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 +1,523 @@
1
+ // verdict.h: the AUTOPILOT build's pictures and self-checks. Included by
2
+ // main.c only when AUTOPILOT is set.
3
+ //
4
+ // Photo stops. At three crowded moments (four fighters in view within 24
5
+ // ground lines: every sprite of the fighter band on the same lines, the
6
+ // brute's cells among them when he is there), two in stage 2 and one in
7
+ // stage 3, the game is held for PHOTO_FRAMES frames: nothing moves, the
8
+ // IRQs run as in play, and HUD rows 21-23 show the fighters' state instead
9
+ // of the bars and faces. tools/flickercheck.py shoots inside the stops,
10
+ // builds the sprites and the brute's cells from art.c itself, and matches
11
+ // the picture, $D01B priority included.
12
+ //
13
+ // Every frame: check_hit recomputes each hit's lane and boxes on its own;
14
+ // vic_compare reads the fighter band back from the VIC (the IRQ at line 76
15
+ // copies it) and compares it with vic_expect's independent sort.
16
+ //
17
+ // The verdict. After stage 3's first wave is beaten the program grades
18
+ // itself and freezes: $02FF = $01 and a green border on a pass, $02 and
19
+ // red on a fail; on a fail row 24 column 12 shows the failed checks as bits
20
+ // (the `fails` bits in grade()) and row 22 the counts behind them
21
+ // (c64-kb headless-verify). AP_GIVE_UP=1 (make gameover): the bot never
22
+ // fights, and grade_gameover checks the GAME OVER message instead.
23
+ //
24
+ // DEBUG_AT=n (a build define) freezes at frame n instead and prints the
25
+ // state: row 21 frame, hero x, y, mode, hp, camera, stage, wave, events;
26
+ // row 22 each enemy's x, y, mode and AI state.
27
+ #ifndef DEBUG_AT
28
+ #define DEBUG_AT 0
29
+ #endif
30
+ #define PHOTO_FRAMES 64
31
+ #define PHOTOS 3
32
+ #define PHOTO_GAP 400 // frames between stops, so they are not all in one fight
33
+ #define GRADE_DELAY 20 // frames after the wave is beaten: before the next spawns (40)
34
+
35
+ static char photo_left, photos, grade_wait;
36
+ static unsigned photo_last;
37
+
38
+ static void put_num(char row, char col, unsigned v, char width)
39
+ {
40
+ char *p = HUDPAGE + row * 40 + col + width;
41
+ for (char i = 0; i < width; i++)
42
+ {
43
+ unsigned q = v / 10;
44
+ *--p = '0' + (char)(v - q * 10);
45
+ v = q;
46
+ }
47
+ }
48
+
49
+ static void put_hex(char *p, unsigned v, char digits)
50
+ {
51
+ for (char i = 0; i < digits; i++)
52
+ {
53
+ char d = (v >> (4 * (digits - 1 - i))) & 15;
54
+ p[i] = d < 10 ? '0' + d : d - 9; // screen codes: A is 1
55
+ }
56
+ }
57
+
58
+ static void debug_print(void)
59
+ {
60
+ hud_clear();
61
+ put_num(21, 0, frame, 5);
62
+ put_num(21, 6, fx[0], 4);
63
+ put_num(21, 11, fy[0], 3);
64
+ put_num(21, 15, fmode[0], 1);
65
+ put_num(21, 17, fhp[0], 2);
66
+ put_num(21, 20, camx, 4);
67
+ put_num(21, 25, stage, 1);
68
+ put_num(21, 27, wave, 1);
69
+ put_num(21, 29, events, 5);
70
+ for (char f = 1; f < NFIGHT; f++)
71
+ {
72
+ put_num(22, (f - 1) * 13, fx[f], 4);
73
+ put_num(22, (f - 1) * 13 + 5, fy[f], 3);
74
+ put_num(22, (f - 1) * 13 + 9, fmode[f], 1);
75
+ put_num(22, (f - 1) * 13 + 11, ai_state[f], 1);
76
+ }
77
+ }
78
+
79
+ // ---- photo stops ---------------------------------------------------------------
80
+ // From the model, not the sprite table (FLICKER_DEMO drops a part from the
81
+ // table, and its stops must fall where the real build's do): four fighters
82
+ // in view, none blinking, every part inside the sprite X range, the ground
83
+ // lines within 24.
