
+ ((volatile char *)0xd400)[r] = 0; // silence first: no pops
80
+ notes = ntsc ? note_ntsc : note_pal;
81
+ sid.voices[0].pwm = 0x0600;
82
+ sid.voices[0].attdec = SID_ATK_2 | SID_DKY_114;
83
+ sid.voices[0].susrel = 0x60 | SID_DKY_168;
84
+ sid.voices[1].attdec = SID_ATK_2 | SID_DKY_168;
85
+ sid.voices[1].susrel = 0x80 | SID_DKY_114;
86
+ lead_pos = bass_pos = 0;
87
+ lead_timer = bass_timer = 0;
88
+ sfx_cur = nullptr;
89
+ sid.fmodevol = volume;
90
+ }
91
+
92
+ // One voice of the tune: a new note when the timer runs out, the gate
93
+ // released on the note's last frame so the next one retriggers.
94
+ static void voice_step(char v, char note, char *timer, char len, char wave)
95
+ {
96
+ if (*timer == 0)
97
+ {
98
+ *timer = len;
99
+ if (note != REST)
100
+ {
101
+ sid.voices[v].freq = notes[note];
102
+ sid.voices[v].ctrl = wave | SID_CTRL_GATE;
103
+ }
104
+ }
105
+ if (--*timer == 0)
106
+ sid.voices[v].ctrl = wave;
107
+ }
108
+
109
+ void music_play(void)
110
+ {
111
+ char was = lead_timer;
112
+ voice_step(0, lead[lead_pos], &lead_timer, LEAD_LEN, SID_CTRL_RECT);
113
+ if (was == 1)
114
+ lead_pos = (lead_pos + 1) & 31;
115
+ was = bass_timer;
116
+ voice_step(1, bass[bass_pos], &bass_timer, BASS_LEN, SID_CTRL_TRI);
117
+ if (was == 1)
118
+ bass_pos = (bass_pos + 1) & 15;
119
+ sid.fmodevol = volume;
120
+ }
121
+
122
+ void sfx_play(char fx)
123
+ {
124
+ const Sfx *e = effects + fx;
125
+ if (sfx_cur && e->prio < sfx_cur->prio)
126
+ return; // a more important effect keeps the voice
127
+ sfx_cur = e;
128
+ sfx_row = e->rows;
129
+ sid.voices[2].attdec = e->attdec;
130
+ sid.voices[2].susrel = e->susrel;
131
+ sid.voices[2].pwm = e->pw;
132
+ }
133
+
134
+ void sfx_update(void)
135
+ {
136
+ if (!sfx_cur)
137
+ return;
138
+ if (sfx_row->ctrl == SFX_END)
139
+ {
140
+ sfx_cur = nullptr;
141
+ return;
142
+ }
143
+ sid.voices[2].freq = sfx_row->freq;
144
+ sid.voices[2].ctrl = sfx_row->ctrl;
145
+ sfx_row++;
146
+ }
147
+
148
+ void sound_mute(bool on)
149
+ {
150
+ volume = on ? 0 : 15;
151
+ sid.fmodevol = volume;
152
+ if (on)
153
+ {
154
+ sid.voices[0].ctrl = 0; // gates off: nothing drones through a disk call
155
+ sid.voices[1].ctrl = 0;
156
+ sid.voices[2].ctrl = 0;
157
+ }
158
+ }
@@ -0,0 +1,22 @@
1
+ // sound.h: an original two-voice tune (voices 1 and 2) and a table-driven
2
+ // effects engine on voice 3 (c64-kb techniques sid_play_routine_pattern and
3
+ // sfx_engine_beside_music). Call music_play() then sfx_update() once a frame.
4
+ #ifndef SOUND_H
5
+ #define SOUND_H
6
+
7
+ #define SFX_DIG 0
8
+ #define SFX_PUSH 1
9
+ #define SFX_LAND 2
10
+ #define SFX_GEM 3
11
+ #define SFX_OPEN 4
12
+ #define SFX_BOOM 5
13
+
14
+ void sound_init(bool ntsc); // silence the SID, pick the note table
15
+ void music_play(void); // one frame of the tune (the "play" call)
16
+ void sfx_play(char fx); // start an effect; a higher-priority one keeps the voice
17
+ void sfx_update(void); // one frame of the effect, after music_play
18
+ void sound_mute(bool on); // volume 0 during disk calls
19
+
20
+ #pragma compile("sound.c")
21
+
22
+ #endif
@@ -0,0 +1,77 @@
1
+ #!/usr/bin/env python3
2
+ """disk_check.py HARNESS_DIR BUILD_DIR [pal|ntsc]: grade `make disktest`.
