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 +1,180 @@
1
+ // hit.asm: the enemies' boxes against the ship's and the bolts', imported by
2
+ // kernel.asm (technique per_frame_hitbox). hitbox.c writes the ship's and
3
+ // the bolts' boxes (hb_*, slot 0 the ship, 1-4 the bolts) where they are
4
+ // drawn; hit_scan reads each enemy from the multiplexer's actor table
5
+ // (actors 1-12: what the display showed), takes its box from its sprite
6
+ // frame (fb_*: an explosion's frame has none, a free enemy's Y is $FF), and
7
+ // tests it against every box still on. A hit is put on the list hit_e /
8
+ // hit_a (enemy, box slot) and that box goes off, so a bolt kills one enemy
9
+ // and the ship is lost once a frame. In C this scan cost 2,700-3,100 cycles
10
+ // on the staged heaviest frame (PROFILE build, VICE x64sc 3.10).
11
+ //
12
+ // Boxes are in half X and raster lines: four one-byte compares, no $D010.
13
+ // An enemy whose lines miss the lines of every box that is on is passed
14
+ // over before its X is worked out, and the boxes that are off are left out
15
+ // of the list each enemy walks: with twelve enemies flying this scan is
16
+ // much of the frame on NTSC.
17
+
18
+ .const HB_N = 5 // hitbox.h: BOX_ENEMY
19
+ .const NE = 12 // waves.h NE: actors 1-12
20
+ .const SPR_BLOCK = 128 // game.h
21
+
22
+ // Each sprite frame's box (display.h F_*): offset and size from the
23
+ // sprite's first pixel pair and first line. w = 0: no box.
24
+ fb_x: .byte 3, 3, 1, 2, 0, 0
25
+ fb_y: .byte 4, 2, 1, 2, 0, 0
26
+ fb_w: .byte 6, 6, 10, 8, 0, 0 // the ship: its hull only
27
+ fb_h: .byte 10, 8, 7, 9, 0, 0
28
+
29
+ hb_on: .fill HB_N, 0
30
+ hb_l: .fill HB_N, 0
31
+ hb_r: .fill HB_N, 0 // exclusive
32
+ hb_t: .fill HB_N, 0
33
+ hb_b: .fill HB_N, 0 // exclusive
34
+
35
+ hit_n: .byte 0
36
+ hit_e: .fill NE, 0
37
+ hit_a: .fill NE, 0
38
+
39
+ hs_e: .byte 0
40
+ hs_t: .byte 0
41
+ hs_b: .byte 0
42
+ hs_l: .byte 0
43
+ hs_r: .byte 0
44
+ hs_lo: .byte 0
45
+ hs_hi: .byte 0
46
+ hs_nl: .byte 0
47
+ hs_list: .fill HB_N, 0 // the slots on this frame, slot 0 last
48
+
49
+ // The enemies' dots against the ship's box (slot 0): dot_hit = the first
50
+ // dot inside it, or $FF. A dot is one pixel pair wide and two lines tall.
51
+ // The same test in C cost about 25 cycles a dot more.
