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 +1,315 @@
1
+ # beat-em-up: a side-on street brawler starter
2
+
3
+ A small game that plays: a street 128 characters long scrolls right in
4
+ three stages, and each stage locks the camera until its two waves of
5
+ enemies are beaten. The hero and the thugs are two multicolour sprites
6
+ each; the brute is drawn in character cells, and a fighter farther away
7
+ than he is goes behind him. Everyone walks on a depth plane and the nearer
8
+ fighter is drawn in front. Punch, kick and jump kick land only on their
9
+ attack frames and only on a fighter within 6 ground lines. Enemies come
10
+ in, line up in the hero's lane, attack and back off; a kick, a jump kick or
11
+ a third punch in a row knocks a fighter down and he gets up again. Health
12
+ bars and faces in a HUD, an original two-voice tune, hit effects on the
13
+ third voice. Title, fire to start, game over back to the title. PAL and
14
+ NTSC, Oscar64 C with a KickAssembler part.
15
+
16
+ Start a game from it in c64-kb:
17
+ `npm run new-project -- beat-em-up ~/c64/mygame`.
18
+
19
+ ## Playing
20
+
21
+ Joystick in port 2. Left and right walk, up and down change lane. Fire
22
+ alone punches; fire with left or right kicks that way; fire with up jumps
23
+ (forward with left or right); fire in the air kicks. A punch is 10 points,
24
+ a kick 20, a jump kick 30; a thug beaten is 100, a brute 200. Three lives.
25
+ The GO sign blinks when a stage is clear: walk right.
26
+
27
+ ## Files
28
+
29
+ | File | Holds |
30
+ |---|---|
31
+ | `src/main.c` | The frame loop, the states (title, play, game over, street clear), lives, the meter |
32
+ | `src/game.h` | Every shared constant, variable and function, in one place |
33
+ | `src/street.c` | The street as ten lines of text, the 2 x 2 metatiles, the three stage locks |
34
+ | `src/art.c` | Every picture as text (street glyphs, bar glyphs, sprite blocks, the brute), the pose table, hurt and hit boxes |
35
+ | `src/anim.c` | Moves as (pose, frames, hit box) tables: only attack frames carry a box |
36
+ | `src/fighter.c` | What every fighter shares: walk, attack, jump, hurt, knock-down, get-up, KO; the depth-gated hit test; the joystick |
37
+ | `src/enemy.c` | The enemy state machine (one enemy thinks a frame) and the waves (three enemy slots, one brute a wave) |
38
+ | `src/brute.c` | The brute in character cells: pre-shifted pictures, two character sets, his cells in both scroll pages |
39
+ | `src/view.c` | VIC-II: bank 3, the camera and its locks, the scroll, the depth sort, the three sprite bands, `$D01B` |
40
+ | `src/hud.c`, `src/sound.c` | Bars, score and text, redrawn only where they changed; the effects on SID voice 3 |
41
+ | `src/engine.asm` | KickAssembler: the IRQ chain that writes the sprite bands, the scroll's slice copy, the brute's glyph builder, the tune |
42
+ | `src/autopilot.h`, `src/verdict.h` | AUTOPILOT builds only: the bot, the photo stops, the self-checks |
43
+ | `tools/flickercheck.py` | Renders the fighters and the brute from `src/` and proves every pixel is on the screen in the crowded moments (`make flickercheck`) |
44
+ | `tools/drive.py` | Plays the `make joy` build headless over VICE's monitor |
45
+ | `expect.json`, `expect-gameover.json`, `PLAN.md` | The screenshot checks; the plan with the c64-kb tool output |
46
+
47
+ ## How a frame runs
48
+
49
+ The IRQ at line 251 starts the frame. The main loop moves the brute's cells
50
+ if he stepped a whole cell (in the vertical blank, before the beam reaches
51
+ him), reads the joystick, runs the hero, the enemies' AI, every fighter's
52
+ move, the hits, the waves and the camera, plays the tune and the effects,
53
+ builds a row of the brute's next picture, redraws what changed on the HUD,
54
+ builds the sprite tables and publishes the next picture's `$D016`, `$D018`
55
+ and sprite set as one.