3
+
4
+ Reads from BUILD_DIR hiscore-1.seq and hiscore-2.seq (the file c1541 read
5
+ back after each save run) and disktest-dir.txt (the directory at the end),
6
+ and from shots/ the pictures disk-save.png, disk-save2.png and disk-load.png.
7
+
8
+ save 1 no file yet: the default table plus ABE 158 in row 4, SAVED (00)
9
+ save 2 the saved table loaded, ABE 158 again, a tie, so row 5: the file is
10
+ replaced (scratch, then write), SAVED (00), one HISCORE entry
11
+ load the release PRG booted from the D64 shows the second table and
12
+ "SCORES FROM DISK (00)", which it prints only when its start-up
13
+ read of the file succeeded (hiscore.c, HI_LOADED)
14
+ """
15
+ import os
16
+ import struct
17
+ import sys
18
+
19
+
20
+ def rows_of(path, fails):
21
+ data = open(path, "rb").read()
22
+ if len(data) != 38 or data[:3] != bytes([0x43, 0x52, 1]):
23
+ fails.append(f"{path}: {len(data)} bytes, header {data[:3].hex()}, want 38 bytes, 435201")
24
+ return []
25
+ rows = []
26
+ for r in range(5):
27
+ name = "".join(chr(64 + c) for c in data[3 + 7 * r:6 + 7 * r])
28
+ rows.append((name, struct.unpack("<I", data[6 + 7 * r:10 + 7 * r])[0]))
29
+ print(f"disk_check: {os.path.basename(path)}: {rows}")
30
+ return rows
31
+
32
+
33
+ def main():
34
+ harness, build = sys.argv[1:3]
35
+ model = sys.argv[3] if len(sys.argv) > 3 else "pal"
36
+ sys.path.insert(0, harness)
37
+ import check
38
+
39
+ fails = []
40
+ head = [("DIG", 400), ("ROX", 300), ("GEM", 200), ("ABE", 158)]
41
+ if rows_of(os.path.join(build, "hiscore-1.seq"), fails) != head + [("MUD", 100)]:
42
+ fails.append("save 1: the file is not the default table with ABE 158 in row 4")
43
+ if rows_of(os.path.join(build, "hiscore-2.seq"), fails) != head + [("ABE", 158)]:
44
+ fails.append("save 2: the file was not replaced by the table with ABE 158 in rows 4 and 5")
45
+ listing = open(os.path.join(build, "disktest-dir.txt")).read()
46
+ n = sum('"hiscore"' in line for line in listing.splitlines())
47
+ print(f"disk_check: {n} HISCORE entry in the directory")
48
+ if n != 1:
49
+ fails.append(f"the directory holds {n} HISCORE entries, want 1")
50
+
51
+ glyphs = check.load_glyphs()
52
+ want = {
53
+ "disk-save": [(None, 5), (23, 0, "RESULT 01 PASS"), (14, 13, "4. ABE 000158"),
54
+ (17, 9, "SAVED TO DISK (00)")],
55
+ "disk-save2": [(15, 13, "5. ABE 000158"), (17, 9, "SAVED TO DISK (00)")],
56
+ "disk-load": [(2, 15, "CAVE RUN"), (12, 13, "4. ABE 000158"), (13, 13, "5. ABE 000158"),
57
+ (16, 9, "SCORES FROM DISK (00)")],
58
+ }
59
+ for pic, items in want.items():
60
+ shot = check.Shot(os.path.join("shots", pic + ".png"), model)
61
+ for item in items:
62
+ if item[0] is None:
63
+ ok = shot.index(*check.BORDER_SAMPLE) == item[1]
64
+ print(f"{'PASS' if ok else 'FAIL'} {pic} border green")
65
+ else:
66
+ row, col, text = item
67
+ got = check.read_text(shot, glyphs, row, col, len(text))
68
+ ok = got == text
69
+ print(f"{'PASS' if ok else 'FAIL'} {pic} row {row} col {col}: '{got}'")
70
+ if not ok:
71
+ fails.append(f"{pic}: {item}")
72
+ print("disk_check: PASS" if not fails else f"disk_check: {len(fails)} FAILED: {fails}")
73
+ sys.exit(1 if fails else 0)
74
+
75
+
76
+ if __name__ == "__main__":
77
+ main()
@@ -0,0 +1,106 @@
1
+ #!/usr/bin/env python3
2
+ """drive.py PRG STEP...: play the `make joy` build headless over VICE's binary monitor.
