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 +1,197 @@
1
+ // music.asm: an original three-voice tune and the player that plays it,
2
+ // behind the init/play convention most tracker exports use
3
+ // (sid_play_routine_pattern): JSR $1000 once with A = subtune, JSR $1003
4
+ // once a frame. To use a GoatTracker or other export instead, replace this
5
+ // file with the tune's binary at $1000 (`.import binary`, header stripped)
6
+ // and keep the two calls; the NTSC tempo skip lives in the framework.
7
+ //
8
+ // This player's one extension of the convention: X = 0 (PAL) or 1 (NTSC) at
9
+ // init picks the frequency table, so the pitch is right on both clocks.
10
+ //
11
+ // The tune: A minor, F, C, G; a sawtooth bass, a pulse arpeggio that steps
12
+ // through the chord every frame, and noise and triangle drums on voice 3.
13
+ // 32 steps of 7 frames: 224 frames a loop, 4.48 s on PAL.
14
+
15
+ * = $1000 "music"
16
+ MUSIC_INIT: jmp m_init
17
+ MUSIC_PLAY: jmp m_play
18
+
19
+ .const STEP_FRAMES = 7
20
+ .const STEPS = 32
21
+ .const NOTE0 = 24 // the frequency tables start at C1 (MIDI 24)
22
+ .const NOTES = 73 // to C7
23
+
24
+ m_init:
25
+ ldy #NOTES - 1 // X = model: copy that clock's table
26
+ !: cpx #0
27
+ bne !ntsc+
28
+ lda freq_lo_pal,y
29
+ sta freq_lo,y
30
+ lda freq_hi_pal,y
31
+ sta freq_hi,y
32
+ jmp !next+
33
+ !ntsc: lda freq_lo_ntsc,y
34
+ sta freq_lo,y
35
+ lda freq_hi_ntsc,y
36
+ sta freq_hi,y
37
+ !next: dey
38
+ bpl !-
39
+ lda #0
40
+ ldx #$18
41
+ !: sta $d400,x // silence every register first
42
+ dex
43
+ bpl !-
44
+ sta m_step
45
+ sta m_tick
46
+ sta m_arp
47
+ sta m_drum_left
48
+ lda #$09 // bass: attack 0, decay 9, sustain 10, release 9
49
+ sta $d405
50
+ lda #$a9
51
+ sta $d406
52
+ lda #$00 // arpeggio: pulse width 50 %, sustain 10
53
+ sta $d409
54
+ lda #$08
55
+ sta $d40a
56
+ lda #$00
57
+ sta $d40c
58
+ lda #$a6
59
+ sta $d40d
60
+ lda #$41 // pulse, gate on: held for the whole tune
61
+ sta $d40b
62
+ lda #$0f // volume 15, no filter
63
+ sta $d418
64
+ rts
65
+
66
+ m_play:
67
+ // Voice 2: the next tone of the current chord, every frame.
68
+ lda m_step
69
+ lsr
70
+ lsr
71
+ lsr // chord = step / 8
72
+ sta m_tmp
73
+ asl
74
+ adc m_tmp // x 3 tones
75
+ adc m_arp
76
+ tax
77
+ ldy chord_tones,x
78
+ lda freq_lo - NOTE0,y
79
+ sta $d407
80
+ lda freq_hi - NOTE0,y
81
+ sta $d408
82
+ inc m_arp
83
+ lda m_arp
84
+ cmp #3
85
+ bne !+
86
+ lda #0
87
+ sta m_arp
88
+ !:
89
+ // Voice 3: the running drum's pitch slide, then its gate off.
90
+ lda m_drum_left
91
+ beq !+
92
+ lda m_drum_hi
93
+ clc
94
+ adc m_drum_step
95
+ sta m_drum_hi
96
+ sta $d40f
97
+ dec m_drum_left
98
+ bne !+
99
+ lda m_drum_wave
100
+ sta $d412 // gate off: the release runs
101
+ !:
102
+ // A new step on tick 0.