56
+
57
+ Sprites come in three bands a frame (c64-kb `sprite_multiplex_game`'s
58
+ double-buffered table, with bands instead of a Y-sorted list). The IRQ at
59
+ line 251 writes band 0, the GO sign (lines 53-73). The IRQ at line 76
60
+ writes band 1, the fighters. The IRQ at line 212 switches the HUD to 40
61
+ columns, hires and its own page, and writes band 2, the faces (lines
62
+ 219-239). All eight sprites are reused three times a frame; between bands
63
+ every sprite's last line has passed before it is rewritten.
64
+
65
+ Band 1 is where a brawler's multiplexer usually flickers: the fighters
66
+ stand on the same lines, so no sprite can be reused inside the band. Here
67
+ a sprite fighter is two parts, a top and legs, at per-pose offsets from his
68
+ feet (c64-kb `multi_sprite_object`); three fighters and the hero are eight
69
+ parts, and the band never has to drop one. The depth sort (c64-kb
70
+ `lane_depth_engine`) gives the nearest fighter sprites 0 and 1, the next 2
71
+ and 3, and so on: the VIC-II draws a lower sprite over a higher one, so its
72
+ own priority is the depth order.
73
+
74
+ The brute is not a sprite (c64-kb `mixed_sprite_char_actors`, ported from
75
+ the other #39 draft): 16 multicolour pixels by 48 lines, stored at the four
76
+ 2-pixel shifts, shown as a block of 5 x 6 cells with codes of their own.
77
+ Two character sets, alike but for his 30 glyphs, sit at `$E000` and
78
+ `$E800`; his next picture is built into the one not shown, a row of the
79
+ block a frame (KickAssembler, about 1,300 cycles), then `$D018` switches
80
+ sets. His cells are rewritten only when he moves a whole cell, in both
81
+ street pages. On street rows 2-19 the street uses bit pairs 00 and 01
82
+ only, which the VIC counts as background; his pairs 10 and 11 are
83
+ foreground, so a sprite with its `$D01B` bit set (every fighter farther
84
+ away than he is) goes behind him and behind nothing else (c64-kb
85
+ `mob_priority`).
86
+
87
+ The scroll is the platformer starter's, for a camera that only moves right,
88
+ a pixel a frame: XSCROLL moves the picture a pixel; a column crossing is a
89
+ `$D018` flip to the other page, which was prepared four rows a frame by a
90
+ KickAssembler copy one column over. The page on display is never written,
91
+ but for the brute's cells.
92
+
93
+ Memory: VIC bank 3. Street pages at `$C000` and `$C400`, the HUD page at
94
+ `$C800`, the two character sets at `$E000` and `$E800` (the ROM's glyphs
95
+ 0-63 copied in), 63 sprite blocks from `$F000`. BASIC and KERNAL are banked
96
+ out (`$01` = `$35`). The KickAssembler blob is `$0880`-`$0FFF`, the C
97
+ program from `$1000`.
98
+
99
+ ## The measured frame
100
+
101
+ The harness meter (CIA2 timer A) over 255 play frames of the autopilot
102
+ run, VICE x64sc 3.10, `make shot check`, the local Oscar64 build. Each
103
+ window starts where the run reaches a point (`-dMETER_WINDOW=n`); the
104
+ default is the run's worst:
105
+
106
+ | n | Window (255 play frames from) | PAL worst / typical | NTSC worst / typical |
107
+ |---|---|---|---|
108
+ | 0 (default) | the second stage's lock: the brute, two thugs, the hero's KO | 14,946 / 9,342 | 16,439 / 9,900 |
109
+ | 1 | the third stage's lock: three thugs, eight sprites in the band | 12,255 / 7,317 | 13,254 / 7,990 |
110
+ | 2 | the first stage clear: the walk, every frame scrolls | 7,343 / 6,979 | 8,215 / 7,304 |
111
+ | 3 | the first stage's lock: two thugs, then the brute | 10,930 / 6,132 | 10,744 / 6,421 |
112
+ | 4 | every play frame of the run (the verdict prints `RUN`, the worst) | 15,246 | 16,593 |
113
+
114
+ Window 0 is the worst of the 255-frame windows, but not the worst frame of
115
+ the run: with every play frame metered (`-dMETER_WINDOW=4`), the worst is
116
+ 15,246 cycles on PAL and 16,593 on NTSC. NTSC then has 502 cycles spare,
117
+ about 250 once the IRQs' uncounted entry and exit are taken off (97% of
118
+ the frame used). One more feature on the fighters (a weapon, a fifth
119
+ fighter, a heavier AI) will drop frames on NTSC: meter it with
120
+ `-dMETER_WINDOW=4` before and after. (Rows 1-3 were measured on the build
121
+ before the brute's row check, which only adds bookkeeping outside the
122
+ bracket; the review's comparator measured the run's worst as 15,257 /
123
+ 16,624 on its own copy.)
