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 +1,229 @@
1
+ #!/usr/bin/env python3
2
+ """Shoot a run mid-scroll and prove every picture is whole.
3
+
4
+ usage: tearcheck.py --x64sc X --harness DIR --src DIR --expect whole|torn PRG CYCLES...
5
+
6
+ Renders the level from the program's own sources (src/level.c, src/art.c,
7
+ src/game.h) into one picture 2,048 pixels wide, runs PRG headless in VICE
8
+ once per cycle count on PAL and on NTSC, and matches each exit screenshot's
9
+ playfield (character rows 0-19, the 38-column window) against that render:
10
+ which camera positions give exactly these pixels, row by row.
11
+
12
+ A whole picture is one camera for all 160 lines. VICE's exit screenshot is
13
+ taken mid-frame, so a picture may also be two frames: lines above the beam
14
+ from the frame being drawn, lines below from the one before. The two parts
15
+ then differ by one frame of camera movement, at most CAM_SPEED (2) pixels,
16
+ and the lower part must be exactly the camera the HUD shows (below).
17
+ A torn picture has a part a whole column (8 pixels) off, or more than one
18
+ seam. Sprite colours (white, light red, cyan) are masked; a coin cell may
19
+ show the coin or the sky (it may have been taken).
20
+
21
+ The phase test. The AUTOPILOT build prints on HUD row 23 ("CAM 0576") the
22
+ camera of the picture the IRQ at line 251 has just set up. The lowest part
23
+ of the playfield must be at that camera, give or take one frame's
24
+ movement: a page and an XSCROLL that disagree put the whole picture 8
25
+ pixels off, which the seam test alone cannot see.
26
+
27
+ --expect whole: exit 0 when every shot is whole or a two-frame composite.
28
+ --expect torn: exit 0 when at least one shot is torn (the TEAR_DEMO build:
29
+ the check can see a tear). Exit 1 otherwise, 2 on a setup
30
+ error.
31
+ """
32
+ import argparse
33
+ import importlib.util
34
+ import os
35
+ import re
36
+ import subprocess
37
+ import sys
38
+ import tempfile
39
+
40
+ import numpy as np
41
+ from PIL import Image
42
+
43
+ CAM_SPEED = 2
44
+ SPRITE_COLOURS = {1, 10, 3} # player, walker, hopper (src/game.h COL_*)
45
+ VCOL = ["BLACK", "WHITE", "RED", "CYAN", "PURPLE", "GREEN", "BLUE", "YELLOW",
46
+ "ORANGE", "BROWN", "LT_RED", "DARK_GREY", "MED_GREY", "LT_GREEN", "LT_BLUE", "LT_GREY"]
47
+
48
+
49
+ def unescape(s):
50
+ return s.encode().decode("unicode_escape")
51
+
52
+
53
+ def block(text, name):
54
+ m = re.search(rf"// {name}-BEGIN\n(.*?)// {name}-END", text, re.S)
55
+ if not m:
56
+ raise SystemExit(f"tearcheck: no {name}-BEGIN/END block")
57
+ return m.group(1)
58
+
59
+
60
+ def load_model(src):
61
+ game = open(os.path.join(src, "game.h")).read()
62
+ level = open(os.path.join(src, "level.c")).read()
63
+ art = open(os.path.join(src, "art.c")).read()
64
+ ch = {k: int(v) for k, v in re.findall(r"#define (CH_\w+)\s+(\d+)", game)}
65
+ col = {k: VCOL.index(v) for k, v in re.findall(r"#define (COL_\w+)\s+VCOL_(\w+)", game)}
66
+ rows = [unescape(s) for s in re.findall(r'"((?:[^"\\]|\\.)*)"', block(level, "LEVEL"))]