103
+ lda m_tick
104
+ bne !later+
105
+ ldx m_step
106
+ ldy bass,x
107
+ beq !+
108
+ lda freq_lo - NOTE0,y
109
+ sta $d400
110
+ lda freq_hi - NOTE0,y
111
+ sta $d401
112
+ lda #$21 // sawtooth, gate on
113
+ sta $d404
114
+ !: ldy drums,x
115
+ beq !advance+
116
+ lda drum_ad - 1,y
117
+ sta $d413
118
+ lda drum_sr - 1,y
119
+ sta $d414
120
+ lda drum_hi - 1,y
121
+ sta m_drum_hi
122
+ sta $d40f
123
+ lda drum_step - 1,y
124
+ sta m_drum_step
125
+ lda drum_frames - 1,y
126
+ sta m_drum_left
127
+ lda drum_wave - 1,y
128
+ sta m_drum_wave
129
+ ora #$01
130
+ sta $d412 // gate on
131
+ jmp !advance+
132
+ !later: cmp #STEP_FRAMES - 1 // last frame of a step: gate the bass off
133
+ bne !advance+ // if the next step plays a note, so its
134
+ ldx m_step // envelope restarts cleanly
135
+ inx
136
+ txa
137
+ and #STEPS - 1
138
+ tax
139
+ lda bass,x
140
+ beq !advance+
141
+ lda #$20
142
+ sta $d404
143
+ !advance:
144
+ inc m_tick
145
+ lda m_tick
146
+ cmp #STEP_FRAMES
147
+ bne !+
148
+ lda #0
149
+ sta m_tick
150
+ lda m_step
151
+ clc
152
+ adc #1
153
+ and #STEPS - 1
154
+ sta m_step
155
+ !: rts
156
+
157
+ // ---- the tune ---------------------------------------------------------------
158
+ .function BassBar(root) {
159
+ .return List().add(root, 0, root + 12, root, 0, root, root + 12, root + 7)
160
+ }
161
+ bass:
162
+ .for (var c = 0; c < 4; c++) {
163
+ .var bar = BassBar(List().add(33, 29, 36, 31).get(c))
164
+ .for (var i = 0; i < 8; i++) { .byte bar.get(i) }
165
+ }
166
+ chord_tones: // Am, F, C, G: three tones each
167
+ .byte 57, 60, 64, 53, 57, 60, 55, 60, 64, 55, 59, 62
168
+ drums: // 1 kick, 2 snare, 3 hat
169
+ .for (var c = 0; c < 4; c++) {
170
+ .byte 1, 0, 3, 0, 2, 0, 3, 3
171
+ }
172
+ // kick snare hat
173
+ drum_wave: .byte $10, $80, $80
174
+ drum_ad: .byte $00, $00, $00
175
+ drum_sr: .byte $a0, $a8, $80
176
+ drum_hi: .byte $18, $20, $50
177
+ drum_step: .byte $f9, $00, $00 // kick: $18, $11, $0a, $03
178
+ drum_frames: .byte 3, 2, 1
179
+
180
+ // SID frequency = Hz * 2^24 / clock; A4 = 440 Hz. PAL 985,248 Hz, NTSC
181
+ // 1,022,727 Hz (docs/hardware/pal-ntsc-reference.md; the tables are arithmetic).
182
+ .function NoteHz(n) { .return 440 * pow(2, (n - 69) / 12) }
183
+ freq_lo_pal: .fill NOTES, <round(NoteHz(NOTE0 + i) * 16777216 / 985248)
184
+ freq_hi_pal: .fill NOTES, >round(NoteHz(NOTE0 + i) * 16777216 / 985248)
185
+ freq_lo_ntsc: .fill NOTES, <round(NoteHz(NOTE0 + i) * 16777216 / 1022727)
186
+ freq_hi_ntsc: .fill NOTES, >round(NoteHz(NOTE0 + i) * 16777216 / 1022727)
187
+ freq_lo: .fill NOTES, 0
188
+ freq_hi: .fill NOTES, 0
189
+
190
+ m_step: .byte 0
191
+ m_tick: .byte 0
192
+ m_arp: .byte 0
193
+ m_tmp: .byte 0
194
+ m_drum_left: .byte 0
195
+ m_drum_hi: .byte 0
196
+ m_drum_step: .byte 0
197
+ m_drum_wave: .byte 0
@@ -0,0 +1,279 @@
1
+ // part_main.asm: part 1. A character logo, eight sprites on a sine chain,
2
+ // four raster bars from a stable raster kernel, a 1x1 scroller on row 22.
