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 +1,40 @@
1
+ // display.h: the character set, sprite shapes, text and the score panel.
2
+ #ifndef DISPLAY_H
3
+ #define DISPLAY_H
4
+
5
+ #include "game.h"
6
+
7
+ // Character codes. 0-63 are the ROM's letters, digits and punctuation, copied
8
+ // so the panel, the title and check.py read them; 64 up are this game's.
9
+ enum {
10
+ G_WATER = 32, // the ROM space: all background colour
11
+ G_LAND = 64, G_GRASS, G_TREE, G_ROCK, G_EDGE_L, G_EDGE_R, G_SPARKLE,
12
+ G_LIFE = 96, // hires: a ship, for the panel's lives
13
+ G_RULE, // hires: the panel's top rule
14
+ G_DOTS = 0xc0, // $C0-$CF: an enemy dot over open water, pair * 4 + row / 2
15
+ G_BOLTS = 0xd0, // $D0-$D3: a bolt over open water, by pair
16
+ G_BULLET = 0xf8 // $F8-$FB: one reserved glyph per bolt ($F2-$F7 the
17
+ }; // dots'); $FF stays blank ($BFFF is the idle byte)
18
+
19
+ // Sprite frames: block SPR_BLOCK + frame.
20
+ enum { F_SHIP, F_DART, F_SAUCER, F_BUG, F_BOOM1, F_BOOM2, SPR_FRAMES };
21
+
22
+ // Playfield colours: background, $D022 (01), $D023 (10); colour RAM (11)
23
+ // is yellow for every playfield cell, and bullets draw in it.
24
+ #define PF_BG_COL VCOL_BLUE
25
+ #define PF_MC1 VCOL_BROWN
26
+ #define PF_MC2 VCOL_GREEN
27
+ #define PF_CRAM 0x0f // multicolour + yellow
28
+ #define TEXT_CRAM VCOL_WHITE // below 8: a hires cell inside the playfield
29
+
30
+ void display_init(void); // VIC bank 2, charset, sprites
31
+ void put_text(char *screen, char row, char col, const char *s);
32
+ void text_colour(char row, char col, char n, char colour);
33
+ void put_dec(char *p, unsigned v, char digits);
34
+ void panel_draw(void); // the whole panel
35
+ void panel_add(char tens); // score digits, after add_score (shown by panel_update)
36
+ void panel_update(void); // score digits and lives, when changed
37
+
38
+ #pragma compile("display.c")
39
+
40
+ #endif
@@ -0,0 +1,85 @@
1
+ // game.h: what every module of shmup-vertical shares. Memory map, the
2
+ // kernel's variables (build/asm.h, generated from src/kernel.asm), and the
3
+ // game state. Each module's own header pulls its .c in with
4
+ // #pragma compile: Oscar64 has no object linker.
5
+ #ifndef GAME_H
6
+ #define GAME_H
7
+
8
+ #include <c64/vic.h>
9
+ #include <c64/cia.h>
10
+ #include "asm.h" // ASM_<LABEL> for every label in src/*.asm
11
+
12
+ #ifndef AUTOPILOT
13
+ #define AUTOPILOT 0
14
+ #endif
15
+ #ifndef FORCE_FAULT
16
+ #define FORCE_FAULT 0
17
+ #endif
18
+
19
+ // ---- memory map ------------------------------------------------------------
20
+ // $0801-$087F Oscar64 startup $0880-$1FFF the kernel blob (asm)
21
+ // $2000-$7FFF C code, data, stack $8000-$BFFF VIC bank 2:
22
+ // $8000 playfield screen 0, $8400 playfield screen 1, $8800 panel screen,
23
+ // $8C00 meter scratch row (AUTOPILOT), $A000 sprite shapes, $B800 characters.
24
+ // The VIC sees the character ROM at $9000-$9FFF in bank 2, so nothing it
25
+ // shows lives there; C keeps its level map there.