124
+
125
+ The frame is 19,656 cycles on PAL and 17,095 on NTSC. The IRQs are in the
126
+ figure: one that lands inside the main loop's bracket is in its wall time;
127
+ one that lands outside times itself on CIA2 timer B and is added
128
+ (`engine.asm`, `IrqIn` and `IrqOut`). About 123 cycles an IRQ, its entry
129
+ and exit around the timer, are not counted (arithmetic from the listing,
130
+ the #39 review; an earlier version of this page said 40): a typical frame,
131
+ all three IRQs outside the bracket, reads about 370 low, a worst frame
132
+ about 250. The run's NTSC worst plus that is about 16,850 of 17,095. No play
133
+ frame's work ran past the next blank in the whole run, on either model
134
+ (the verdict's `late`, 0). The autopilot's own checks (the bot, the VIC
135
+ read-back) run after the work, outside the bracket; with them the loop ran
136
+ past a blank 98 times on PAL and 631 on NTSC (the `slow` count, printed on
137
+ a failed verdict, not graded). So the AUTOPILOT run, on NTSC above all, is
138
+ not a real-time image of the release build: its game logic is the same
139
+ frame by frame, but about one loop in seven on NTSC takes two frames. The
140
+ release build has none of that bookkeeping; its frames are the metered
141
+ ones.
142
+
143
+ Per subsystem in window 0, built with `-dPROF=n` (worst / typical):
144
+
145
+ | n | Subsystem | PAL | NTSC |
146
+ |---|---|---|---|
147
+ | 1 | hero, AI, moves, hits, waves | 3,629 / 2,110 | 3,672 / 2,110 |
148
+ | 2 | camera and scroll | 3,031 / 192 | 3,074 / 192 |
149
+ | 3 | depth sort, sprite bands, publish | 4,333 / 4,027 | 4,409 / 4,161 |
150
+ | 4 | tune, effects, HUD | 846 / 105 | 1,006 / 121 |
151
+ | 5 | the three IRQs alone | 1,961 / 993 | 2,102 / 993 |
152
+ | 6 | the brute's cell moves (`brute_draw`) | 6,735 / 30 | 7,712 / 30 |
153
+ | 7 | the brute's picture, a row a frame (`brute_prepare`) | 6,312 / 2,385 | 6,846 / 2,514 |
154
+
155
+ Every figure is wall time: badline and sprite DMA, and an IRQ that lands
156
+ inside a section, are in it. The parts' worst frames do not fall together
157
+ (`brute_prepare` starts no new picture in a frame that moved his cells).
158
+ PROF 5's worst is a loop that ran over a blank, so two frames' IRQs.
159
+ PROF 7 was 18,000 cycles a frame when the glyphs were built in C; the frame
160
+ also got a round-robin AI, a HUD that redraws only what changed, and a
161
+ camera at a pixel a frame, all to fit the brute and the VIC read-back.
162
+
163
+ Against `plan-budget` (PLAN.md): 43,027 to 49,976 cycles plus 1,873
164
+ fixed, over two frames, verdict undetermined. The measured worst is a third
165
+ of that. The budget adds up other programs' worst cases:
166
+ `sprite_multiplex_game`'s 16,600 is 24 actors in a reversed sort (here the
167
+ bands need no sort across sprites: 4,333 for the band build and about
168
+ 1,000 a frame for the IRQs); `lane_pursuit_ai`'s 9,871 to 14,204 is four
169
+ cars probing a tile map (here the enemies' AI is inside PROF 1's 3,629);
170
+ `mixed_sprite_char_actors`' 6,108 is a whole character actor updated in
171
+ one tick (here a row a frame, 2,385 typical); `per_frame_hitbox`'s 3,693 is
172
+ 28 box pairs (here at most three targets an attacker). It leaves the
173
+ scroll out at 74,041, an old in-place shift (issue #18); the two-page
174
+ scroll here costs 3,031 at most.
