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 +1,277 @@
1
+ # adventure: STARWATCH
2
+
3
+ A two-word text adventure for a stock C64, PAL and NTSC, in Oscar64 C.
4
+ Copy it to start a game of this kind:
5
+
6
+ ```bash
7
+ npm run new-project -- adventure ~/c64/mygame # in c64-kb
8
+ ```
9
+
10
+ The player explores an astronomer's house on the night a comet passes:
11
+ twelve rooms, eight things to carry, four containers (chest, drawer, crate,
12
+ desk), a key fished out of a pond, a dark cellar and a lamp that needs
13
+ matches, and a clock that opens the tower hatch. The ending is scored out
14
+ of 100 with a rank. SAVE and LOAD write the game to drive 8. The room text
15
+ scrolls in a window under a strip of multicolour pictures; commands are
16
+ typed on the line below. Story, text, pictures and code are original.
17
+
18
+ Type commands on the keyboard: `GO NORTH` or `N`, `GET LAMP`, `OPEN CHEST`,
19
+ `LOOK`, `EXAMINE POND`, `INVENTORY`, `SCORE`, `SAVE`, `LOAD`, `QUIT`. Words
20
+ match on their first four letters, synonyms share a meaning (`PICK UP
21
+ LANTERN` is `GET LAMP`), and `THE`, `A`, `AT`, `IN` and the like are skipped,
22
+ so `PUT LENS IN TELESCOPE` works. A direction after a verb that is not GO
23
+ is skipped when a noun follows (`PICK UP LAMP`). A noun alone gets `WHAT DO
24
+ YOU WANT TO DO WITH IT?`, a verb that needs one alone gets `WHAT?`. RETURN
25
+ or fire on port 2 starts the game.
26
+
27
+ ## Files
28
+
29
+ | File | What it holds |
30
+ |---|---|
31
+ | `tools/world.py` | The world: rooms, items, words, the action table, the engine's messages, the pictures, the autopilot script. Edit this |
32
+ | `tools/gen.py` | Packs the world into `src/gen_world.h` and `src/gen_script.h`; a Python model of the engine and printer plays the script and writes what the game must end with; asserts the limits the C code assumes |
33
+ | `src/main.c` | States (title, play, ending), the frame loop, the keyboard, the disk clock, the autopilot and its verdict |
34
+ | `src/engine.c`, `engine.h` | Game state, the two-word parser, the action table, the built-in verbs; output is a list of tokens (`adventure_database_engine`, `two_word_parser`) |
35
+ | `src/text.c`, `text.h` | The printer (tokens to word-wrapped lines, one a frame), the window scroll, the status bar, the input line (`text_input_line`, `decimal_print`) |
36
+ | `src/picture.c`, `picture.h` | The RAM character set and the picture strip (`mcm_text`, `charset_copy_rom_to_ram`) |
37
+ | `src/save.c`, `save.h` | SAVE and LOAD of the state record on drive 8, and what the drive answered (`kernal_file_write_seq`, `kernal_file_read_seq`, `error_channel_check`) |
38
+ | `src/sound.c`, `sound.h` | A key click, a chime when the score rises, a fanfare at the end (`sid_voice_setup`) |
39
+ | `tools/disk_check.py` | Makes the bad saves and grades `make disktest` against the model |
40
+ | `tools/drive.py` | Plays the release build headless over VICE's binary monitor |
41
+ | `expect.json`, `PLAN.md` | The screenshot checks; the plan with the c64-kb tool output it was made from |
42
+
43
+ Memory: code and data from `$0880` up to the character set at `$3800`
44
+ (the release build ends at `$32F1`, the autopilot build at `$37F4`; more
45
+ spills to `$4000`), the character set `$3800`-`$3FFF` (`$D018` = `$1E`),
46
+ screen `$0400`. Rows 0-6 are the picture, row 7 the status bar, rows 8-21
47
+ the window, row 22 a rule, row 23 the input line (the disk clock in
48
+ AUTOPILOT builds at the end), row 24 the verdict and the meter.
49
+
50
+ ## How it runs
51
+
52
+ One frame does one bounded job, chosen in this order:
53
+
54
+ 1. the room's picture, when it changed (a room move, or the lamp lit);
55
+ 2. one line of the window: scroll 13 rows up, then decode and word-wrap
56
+ the next line into row 21;
57
+ 3. the typed keys: every key in the KERNAL queue, echoed; on RETURN the
58
+ parse and the turn, which only append tokens (message numbers, numbers,
59
+ new lines) for the printer.