3
+ //
4
+ // lines 51-98 logo, rows 0-4, and the subtitle, row 5
5
+ // lines 101-145 the sprite chain (Y 100-124): no sprite on a bar line
6
+ // lines 155-210 the bars, one colour per line, border and background
7
+ // lines 227-234 the scroller, row 22, 38 columns and XSCROLL
8
+ //
9
+ // Its chain (parts.asm): bars_slot at 148, scroll_slot at 224, frame_slot.
10
+ // update runs in the frame slot, below the picture: every register and
11
+ // table it writes is used by the next frame, so nothing tears.
12
+
13
+ .const MSG_START = 40 // the row starts full: message cells 0-39
14
+
15
+ main_init:
16
+ lda #0
17
+ sta $d020
18
+ sta $d021
19
+ sta border_colour
20
+ sta $d017 // every sprite register this part relies on,
21
+ sta $d01b // not only the ones it changes (pitfall
22
+ sta $d01c // sprite_registers_persist_across_state_change)
23
+ sta $d01d
24
+ ldx #7
25
+ !: lda #SPRITE_BLOCK
26
+ sta SCREEN + $3f8,x
27
+ lda chain_colour,x
28
+ sta $d027,x
29
+ dex
30
+ bpl !-
31
+ lda #$20 // a blank screen first: the part before may
32
+ ldx #0 // have ended on a hard cut, not a wipe
33
+ !: sta SCREEN,x // (colour RAM is left: the meter tints its cells)
34
+ sta SCREEN+$100,x
35
+ sta SCREEN+$200,x
36
+ sta SCREEN+$2e8,x
37
+ inx
38
+ bne !-
39
+ ldx #5 * 40 - 1 // the logo and the subtitle, rows 0-5
40
+ !: lda logo_cells,x
41
+ sta SCREEN,x
42
+ lda logo_colours,x
43
+ sta COLOUR,x
44
+ dex
45
+ cpx #$ff
46
+ bne !-
47
+ ldx #39
48
+ !: lda subtitle,x
49
+ sta SCREEN + 5 * 40,x
50
+ lda #15
51
+ sta COLOUR + 5 * 40,x
52
+ lda message,x // the scroller's row starts full
53
+ sta SCREEN + SCROLL_ROW * 40,x
54
+ lda scroll_colours,x
55
+ sta COLOUR + SCROLL_ROW * 40,x
56
+ dex
57
+ bpl !-
58
+ lda #<(message + MSG_START)
59
+ sta msg_read+1
60
+ lda #>(message + MSG_START)
61
+ sta msg_read+2
62
+ lda #7
63
+ sta xscroll
64
+ lda #CHAIN_FAULT
65
+ sta ph_x
66
+ lda #0
67
+ sta ph_y
68
+ sta ph_b
69
+ sta updates
70
+ sta updates+1
71
+ sta frozen
72
+ jsr place_sprites
73
+ jsr fill_bars
74
+ lda #$ff
75
+ sta $d015
76
+ rts
77
+
78
+ // Frame slot. Advance, then compute: after k updates the picture shows
79
+ // phase k * speed, which is what the verdict and gen_expect.py predict.
80
+ main_update:
81
+ lda frozen
82
+ bne !+
83
+ lda ph_x
84
+ clc
85
+ adc #CHAIN_SX
86
+ sta ph_x
87
+ lda ph_y
88
+ clc
89
+ adc #CHAIN_SY
90
+ sta ph_y
91
+ lda ph_b
92
+ clc
93
+ adc #BAR_SPEED
94
+ sta ph_b
95
+ jsr place_sprites
96
+ jsr fill_bars
97
+ jsr scroll_step
98
+ inc updates
99
+ bne !freeze+
100
+ inc updates+1
101
+ !freeze:
102
+ #if AUTOPILOT
103
+ lda updates+1 // the autopilot's fixed frame: hold still
104
+ bne !+
105
+ lda updates
106
+ cmp #FREEZE_UPDATES
107
+ bne !+
108
+ lda #1
109
+ sta frozen
110
+ #endif
111
+ !: rts
112
+
113
+ main_teardown:
114
+ lda #0
115
+ sta $d015
116
+ lda #$c8
117
+ sta $d016
118
+ rts
119
+
120
+ // ---- sprite chain -------------------------------------------------------------
121
+ // Sprite n: X = base_n + chain_sinx[ph_x + n * CHAIN_PX], Y = chain_siny[ph_y +
122
+ // n * CHAIN_PY]. X passes 255, so the ninth bits are gathered into $D010
123
+ // every frame (pitfall sprite_x_high_bit_wrong_register).