67
+ tiles = block(level, "TILES")
68
+ key = unescape(re.search(r'tile_key\[\] = "((?:[^"\\]|\\.)*)"', tiles).group(1))
69
+ quads = [[ch[n] for n in q] for q in re.findall(r"\{\s*(CH_\w+),\s*(CH_\w+),\s*(CH_\w+),\s*(CH_\w+)\s*\}", tiles)]
70
+ hbody = re.search(r"heights\[64\] = \{(.*?)\};", level, re.S).group(1)
71
+ heights = [int(v) for v in re.findall(r"^\s*([\d, ]+),?\s*//", hbody, re.M) for v in v.split(",") if v.strip()]
72
+ ga = block(art, "GLYPH-ART")
73
+ codes = [ch[n] for n in re.findall(r"CH_\w+", re.search(r"glyph_code\[\] = \{(.*?)\};", ga, re.S).group(1))]
74
+ strs = re.findall(r'"([.byg]{4})"', re.search(r"glyph_art\[\]\[8\]\[5\] = \{(.*?)\};", ga, re.S).group(1))
75
+ if len(rows) != 10 or len(heights) != 64 or len(strs) != 8 * len(codes) or len(quads) != len(key):
76
+ raise SystemExit(f"tearcheck: could not read the model (rows {len(rows)}, heights {len(heights)}, "
77
+ f"art {len(strs)}/{8 * len(codes)}, tiles {len(quads)}/{len(key)})")
78
+ # glyph -> 8 rows of 4 multicolour pixel values
79
+ glyph = {ch["CH_SKY"]: [[0] * 4 for _ in range(8)]}
80
+ val = {".": 0, "b": 1, "y": 2, "g": 3}
81
+ for i, code in enumerate(codes):
82
+ glyph[code] = [[val[c] for c in strs[i * 8 + r]] for r in range(8)]
83
+ for t in range(1, 7): # art.c slope_glyph: the higher of each pixel's two columns
84
+ h = heights[t * 8:t * 8 + 8]
85
+ g = []
86
+ for r in range(8):
87
+ row = []
88
+ for k in range(4):
89
+ s = min(h[2 * k], h[2 * k + 1])
90
+ row.append(0 if r < s else 3 if r == s else 1)
91
+ g.append(row)
92
+ glyph[ch["CH_SLOPE1"] - 1 + t] = g
93
+ palette = [col["COL_SKY"], col["COL_EARTH"], col["COL_GOLD"], col["COL_GRASS"]]
94
+ coin = key.index("o")
95
+
96
+ def render(with_coins):
97
+ img = np.zeros((160, len(rows[0]) * 16), dtype=np.uint8)
98
+ for ty, line in enumerate(rows):
99
+ for tx, k in enumerate(line):
100
+ t = key.index(k) if k in key else 0
101
+ if t == coin and not with_coins:
102
+ t = 0
103
+ for q, code in enumerate(quads[t]):
104
+ g = glyph[code]
105
+ y0, x0 = ty * 16 + (q >> 1) * 8, tx * 16 + (q & 1) * 8
106
+ for r in range(8):
107
+ for k4 in range(4):
108
+ img[y0 + r, x0 + 2 * k4:x0 + 2 * k4 + 2] = palette[g[r][k4]]
109
+ return img
110
+
111
+ return render(True), render(False)
112
+
113
+
114
+ def load_check(harness):
115
+ spec = importlib.util.spec_from_file_location("check", os.path.join(harness, "check.py"))
116
+ mod = importlib.util.module_from_spec(spec)
117
+ spec.loader.exec_module(mod)
118
+ return mod
119
+
120
+
121
+ def shot_indices(path, model, chk):
122
+ im = Image.open(path).convert("RGB")
123
+ g = chk.GEOMETRY[model]
124
+ pal = {tuple(c): i for i, c in enumerate(chk.PALETTE[model])}
125
+ y0 = 51 - g["line_offset"]
126
+ a = np.array(im)[y0:y0 + 160, 31 + 8:335 + 8] # VIC X 31-334, lines 51-210
127
+ out = np.full(a.shape[:2], 255, dtype=np.uint8)
128
+ for rgb, i in pal.items():
129
+ out[np.all(a == rgb, axis=2)] = i
130
+ return out
131
+
132
+
133
+ def row_candidates(row, w1, w0):
134
+ """Camera positions at which this 304-pixel row matches the render."""