60
+
61
+ SAVE and LOAD run on a frame of their own, outside the meter, with the
62
+ sound muted. The KERNAL IRQ is off: CIA1's interrupts are masked, the loop
63
+ calls SCNKEY (`$FF9F`) itself, and takes keys out of the queue at `$0277`
64
+ as GETIN's LP2 does, without the `CLI` LP2 ends with (ROM bytes at `$E5B4`).
65
+ `$0291` = `$80` stops SHIFT + C= from switching the character set.
66
+
67
+ **The picture strip needs no raster split.** Multicolour mode is on for the
68
+ whole screen (`$D016` = `$18`); a cell whose colour RAM is 8-15 is
69
+ multicolour, one of 0-7 stays hires. The pictures use 8-15; all text uses
70
+ 0-7. The shared colours: `$D021` black, `$D022` grey, `$D023` brown.
71
+
72
+ **Pictures are coded row by row, runs and literals.** A run of three or
73
+ more cells of one tile is two bytes; shorter stretches are a literal, one
74
+ byte a cell. The first version coded runs only, across rows: the library,
75
+ whose book rows are runs of one cell, took 20,240 cycles, over the frame on
76
+ both models. The first script never entered the library, so the meter never
77
+ saw it (found in review). Now `tools/gen.py` refuses a script that does not
78
+ show every picture, and the dearest picture, the garden, measured 12,483
79
+ cycles on PAL and 12,739 on NTSC (profile build).
80
+
81
+ **The typed command is in reverse video, not a colour.** The window's
82
+ colour RAM is fixed, so the scroll moves 520 screen bytes a line instead of
83
+ 1,040. A build that scrolled colour RAM too had a worst frame of 22,000
84
+ cycles on PAL and 22,087 on NTSC, over both frames (meter, rung 1).
85
+
86
+ **The text is packed by byte pairs.** Messages hold screen codes `$01`-`$3F`;
87
+ each byte from `$40` stands for a pair of codes, found by `tools/gen.py`
88
+ (the commonest adjacent pair becomes a new code, 181 rounds). The printer
89
+ expands a code on a 16-byte stack. The plain text is not in the PRG.
90
+ `make gen` prints the figures (arithmetic on the generated bytes):
91
+
92
+ | Text (132 messages, 2,954 characters) | Bytes |
93
+ |---|---|
94
+ | C strings plus a 2-byte pointer each | 3,350 |
95
+ | Byte-pair packed: 1,370 stream + 362 pair table + 264 pointers | 1,996 (40.4 % smaller) |
96
+ | For comparison: 5-bit packing, three characters in two bytes | 2,326 |
97
+
98
+ The decoders cost code: `next_char` is 266 bytes (it also reads the other
99
+ tokens) and `put_msg` 136 (from the build's `.asm`). A dictionary of whole
100
+ words, tried first, saved 18 %. The pictures: 13 of 280 cells, 7,280 bytes
101
+ as screen and colour, 793 coded.
102
+
103
+ **The save record** is 45 bytes: `S W`, the world's version (two bytes),
104
+ room, score, turns, flags, every item's place and open state, and a fold.