175
+
176
+ ## Proving it
177
+
178
+ | Command | What it proves | Last result |
179
+ |---|---|---|
180
+ | `make shot check` | 29 checks: the verdict, the HUD text and bar, the hero's face in band 2, the hero's two parts in band 1 where the run leaves him, the scrolled street at camera 704 (an alley and its lamp), the kerb, the blank row 20, PAL and NTSC identical, the meter | 29 of 29 passed |
181
+ | `make selftest` | FORCE_FAULT makes a punch worth 20: the verdict fails, the HUD score differs | check.py rejected the build |
182
+ | `make flickercheck` | Two shots inside each of three photo stops, PAL and NTSC: every pixel of the sprite fighters and the brute's cells matches a render built from `src/`, `$D01B` priority included; then the FLICKER_DEMO build, which drops one sprite part, must fail | 12 of 12 whole; photo 1 has 162 of the brute's pixels over a fighter behind him, photo 2 98 of a fighter over him; the demo: 2 of 6 with a part missing |
183
+ | `make gameover` | The AP_GIVE_UP build loses three lives; GAME OVER must be whole with LIVES 0 (it once read GAME OVETHUG) | 8 of 8 passed |
184
+ | `make claims` | Every store the run makes, title to verdict, against CLAIMS_ARGS | 0 violations |
185
+ | `make disk` | `build/beat-em-up.d64`; it boots to the title (90M cycles, true drive) | |
186
+
187
+ `npm run verify:templates -- --only beat-em-up --selftest` runs all of
188
+ these (`VERIFY_TARGETS` in the Makefile).
189
+
190
+ The self-check (`src/verdict.h`) grades the game's own state after stage
191
+ 3's first wave, the whole run behind it:
192
+
193
+ - every event seen (punch, kick and jump-kick hits, a knock-down and a
194
+ get-up, a KO, the hero hit and down, a life lost, the locks, a stage
195
+ clear, a scroll, a lane change, a cross-lane miss);
196
+ - the score equal to the hits and KOs counted; one life lost;
197
+ - no play frame late; the fighter band's IRQ never late; no part dropped;
198
+ - both pages equal to the street and the brute's cells at their columns;
199
+ his cell moves always before his top row; two brutes beaten; every
200
+ frame he is drawn, the last line of his block on his ground line or up
201
+ to 7 lines above it (a picture a row low passes every other check);
202
+ - every hit recomputed on its own: the lane difference and the box
203
+ overlap (`check_hit`). The bot throws one punch at an enemy a lane away,
204
+ which must count as a miss;
205
+ - the fighter band read back from the VIC every frame (the IRQ at line 76
206
+ copies `$D000`-`$D010`, `$D015` and `$D01B`) against an independent
207
+ sort: 4,112 frames compared on PAL, 4,066 on NTSC, none wrong
208
+ (56 hits recomputed, none wrong);
209
+ - the hero's parts in the table the IRQ shows; the camera at the last
210
+ lock; three photo stops.
211
+
212
+ Mutations, each run through `make shot check` (and `make gameover` for the
213
+ last): the lane gate widened to 60 lines (fails: a cross-lane hit, no
214
+ cross-lane miss); the band filled far to near (fails: the VIC read-back,
215
+ 1,669 frames); the `$D010` bit dropped (fails: the VIC read-back and the
216
+ hero's parts); `$D01B` never set (fails: the VIC read-back, 495 frames);
217
+ the HUD redraw put back after GAME OVER, as the first draft had it (fails:
218
+ GAME OVE); the brute drawn a row low (fails: the brute row check alone,
219
+ fail bits 2000). The figures are from those runs. The FLICKER_DEMO
220
+ build is the flicker check's own mutation.
221
+
222
+ ## Extending it
223
+
224
+ 1. **More fighters on the screen, or a big boss.** Band 1 holds eight
225
+ sprites: the hero and three thugs, or fewer with the brute. A fifth
226
+ sprite fighter on the same lines has no sprite. Draw him in characters
227
+ like the brute (`src/brute.c`; c64-kb `mixed_sprite_char_actors`,
228
+ `docs/recipes/oscar64/mixed-fighters.md`), with his own 30 codes, or
229
+ keep the crowd rule in `enemy.c` and add a Y-sorted multiplexer for
230
+ fighters who stand clear of the band's lines
231
+ (`sprite_multiplex_game`, `docs/recipes/kickassembler/sprite-multiplex-game.md`).