135
+ mask = np.isin(row, list(SPRITE_COLOURS)) | (row == 255)
136
+ ok = (w1 == row) | (w0 == row) | mask
137
+ return np.nonzero(ok.all(axis=1))[0]
138
+
139
+
140
+ def segments(img, world1, world0):
141
+ from numpy.lib.stride_tricks import sliding_window_view
142
+ segs, cur, start = [], None, 0
143
+ for y in range(160):
144
+ w1 = sliding_window_view(world1[y], 304)
145
+ w0 = sliding_window_view(world0[y], 304)
146
+ c = set(row_candidates(img[y], w1, w0).tolist())
147
+ nxt = c if cur is None else cur & c
148
+ if not nxt:
149
+ segs.append((start, y - 1, cur))
150
+ start, nxt = y, c
151
+ cur = nxt
152
+ segs.append((start, 159, cur))
153
+ return segs
154
+
155
+
156
+ def hud_camera(png, model, chk):
157
+ text = chk.read_text(chk.Shot(png, model), chk.load_glyphs(), 23, 30, 8)
158
+ return int(text[4:]) if text.startswith("CAM ") and text[4:].isdigit() else None
159
+
160
+
161
+ def judge(segs, cam):
162
+ if any(not s[2] for s in segs):
163
+ return "no camera matches a part: not the level", None
164
+ if len(segs) > 2:
165
+ return f"TORN: {len(segs)} parts, seams at lines {[51 + s[0] for s in segs[1:]]}", None
166
+ what = "whole"
167
+ if len(segs) == 2:
168
+ a, b = segs[0][2], segs[1][2]
169
+ d = min(abs(x - y) for x in a for y in b)
170
+ if d > CAM_SPEED:
171
+ return f"TORN at line {51 + segs[1][0]}: parts {d} pixels apart", None
172
+ what = f"two frames, seam at line {51 + segs[1][0]}, cameras {min(a)} / {min(b)}"
173
+ low = segs[-1][2]
174
+ # In a real two-frame shot the lower part is the older frame, the one the
175
+ # HUD row (drawn after the playfield) belongs to: exactly its camera. A
176
+ # mid-picture XSCROLL write also makes two parts 1-2 pixels apart, but
177
+ # then the lower part is not the HUD camera (review mutation, line 150).
178
+ if len(segs) == 2 and cam is not None and cam not in low:
179
+ return f"SEAM NOT A FRAME BOUNDARY: lower part {sorted(low)[:3]} is not the HUD camera {cam}", None
180
+ if cam is None:
181
+ return what + "; HUD camera unreadable (the beam was on it)", low
182
+ off = min(abs(c - cam) for c in low)
183
+ if off > CAM_SPEED:
184
+ return f"OFF PHASE: the picture is {off} pixels from the HUD camera {cam}", None
185
+ return what + f", HUD camera {cam}", low
186
+
187
+
188
+ def main():
189
+ ap = argparse.ArgumentParser()
190
+ ap.add_argument("--x64sc", required=True)
191
+ ap.add_argument("--harness", required=True)
192
+ ap.add_argument("--src", required=True)
193
+ ap.add_argument("--expect", choices=["whole", "torn"], required=True)
194
+ ap.add_argument("--timeout", default="180")
195
+ ap.add_argument("prg")
196
+ ap.add_argument("cycles", nargs="+")
197
+ a = ap.parse_args()
198
+ chk = load_check(a.harness)
199
+ world1, world0 = load_model(a.src)
200
+ torn = bad = 0
201
+ with tempfile.TemporaryDirectory() as tmp:
202
+ for model in ("pal", "ntsc"):
203
+ for cyc in a.cycles:
204
+ png = os.path.join(tmp, f"{model}-{cyc}.png")
205
+ cmd = ["timeout", a.timeout, a.x64sc, "-default", "-warp", "+sound", "+autostart-delay-random",
206
+ "-autostartprgmode", "1", "-limitcycles", cyc]
207
+ if model == "ntsc":
208
+ cmd += ["-model", "ntsc"]
209
+ subprocess.run(cmd + ["-exitscreenshot", png, "-autostart", a.prg],
210
+ stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
211
+ if not os.path.exists(png):
212
+ print(f"tearcheck: no screenshot for {model} {cyc}", file=sys.stderr)
213
+ sys.exit(2)
214
+ cam = hud_camera(png, model, chk)
215