26
+ #define PF0 ((char *)0x8000)
27
+ #define PF1 ((char *)0x8400)
28
+ #define PANEL ((char *)0x8800)
29
+ #define SCRATCH ((char *)0x8c00)
30
+ #define SPRITES ((char *)0xa000)
31
+ #define CHARSET ((char *)0xb800)
32
+ #define COLOUR ((char *)0xd800)
33
+ #define LEVEL_RAM ((char *)0x9000)
34
+ #define SPR_BLOCK 128 // $A000 / 64 inside the bank
35
+ #define D018_PF0 0x0e // screen $8000, characters $B800
36
+ #define D018_PF1 0x1e // screen $8400
37
+ #define RESULT (*(volatile char *)0x02ff) // $01 pass, $02 fail
38
+
39
+ // ---- the kernel's variables (src/kernel.asm, mux.asm, sound.asm) -------------
40
+ #define K_BYTE(a) (*(volatile char *)(a))
41
+ #define K_WORD(a) (*(volatile unsigned *)(a))
42
+ #define K_PF_D011 K_BYTE(ASM_PF_D011)
43
+ #define K_PF_D018 K_BYTE(ASM_PF_D018)
44
+ #define K_PF_BG K_BYTE(ASM_PF_BG)
45
+ #define K_FRAME_FLAG K_BYTE(ASM_FRAME_FLAG)
46
+ #define K_FRAME_CNT K_BYTE(ASM_FRAME_CNT)
47
+ #define K_MTR_OPEN K_BYTE(ASM_MTR_OPEN)
48
+ #define K_IRQ_CNT K_BYTE(ASM_IRQ_CNT)
49
+ #define K_IRQ_CYC K_WORD(ASM_IRQ_CYC)
50
+ #define K_IRQ_CAL K_BYTE(ASM_IRQ_CAL)
51
+ #define K_SPLIT_PREV K_BYTE(ASM_SPLIT_PREV)
52
+ #define K_MUX_READY K_BYTE(ASM_MUX_READY)
53
+ #define K_MUX_SHOWN K_BYTE(ASM_MUX_SHOWN)
54
+ #define K_MUX_PEAK K_BYTE(ASM_MUX_PEAK)
55
+ #define K_SFX_TAKEN K_BYTE(ASM_SFX_TAKEN)
56
+ // C writes the actor table and then calls mux_sort; the IRQs read only the
57
+ // sorted copy mux_build makes, so the table need not be volatile.
58
+ #define ACT_Y ((char *)ASM_ACT_Y)
59
+ #define ACT_HX ((char *)ASM_ACT_HX) // sprite X = 2 * hx
60
+ #define ACT_PTR ((char *)ASM_ACT_PTR)
61
+ #define ACT_COL ((char *)ASM_ACT_COL)
62
+ #define N_ACTORS 13 // mux.asm's N: the ship and NE enemies
63
+ #define OFF_Y 0xff // mux.asm's OFF_Y: not shown
64
+ #define MAX_SY 187 // mux.asm's MAX_SY: lowest sprite Y shown
65
+
66
+ // ---- coordinates ---------------------------------------------------------
67
+ // Horizontal positions are half X ("hx"): sprite X = 2 * hx, one byte for the
68
+ // whole screen, and one hx is one multicolour pixel. Vertical positions are
69
+ // sprite Y registers for sprites and raster lines for bullets; a sprite at Y
70
+ // is drawn on lines Y + 1 to Y + 21.
71
+
72
+ // ---- game state (main.c) ---------------------------------------------------
73
+ enum { ST_TITLE, ST_PLAY, ST_OVER, ST_FROZEN };
74
+ extern char state;
75
+ extern char lives, deaths;
76
+ extern unsigned score, hiscore; // in tens of points: the panel adds a 0
77
+ extern unsigned play_frames;
78
+
79
+ #define START_LIVES 3
80
+
81
+ void sfx(char n); // 1 shot, 2 explosion, 3 ship lost
82
+ void add_score(char tens);
83
+
84
+
85
+ #endif
@@ -0,0 +1,358 @@
1
+ // glyph.asm: the character bullets, imported by kernel.asm. bb_run moves
2
+ // and draws the ship's bolts, eb_run the enemies' dots (bullets.c fires
3
+ // them and keeps the rules). For each bullet they set cb_r and cb_c (screen
4
+ // row and column), cb_glyph (its reserved code), cb_mask (the pixel pair)
5
+ // and cb_row / cb_n (the glyph rows to set), then call cb_draw. That saves
6
+ // the code under the bullet, copies its glyph into the reserved one, ORs the
7
+ // pair into the rows, writes the reserved code into the cell, and notes the
8
+ // cell and the code it found on a list. cb_erase restores the list
9
+ // backwards; cb_check then compares every cell on it with the map's code,
10
+ // which cb_draw notes only when C sets cb_keep (the autopilot build, whose
11
+ // verdict runs the check every frame). The same work in C cost about 380
12
+ // cycles a bullet (PROFILE build, VICE x64sc 3.10). No zero page: the loops
13
+ // patch their own operands. Over open water (code 32, blank) nothing needs
14
+ // merging: the cell gets cb_fixed, one of the ready-made shot glyphs
15
+ // display.c builds, and the reserved glyph is left alone. Most shots are
16
+ // over the river.