232
+ Beware its slot order: it gives the upper (farther) actor the lower
233
+ sprite, so where two overlap the farther one is drawn in front. The #39
234
+ review measured it in VICE with the recipe's own listing, both ways
235
+ round (`/tmp/c64kb-write/BEU/depth/`, not in this repository). Depth
236
+ needs the slots reversed inside each zone. Run `make flickercheck`
237
+ after, with new pins.
238
+ 2. **Weapons and pickups.** A knife or a crate on the street is a few
239
+ character cells in both pages (the brute's `block_put`); a thrown knife
240
+ is a new hit box on a new pose. Groups and masks for who can hurt whom:
241
+ `per_frame_hitbox`, `docs/recipes/oscar64/per-frame-hitbox.md`.
242
+ 3. **Grabs, throws and more moves.** A move is a table in `anim.c` and a
243
+ pose in `art.c`; the hit box on its frames does the rest. Events on
244
+ entries (a sound, a throw) and priorities between requests:
245
+ `sprite_animation_table`, `docs/recipes/oscar64/sprite-animation-table.md`.
246
+
247
+ Smaller steps: a second player (`two_player_state_swap`,
248
+ `docs/recipes/oscar64/two-player.md`); the high score on disk
249
+ (`docs/recipes/oscar64/high-score-persist.md`; the harness's `SHOT_DISK=1`
250
+ attaches the image during `make shot`); harder waves by stage
251
+ (`difficulty_ramp_tables`, `docs/recipes/oscar64/difficulty-tables.md`).
252
+ A changed wave, AI or art moves the photo stops: re-scan the run and
253
+ re-pin `FLICKER_PAL` and `FLICKER_NTSC` in the Makefile.
254
+
255
+ ## Driving it headless
256
+
257
+ `make joy` builds the normal game with its port byte read from `$02FE`
258
+ instead of `$DC00`; `tools/drive.py` plays it over VICE's binary monitor
259
+ and reads the HUD. Measured: title, fire, LIVES 3, the hero standing still
260
+ loses all three lives, the title again, fire, a new game at LIVES 3. Set
261
+ `DRIVE_PORT` if another VICE holds port 6581.
262
+
263
+ ```bash
264
+ make joy
265
+ DRIVE_PORT=6811 python3 tools/drive.py build/beat-em-up-joy.prg "until:PRESS FIRE" tap:fire \
266
+ "until:LIVES 3" "until:LIVES 1" "until:PRESS FIRE" tap:fire "until:LIVES 3" print
267
+ ```
268
+
269
+ ## Which Oscar64
270
+
271
+ Built and checked with the build named in c64-kb's CLAUDE.md (1.32.271
272
+ plus the local fix c1270bc) and with the released v1.32.273: on both,
273
+ `make shot check` 29 of 29, `make selftest`, `make flickercheck` 12 of 12
274
+ and the demo caught, `make gameover` 8 of 8, `make claims` 0 violations.
275
+ The meter reads a little lower on v1.32.273 (window 0: 14,773 / 9,131 PAL,
276
+ 16,297 / 9,598 NTSC). Two faults shape the code:
277
+
278
+ - c64-kb #30 fault 8, on both compilers at every level: an `int` loaded
279
+ from an `unsigned` of 32,768 or more is compared as if it were not
280
+ negative, when the other side is another non-constant `int`. Against a
281
+ constant, or against the result of arithmetic, it is right. An enemy
282
+ spawned at world x -24 (65,512) walked the wrong way. World x is never
283
+ below 0 (`enemy.c`, `spawn_wave`), and `think` compares the unsigned
284
+ positions as they are. Keep positions under 32,768.
285
+ - v1.32.273 only: `page_d018[shown_page] | (b_cs ? D018_CS1 : 0)` in one
286
+ expression indexed `page_d018` with X before loading X (its `.asm`), so
287
+ `$D018` pointed the street at the sprite data. Two statements
288
+ (`view_publish`) are right on both.
289
+
290
+ ## Left out on purpose
291
+
292
+ - No more than four fighters at once, one brute a wave, two sprite parts
293
+ a fighter (see "More fighters" above).
294
+ - No grabs, throws, weapons or pickups.
295
+ - The camera only moves right, and the street ends at the third lock.
296
+ - The high score is not saved: it lives until power-off.