+ verdict, cams = judge(segments(shot_indices(png, model, chk), world1, world0), cam)
216
+ if cams is None:
217
+ torn += 1
218
+ bad += 1
219
+ print(f"{'TORN' if cams is None else 'ok '} {model.upper():4s} {int(cyc):>10,} cycles: {verdict}")
220
+ n = 2 * len(a.cycles)
221
+ if a.expect == "whole":
222
+ print(f"tearcheck: {n - bad} of {n} shots whole or two-frame composites")
223
+ sys.exit(0 if bad == 0 else 1)
224
+ print(f"tearcheck: {torn} of {n} shots torn; the check {'sees' if torn else 'does NOT see'} the tear")
225
+ sys.exit(0 if torn else 1)
226
+
227
+
228
+ if __name__ == "__main__":
229
+ main()
@@ -0,0 +1,17 @@
1
+ {
2
+ "$schema": "https://json.schemastore.org/claude-code-settings.json",
3
+ "hooks": {
4
+ "PreToolUse": [
5
+ {
6
+ "matcher": "Edit|MultiEdit|Write|NotebookEdit",
7
+ "hooks": [
8
+ {
9
+ "type": "command",
10
+ "command": "h=\"$CLAUDE_PROJECT_DIR/harness/hooks/plan-gate.py\"; [ -f \"$h\" ] || h=\"$CLAUDE_PROJECT_DIR/../_harness/hooks/plan-gate.py\"; exec python3 \"$h\"",
11
+ "timeout": 10
12
+ }
13
+ ]
14
+ }
15
+ ]
16
+ }
17
+ }
@@ -0,0 +1,10 @@
1
+ {
2
+ "mcpServers": {
3
+ "c64-kb": {
4
+ "type": "stdio",
5
+ "command": "node",
6
+ "args": ["../../dist/cli.js", "serve"],
7
+ "env": {}
8
+ }
9
+ }
10
+ }
@@ -0,0 +1,137 @@
1
+ # Rules for an agent working on this C64 program
2
+
3
+ This program runs on a stock Commodore 64, PAL and NTSC. It is built on the
4
+ c64-kb harness (`./harness`, vendored from c64-kb's `templates/_harness`).
5
+ c64-kb is the reference: its pages give the registers, timings, techniques,
6
+ pitfalls and recipes this program is built from. A wrong number becomes a torn
7
+ screen or a crash, so every claim here is measured or says it is not.
8
+
9
+ A new program starts in c64-kb with `npm run new-project -- <starter> <dir>`.
10
+ That copies the starter and the harness, points `.mcp.json` and `local.mk`
11
+ at the c64-kb checkout, proves the copy with `make shot check`, and leaves a
12
+ blank `PLAN.md`.
13
+
14
+ ## This starter: shmup-vertical
15
+
16
+ A vertically scrolling shoot-em-up: a river scrolls down over a fixed
17
+ score panel, the ship and the enemies fire character bullets, waves of
18
+ enemies keyed to the scroll go through a sprite multiplexer, effects play
19
+ inside the tune,
20
+ and the high score is saved to drive 8. `README.md` has the file map and
21
+ the first three things to extend. Start a program from it with
22
+ `npm run new-project -- shmup-vertical <dir>` in c64-kb. `PLAN.md` here is
23
+ a plan filled from real tool output; new-project keeps it as
24
+ `PLAN-shmup-vertical-example.md` and gives the new program a blank one.
25
+
26
+ What will bite you here:
27
+
28
+ - `src/kernel.asm` owns the raster IRQ (`$FFFE`, KERNAL banked out). Add a
29
+ split as a new body in its chain; do not install a second handler.
30
+ - No sprite may reach raster line 214 (sprites stop at Y 187, last line
31
+ 208): a sprite there delays the panel split's writes (measured: 16 of
32
+ 16 PAL shots broken with eight sprites on it; lines 209-213 were clean).
33
+ `make check` runs `make phases`, which compares the panel at all eight
34
+ YSCROLL phases; keep it passing after touching the split.
35
+ - NTSC has little time to spare. `make stage` meters a staged heavy
36
+ stretch (worst 15,237 of 17,095 cycles on NTSC), but play reaches
37
+ heavier frames: `make joytest` and `make longplay` play the game with
38
+ fire held and a sweep and fail on any lost frame (`LOST_FRAMES`, `$02FD`).