124
+ place_sprites:
125
+ .for (var n = 0; n < 8; n++) {
126
+ .var base = CHAIN_X0 + n * CHAIN_DX - CHAIN_AX
127
+ lda ph_x
128
+ clc
129
+ adc #<(n * CHAIN_PX)
130
+ tay
131
+ lda #<base
132
+ clc
133
+ adc chain_sinx,y
134
+ sta $d000 + 2 * n
135
+ lda #>base
136
+ adc #0
137
+ lsr // the ninth bit into carry, then into msb
138
+ ror msb
139
+ lda ph_y
140
+ clc
141
+ adc #<(n * CHAIN_PY)
142
+ tay
143
+ lda chain_siny,y
144
+ sta $d001 + 2 * n
145
+ }
146
+ lda msb // eight RORs: sprite 0's bit is bit 0
147
+ sta $d010
148
+ rts
149
+
150
+ // ---- bars -----------------------------------------------------------------------
151
+ // bar_colours[i] is the colour of line BARS_TOP + i. Cleared, then four
152
+ // 12-line ramps at sine positions; the later bar is drawn over the earlier.
153
+ fill_bars:
154
+ lda #0
155
+ ldx #BARS_LINES - 1
156
+ !: sta bar_colours,x
157
+ dex
158
+ bpl !-
159
+ .for (var b = 0; b < 4; b++) {
160
+ lda ph_b
161
+ clc
162
+ adc #<(b * BAR_STEP)
163
+ tay
164
+ ldx bar_top,y
165
+ ldy #0
166
+ !: lda ramps + b * BAR_H,y
167
+ sta bar_colours,x
168
+ inx
169
+ iny
170
+ cpy #BAR_H
171
+ bne !-
172
+ }
173
+ rts
174
+
175
+ // ---- the 1x1 scroller -------------------------------------------------------------
176
+ // XSCROLL 7 down to 0, a pixel a frame; past 0 the row moves one cell left,
177
+ // the next message cell comes in on the right and XSCROLL is 7 again.
178
+ scroll_step:
179
+ dec xscroll
180
+ bpl !done+
181
+ lda #7
182
+ sta xscroll
183
+ ldx #0
184
+ !: lda SCREEN + SCROLL_ROW * 40 + 1,x
185
+ sta SCREEN + SCROLL_ROW * 40,x
186
+ inx
187
+ cpx #39
188
+ bne !-
189
+ msg_read:
190
+ lda message // the operand is the read pointer
191
+ bne !+
192
+ lda #<message // 0 ends the message: start again
193
+ sta msg_read+1
194
+ lda #>message
195
+ sta msg_read+2
196
+ lda message
197
+ !: sta SCREEN + SCROLL_ROW * 40 + 39
198
+ inc msg_read+1
199
+ bne !done+
200
+ inc msg_read+2
201
+ !done: rts
202
+
203
+ // ---- the slots ----------------------------------------------------------------------
204
+ // Line 148: stabilise returns on cycle 51 of line 153 (both models, the
205
+ // monitor's numbering), then the kernel for this model (patched at start)
206
+ // draws lines 155 to 210.
207
+ bars_slot:
208
+ jsr stabilise
209
+ kernel_call:
210
+ jsr kernel_pal // start: kernel_ntsc on a 6567
211
+ rts
212
+
213
+ // Line 224: row 22 in 38-column mode with this frame's XSCROLL. The frame
214
+ // slot writes $C8 back at line 236, so no other row moves (pitfall
215
+ // xscroll_applies_to_all_rows).
216
+ scroll_slot:
217
+ lda xscroll
218
+ ora #$c0 // CSEL 0: 38 columns hide the column coming in
219
+ sta $d016
220
+ rts
221
+
222
+ // ---- the bar kernel -----------------------------------------------------------------
223
+ // One chunk a line: load the line's colour, store it to $D020 and $D021 in
224
+ // the horizontal blank, then wait for the next line. Measured with the VICE
225
+ // monitor (README, "The stable entry and the bars"): each chunk's STA $D020 starts on
226
+ // cycle 60 (PAL) or 62 (NTSC) of the line above, so the stores write on
227
+ // cycles 0 and 4 of the bar line, in the monitor's numbering (0 to 62 or 64),
228
+ // and the next chunk starts exactly one line later, badline or not.