84
+ static bool crowded(void)
85
+ {
86
+ char lo = 255, hi = 0;
87
+ for (char f = 0; f < NFIGHT; f++)
88
+ {
89
+ if (fmode[f] == M_OFF || fmode[f] == M_KO || finvuln[f])
90
+ return false;
91
+ if (fkind[f] == K_BRUTE)
92
+ {
93
+ // Characters: his block inside the window, and on the screen now.
94
+ if (fx[f] < camx + 20 || fx[f] > camx + 296 || !b_drawn)
95
+ return false;
96
+ }
97
+ else
98
+ {
99
+ for (char k = 0; k < 2; k++)
100
+ {
101
+ int x = part_vic_x(f, k);
102
+ if (x <= 0 || x >= 344)
103
+ return false;
104
+ }
105
+ }
106
+ if (fy[f] < lo)
107
+ lo = fy[f];
108
+ if (fy[f] > hi)
109
+ hi = fy[f];
110
+ }
111
+ return hi - lo <= 24;
112
+ }
113
+
114
+ // The model the picture must show, not the sprite table: on HUD rows 21-23,
115
+ // "PHOTO n CAM cccc", then per fighter "xxxxyyhhpfk": world x, ground line,
116
+ // height, pose, facing, kind, in hex, two fighters a row. The tool builds
117
+ // the parts from art.c's pose table itself, so a part the multiplexer
118
+ // dropped or showed wrong is a mismatch.
119
+ static char photo_hud[120]; // HUD rows 21-23 as they were before the stop
120
+
121
+ static void photo_dump(void)
122
+ {
123
+ for (char i = 0; i < 120; i++)
124
+ {
125
+ photo_hud[i] = HUDPAGE[21 * 40 + i];
126
+ HUDPAGE[21 * 40 + i] = CH_SPACE;
127
+ }
128
+ put_text(21, 0, "photo");
129
+ put_num(21, 6, photos, 1);
130
+ put_text(21, 8, "cam");
131
+ put_hex(HUDPAGE + 21 * 40 + 12, camx, 4);
132
+ for (char f = 0; f < NFIGHT; f++)
133
+ {
134
+ char *p = HUDPAGE + (22 + (f >> 1)) * 40 + (f & 1) * 14;
135
+ put_hex(p, fx[f], 4);
136
+ put_hex(p + 4, fy[f], 2);
137
+ put_hex(p + 6, fh[f], 2);
138
+ put_hex(p + 8, anim_pose(&fanim[f]), 1);
139
+ put_hex(p + 9, fface[f], 1);
140
+ put_hex(p + 10, fkind[f], 1);
141
+ }
142
+ }
143
+
144
+ static void photo_frame(void)
145
+ {
146
+ if (photo_left)
147
+ {
148
+ if (--photo_left == 0)
149
+ {
150
+ photo = false;
151
+ faces_off = false;
152
+ for (char i = 0; i < 120; i++) // the HUD rows as they were: no redraw
153
+ HUDPAGE[21 * 40 + i] = photo_hud[i];
154
+ photo_last = frame;
155
+ }
156
+ return;
157
+ }
158
+ // Two in the second stage's fights, the third in the last stage's.
159
+ bool due = stage == 2 ? photos < PHOTOS : photos < PHOTOS - 1;
160
+ if (due && state == ST_PLAY && !(frame & 3) && frame - photo_last > PHOTO_GAP && crowded()) // every 4th frame: it costs
161
+ {
162
+ photos++;
163
+ photo = true;
164
+ faces_off = true;
165
+ photo_left = PHOTO_FRAMES;
166
+ photo_dump();
167
+ }
168
+ }
169
+
170
+ // ---- the verdict -----------------------------------------------------------------
171
+ // Both pages against the street at their columns, the brute's block
172
+ // excepted, which must hold his codes; row 20 blank on both.