39
+ In play's heaviest frames the work ended 7 lines before the frame IRQ
40
+ (`-dWORKEND=1`). Re-run all three after adding work to a frame. Work that
41
+ runs for every enemy or bullet every frame lives in `glyph.asm`,
42
+ `hit.asm` and `step.asm` for that reason.
43
+ - Enemy dots are drawn before the beam reaches them only because enemies
44
+ fire from sprite Y 72-140 (`bullets.c`); `-dDRAWEND=1` measures the
45
+ margin. Keep new shots inside a window like it.
46
+ - The two playfield screens are drawn from the map; write game text to
47
+ `level_screen()` and give its cells colour RAM below 8 (hires).
48
+ - Oscar64's zero page reached `$56` here; the kernel uses none. Pass values
49
+ to the blob through its own bytes (`ASM_<LABEL>` in `build/asm.h`).
50
+ - Disk calls go through `src/hiscore.c`, which stops the chain and turns
51
+ sprites off around them (sprite DMA on badlines hangs the KERNAL's serial
52
+ transfers). `make joytest` proves the save and the reboot.
53
+ - `-dPROFILE=1` times each step of `play_frame` into `$0340` (CIA1 timer B,
54
+ IRQs held off per step); `-dWORKEND=1` records how late a frame's work
55
+ ended, at `$0370`; `-dLOOP_TEST=1` plays to GAME OVER and back to the
56
+ title; `-dEVENTLOG=1` logs each kill, hit and lost frame with its frame;
57
+ `-dGOD=1` keeps the ship; `make joy` with `tools/drive.py` drives the
58
+ normal game.
59
+
60
+ ## Before any code
61
+
62
+ 1. Brief: `npx tsx src/cli.ts game-briefing "<concept>" --archetype <name>`
63
+ (or `demo-briefing`), in the c64-kb checkout. Read what it proposes.
64
+ 2. For each technique you keep: `technique-lookup <name>` and
65
+ `pitfalls-for <name>`. Start from the recipe it names (`recipe-lookup`).
66
+ 3. Fill `PLAN.md`: paste the whole output of `check-compatibility` and of
67
+ `plan-budget` (same techniques) into their sections, list every technique
68
+ in its table, and replace every `FILL:` line.
69
+
70
+ Until `PLAN.md` passes, a hook blocks Edit and Write under `src/`, and every
71
+ make target that builds stops (`make plan-gate` says what is missing). With
72
+ C64KB set, `make` re-runs `check-compatibility` and wants the pasted Verdict.
73
+ The gate cannot see writes made through a shell command, or outputs edited
74
+ into shape by hand: do neither. `make PLAN_GATE=off` overrides it; say why in
75
+ `PLAN.md` if you do.
76
+
77
+ ## The loop
78
+
79
+ ```bash
80
+ make # build build/<name>.prg
81
+ make shot check # autopilot build, headless PAL and NTSC, graded by expect.json
82
+ make selftest # the FORCE_FAULT build must fail the same checks
83
+ make disk # build/<name>.d64
84
+ make claims # every store the program makes, against what it declares
85
+ make run # windowed VICE, for a human
86
+ ```
87
+
88
+ ## Rules
89
+
90
+ - Build before claiming. Code that has not built is not done.
91
+ - Measure screenshots with `check.py` through `expect.json`, never by eye.
92
+ Every visible claim gets a check. Add one before you trust a change.
93
+ - PAL and NTSC: both shots pass, or it is not done.
94
+ - Name the rung for every number: measured here (`make shot`, the meter, the
95
+ VICE monitor), taken from a c64-kb page (say which), arithmetic, or not
96
+ measured. Never call something verified that was not run.
97
+ - Frame cost comes from the meter: CIA2 timer A, printed as
98
+ `F<frames> W<worst> T<typical>` at row 24, columns 20 to 39, in AUTOPILOT
99
+ builds. It records the first `hold` frames: make that the autopilot
100
+ script's play frames. Typical is the median of those frames, the KB's
101
+ `cycles_per_frame_typical`. Keep grading, logging and printing outside the
102
+ bracket; work split between the main loop and IRQs is summed with
103
+ `METER_PAUSE` / `METER_START`.