297
+ - The street on rows 2-19 has two colours (bit pairs 00 and 01), so the
298
+ brute's `$D01B` rule holds.
299
+ - NTSC runs the same per-frame steps at 60 Hz: the game and the tune are
300
+ 6/5 as fast (c64-kb `pal_ntsc_tempo_mismatch`), and the tune's pitches,
301
+ tabled for the PAL clock, about 4% sharp (arithmetic).
302
+ - One effect at a time on voice 3; a new one cuts the last.
303
+
304
+ ## Not established
305
+
306
+ - A real `$DC00` joystick: the normal game was played through `make joy`
307
+ (a RAM port byte), not through the CIA.
308
+ - Real hardware: everything was measured in VICE x64sc 3.10.
309
+ - The tune was never listened to; its note table is arithmetic.
310
+ - The flicker check covers the three photo stops, six moments a model; the
311
+ VIC read-back covers every frame but reads the registers, not the
312
+ picture.
313
+ - The four meter windows are 1,020 play frames of the run; the rest were
314
+ not metered (the verdict's `late` covers every play frame, but only
315
+ whether it fitted).
@@ -0,0 +1,8 @@
1
+ {
2
+ "checks": [
3
+ { "name": "own verdict: GAME OVER on the HUD, LIVES 0 (verdict.h, grade_gameover)", "type": "verdict" },
4
+ { "name": "GAME OVER whole, and nothing written after it where the enemy's name goes (it once read GAME OVETHUG)", "type": "text", "row": 21, "col": 15, "text": "GAME OVER " },
5
+ { "name": "the HUD drawn before the message: LIVES 0", "type": "text", "row": 23, "col": 32, "text": "LIVES 0" },
6
+ { "name": "the verdict line on row 24", "type": "text", "row": 24, "col": 0, "text": "RESULT 01 PASS" }
7
+ ]
8
+ }
@@ -0,0 +1,29 @@
1
+ {
2
+ "checks": [
3
+ { "name": "own verdict (border)", "type": "verdict" },
4
+ { "name": "verdict line, where the enemy's name goes", "type": "text", "row": 21, "col": 23, "text": "RESULT 01 PASS" },
5
+ { "name": "HUD: the hero's name (40 columns, XSCROLL 0 after the split)", "type": "text", "row": 21, "col": 3, "text": "PLAYER" },
6
+ { "name": "HUD: score (hits and KOs, pinned from the run; the program checks the sum)", "type": "text", "row": 23, "col": 3, "text": "SCORE 001940" },
7
+ { "name": "HUD: stage 3 reached, one life lost", "type": "text", "row": 23, "col": 23, "text": "STAGE 3 LIVES 2" },
8
+ { "name": "HUD: the first cell of the hero's bar is full (yellow, 7 x 6)", "type": "rect", "colour": 7, "vic_x": 48, "line": 228, "width": 7, "height": 6 },
9
+ {
10
+ "name": "face band: the hero's face, sprite 0 of band 2 at VIC X 24, Y 218 (shirt-white headband and collar, rows 4-19)",
11
+ "type": "sprite", "colour": 1, "vic_x": 24, "line": 223, "width": 24, "height": 16,
12
+ "search": { "vic_x": 24, "line": 219, "width": 24, "height": 21 }
13
+ },
14
+ {
15
+ "name": "fighter band: the hero's top part, facing left (white shirt; pinned from the run, the program checks its sprite table)",
16
+ "type": "sprite", "colour": 1, "vic_x": 274, "line": 160, "width": 14, "height": 12
17
+ },
18
+ {
19
+ "name": "fighter band: the hero's legs, feet on ground line 194 (blue trousers)",
20
+ "type": "sprite", "colour": 6, "vic_x": 270, "line": 174, "width": 18, "height": 19
21
+ },
22
+ { "name": "scrolled street at camera 704: the alley at world column 119 is plain (VIC X 279, rows 2-9)", "type": "rect", "colour": 11, "vic_x": 279, "line": 67, "width": 8, "height": 64 },
23
+ { "name": "scrolled street at camera 704: the alley lamp at world column 118 (VIC X 271, lines 85-86)", "type": "rect", "colour": 9, "vic_x": 271, "line": 85, "width": 8, "height": 2 },
24
+ { "name": "the kerb's brown edge, lines 174-175, left of the hero", "type": "rect", "colour": 9, "vic_x": 32, "line": 174, "width": 228, "height": 2 },
25
+ { "name": "row 20, between street and HUD, is blank", "type": "rect", "colour": 11, "vic_x": 31, "line": 211, "width": 304, "height": 8 },
26
+ { "name": "display the same on both models", "type": "same", "cells": [0, 0, 23, 39] },
27
+ { "name": "frame meter, 255 play frames from the second stage's lock (the brute; METER_WINDOW 0, the run's worst)", "type": "meter", "row": 24, "col": 20, "frames": 255 }
28
+ ]
29
+ }
@@ -0,0 +1,70 @@
1
+ // anim.c: fighter moves as tables (c64-kb sprite_animation_table). A
2
+ // sequence is (pose, frames, hit box) triples, then AN_LOOP n (go to
3
+ // triple n), AN_HOLD (stay on the last triple) or AN_END (the move is
4
+ // over: anim_done). A hit box other than HB_NONE marks an attack frame;
5
+ // only those frames can land (c64-kb per_frame_hitbox, lane_depth_engine's
6
+ // active-frame table). Facing is not in the tables: view.c mirrors.