17
+ //
18
+ // Before cb_begin, C sets cb_front (0 or 1: the screen now showing), cb_top
19
+ // (the map row that screen shows in its row 0: cur_row + 20, 0-115) and
20
+ // cb_y (the YSCROLL showing).
21
+
22
+ .const CHARSET = $b800
23
+ .const LEVEL_RAM = $9000 // level.c: map row m at LEVEL_RAM + 40 * (95 - m)
24
+ .const LEVEL_ROWS = 96
25
+ .const CB_MAX = 10 // bullets.h NB + NEB
26
+ .const G_WATER = 32 // display.h: open water, a blank cell
27
+ .const G_DOTS = $c0 // display.h: 16 dots, $C0 + pair * 4 + row / 2
28
+ .const G_BOLTS = $d0 // display.h: 4 bolts, $D0 + pair
29
+
30
+ cb_front: .byte 0
31
+ cb_top: .byte 0
32
+ cb_r: .byte 0
33
+ cb_c: .byte 0
34
+ cb_glyph: .byte 0
35
+ cb_mask: .byte 0
36
+ cb_row: .byte 0
37
+ cb_n: .byte 0
38
+ cb_dn: .byte 0 // cells on the list
39
+ cb_fault: .byte 0 // cb_check: 1 when a cell is not the map's
40
+ cb_fixed: .byte 0 // the ready-made glyph for this shot over open water
41
+ cb_keep: .byte 0 // 1: note the map's code for cb_check (about 40 cycles a draw)
42
+
43
+ cb_lo: .fill CB_MAX, 0 // the list: cell address, code found, map code
44
+ cb_hi_t: .fill CB_MAX, 0
45
+ cb_under: .fill CB_MAX, 0
46
+ cb_map: .fill CB_MAX, 0
47
+
48
+ pf_lo: .fill 21, <($8000 + 40 * i)
49
+ .fill 21, <($8400 + 40 * i)
50
+ pf_hi: .fill 21, >($8000 + 40 * i)
51
+ .fill 21, >($8400 + 40 * i)
52
+ cg_lo: .fill 256, <(CHARSET + 8 * i) // each code's glyph address: shifting
53
+ cg_hi: .fill 256, >(CHARSET + 8 * i) // it cost 35 cycles more a draw
54
+ map_lo: .fill LEVEL_ROWS, <(LEVEL_RAM + 40 * (LEVEL_ROWS - 1 - i))
55
+ map_hi: .fill LEVEL_ROWS, >(LEVEL_RAM + 40 * (LEVEL_ROWS - 1 - i))
56
+
57
+ cb_begin:
58
+ lda #0
59
+ sta cb_dn
60
+ rts
61
+
62
+ cb_draw:
63
+ ldx cb_r // the cell: row r of the showing screen, column c
64
+ lda cb_front
65
+ beq !+
66
+ txa
67
+ clc
68
+ adc #21
69
+ tax
70
+ !: lda pf_lo,x
71
+ clc
72
+ adc cb_c
73
+ sta cb_rd+1
74
+ sta cb_wr+1
75
+ lda pf_hi,x
76
+ adc #0
77
+ sta cb_rd+2
78
+ sta cb_wr+2
79
+ ldy cb_dn // on the list
80
+ lda cb_rd+1
81
+ sta cb_lo,y
82
+ lda cb_rd+2
83
+ sta cb_hi_t,y
84
+ lda cb_keep // only for cb_check (the autopilot's verdict)
85
+ beq cb_rd
86
+ lda cb_top // the map's code: map row cb_top - r, wrapped
87
+ sec
88
+ sbc cb_r
89
+ cmp #LEVEL_ROWS
90
+ bcc !+
91
+ sbc #LEVEL_ROWS
92