104
+ - Do not invent a register, routine or address. Look it up:
105
+ `lookup-register`, `lookup-kernal`, `memory-map`.
106
+ - Lint every source you change: `npx tsx src/cli.ts lint <file>`.
107
+ - Commit named paths only. Never `git add -A` or `git add .`. `build/`,
108
+ `shots/` and `local.mk` are never committed.
109
+
110
+ ## Harness facts you will need
111
+
112
+ - `AUTOPILOT=1` builds read a scripted joystick byte instead of `$DC00` and
113
+ grade themselves: `$02FF` = `$01` and a green border on pass, `$02` and red
114
+ on fail. `FORCE_FAULT=1` must turn the verdict red and move something a
115
+ screenshot check can see.
116
+ - Screenshot geometry (c64-kb `docs/runtime/vice-reference.md`): PAL 384 x 272,
117
+ row = raster line - 16; NTSC 384 x 247, row = line - 28; x = VIC X + 8. A
118
+ sprite at Y register y is drawn from line y + 1.
119
+ - `check.py` reads text in the ROM character set unless a check names a
120
+ `charset` file; the meter's cells need 0-9, F, W and T in the set on screen.
121
+ - A KickAssembler part called from C is a raw blob at its own `* =` address,
122
+ `$0880` or above; `build/asm.h` gives C its labels as `ASM_<LABEL>`
123
+ (`ASM_<SCOPE>_<LABEL>` inside a scope). Pass arguments through bytes in the
124
+ blob, not Oscar64's zero page (`$02` up; the top depends on the program:
125
+ `make zp` lists what the build's code touches).
126
+ - The meter takes CIA2 timer A. Do not open RS-232 (device 2) while it runs.
127
+ - The KERNAL serial routines end in `CLI` (ROM bytes `58 60` / `58 18` at
128
+ `$EDAB`, `$EDB5`, `$EDDB`, `$EE82`). After any disk call, `SEI` again if
129
+ the program runs with the KERNAL IRQ off: otherwise that IRQ lands inside
130
+ the meter's brackets and rewrites `$DC00`.
131
+
132
+ ## Calling c64-kb
133
+
134
+ - CLI, from the c64-kb checkout (`C64KB` in `local.mk`):
135
+ `npx tsx src/cli.ts <command>`; `npx tsx src/cli.ts --help` lists them.
136
+ - MCP: `.mcp.json` starts `node <c64-kb>/dist/cli.js serve` (run
137
+ `npm run build` in c64-kb first).
@@ -0,0 +1,131 @@
1
+ # shmup-vertical: a vertically scrolling shoot-em-up starter. Every target
2
+ # but phases, stage and joy comes from the harness:
3
+ # make build build/shmup-vertical.prg (after the PLAN.md gate)
4
+ # make run windowed VICE, joystick in port 2
5
+ # make shot headless PAL and NTSC exit screenshots of the autopilot build
6
+ # make check make phases, then grade shots/pal.png and shots/ntsc.png against expect.json
7
+ # make phases the panel split frozen on each of the eight YSCROLL phases, PAL and NTSC,
8
+ # compared with the graded phase-3 shot (tools/phases.py)
9
+ # make selftest prove check fails on the FORCE_FAULT=1 build
10
+ # make stage the heaviest frame the game makes (-dSTAGE=1): the meter's readout, PAL and NTSC
11
+ # make joy the normal game reading its port byte from $02FE, for tools/drive.py
12
+ # make joytest the joy build played to GAME OVER and rebooted: the saved HI must show
13
+ # make disk build/shmup-vertical.d64
14
+ # make claims c64-kb's claims-watch over the autopilot build, when available
15
+ # make clean
16
+ NAME := shmup-vertical
17
+ C_MAIN := src/main.c
18
+ KICK_SRC := src/kernel.asm
19
+
20
+ # Pinned after the verdict. Its disk round trip ends with the $02FF store at
21
+ # about 21,700,000 cycles (PAL) and 21,600,000 (NTSC), under the VICE monitor
22
+ # on a fresh disk. After it nothing on screen changes: PAL at 30,000,000 and
23
+ # 34,000,000 cycles and NTSC at 30,000,000 and 36,000,000 gave byte-identical
24
+ # pictures.