173
+ static bool pages_match(void)
174
+ {
175
+ for (char p = 0; p < NPAGES; p++)
176
+ {
177
+ const char *q = page_ptr(p);
178
+ for (char c = 0; c < 40; c++)
179
+ if (q[PF_ROWS * 40 + c] != CH_SPACE)
180
+ return false;
181
+ if (page_rows[p] < PF_ROWS || page_col[p] < 0 || page_col[p] > LEVEL_CW - 40)
182
+ continue;
183
+ for (char r = 0; r < PF_ROWS; r++)
184
+ {
185
+ for (char c = 0; c < 40; c++)
186
+ {
187
+ char want = brute_code_at(page_col[p] + c, r); // his cells, if he is there
188
+ if (!want)
189
+ want = cell_char(page_col[p] + c, r);
190
+ if (q[r * 40 + c] != want)
191
+ return false;
192
+ }
193
+ }
194
+ }
195
+ return true;
196
+ }
197
+
198
+ // The hero's two parts in the fighter band the IRQ shows, found by pointer
199
+ // and X, against his pose and position (arithmetic here, not view.c's).
200
+ static bool hero_in_band(void)
201
+ {
202
+ char front = *(volatile char *)ASM_FRONT;
203
+ char fi = front >> 3;
204
+ char en = *(volatile char *)(ASM_BEN1 + fi);
205
+ char msb = *(volatile char *)(ASM_BMSB1 + fi);
206
+ const struct Part *pt = pose_part[anim_pose(&fanim[0])];
207
+ char found = 0;
208
+ for (char k = 0; k < 2; k++)
209
+ {
210
+ int x = (int)fx[0] - (int)camx + 31;
211
+ x = fface[0] == FACE_RIGHT ? x + pt[k].dx : x - 24 - pt[k].dx;
212
+ char ptr = SPR_BLOCK + pt[k].block + (fface[0] == FACE_LEFT ? B_MIRROR : 0);
213
+ char y = fy[0] - fh[0] + pt[k].dy;
214
+ for (char s = 0; s < 8; s++)
215
+ {
216
+ unsigned sx = *(volatile char *)(ASM_BX1 + front + s) | ((msb >> s) & 1 ? 0x100 : 0);
217
+ if ((en >> s) & 1 && sx == (unsigned)x && *(volatile char *)(ASM_BY1 + front + s) == y &&
218
+ *(volatile char *)(ASM_BP1 + front + s) == ptr)
219
+ found++;
220
+ }
221
+ }
222
+ return found == 2;
223
+ }
224
+
225
+ // ---- every hit, recomputed ----------------------------------------------------------
226
+ // fighter.c calls this for each hit before it lands. The lane difference
227
+ // and the box overlap are worked out again here, from the box tables but
228
+ // with this file's own arithmetic: world extents by facing, heights from
229
+ // the ground line. A hit across lanes, or one whose boxes do not touch, is
230
+ // counted as wrong.
231
+ static unsigned hits_seen, hits_wrong;
232
+
233
+ // A box's left edge in world x, facing counted; the right edge is + width.
234
+ static int edge(char f, signed char x0, signed char x1)
235
+ {
236
+ return fface[f] == FACE_LEFT ? (int)fx[f] - x1 : (int)fx[f] + x0;
237
+ }
238
+
239
+ __noinline void check_hit(char a, char t, char hb)
240
+ {
241
+ hits_seen++;
242
+ char lane = fy[a] > fy[t] ? fy[a] - fy[t] : fy[t] - fy[a];
243
+ const struct Box *h = &hit_box[hb];
244
+ const struct Box *u = &hurt_box[anim_pose(&fanim[t])];
245
+ int al = edge(a, h->x0, h->x1), tl = edge(t, u->x0, u->x1);
246
+ int ah = al + (h->x1 - h->x0), th = tl + (u->x1 - u->x0);
247
+ char ab = fh[a] + h->y0, at = fh[a] + h->y1;
248
+ char tb = fh[t] + u->y0, tt = fh[t] + u->y1;
249
+ bool touch = u->y1 != 0 && al <= th && tl <= ah && ab <= tt && tb <= at;
250
+ if (lane > WIN || !touch)
251
+ hits_wrong++;
252
+ }
253
+
254
+ // ---- the fighter band, read back from the VIC ------------------------------------
255
+ // view_sprites fills a table half; the IRQ at line 76 writes it to the VIC
256
+ // and, in AUTOPILOT builds, copies $D000-$D010, $D015 and $D01B back
257
+ // (engine.asm, snap). vic_expect works out what that half must hold from
258
+ // the model, on its own: the shown sprite fighters sorted near to far by a
259
+ // plain selection sort (not view.c's persistent insertion sort), two
260
+ // sprites each, X by its own formula, the $D010 bit from X, $D01B for a
261
+ // fighter farther away than the brute. vic_compare, at the start of the
262
+ // next frame, compares the copy with the expectation for the half it came
263
+ // from. Fighters on the same ground line may take either order: then only
264
+ // the set of positions is compared.