+ !: tax
93
+ lda map_lo,x
94
+ sta cb_mp+1
95
+ lda map_hi,x
96
+ sta cb_mp+2
97
+ ldx cb_c
98
+ cb_mp: lda $ffff,x
99
+ sta cb_map,y
100
+ cb_rd: lda $ffff // the code under the bullet
101
+ sta cb_under,y
102
+ inc cb_dn
103
+ cmp #G_WATER // open water: a ready-made glyph, no merge
104
+ bne cb_merge
105
+ lda cb_fixed
106
+ jmp cb_wr
107
+ cb_merge:
108
+ tax // its glyph: CHARSET + code * 8, from tables
109
+ lda cg_lo,x
110
+ sta cb_ld+1
111
+ lda cg_hi,x
112
+ sta cb_ld+2
113
+ ldx cb_glyph // the reserved glyph
114
+ lda cg_lo,x
115
+ sta cb_st+1
116
+ sta cb_or+1
117
+ sta cb_os+1
118
+ lda cg_hi,x
119
+ sta cb_st+2
120
+ sta cb_or+2
121
+ sta cb_os+2
122
+ ldx #7
123
+ cb_ld: lda $ffff,x
124
+ cb_st: sta $ffff,x
125
+ dex
126
+ bpl cb_ld
127
+ ldx cb_row
128
+ ldy cb_n
129
+ cb_or: lda $ffff,x
130
+ ora cb_mask
131
+ cb_os: sta $ffff,x
132
+ inx
133
+ dey
134
+ bne cb_or
135
+ lda cb_glyph
136
+ cb_wr: sta $ffff
137
+ rts
138
+
139
+ // Restore the list backwards, so bullets sharing a cell unwind.
140
+ cb_erase:
141
+ ldy cb_dn
142
+ beq cb_e_done
143
+ cb_e: dey
144
+ lda cb_lo,y
145
+ sta cb_ew+1
146
+ lda cb_hi_t,y
147
+ sta cb_ew+2
148
+ lda cb_under,y
149
+ cb_ew: sta $ffff
150
+ cpy #0
151
+ bne cb_e
152
+ cb_e_done:
153
+ rts
154
+
155
+ // After cb_erase: every cell on the list holds the map's code again. Reads
156
+ // the screen back, so an erase that skipped a cell or ran in the wrong order
157
+ // leaves a reserved code and sets cb_fault.
158
+ cb_check:
159
+ ldy cb_dn
160
+ beq cb_c_done
161
+ cb_cl: dey
162
+ lda cb_lo,y
163
+ sta cb_cr+1
164
+ lda cb_hi_t,y
165
+ sta cb_cr+2
166
+ cb_cr: lda $ffff
167
+ cmp cb_map,y
168
+ beq !+
169
+ lda #1
170
+ sta cb_fault
171
+ !: cpy #0
172
+ bne cb_cl
173
+ cb_c_done:
174
+ rts
175
+
176
+ // ---- the ship's bolts ------------------------------------------------------
177
+ // bullets.c fires them (bb_live/bb_hx/bb_line); bb_run, called once a frame
178
+ // before eb_run with cb_y = the YSCROLL showing, moves each bolt 7 lines up,
179
+ // drops it once its top row is in screen row 0 (half hidden) or it left
180
+ // row 19, draws it with cb_draw on rows 2-5 of its cell, and writes its box
181
+ // (hit.asm hb_*, slot 1 + bolt). In C this loop cost about 250 cycles a
182
+ // bolt more (PROFILE build, VICE x64sc 3.10).