25
+ SHOT_CYCLES_PAL := 30000000
26
+ SHOT_CYCLES_NTSC := 30000000
27
+
28
+ # Drive 8 is attached during make shot: the autopilot writes and reads
29
+ # HISCORE on a fresh copy of build/shmup-vertical.d64 each run (the harness).
30
+ # A save cut off leaves a splat file; the program scratches and rewrites one
31
+ # (drive reply 60).
32
+ SHOT_DISK := 1
33
+
34
+ # What the program may write, for make claims, found by claims-watch on the
35
+ # autopilot build (30,000,000 cycles, drive 8 attached). zero_page $02-$56:
36
+ # Oscar64's registers ($02-$52) and main's callee-saved temporaries, which
37
+ # reached $56 in this build ($55 before the review's fixes grew main); a
38
+ # bigger main reaches further. The $DC0D stores
39
+ # that mask CIA1 count against all its units. The KERNAL routines are the
40
+ # disk calls of src/hiscore.c (kernalio.h) and the KERNAL IRQ that runs
41
+ # during the first load. CIA2 timers A and B are the frame meter's. $02FD
42
+ # is LOST_FRAMES (main.c), which make joytest reads.
43
+ CLAIMS_ARGS = --cycles 30000000 --disk $(abspath $(D64)) \
44
+ --claim 'zero_page $$02-$$56, sprite_0-7, vic_raster_irq, irq_vector_fffe, nmi_vector_fffa, sid_voice_1-3, sid_filter_volume, cia1_port_a, cia1_timer_a, cia1_timer_b, cia1_tod, cia2_vic_bank' \
45
+ --range 'colour=$$D800-$$DBE7,result=$$02FF,lost_frames=$$02FD' \
46
+ --harness 'cia2_timer_a, cia2_timer_b, cia2_tod' \
47
+ --kernal 'SETNAM,SETLFS,OPEN,CLOSE,CHKIN,CHKOUT,CLRCHN,CHRIN,CHROUT,READST,IRQ'
48
+
49
+ # The harness sits beside the starter in c64-kb (../_harness) or is vendored
50
+ # into ./harness when the starter is copied out on its own.
51
+ # Proof targets `npm run verify:templates -- --selftest` runs after selftest.
52
+ VERIFY_TARGETS := stage joytest longplay
53
+
54
+ HARNESS ?= $(firstword $(wildcard harness) ../_harness)
55
+ $(if $(wildcard $(HARNESS)/harness.mk),,$(error No harness at '$(HARNESS)'. Copy c64-kb's templates/_harness to ./harness, or make the project with npm run new-project in c64-kb))
56
+ include $(HARNESS)/harness.mk
57
+
58
+ # claims runs the autopilot build with the disk attached.
59
+ claims: $(D64)
60
+
61
+ # ---- phases: the split at every YSCROLL phase ----------------------------------------
62
+ # The graded shot freezes on YSCROLL 3 only, so a broken entry in the split's
63
+ # delay table (kernel.asm delay_tbl) for any other phase passes make shot
64
+ # check. Each build here freezes on one phase; tools/phases.py shoots all
65
+ # eight on both models and wants panel lines 215-250 identical to phase 3.
66
+ PHASES := 0 1 2 3 4 5 6 7
67
+ PRG_PHASES := $(foreach k,$(PHASES),build/$(NAME)-ph$(k).prg)
68
+ build/$(NAME)-ph%.prg: $(C_DEPS) $(ASM_OUT) $(METER_DEPS) | plan-gate
69
+ @mkdir -p build
70
+ $(OSCAR64_BUILD) -d$(AUTOPILOT_DEFINE)=1 -dFREEZE_Y=$* -o=$@ $(C_MAIN)
71
+
72
+ .PHONY: phases
73
+ phases: $(PRG_PHASES) $(D64)
74
+ $(PYTHON) tools/phases.py --x64sc $(X64SC) --d64 $(D64) --pal $(SHOT_CYCLES_PAL) --ntsc $(SHOT_CYCLES_NTSC) $(PRG_PHASES)
75
+
76
+ check: phases
77
+
78
+ # ---- stage: the heaviest frame ------------------------------------------------------
79
+ # -dSTAGE=1 plays a script that puts 12 enemies, bolts, enemy dots and a kill
80
+ # in the same frames and meters play frames 150-399. Its verdict grades no
81
+ # overrun and every bullet cell restored; stage-expect.json adds the meter's
82
+ # worst inside a frame on both models. STAGE_DEFS='-dSD=24 -dSX=16' moves
83
+ # the script (the worst of a 4 x 4 sweep; see PLAN.md). Re-run it after
84
+ # adding work to a frame.