52
+ dot_hit: .byte $ff
53
+
54
+ dot_scan:
55
+ lda #$ff
56
+ sta dot_hit
57
+ lda hb_on
58
+ beq ds_done
59
+ ldx #0
60
+ ds_loop:
61
+ lda eb_live,x
62
+ beq ds_next
63
+ lda eb_line,x // y < b
64
+ cmp hb_b
65
+ bcs ds_next
66
+ adc #2 // t < y + 2 (carry clear here)
67
+ cmp hb_t
68
+ beq ds_next
69
+ bcc ds_next
70
+ lda eb_hx,x // x < r
71
+ cmp hb_r
72
+ bcs ds_next
73
+ adc #1 // l < x + 1
74
+ cmp hb_l
75
+ beq ds_next
76
+ bcc ds_next
77
+ stx dot_hit
78
+ rts
79
+ ds_next:
80
+ inx
81
+ cpx #NEB
82
+ bne ds_loop
83
+ ds_done:
84
+ rts
85
+
86
+ hit_scan:
87
+ lda #0
88
+ sta hit_n
89
+ lda #$ff // the lines any box that is on covers:
90
+ sta hs_lo // hs_lo to hs_hi (exclusive); and the
91
+ lda #0 // boxes that are on, slot 0 last
92
+ sta hs_hi
93
+ ldx #0
94
+ ldy #HB_N-1
95
+ hs_rng: lda hb_on,y
96
+ beq hs_rn
97
+ tya
98
+ sta hs_list,x
99
+ inx
100
+ lda hb_t,y
101
+ cmp hs_lo
102
+ bcs !+
103
+ sta hs_lo
104
+ !: lda hb_b,y
105
+ cmp hs_hi
106
+ bcc hs_rn
107
+ sta hs_hi
108
+ hs_rn: dey
109
+ bpl hs_rng
110
+ stx hs_nl
111
+ txa
112
+ bne !+
113
+ rts // no box is on
114
+ !: ldx #1 // actor 1 = enemy 0
115
+ bne hs_loop
116
+ hs_skip:
117
+ jmp hs_next
118
+ hs_loop:
119
+ lda act_y,x
120
+ cmp #OFF_Y
121
+ beq hs_skip
122
+ ldy act_ptr,x
123
+ lda fb_w-SPR_BLOCK,y
124
+ beq hs_skip // an explosion: no box
125
+ lda act_y,x
126
+ sec // + 1: a sprite at Y starts on line Y + 1
127
+ adc fb_y-SPR_BLOCK,y
128
+ cmp hs_hi // below every box: next enemy
129
+ bcs hs_skip
130
+ sta hs_t
131
+ clc
132
+ adc fb_h-SPR_BLOCK,y
133
+ cmp hs_lo // above every box
134
+ bcc hs_skip
135
+ beq hs_skip
136
+ sta hs_b
137
+ lda act_hx,x
138
+ clc
139
+ adc fb_x-SPR_BLOCK,y
140
+ sta hs_l
141
+ clc
142
+ adc fb_w-SPR_BLOCK,y
143
+ sta hs_r
144
+ stx hs_e
145
+ ldx hs_nl // the boxes that were on, the ship first
146
+ hs_box: dex
147
+ bmi hs_done
148
+ ldy hs_list,x
149
+ lda hs_t // t < hb_b
150
+ cmp hb_b,y
151
+ bcs hs_box
152
+ lda hb_t,y // hb_t < b
153
+ cmp hs_b
154
+ bcs hs_box
155
+ lda hs_l // l < hb_r
156
+ cmp hb_r,y
157
+ bcs hs_box
158
+ lda hb_l,y // hb_l < r
159
+ cmp hs_r
160
+ bcs hs_box
161
+ lda hb_on,y // spent by an earlier enemy this frame
162
+ beq hs_box
163
+ lda #0 // a hit: the box is spent
164
+ sta hb_on,y
165
+ tya
166
+ ldy hit_n
167
+ sta hit_a,y
168
+ lda hs_e
169
+ sec
170
+ sbc #1
171
+ sta hit_e,y
172
+ inc hit_n
173
+ hs_done:
174
+ ldx hs_e
175
+ hs_next:
176
+ inx
177
+ cpx #NE+1
178
+ beq !+
179
+ jmp hs_loop
180
+ !: rts
@@ -0,0 +1,59 @@
1
+ // hitbox.c: boxes from the animation frame, pairs from group bits, after
2
+ // c64-kb's oscar64/per-frame-hitbox recipe. Every box is in half X (one byte
3
+ // across the whole screen, 2-pixel precision) and raster lines, so the test
4
+ // is four one-byte compares and $D010 never enters it.