183
+ .const NB = 4 // bullets.h NB
184
+ .const G_BULLET = $f8 // display.h: $F8-$FB, one per bolt
185
+
186
+ bb_live: .fill NB, 0
187
+ bb_hx: .fill NB, 0 // half X of the bolt's pixel pair
188
+ bb_line: .fill NB, 0 // raster line of the bolt's top row
189
+ bb_j: .byte 0
190
+
191
+ bb_run:
192
+ ldx #0
193
+ bb_loop:
194
+ lda bb_live,x
195
+ bne !+
196
+ jmp bb_next
197
+ !:
198
+ lda bb_line,x
199
+ sec
200
+ sbc #7
201
+ sta bb_line,x
202
+ sec // t = line - 50 - YSCROLL = 8 * row
203
+ sbc #50
204
+ sec
205
+ sbc cb_y
206
+ tay
207
+ sec // row 0 (t < 8) or past row 19 (t >= 160,
208
+ sbc #8 // or below 0, which wraps high): gone
209
+ cmp #152
210
+ bcc !+
211
+ jmp bb_kill
212
+ !: tya
213
+ lsr
214
+ lsr
215
+ lsr
216
+ sta cb_r
217
+ lda #2
218
+ sta cb_row
219
+ lda #4
220
+ sta cb_n
221
+ lda bb_hx,x // x = hx - 12: column x / 4, pair x & 3
222
+ sta hb_l+1,x // the box: one pixel pair, four lines
223
+ tay
224
+ iny
225
+ tya
226
+ sta hb_r+1,x
227
+ lda bb_line,x
228
+ sta hb_t+1,x
229
+ clc
230
+ adc #4
231
+ sta hb_b+1,x
232
+ lda #1
233
+ sta hb_on+1,x
234
+ lda bb_hx,x
235
+ sec
236
+ sbc #12
237
+ tay
238
+ lsr
239
+ lsr
240
+ sta cb_c
241
+ tya
242
+ and #3
243
+ tay
244
+ lda eb_mask,y
245
+ sta cb_mask
246
+ tya
247
+ clc
248
+ adc #G_BOLTS // the bolt over open water
249
+ sta cb_fixed
250
+ txa
251
+ clc
252
+ adc #G_BULLET
253
+ sta cb_glyph
254
+ stx bb_j
255
+ jsr cb_draw
256
+ ldx bb_j
257
+ jmp bb_next
258
+ bb_kill:
259
+ lda #0
260
+ sta bb_live,x
261
+ sta hb_on+1,x
262
+ bb_next:
263
+ inx
264
+ cpx #NB
265
+ beq !+
266
+ jmp bb_loop
267
+ !: rts
268
+
269
+ // ---- the enemies' bullets --------------------------------------------------
270
+ // bullets.c fires them (eb_live/eb_hx/eb_line/eb_dx) and calls eb_run once a
271
+ // frame after the bolts, with cb_y = the YSCROLL showing. eb_run moves each
272
+ // dot 2 lines down and eb_dx pixel pairs across, drops it past line EB_LAST
273
+ // or the screen's sides, and draws it with cb_draw: rows (t & 6) and the next
274
+ // of its cell, t = line - 48 - YSCROLL.
275
+ .const NEB = 6 // bullets.h NEB
276
+ .const G_EBULLET = $f2 // $F2-$F7
277
+ .const EB_LAST = 206 // a dot below line 206 is gone (screen row 19)
278
+
279
+ eb_live: .fill NEB, 0
280
+ eb_hx: .fill NEB, 0 // half X of the dot's pixel pair
281
+ eb_line: .fill NEB, 0 // raster line of the dot's top row
282
+ eb_dx: .fill NEB, 0 // -1, 0 or 1 pixel pair a frame
283
+ cb_y: .byte 0
284
+ eb_j: .byte 0
285
+ eb_mask: .byte $c0, $30, $0c, $03
286
+ eb_p4: .byte G_DOTS, G_DOTS + 4, G_DOTS + 8, G_DOTS + 12
287
+
288
+ eb_run:
289
+ ldx #0
290
+ eb_loop:
291
+ lda eb_live,x
292
+ bne !+
293
+ jmp eb_next
294
+ !:
295
+ lda eb_line,x
296
+ clc
297
+ adc #2
298
+ sta eb_line,x
299
+ cmp #EB_LAST+1
300
+ bcc !+
301
+ jmp eb_kill
302
+ !:
303
+ lda eb_hx,x
304
+ clc
305
+ adc eb_dx,x
306
+ sta eb_hx,x
307
+ cmp #12
308
+ bcc eb_kill
309
+ cmp #172
310
+ bcs eb_kill
311
+ sec // x = hx - 12: column x / 4, pair x & 3
312
+ sbc #12
313
+ tay
314
+ lsr
315
+ lsr
316
+ sta cb_c
317
+ tya
318
+ and #3
319
+ tay
320
+ lda eb_mask,y
321
+ sta cb_mask
322
+ lda eb_p4,y // the dot over water: G_DOTS + pair * 4 + row / 2
323
+ sta cb_fixed
324
+ lda eb_line,x // t = line - 48 - YSCROLL (line >= 84: no borrow
325
+ sec // from the first subtraction)
326
+ sbc #48
327
+ sbc cb_y
328
+ tay
329
+ lsr
330
+ lsr
331
+ lsr
332
+ sta cb_r