85
+ STAGE_DEFS ?= -dSD=24 -dSX=16
86
+ PRG_STAGE := build/$(NAME)-stage.prg
87
+ $(PRG_STAGE): $(C_DEPS) $(ASM_OUT) $(METER_DEPS) $(STARTER_MAKEFILE) | plan-gate
88
+ @mkdir -p build
89
+ $(OSCAR64_BUILD) -d$(AUTOPILOT_DEFINE)=1 -dSTAGE=1 $(STAGE_DEFS) -o=$@ $(C_MAIN)
90
+
91
+ .PHONY: stage
92
+ stage: $(PRG_STAGE) $(D64)
93
+ $(call vice_shot,$(PRG_STAGE),40000000,,shots/stage-pal.png)
94
+ $(call vice_shot,$(PRG_STAGE),40000000,-model ntsc,shots/stage-ntsc.png)
95
+ $(PYTHON) tools/meter.py $(HARNESS_DIR) shots/stage-pal.png pal shots/stage-ntsc.png ntsc
96
+ $(PYTHON) $(HARNESS_DIR)/check.py stage-expect.json shots/stage-pal.png shots/stage-ntsc.png
97
+
98
+ # ---- joy: the normal game driven headless ------------------------------------------
99
+ # The port byte comes from $02FE instead of $DC00, so a VICE monitor can
100
+ # drive it (tools/drive.py).
101
+ PRG_JOY := build/$(NAME)-joy.prg
102
+ $(PRG_JOY): $(C_DEPS) $(ASM_OUT) $(METER_DEPS) | plan-gate
103
+ @mkdir -p build
104
+ $(OSCAR64_BUILD) -dJOY_SOURCE=0x02fe -o=$@ $(C_MAIN)
105
+
106
+ .PHONY: joy
107
+ joy: $(PRG_JOY)
108
+
109
+ # joytest: the joy build played on PAL and NTSC, fire held and the ship
110
+ # swept, to GAME OVER; its save, and a reboot on the same fresh disk showing
111
+ # that score as HI; then JOYTEST_SOAK more games a model, each graded on
112
+ # LOST_FRAMES (tools/joytest.py). Any lost frame fails.
113
+ JOYTEST_SOAK ?= 15
114
+ .PHONY: joytest
115
+ joytest: $(PRG_JOY) $(D64)
116
+ X64SC=$(X64SC) $(PYTHON) tools/joytest.py $(PRG_JOY) $(D64) --soak $(JOYTEST_SOAK)
117
+
118
+ # longplay: a joy build whose ship is never lost (-dGOD=1), so fire held and
119
+ # a sweep run through the level's later loops, where the waves come closer
120
+ # together: LONGPLAY_GAMES games a model at once, LONGPLAY_SECONDS of warp
121
+ # each, and any lost frame fails.
122
+ LONGPLAY_SECONDS ?= 40
123
+ LONGPLAY_GAMES ?= 4
124
+ PRG_GOD := build/$(NAME)-god.prg
125
+ $(PRG_GOD): $(C_DEPS) $(ASM_OUT) $(METER_DEPS) | plan-gate
126
+ @mkdir -p build
127
+ $(OSCAR64_BUILD) -dJOY_SOURCE=0x02fe -dGOD=1 -o=$@ $(C_MAIN)
128
+
129
+ .PHONY: longplay
130
+ longplay: $(PRG_GOD) $(D64)
131
+ X64SC=$(X64SC) $(PYTHON) tools/joytest.py $(PRG_GOD) $(D64) --long $(LONGPLAY_SECONDS) --soak $$(( $(LONGPLAY_GAMES) - 1 )) --jobs $(LONGPLAY_GAMES)