265
+ static char ex_x[16], ex_y[16], ex_msb[2], ex_en[2], ex_pri[2]; // [half * 8 + sprite]
266
+ static bool ex_tie[2], ex_ok[2];
267
+ static char snap_seen;
268
+ static unsigned vic_frames, vic_wrong;
269
+ static const char vbit[8] = { 1, 2, 4, 8, 16, 32, 64, 128 };
270
+
271
+ static bool shown_fighter(char f)
272
+ {
273
+ char m = fmode[f];
274
+ if (m == M_OFF || fkind[f] == K_BRUTE)
275
+ return false;
276
+ if (finvuln[f] & 4)
277
+ return false;
278
+ return !(m == M_KO && (ftimer[f] & 4));
279
+ }
280
+
281
+ static void vic_expect(void)
282
+ {
283
+ if (!sprites_fresh)
284
+ return; // nothing new was built this frame
285
+ sprites_fresh = false;
286
+ char h = sprites_half; // the half view_sprites just filled
287
+ char list[NFIGHT], n = 0;
288
+ for (char f = 0; f < NFIGHT; f++)
289
+ if (shown_fighter(f))
290
+ list[n++] = f;
291
+ bool tie = false;
292
+ for (char i = 0; i < n; i++) // nearest (largest ground line) first
293
+ {
294
+ char best = i;
295
+ for (char j = i + 1; j < n; j++)
296
+ if (fy[list[j]] > fy[list[best]])
297
+ best = j;
298
+ char t = list[i];
299
+ list[i] = list[best];
300
+ list[best] = t;
301
+ if (i && fy[list[i]] == fy[list[i - 1]])
302
+ tie = true;
303
+ }
304
+ char *xs = ex_x + h * 8, *ys = ex_y + h * 8;
305
+ char k = 0, msb = 0, en = 0, pri = 0;
306
+ for (char i = 0; i < n; i++)
307
+ {
308
+ char f = list[i];
309
+ const struct Part *pt = pose_part[anim_pose(&fanim[f])];
310
+ int o = (int)fx[f] - (int)camx + 31;
311
+ bool left = fface[f] == FACE_LEFT;
312
+ bool back = b_drawn && fy[f] < b_fy;
313
+ char base = fy[f] - fh[f];
314
+ for (char p = 0; p < 2; p++)
315
+ {
316
+ int x = left ? o - 24 - pt[p].dx : o + pt[p].dx;
317
+ if (x <= 0 || x >= 344 || k >= 8)
318
+ continue;
319
+ char b = vbit[k];
320
+ xs[k] = (char)x;
321
+ ys[k] = base + pt[p].dy;
322
+ if (x >= 256)
323
+ msb |= b;
324
+ en |= b;
325
+ if (back)
326
+ pri |= b;
327
+ k++;
328
+ }
329
+ }
330
+ ex_msb[h] = msb;
331
+ ex_en[h] = en;
332
+ ex_pri[h] = pri;
333
+ ex_tie[h] = tie;
334
+ ex_ok[h] = true;
335
+ }
336
+
337
+ static void vic_compare(void)
338
+ {
339
+ // A copy that no IRQ tore: copy until the count holds. (Read in place at
340
+ // the end of a frame, where the IRQ at line 76 can land, 300 of 4,300
341
+ // frames looked wrong: measured.)