333
+ tya
334
+ and #6
335
+ sta cb_row
336
+ lsr
337
+ clc
338
+ adc cb_fixed
339
+ sta cb_fixed
340
+ lda #2
341
+ sta cb_n
342
+ txa
343
+ clc
344
+ adc #G_EBULLET
345
+ sta cb_glyph
346
+ stx eb_j
347
+ jsr cb_draw
348
+ ldx eb_j
349
+ jmp eb_next
350
+ eb_kill:
351
+ lda #0
352
+ sta eb_live,x
353
+ eb_next:
354
+ inx
355
+ cpx #NEB
356
+ beq !+
357
+ jmp eb_loop
358
+ !: rts
@@ -0,0 +1,141 @@
1
+ // hiscore.c: the high score in the sequential file HISCORE on drive 8, with
2
+ // the policy of c64-kb's oscar64/high-score-persist recipe: the first named
3
+ // OPEN is also the device test (no drive: saving off, the bus is never
4
+ // touched again); the drive's reply separates 62 (no file: first run, write
5
+ // it) from 00 (a file: check its size, magic and version) from anything else
6
+ // (saving off). A file is replaced by scratch, then write.
7
+ //
8
+ // The game runs with the KERNAL banked out and its own raster IRQ chain.
9
+ // Around every file call the chain is stopped with $D01A = 0 (not SEI: the
10
+ // KERNAL's serial routines end in CLI) and the KERNAL is banked in; after,
11
+ // the KERNAL is banked out, SEI again, and the chain restarted. The screen
12
+ // holds still meanwhile: saving happens on the game-over screen.
13
+ //
14
+ // Sprites go off too. With the autopilot's eleven sprites left on, the
15
+ // KERNAL's serial transfers hung: NTSC in 3 of 3 runs (the clock wait in
16
+ // ACPTR), PAL in 1 of 3 (the EOI handshake in ISOUR). The review of this
17
+ // starter isolated the cause with a minimal program: sprite DMA on badline
18
+ // lines during the transfer. It hung with 3 to 8 sprites on screen, not with
19
+ // the sprites above the display (no badlines), not with the screen blanked,
20
+ // not with 0 or 1 sprite; and this game with sprites on but the screen
21
+ // blanked passed 3 of 3 on each model. Measured in VICE x64sc 3.10 with the
22
+ // true 1541; real hardware not measured.
23
+ //
24
+ // A splat file (the drive answers 60, WRITE FILE OPEN: a save cut off by a
25
+ // reset or power-off) is scratched and written again, as a missing one is.
26
+
27
+ #include "hiscore.h"
28
+ #include <c64/kernalio.h>
29
+
30
+ #define DRIVE 8
31
+ #define VERSION 1
32
+
33
+ bool disk_on = true;
34
+ char disk_code = 99;
35
+
36
+ static char record[5]; // 'S', 'V', version, hiscore low, high
37
+ static char back[8];
38
+ static char reply[40];
39
+ static char saved_01, saved_d01a;
40
+
41
+ static void io_begin(void)
42
+ {
43
+ __asm { sei }
44
+ saved_d01a = vic.intr_enable;
45
+ vic.intr_enable = 0; // no raster IRQ during the serial calls
46
+ vic.spr_enable = 0; // no sprite DMA either (see the top of this file)
47
+ saved_01 = *(volatile char *)0x01;
48
+ *(volatile char *)0x01 = 0x36; // KERNAL and I/O in
49
+ }
50
+
51
+ static void io_end(void)
52
+ {
53
+ __asm { sei } // the serial routines left CLI behind
54
+ *(volatile char *)0x01 = saved_01;
55
+ cia1.icr = 0x7f; // no CIA1 interrupt, whatever the KERNAL set
56
+ char c = cia1.icr;
57
+ (void)c;
58
+ vic.intr_ctrl = 0x0f; // drop a raster match latched meanwhile
59
+ vic.intr_enable = saved_d01a;
60
+ if (saved_d01a & 0x01) // the chain was running: let it run again
61
+ __asm { cli }
62
+ }
63
+
64
+ // Send cmd on the command channel ("" only reads the status) and read the
65
+ // reply line on the same open channel; disk_code = its two digits.