3
+
4
+ python3 tools/drive.py build/action-puzzle-joy.prg "until:FIRE TO START" tap:fire \
5
+ until:LIVES hold:right "until:ENTER YOUR NAME" tap:up tap:fire tap:fire tap:fire \
6
+ "until:GAME OVER" print
7
+
8
+ The joy build reads its port byte from $02FE (JOY_SOURCE) instead of $DC00,
9
+ because the windowless VICE's joyport commands never reach $DC00 (see
10
+ README). Steps:
11
+ hold:DIR hold up, down, left, right or fire (DIR+DIR for two); hold:none releases
12
+ tap:DIR press for 0.05 s of run time, then release for 0.1 s
13
+ run:SECONDS let the machine run (warp) that long in real time
14
+ until:TEXT run until TEXT is on screen (screen RAM read as text; 300 s limit)
15
+ print print the screen's non-blank rows
16
+ It reads screen RAM, not a picture: the windowless build's monitor
17
+ screenshots came back stale while a game was running.
18
+ """
19
+ import os
20
+ import socket
21
+ import struct
22
+ import subprocess
23
+ import sys
24
+ import time
25
+
26
+ X64SC = os.environ.get("X64SC", os.path.expanduser("~/Developer/c64/vice-headless/bin/x64sc"))
27
+ PORT = int(os.environ.get("DRIVE_PORT", "6581"))
28
+ BITS = {"none": 0, "up": 1, "down": 2, "left": 4, "right": 8, "fire": 16}
29
+
30
+
31
+ class Vice:
32
+ def __init__(self, prg):
33
+ self.proc = subprocess.Popen(
34
+ [X64SC, "-default", "-warp", "+sound", "-autostartprgmode", "1", "-binarymonitor",
35
+ "-binarymonitoraddress", f"ip4://127.0.0.1:{PORT}", "-autostart", prg],
36
+ stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
37
+ for _ in range(100):
38
+ try:
39
+ self.sock = socket.create_connection(("127.0.0.1", PORT))
40
+ break
41
+ except OSError:
42
+ time.sleep(0.1)
43
+ else:
44
+ sys.exit("drive: no monitor")
45
+ self.rid = 0
46
+
47
+ def _read(self, n):
48
+ b = b""
49
+ while len(b) < n:
50
+ b += self.sock.recv(n - len(b)) or sys.exit("drive: monitor closed")
51
+ return b
52
+
53
+ def cmd(self, code, body=b""):
54
+ """One binary-monitor command (it stops the machine); returns the reply's body."""
55
+ self.rid += 1
56
+ self.sock.sendall(struct.pack("<BBIIB", 2, 2, len(body), self.rid, code) + body)
57
+ while True:
58
+ _, _, n, _, _, rid = struct.unpack("<BBIBBI", self._read(12))
59
+ data = self._read(n)
60
+ if rid == self.rid:
61
+ return data
62
+
63
+ def joy(self, bits): # active low, as $DC00 reads
64
+ self.cmd(0x02, struct.pack("<BHHBH", 0, 0x02fe, 0x02fe, 0, 0) + bytes([0xff & ~bits]))
65
+
66
+ def run(self, seconds):
67
+ self.cmd(0xaa) # exit the monitor: the machine runs
68
+ time.sleep(seconds)
69
+
70
+ def screen(self):
71
+ d = self.cmd(0x01, struct.pack("<BHHBH", 0, 0x0400, 0x07e7, 0, 0))[2:]
72
+ text = lambda c: chr(c + 64) if 1 <= c <= 26 else (chr(c) if 32 <= c < 64 else "~")
73
+ return ["".join(text(c & 0x7f) for c in d[r * 40:r * 40 + 40]) for r in range(25)]
74
+
75
+
76
+ def main():
77
+ vice = Vice(sys.argv[1])
78
+ try:
79
+ vice.joy(0)
80
+ for step in sys.argv[2:]:
81
+ name, _, arg = step.partition(":")
82
+ if name in ("hold", "tap"):
83
+ vice.joy(sum(BITS[d] for d in arg.split("+")))
84
+ if name == "tap":
85
+ vice.run(0.05)
86
+ vice.joy(0)
87
+ vice.run(0.1)
88
+ elif name == "run":
89
+ vice.run(float(arg))
90
+ elif name == "until":
91
+ t0 = time.time()
92
+ while not any(arg in row for row in vice.screen()):
93
+ if time.time() - t0 > 300:
94
+ sys.exit(f"drive: '{arg}' never appeared")
95
+ vice.run(0.1)
96
+ print(f"drive: '{arg}' on screen")
97
+ elif name == "print":
98
+ for row in vice.screen():
99
+ if row.strip():
100
+ print("|" + row + "|")
101
+ finally:
102
+ vice.proc.kill()
103
+
104
+
105
+ if __name__ == "__main__":
106
+ main()