229
+ // A normal line gives the CPU all its cycles. A badline ((line & 7) == 3
230
+ // with YSCROLL 3) takes the bus from the CPU for 43 cycles, so its chunk
231
+ // has only NOPs after the stores: all read cycles, which the VIC holds, and
232
+ // the stall is the rest of the line (pitfall badline_cycle_loss). No sprite
233
+ // may be on lines 148-211: each chunk is a fixed length, so sprite DMA on
234
+ // one line delays that chunk and every later one until a badline resyncs
235
+ // them (config.asm refuses a sprite chain that reaches these lines).
236
+ // cycles line length, 63 (6569) or 65 (6567R8)
237
+ // lead cycles from the kernel's first instruction to the first chunk
238
+ .macro BarKernel(cycles, lead) {
239
+ Delay(lead)
240
+ .for (var i = 0; i < BARS_LINES; i++) {
241
+ .var line = BARS_TOP + i
242
+ lda bar_colours + i // 4
243
+ sta $d020 // 4: writes on cycle 0 of `line`
244
+ sta $d021 // 4: writes on cycle 4
245
+ .if ((line & 7) == 3) {
246
+ Pad(cycles - 55) // 20 (22) cycles a badline leaves: 12 + 8 (10)
247
+ } else {
248
+ Delay(cycles - 12)
249
+ }
250
+ }
251
+ lda border_colour // after the last bar: the part's border
252
+ sta $d020 // writes on cycle 0
253
+ lda #0
254
+ sta $d021 // writes on cycle 6
255
+ rts
256
+ }
257
+
258
+ #if PROBE
259
+ .const PROBE_SHIFT = 20 // the probe build moves every store 20 cycles right
260
+ #else
261
+ .const PROBE_SHIFT = 0
262
+ #endif
263
+ // The leads put the stores mid-blank: measured with the PROBE build and the
264
+ // monitor (README, "The stable entry and the bars").
265
+ .const LEAD_PAL = 62 + PROBE_SHIFT
266
+ .const LEAD_NTSC = 66 + PROBE_SHIFT
267
+
268
+ kernel_pal: BarKernel(63, LEAD_PAL)
269
+ kernel_ntsc: BarKernel(65, LEAD_NTSC)
270
+
271
+ // ---- the part's state ---------------------------------------------------------------
272
+ ph_x: .byte 0
273
+ ph_y: .byte 0
274
+ ph_b: .byte 0
275
+ msb: .byte 0
276
+ xscroll: .byte 7
277
+ updates: .word 0
278
+ border_colour: .byte 0
279
+ bar_colours: .fill BARS_LINES, 0
@@ -0,0 +1,79 @@
1
+ // part_title.asm: part 0, the title card. Three lines of text, the first
2
+ // one colour-cycled, on a black screen; the wipe takes it off. The smallest
3
+ // complete part: copy it to start a new one.
4
+ //
5
+ // The text sits on rows 13, 15 and 17, inside the main part's bar lines
6
+ // (155-210), so the bar checks in expect.json also prove it is gone.
7
+
8
+ .const TITLE_ROW = 13
9
+
10
+ title_init:
11
+ lda #0
12
+ sta $d015 // no sprites
13
+ sta $d020
14
+ sta $d021
15
+ lda #$c8
16
+ sta $d016
17
+ lda #$15 // screen $0400, the ROM's upper-case set
18
+ sta $d018
19
+ ldx #0
20
+ !: lda #$20 // the whole screen blank, white ink
21
+ sta SCREEN,x
22
+ sta SCREEN+$100,x
23
+ sta SCREEN+$200,x
24
+ sta SCREEN+$2e8,x
25
+ lda #1
26
+ sta COLOUR,x
27
+ sta COLOUR+$100,x
28
+ sta COLOUR+$200,x
29
+ sta COLOUR+$2e8,x
30
+ inx
31
+ bne !-
32
+ ldx #39
33
+ !: lda title_text,x
34
+ sta SCREEN + TITLE_ROW * 40,x
35
+ lda title_text+40,x
36
+ sta SCREEN + (TITLE_ROW + 2) * 40,x
37
+ lda title_text+80,x
38
+ sta SCREEN + (TITLE_ROW + 4) * 40,x
39
+ lda #14 // light blue under the second and third lines
40
+ sta COLOUR + (TITLE_ROW + 2) * 40,x
41
+ sta COLOUR + (TITLE_ROW + 4) * 40,x
42
+ dex
43
+ bpl !-
44
+ lda #0
45
+ sta title_phase
46
+ rts
47
+
48
+ // Each frame the first line's colours step one place along a 16-entry cycle.