342
+ static char snap[19];
343
+ volatile char *live = (volatile char *)ASM_SNAP;
344
+ char c, h;
345
+ do
346
+ {
347
+ c = *(volatile char *)ASM_SNAP_COUNT;
348
+ h = *(volatile char *)ASM_SNAP_FRONT >> 3;
349
+ for (char i = 0; i < 19; i++)
350
+ snap[i] = live[i];
351
+ } while (c != *(volatile char *)ASM_SNAP_COUNT);
352
+ if (c == snap_seen)
353
+ return;
354
+ snap_seen = c;
355
+ if (!ex_ok[h])
356
+ return;
357
+ vic_frames++;
358
+ char en = snap[17], msb = snap[16] & en, pri = snap[18] & en;
359
+ const char *xs = ex_x + h * 8, *ys = ex_y + h * 8;
360
+ if (!ex_tie[h])
361
+ {
362
+ // One order only: every register as the expectation has it.
363
+ if (en != ex_en[h] || msb != ex_msb[h] || pri != ex_pri[h])
364
+ {
365
+ vic_wrong++;
366
+ return;
367
+ }
368
+ for (char k = 0; k < 8; k++)
369
+ {
370
+ if ((en & vbit[k]) && (xs[k] != snap[2 * k] || ys[k] != snap[2 * k + 1]))
371
+ {
372
+ vic_wrong++;
373
+ return;
374
+ }
375
+ }
376
+ return;
377
+ }
378
+ // Fighters on one ground line may take either order: the same number of
379
+ // sprites, and each one somewhere in the expectation with its X, Y,
380
+ // $D010 bit and $D01B bit.
381
+ char want = 0, got = 0;
382
+ for (char k = 0; k < 8; k++)
383
+ {
384
+ if (ex_en[h] & vbit[k])
385
+ want++;
386
+ if (!(en & vbit[k]))
387
+ continue;
388
+ got++;
389
+ bool found = false;
390
+ for (char j = 0; j < 8; j++)
391
+ if ((ex_en[h] & vbit[j]) && xs[j] == snap[2 * k] && ys[j] == snap[2 * k + 1] &&
392
+ !(msb & vbit[k]) == !(ex_msb[h] & vbit[j]) && !(pri & vbit[k]) == !(ex_pri[h] & vbit[j]))
393
+ found = true;
394
+ if (!found)
395
+ {
396
+ vic_wrong++;
397
+ return;
398
+ }
399
+ }
400
+ if (want != got)
401
+ vic_wrong++;
402
+ }
403
+
404
+ // ---- the brute's cells against his ground line ---------------------------------
405
+ // Every frame he is drawn: the last line of his block (row b_row + 5) must
406
+ // be his ground line or up to 7 lines above it, worked out here from the
407
+ // character grid (row r starts at line 51 + 8r). A picture a row off
408
+ // passes the page and pixel checks that take his row from brute.c; this
409
+ // does not.
410
+ static unsigned brute_rows_seen, brute_rows_wrong;
411
+
412
+ static void brute_row_check(void)
413
+ {
414
+ if (!b_drawn)
415
+ return;
416
+ brute_rows_seen++;
417
+ int feet = 51 + 8 * ((int)b_row + 6) - 1;
418
+ int d = (int)b_fy - feet;
419
+ if (d < 0 || d > 7)
420
+ brute_rows_wrong++;
421
+ }
422
+
423
+ static void grade(void)
424
+ {
425
+ unsigned value = 0;
426
+ for (char i = 0; i < 6; i++)
427
+ value = value * 10 + score[i];
428
+ unsigned expect = hits_punch * 10u + hits_kick * 20u + hits_jkick * 30u + kos_thug * 100u + kos_brute * 200u;
429
+ unsigned fails = 0;
430
+ if (events != EV_ALL) fails |= 0x0001;
431
+ if (value != expect) fails |= 0x0002;
432
+ if (lives != START_LIVES - 1) fails |= 0x0004;
433
+ if (*(volatile char *)ASM_BAND_LATE) fails |= 0x0008;
434
+ if (parts_dropped) fails |= 0x0010;
435
+ if (!pages_match()) fails |= 0x0020;
436
+ if (!hero_in_band()) fails |= 0x0040;
437
+ if (stage != 2 || camx != stage_lock[2] || locks != 3) fails |= 0x0080;
438
+ if (late) fails |= 0x0100;
439
+ if (photos != PHOTOS) fails |= 0x0200;
440
+ if (brute_late || kos_brute < 2) fails |= 0x0400;
441
+ if (hits_wrong || hits_seen < 20) fails |= 0x0800;
442
+ if (vic_wrong || vic_frames < 2000) fails |= 0x1000;
443
+ if (brute_rows_wrong || brute_rows_seen < 500) fails |= 0x2000;
444
+
445
+ bool ok = fails == 0;
446
+ RESULT = ok ? 0x01 : 0x02;
447
+ vic.color_border = ok ? VCOL_GREEN : VCOL_RED;
448
+ // Where the enemy's name goes: no enemy is left, so no face covers it.