66
+ static void drive_reply(const char *cmd)
67
+ {
68
+ disk_code = 99;
69
+ krnio_setnam(cmd);
70
+ if (krnio_open(15, DRIVE, 15)) {
71
+ int n = krnio_gets(15, reply, sizeof(reply));
72
+ if (n >= 2)
73
+ disk_code = (reply[0] - '0') * 10 + (reply[1] - '0');
74
+ krnio_close(15);
75
+ }
76
+ }
77
+
78
+ static void write_record(void)
79
+ {
80
+ record[0] = 'S';
81
+ record[1] = 'V';
82
+ record[2] = VERSION;
83
+ record[3] = (char)hiscore;
84
+ record[4] = (char)(hiscore >> 8);
85
+ drive_reply("S0:HISCORE"); // a missing file answers 01, harmless
86
+ krnio_setnam("HISCORE,S,W");
87
+ if (krnio_open(2, DRIVE, 2))
88
+ krnio_write(2, record, sizeof(record));
89
+ krnio_close(2);
90
+ drive_reply("");
91
+ disk_on = disk_code == 0;
92
+ }
93
+
94
+ void hiscore_load(void)
95
+ {
96
+ if (!disk_on)
97
+ return;
98
+ io_begin();
99
+ krnio_setnam("HISCORE,S,R");
100
+ bool ok = krnio_open(2, DRIVE, 2);
101
+ if (!ok && (krnio_status() & KRNIO_NODEVICE)) {
102
+ krnio_close(2); // nothing answered: never CHKIN (no timeout)
103
+ disk_on = false;
104
+ disk_code = 99;
105
+ io_end();
106
+ return;
107
+ }
108
+ int n = ok ? krnio_read(2, back, sizeof(back)) : 0;
109
+ krnio_close(2);
110
+ drive_reply("");
111
+ if (disk_code == 0 && n == sizeof(record) && back[0] == 'S' && back[1] == 'V' && back[2] == VERSION)
112
+ hiscore = back[3] | (back[4] << 8);
113
+ else if (disk_code == 62 || disk_code == 0 || disk_code == 60)
114
+ write_record(); // first run, an old layout or a splat: write ours
115
+ else
116
+ disk_on = false; // 74 no disk, or anything unexpected
117
+ io_end();
118
+ }
119
+
120
+ void hiscore_save(void)
121
+ {
122
+ if (!disk_on)
123
+ return;
124
+ io_begin();
125
+ write_record();
126
+ io_end();
127
+ }
128
+
129
+ void hiscore_forget(void)
130
+ {
131
+ io_begin();
132
+ krnio_setnam("HISCORE,S,R"); // the device test, as in hiscore_load
133
+ bool ok = krnio_open(2, DRIVE, 2);
134
+ bool none = !ok && (krnio_status() & KRNIO_NODEVICE);
135
+ krnio_close(2);
136
+ if (none)
137
+ disk_on = false;
138
+ else
139
+ drive_reply("S0:HISCORE");
140
+ io_end();
141
+ }
@@ -0,0 +1,16 @@
1
+ // hiscore.h: the high score in a file on drive 8.
2
+ #ifndef HISCORE_H
3
+ #define HISCORE_H
4
+
5
+ #include "game.h"
6
+
7
+ extern bool disk_on; // drive 8 answered: saving is on this session
8
+ extern char disk_code; // the drive's last reply: 0 OK, 62 no file, 99 none
9
+
10
+ void hiscore_load(void); // read HISCORE into hiscore; first run: write it
11
+ void hiscore_save(void); // replace HISCORE with hiscore (scratch, write)
12
+ void hiscore_forget(void); // scratch HISCORE (the autopilot's fresh start)
13
+
14
+ #pragma compile("hiscore.c")
15
+
16
+ #endif