5
+ //
6
+ // The ship's box is emitted where it is drawn (actors_draw), the bolts' by
7
+ // glyph.asm's bb_run, into hit.asm's tables. An enemy's box comes from the
8
+ // multiplexer's actor table, which is what the display showed this frame,
9
+ // and its sprite frame's box (hit.asm fb_*): an explosion's frame has none.
10
+ // Enemies are tested only against the groups they can hurt (the ship and
11
+ // the bolts), never against each other; the enemies' dots only against the
12
+ // ship. hit.asm's dot_scan and hit_scan do the tests; this file turns their
13
+ // hits into events.
14
+ #include "hitbox.h"
15
+ #include "display.h"
16
+ #include "waves.h"
17
+ #include "bullets.h"
18
+
19
+ #define hb_on ((char *)ASM_HB_ON)
20
+ #define hb_l ((char *)ASM_HB_L)
21
+ #define hb_r ((char *)ASM_HB_R)
22
+ #define hb_t ((char *)ASM_HB_T)
23
+ #define hb_b ((char *)ASM_HB_B)
24
+ #define fb_x ((const char *)ASM_FB_X)
25
+ #define fb_y ((const char *)ASM_FB_Y)
26
+ #define fb_w ((const char *)ASM_FB_W)
27
+ #define fb_h ((const char *)ASM_FB_H)
28
+
29
+ void box_off(char slot)
30
+ {
31
+ hb_on[slot] = 0;
32
+ }
33
+
34
+ void box_ship(char hx, char sy)
35
+ {
36
+ char l = hx + fb_x[F_SHIP], t = sy + 1 + fb_y[F_SHIP];
37
+ hb_l[BOX_PLAYER] = l;
38
+ hb_r[BOX_PLAYER] = l + fb_w[F_SHIP];
39
+ hb_t[BOX_PLAYER] = t;
40
+ hb_b[BOX_PLAYER] = t + fb_h[F_SHIP];
41
+ hb_on[BOX_PLAYER] = 1;
42
+ }
43
+
44
+ void collide(void)
45
+ {
46
+ __asm { jsr ASM_DOT_SCAN } // the enemies' dots against the ship
47
+ char j = K_BYTE(ASM_DOT_HIT);
48
+ if (j != 0xff)
49
+ on_ship_shot(j); // its box goes off before the enemies' test
50
+ __asm { jsr ASM_HIT_SCAN }
51
+ char n = K_BYTE(ASM_HIT_N);
52
+ for (char k = 0; k < n; k++) {
53
+ char e = ((char *)ASM_HIT_E)[k], a = ((char *)ASM_HIT_A)[k];
54
+ if (a == BOX_PLAYER)
55
+ on_player_hit(e);
56
+ else
57
+ on_enemy_shot(e, a - BOX_SHOT);
58
+ }
59
+ }
@@ -0,0 +1,25 @@
1
+ // hitbox.h: collision boxes per animation frame, tested only for the pairs
2
+ // that can hurt each other (per_frame_hitbox).
3
+ #ifndef HITBOX_H
4
+ #define HITBOX_H
5
+
6
+ #include "game.h"
7
+
8
+ // Boxes that enemies can hit: the ship, then the bullets.
9
+ #define BOX_PLAYER 0
10
+ #define BOX_SHOT 1 // 1-4, bullets 0-3
11
+ #define BOX_ENEMY 5 // the count of the above
12
+
13
+ void box_off(char slot);
14
+ void box_ship(char hx, char sy); // where the ship is drawn
15
+ void collide(void); // enemy bullets against the ship, then enemies
16
+ // from the actor table against these
17
+
18
+ // What collide() reports; main.c decides what a hit does.