105
+ The version is a hash of the rooms, items and flags that `tools/gen.py`
106
+ writes into `gen_world.h`, so a save made by a build with another world is
107
+ refused (`THE SAVE IS FROM ANOTHER VERSION`), not loaded into the wrong
108
+ rooms. A record of the wrong size or fold, or one naming a room or place
109
+ this world does not have, is refused as damaged. Errors print the drive's
110
+ own words: `DISK ERROR: 74,DRIVE NOT READY.`; with no drive on the bus,
111
+ `NO DRIVE ANSWERS AS DEVICE 8.`
112
+
113
+ **The disk clock** times each SAVE and LOAD on CIA2 timers A and B chained
114
+ (A counts cycles, B counts A's underflows). Timer A is the frame meter's,
115
+ so the clock puts back its latch (`$FFFF`) and reads `$DD0D` to clear the
116
+ underflow flag; without that read the meter's next frame reads 65,524
117
+ cycles (a mutant did). The autopilot shows the counts on row 23 and its
118
+ verdict wants each between 0.1 and 30 million. Measured on the shot's
119
+ true-drive 1541 (VICE, rung 1):
120
+
121
+ | Model | SAVE (scratch, write, reply) | LOAD (read, reply) |
122
+ |---|---|---|
123
+ | PAL | 4,463,001 cycles | 515,221 cycles |
124
+ | NTSC | 4,636,828 cycles | 562,405 cycles |
125
+
126
+ ## Checks
127
+
128
+ | Command | What it proves |
129
+ |---|---|
130
+ | `make shot check` | The autopilot game on PAL and NTSC, with SAVE and LOAD on a true-drive 1541: 41 checks (verdict, fold, status bar, window lines, reverse video, picture cells in all three multicolour sources, the disk clock's labels, PAL = NTSC, the meter) |
131
+ | `make selftest` | The FORCE_FAULT build (39 points, not 40, for the comet) fails: red border, 99 in the status bar and the ending |
132
+ | `make disktest` | SAVE, a cold reset, LOAD and the same state back; three bad saves refused; a drive with no disk (below) |
133
+ | `make claims` | Every store the autopilot run makes is one the Makefile declares |
134
+ | `make zp` | The zero page Oscar64's code touches, inside `ZP_CLAIM` |
135
+
136
+ The autopilot types 45 commands into the keyboard queue, up to ten bytes a
137
+ frame (the queue's size), the same bytes SCNKEY puts there for a real key.
138
+ It tries an unknown word, `PICK UP LANTERN`, a noun alone (`POND`), fishes
139
+ out the key, finds the door locked, unlocks it, SAVEs in the hall, makes a
140
+ mistake (drops the lamp), LOADs, looks into the library, and plays on to the
141
+ comet: 100 points in 37 turns. `tools/gen.py` plays the same script through
142
+ its model and writes the room, score, turns, flags, a fold of every item's
143
+ place, a fold of every printed line, the line count, the metered frames and
144
+ the drive's replies. The program compares, then sets `$02FF` and the
145
+ border. The shot shows the text fold (`FAB8`) beside the verdict.
146
+
147
+ These mutants were each caught (2026-09-23): the parser's direction skip
148
+ and the bare-noun reply removed (verdict red); the disk clock's `$DD0D` read
149
+ removed (meter worst 65,524); timer B not chained (verdict red); LOAD's range
150
+ check or version check removed, or the error line cut to the code (disk test
151
+ fails on the bad save or the no-disk run); the library dropped from the
152
+ script (`gen.py` stops).
153
+
154
+ **The shot pin.** 18,000,000 cycles on both models. The verdict is on
155
+ screen between 13,000,000 and 14,000,000 on PAL and between 14,000,000 and
156
+ 16,000,000 on NTSC; shots at 16,000,000, 18,000,000 and 24,000,000 were
157
+ byte-identical on each model, across separate runs (VICE x64sc 3.10,
158
+ windowless). Most of the time goes to the drive. Each run gets a fresh copy
159
+ of the release D64 (the harness's `SHOT_DISK = 1`).
160
+
161
+ **The disk test.** `make disktest` (`DISK_MODEL=ntsc` for NTSC), on a
162
+ true-drive 1541:
163
+
164
+ 1. `DISKTEST=1` plays the script up to its SAVE on a fresh copy of the
165
+ release D64 and grades itself (state and the drive's `00`);
166
+ 2. c1541 reads SAVEGAME back: its 45 bytes equal the record the model
167
+ makes, byte for byte, and the directory has one entry;
168
+ 3. a new VICE, a cold start, runs `DISKTEST=2`: it types LOAD first, then
169
+ the rest of the script, which reaches the ending only from the saved
170
+ state; its own verdict is green;
171
+ 4. a new VICE boots the release PRG from the D64 (`LOAD"*",8,1`) and types
172
+ RETURN, LOAD, SCORE and I with `-keybuf`: every window line and the status
173
+ bar match the model (the hall, 20 points, turn 16);
174
+ 5. the release PRG LOADs three bad saves made from the good one by
175
+ `tools/disk_check.py --make-bad`: one byte changed (the fold catches it),
176
+ room 200 with the fold fixed up (only the range check catches it), and
177
+ another world's version with the fold fixed up. Each is refused and the
178
+ game stays at the start;
179
+ 6. the release PRG types SAVE to a drive with no disk: `DISK ERROR: 74,DRIVE
180
+ NOT READY.`
181
+
182
+ Run on 2026-09-23: PASS on PAL and NTSC. Without `-keybuf-delay` the keys of
183
+ step 4 arrived before the program ran and were lost; 2,500 held them past
184
+ the load. A real world change was also tried by hand: a flag added to
185
+ `world.py` moved the version from `$6A2B` to `$2811`, and that build
186
+ refused the save the disk test made with `THE SAVE IS FROM ANOTHER VERSION
187
+ (00).`
188
+
189
+ ## Driving it headless
190
+
191
+ `tools/drive.py` plays the release build over VICE's binary monitor. It
192
+ types through the monitor's keyboard feed, which writes the KERNAL queue,
193
+ so the release PRG needs no change, and reads screen RAM as text:
194
+
195
+ ```bash
196
+ python3 tools/drive.py build/adventure.prg "until:PRESS RETURN OR FIRE" key:RETURN \
197
+ "until:EXITS: N." "type:GO NORTH" "until:A SHED" "type:TAKE THE ROSE" \
198
+ "type:QUIT" "until:PLAY AGAIN" print
199
+ ```
200
+
201
+ That run (2026-09-23) reached the garden, answered `I DON'T KNOW THE WORD
202
+ ROSE.` without a turn, and ended the game. Fire goes through `make joy`:
203
+ that build reads the port byte from `$02FE`, because the windowless VICE's
204
+ joyport commands do not reach `$DC00` (found in templates/action-puzzle).