449
+ put_text(21, 20, " ");
450
+ put_text(21, 23, ok ? "result 01 pass" : "result 02 fail");
451
+ if (METER_WINDOW == 4)
452
+ {
453
+ put_text(24, 10, "run"); // the whole run's worst frame
454
+ put_num(24, 14, run_worst, 5);
455
+ }
456
+ if (!ok)
457
+ {
458
+ put_hex(HUDPAGE + 24 * 40 + 12, fails, 4); // which checks, as bits: row 24
459
+ // and the counts behind them: late frames, brute late, brutes beaten,
460
+ // hits wrong of seen, VIC frames wrong of compared
461
+ for (unsigned i = 22 * 40; i < 23 * 40; i++)
462
+ HUDPAGE[i] = CH_SPACE;
463
+ put_num(22, 3, late, 3); // right of the hero's face
464
+ put_num(22, 36, slow, 3);
465
+ put_num(22, 7, brute_late, 3);
466
+ put_num(22, 11, kos_brute, 1);
467
+ put_num(22, 13, hits_wrong, 3);
468
+ put_num(22, 17, hits_seen, 3);
469
+ put_num(22, 21, vic_wrong, 4);
470
+ put_num(22, 26, vic_frames, 5);
471
+ put_hex(HUDPAGE + 22 * 40 + 32, events, 4);
472
+ }
473
+ }
474
+
475
+ // make gameover (AP_GIVE_UP=1): the bot never fights; once GAME OVER has
476
+ // been up for a second, the program checks what the HUD shows and freezes.
477
+ static void grade_gameover(void)
478
+ {
479
+ static const char want[] = "game over";
480
+ bool ok = lives == 0 && (events & EV_LIFE_LOST) && HUDPAGE[23 * 40 + 38] == '0';
481
+ for (char i = 0; want[i]; i++)
482
+ {
483
+ char c = want[i];
484
+ c = (c >= 'a' && c <= 'z') ? c - 'a' + 1 : c;
485
+ if (HUDPAGE[21 * 40 + 15 + i] != c)
486
+ ok = false;
487
+ }
488
+ RESULT = ok ? 0x01 : 0x02;
489
+ vic.color_border = ok ? VCOL_GREEN : VCOL_RED;
490
+ put_text(24, 0, ok ? "result 01 pass" : "result 02 fail");
491
+ }
492
+
493
+ static void autopilot_frame(void)
494
+ {
495
+ if (state == ST_GRADED)
496
+ return;
497
+ if (AP_GIVE_UP)
498
+ {
499
+ if (state == ST_OVER && timer == 90)
500
+ {
501
+ grade_gameover();
502
+ state = ST_GRADED;
503
+ }
504
+ return;
505
+ }
506
+ if (DEBUG_AT && frame == DEBUG_AT)
507
+ {
508
+ debug_print();
509
+ state = ST_GRADED;
510
+ return;
511
+ }
512
+ photo_frame();
513
+ brute_row_check();
514
+ // Stage 3's first wave beaten: grade before the second arrives.
515
+ bool beaten = stage == 2 && wave == 1 && fmode[1] == M_OFF && fmode[2] == M_OFF && fmode[3] == M_OFF;
516
+ if (state == ST_PLAY && beaten && ++grade_wait == GRADE_DELAY)
517
+ {
518
+ hud_draw();
519
+ grade();
520
+ meter_print();
521
+ state = ST_GRADED;
522
+ }
523
+ }