49
+ title_update:
50
+ inc title_phase
51
+ lda title_phase
52
+ lsr // one step every second frame
53
+ sta title_tmp
54
+ ldx #39
55
+ !: lda title_tmp
56
+ and #$0f
57
+ tay
58
+ lda title_cycle,y
59
+ sta COLOUR + TITLE_ROW * 40,x
60
+ inc title_tmp
61
+ dex
62
+ bpl !-
63
+ rts
64
+
65
+ title_teardown:
66
+ lda #1
67
+ sta title_done // the verdict reads it
68
+ rts
69
+
70
+ .encoding "screencode_upper"
71
+ title_text:
72
+ .text " A C64-KB STARTER "
73
+ .text " PRESENTS "
74
+ .text " A DEMO FOR YOU TO FINISH "
75
+ title_cycle:
76
+ .byte 6, 6, 14, 14, 3, 3, 1, 1, 1, 1, 3, 3, 14, 14, 6, 6
77
+ title_phase: .byte 0
78
+ title_tmp: .byte 0
79
+ title_done: .byte 0
@@ -0,0 +1,43 @@
1
+ // parts.asm: the demo's running order and every part's IRQ chain. To add a
2
+ // part: write its file (part_title.asm is the smallest model), give it a
3
+ // chain below, add a column to the part table, and import the file in
4
+ // main.asm.
5
+ //
6
+ // A part is six things:
7
+ // init main loop, once, with the idle chain playing the music. May be
8
+ // slow: decrunch, generate speedcode, draw the screen.
9
+ // update frame slot (IRQ), once a frame while the part plays and while
10
+ // its out-transition runs.
11
+ // out frame slot, once a frame after its frames run out, until it
12
+ // returns carry set. wipe_columns, or hard_cut for a cut.
13
+ // teardown main loop, once, before the next part's init: put back what
14
+ // the next part must not inherit (sprites, $D016, $D018 ...).
15
+ // frames how long it plays; 0 plays forever.
16
+ // chain its rows in the slot table: rising lines, the frame slot last.
17
+
18
+ // PART_COUNT and LOOP_PART are in config.asm.
19
+ // part 0 (title) part 1 (main)
20
+ part_init_lo: .byte <title_init, <main_init
21
+ part_init_hi: .byte >title_init, >main_init
22
+ part_update_lo: .byte <title_update, <main_update
23
+ part_update_hi: .byte >title_update, >main_update
24
+ part_out_lo: .byte <wipe_columns, <wipe_columns
25
+ part_out_hi: .byte >wipe_columns, >wipe_columns
26
+ part_teardown_lo: .byte <title_teardown, <main_teardown
27
+ part_teardown_hi: .byte >title_teardown, >main_teardown
28
+ part_frames_lo: .byte <TITLE_FRAMES, 0
29
+ part_frames_hi: .byte >TITLE_FRAMES, 0
30
+ part_chain: .byte chain_title - slots, chain_main - slots
31
+
32
+ // The slot table: every chain's rows, five bytes each (Slot in framework.asm).
33
+ slots:
34
+ chain_title:
35
+ Slot(FRAME_LINE, frame_slot, true)
36
+ chain_main:
37
+ StableSlot(BARS_SLOT_LINE, bars_slot, false)
38
+ Slot(SCROLL_LINE, scroll_slot, false)
39
+ Slot(FRAME_LINE, frame_slot, true)
40
+ chain_idle: // between parts: the music and nothing else
41
+ Slot(FRAME_LINE, frame_slot, true)
42
+ slots_end:
43
+ .errorif (slots_end - slots > 255), "the slot table is longer than 255 bytes"
@@ -0,0 +1,73 @@
1
+ // tables.asm: the main part's data, built by the assembler. The sine tables
2
+ // round with KickAssembler's round(); tools/gen_expect.py recomputes them.