205
+ `fire` steps showed title to game, `QUIT`, and ending back to the title.
206
+ The first version tested fire by level: fire at the ending went to the
207
+ title and, still held, started a new game; it now acts on a new press.
208
+
209
+ ## The measured frame
210
+
211
+ The harness meter (CIA2 timer A) over all 251 play frames of the script,
212
+ VICE x64sc 3.10:
213
+
214
+ | Model | Worst | Typical (median) | Frame |
215
+ |---|---|---|---|
216
+ | PAL | 15,272 | 8,543 | 19,656 |
217
+ | NTSC | 15,488 | 8,842 | 17,095 |
218
+
219
+ The worst is a window line, the score line of the ending: the scroll
220
+ (5,390 cycles, measured earlier on its own) plus decoding and wrapping the
221
+ line. A profile build that kept the worst of each job put the line at
222
+ 15,232 on PAL (15,449 NTSC), a turn frame at 11,262 (11,518) and a picture
223
+ at 12,483 (12,739, the garden). Turns stop at 999, the status bar's three
224
+ digits, which also bounds the score line's number printing; a build started
225
+ at turn 996 showed 999 after five SCOREs.
226
+
227
+ The meter records at most 255 frames; this script uses 251. `make gen`
228
+ warns when a script passes 255: the frames after that are not metered and
229
+ check's frame count will not match.
230
+
231
+ Against `plan-budget` (the PLAN.md output): it summed the recipe's parse
232
+ and turn (14,908, with the recipe's printing inside) and a separate parse
233
+ (2,036) into every play frame, 19,004 + 1,075 for badlines, "undetermined",
234
+ and had no figure for `mcm_text`, `frame_sync_loop` or `sid_voice_setup`.
235
+ This program's worst frame is 15,272, and no frame holds a whole command:
236
+ the recipe printed a command's output in one go (its PRINT figure, 109,866
237
+ cycles), here it is one line a frame. The tool's budget cannot model that
238
+ split; the meter settles it.
239
+
240
+ ## Extending it
241
+
242
+ 1. **More world.** Add rooms, items, words and action rows in
243
+ `tools/world.py`, extend `SCRIPT` (it must show every picture), run `make
244
+ gen shot check`, and copy the new fold, turns, frame count and texts into
245
+ `expect.json`. The script has 4 frames left under the meter's 255: for a
246
+ bigger game, meter a shorter script that still shows every picture and
247
+ the longest reply, and test the rest through `make disktest`'s split or
248
+ `tools/drive.py`. Every turn scans the whole action table for
249
+ occurrences, so a large table's turn frame must be metered again. Timed
250
+ events (a lamp that burns down) are occurrences with a counter: technique
251
+ `adventure_database_engine`, recipe `oscar64/adventure-engine`.
252
+ 2. **A bigger game than memory.** Keep rooms' text on disk and load a
253
+ block per region: `kernal_load_to_address`, or one file with an offset
254
+ table, `iffl_single_file`; or move the tables under the KERNAL,
255
+ `ram_under_kernal`.