7
+ #include "game.h"
8
+
9
+ #define AN_LOOP 0xff
10
+ #define AN_HOLD 0xfe
11
+ #define AN_END 0xfd
12
+
13
+ const char an_stand[] = { P_STAND, 1, HB_NONE, AN_HOLD };
14
+ const char an_walk[] = { P_WALK1, 8, HB_NONE, P_STAND, 4, HB_NONE, P_WALK2, 8, HB_NONE,
15
+ P_STAND, 4, HB_NONE, AN_LOOP, 0 };
16
+ // Punch: 4 frames wind-up, 6 with the fist out (active), 4 back: 14.
17
+ const char an_punch[] = { P_WIND, 4, HB_NONE, P_PUNCH, 6, HB_PUNCH, P_WIND, 4, HB_NONE, AN_END };
18
+ // Kick: 5 frames chamber, 8 with the leg out (active), 5 back: 18.
19
+ const char an_kick[] = { P_CHAMBER, 5, HB_NONE, P_KICK, 8, HB_KICK, P_CHAMBER, 5, HB_NONE, AN_END };
20
+ const char an_jump[] = { P_JUMP, 1, HB_NONE, AN_HOLD };
21
+ const char an_jkick[] = { P_JKICK, 1, HB_JKICK, AN_HOLD }; // active until landing
22
+ const char an_hurt[] = { P_HURT, 12, HB_NONE, AN_END };
23
+ const char an_fly[] = { P_HURT, 1, HB_NONE, AN_HOLD }; // knocked off the feet
24
+ const char an_down[] = { P_DOWN, 1, HB_NONE, AN_HOLD };
25
+ const char an_kneel[] = { P_KNEEL, 16, HB_NONE, AN_END };
26
+
27
+ void anim_start(struct Anim *a, const char *seq)
28
+ {
29
+ a->seq = seq;
30
+ a->pos = 0;
31
+ a->count = seq[1];
32
+ }
33
+
34
+ void anim_set(struct Anim *a, const char *seq)
35
+ {
36
+ if (a->seq != seq)
37
+ anim_start(a, seq);
38
+ }
39
+
40
+ void anim_step(struct Anim *a)
41
+ {
42
+ if (a->count == 0 || --a->count)
43
+ return; // held or done (0), or the triple is not over
44
+ char p = a->pos + 3;
45
+ char op = a->seq[p];
46
+ if (op == AN_LOOP)
47
+ p = a->seq[p + 1] * 3;
48
+ else if (op == AN_HOLD || op == AN_END)
49
+ {
50
+ a->count = 0; // stays on the last triple
51
+ return;
52
+ }
53
+ a->pos = p;
54
+ a->count = a->seq[p + 1];
55
+ }
56
+
57
+ char anim_pose(const struct Anim *a)
58
+ {
59
+ return a->seq[a->pos];
60
+ }
61
+
62
+ char anim_hit(const struct Anim *a)
63
+ {
64
+ return a->seq[a->pos + 2];
65
+ }
66
+
67
+ bool anim_done(const struct Anim *a)
68
+ {
69
+ return a->count == 0 && a->seq[a->pos + 3] == AN_END;
70
+ }