3
+
4
+ .align $100
5
+ // X swing, 0 to 2 * CHAIN_AX: added to base_n = CHAIN_X0 + n * CHAIN_DX - CHAIN_AX.
6
+ chain_sinx:
7
+ .fill 256, CHAIN_AX + round(CHAIN_AX * sin(toRadians(i * 360 / 256)))
8
+ // The Y register, CHAIN_Y0 +- CHAIN_AY.
9
+ chain_siny:
10
+ .fill 256, CHAIN_Y0 + round(CHAIN_AY * sin(toRadians(i * 360 / 256)))
11
+ // A bar's top line, 0 to BARS_LINES - BAR_H, as an index into bar_colours.
12
+ bar_top:
13
+ .fill 256, BARS_CENTRE + round(BARS_AMP * sin(toRadians(i * 360 / 256)))
14
+ .errorif (BARS_CENTRE + BARS_AMP + BAR_H > BARS_LINES), "a bar would run past the kernel"
15
+
16
+ // Four ramps, dark to light to dark (luminance order as in colour-fade.md).
17
+ // bar_ramps is in config.asm, so the verdict can draw the same bars.
18
+ ramps:
19
+ .for (var b = 0; b < 4; b++) {
20
+ .for (var i = 0; i < BAR_H; i++) .byte bar_ramps.get(b).get(i)
21
+ }
22
+
23
+ chain_colour:
24
+ .fill 8, (i & 1) == 0 ? CHAIN_COL_A : CHAIN_COL_B
25
+
26
+ // A filled ellipse, 24 x 21, touching all four edges of the sprite box.
27
+ sprite_image:
28
+ .for (var r = 0; r < 21; r++) {
29
+ .var dy = (r - 10) / 10.5
30
+ .var hw = 12 * sqrt(1 - dy * dy)
31
+ .var bits = 0
32
+ .for (var c = 0; c < 24; c++) {
33
+ .var dx = c + 0.5 - 12
34
+ .eval bits = bits * 2 + (abs(dx) <= hw + 0.5 ? 1 : 0)
35
+ }
36
+ .byte (bits >> 16) & $ff, (bits >> 8) & $ff, bits & $ff
37
+ }
38
+ .byte 0
39
+
40
+ // The logo: "DEMO" in a 5 x 5 cell font, reverse spaces, rows 0-4.
41
+ .var logo_font = List().add(
42
+ "####. ##### #...# .###.",
43
+ "#...# #.... ##.## #...#",
44
+ "#...# ####. #.#.# #...#",
45
+ "#...# #.... #...# #...#",
46
+ "####. ##### #...# .###.")
47
+ .const LOGO_COL = 7
48
+ logo_cells:
49
+ .for (var r = 0; r < 5; r++) {
50
+ .var s = logo_font.get(r)
51
+ .for (var c = 0; c < 40; c++) {
52
+ .var k = c - LOGO_COL
53
+ .byte (k >= 0 && k < s.size() && s.charAt(k) == '#') ? $a0 : $20
54
+ }
55
+ }
56
+ logo_colours:
57
+ .for (var r = 0; r < 5; r++) {
58
+ .fill 40, List().add(4, 10, 7, 10, 4).get(r)
59
+ }
60
+
61
+ scroll_colours:
62
+ .byte 11, 12, 15
63
+ .fill 34, 1
64
+ .byte 15, 12, 11
65
+
66
+ .encoding "screencode_upper"
67
+ subtitle:
68
+ .text " C64-KB DEMO STARTER * PART ONE "
69
+ message:
70
+ .text "HELLO FROM THE C64-KB DEMO STARTER. A PART TABLE, A TABLE-DRIVEN IRQ CHAIN, "
71
+ .text "A STABLE RASTER KERNEL, EIGHT SPRITES ON A SINE, FOUR BARS AND THIS SCROLLER, "
72
+ .text "ALL IN ONE MEASURED FRAME. ADD A PART, CHANGE THE TUNE, MAKE IT YOURS... "
73
+ .byte 0