256
+ 3. **Livelier pictures.** Animate glyphs (twinkling stars, the pond) by
257
+ rewriting their bytes in the RAM set: `charset_animation`, recipe
258
+ `oscar64/charset-animation`. A saved game as a code instead of a file:
259
+ `password_encoding`, recipe `oscar64/password-state`.
260
+
261
+ ## Left out on purpose
262
+
263
+ - Music: text adventures of the period mostly had none. The three sounds
264
+ are not checked by anything here: a build that never gates a note on
265
+ passed every check (found in review). Listen with `make run`.
266
+ - A `MORE` prompt: a reply longer than the 14-line window scrolls past.
267
+ - Three-word commands with two nouns (`PUT LENS IN TELESCOPE` reads as
268
+ `PUT LENS`), pronouns and `ALL`.
269
+ - Words longer than the 40-column line: `tools/gen.py` refuses them in the
270
+ world's text; typed words are cut at 36 characters by the input line.
271
+ - SAVE scratches the old file before writing the new one, so a write that
272
+ fails after the scratch loses the old save. Writing a temporary file and
273
+ renaming it would not; not done.
274
+ - The disk calls run on a static screen; the frame they take is not
275
+ metered, and the sound is muted during them.
276
+ - Real hardware, and the released Oscar64 (built with the build c64-kb's
277
+ CLAUDE.md names).
@@ -0,0 +1,25 @@
1
+ {
2
+ "checks": [
3
+ { "name": "own verdict (border)", "type": "verdict" },
4
+ { "name": "verdict line and the model's text fold (tools/gen.py)", "type": "text", "row": 24, "col": 0, "text": "RESULT 01 PASS FAB8" },
5
+ { "name": "status bar: the tower, 100 points, 37 turns", "type": "text", "row": 7, "col": 0, "text": " TOWER SCORE 100 TURNS 37" },
6
+ { "name": "window: the last command, typed through the keyboard queue", "type": "text", "row": 13, "col": 0, "text": ">LOOK AT TELESCOPE" },
7
+ { "name": "window: the reply, word-wrapped at 40", "type": "text", "row": 14, "col": 0, "text": "THROUGH THE GLASS THE COMET BLAZES, ITS " },
8
+ { "name": "window: the scored ending", "type": "text", "row": 18, "col": 0, "text": "YOU HAVE SCORED 100 OUT OF 100 IN 37 " },
9
+ { "name": "window: the rank", "type": "text", "row": 20, "col": 0, "text": "RANK: STARGAZER." },
10
+ { "name": "window: the bottom line", "type": "text", "row": 21, "col": 0, "text": "PRESS RETURN TO PLAY AGAIN. " },
11
+ { "name": "window: the command before, three lines up the scroll", "type": "text", "row": 11, "col": 0, "text": ">PUT LENS IN TELESCOPE" },
12
+ { "name": "echo line in reverse video: the space in LOOK AT is solid white", "type": "pixel", "row": 13, "col": 5, "colour": 1 },
13
+ { "name": "reply line in normal video: the space after THE is black", "type": "pixel", "row": 12, "col": 3, "colour": 0 },
14
+ { "name": "the rule under the window", "type": "text", "row": 22, "col": 0, "text": "----------------------------------------" },
15
+ { "name": "picture: tower stone, multicolour %01 ($D022 grey)", "type": "pixel", "row": 0, "col": 0, "colour": 12 },
16
+ { "name": "picture: tower floor, multicolour %10 ($D023 brown)", "type": "pixel", "row": 6, "col": 10, "colour": 9 },
17
+ { "name": "picture: the sky through the slit", "type": "pixel", "row": 2, "col": 16, "colour": 0 },
18
+ { "name": "picture: a star, multicolour %11 (colour RAM white)", "type": "pixel", "vic_x": 156, "line": 60, "colour": 1 },
19
+ { "name": "picture: the telescope tube at cell (2, 21)", "type": "pixel", "vic_x": 192, "line": 70, "colour": 1 },
20
+ { "name": "the disk clock's labels (the counts differ by model and run)", "type": "text", "row": 23, "col": 0, "text": "SAVE" },
21
+ { "name": "the disk clock: LOAD", "type": "text", "row": 23, "col": 14, "text": "LOAD" },
22
+ { "name": "picture, status bar and window the same on both models", "type": "same", "cells": [0, 0, 22, 39] },
23
+ { "name": "frame meter, the script's 251 play frames", "type": "meter", "row": 24, "col": 20, "frames": 251 }
24
+ ]
25
+ }