19
+ void on_enemy_shot(char e, char bullet);
20
+ void on_player_hit(char e); // enemy e rammed the ship
21
+ void on_ship_shot(char j); // enemy bullet j hit the ship
22
+
23
+ #pragma compile("hitbox.c")
24
+
25
+ #endif
@@ -0,0 +1,330 @@
1
+ // kernel.asm: the display and sound kernel of shmup-vertical. The harness
2
+ // assembles it (with mux.asm and sound.asm) to build/asm.bin, a raw blob
3
+ // from $0880, and writes build/asm.h so C can reach every label below as
4
+ // ASM_<LABEL>. C places the blob with #pragma region and calls it with jsr.
5
+ //
6
+ // It owns the raster IRQ. One chain runs every frame:
7
+ //
8
+ // line 252 frame IRQ playfield $D011/$D018/$D016/$D021, first eight
9
+ // sprites, frame_flag = 1 for the C main loop
10
+ // zones zone IRQs reuse the eight sprites further down (mux.asm)
11
+ // line 212 split IRQ the panel: $D011, $D018, $D016 from line 214's
12
+ // right border, $D021 after the panel's badline;
13
+ // sprites off; then the music (sound.asm)
14
+ //
15
+ // The split is c64-kb's kickassembler/scroll-panel-split recipe (technique
16
+ // scroll_panel_split): the panel starts on line 215 with YSCROLL 7, and the
17
+ // wait before the writes comes from a table indexed by the playfield's
18
+ // YSCROLL, short at YSCROLL 6, where line 214 is a badline. The playfield
19
+ // here is multicolour and 40 columns; the delays are the recipe's. Changed:
20
+ // $D016 is written last, not first (see split_stores), and the split has
21
+ // its own vector entry (see arm_split).
22
+ //
23
+ // Nothing here uses zero page: Oscar64 owns $02-$52. KERNAL and BASIC are
24
+ // banked out ($01 = $35), so the vectors are $FFFE and $FFFA.
25
+ //
26
+ // Frame meter: CIA2 timer B adds up the time of every IRQ that does not land
27
+ // inside the C main loop's own bracket (mtr_open = 0); an IRQ inside it is
28
+ // already in that bracket's wall time. The frame IRQ hands the sum of the
29
+ // frame that just ended to C (irq_cyc, irq_cnt start/stop pairs). C sets
30
+ // mtr_open to 1 for good in a build without the meter. The split IRQ starts
31
+ // timer B only after its panel writes, so its timing stays the recipe's;
32
+ // split_prev tells C to add those first cycles (a constant it measured).
33
+
34
+ .const PF_A = $8000 // playfield screen 0 (VIC bank 2, $8000-$BFFF)
35
+ .const PF_B = $8400 // playfield screen 1
36
+ .const PANEL = $8800 // panel screen
37
+ .const PTRS_A = PF_A + $3f8
38
+ .const PTRS_B = PF_B + $3f8
39
+ .const PF_D016 = $d8 // multicolour, 40 columns, XSCROLL 0
40
+ .const PANEL_D016 = $c8 // hires, 40 columns
41
+ .const PANEL_D011 = $1f // DEN, RSEL = 1, YSCROLL 7: panel badlines 215, 223, ...
42
+ .const PANEL_D018 = $2e // screen $8800, characters $B800
43
+ .const PANEL_BG = 11 // dark grey
44
+ .const LAST_PF = 214 // last playfield line at every YSCROLL
45
+ .const SPLIT_LINE = 212 // split IRQ fires here and polls for LAST_PF
46
+ .const BOTTOM = 252 // frame IRQ, below the panel
47
+
48
+ * = $0880 "kernel"
49
+
50
+ // ---- shared with C --------------------------------------------------------
51
+ pf_d011: .byte $13 // $D011 for the next frame: DEN, 24 rows, YSCROLL
52
+ pf_d018: .byte $0e // $D018 for the next frame: which playfield screen
53
+ pf_bg: .byte 6 // $D021 for the playfield
54
+ frame_flag: .byte 0 // the frame IRQ sets 1; the main loop clears it
55
+ frame_cnt: .byte 0 // frame IRQs taken (wraps)
56
+ cur_y: .byte 0 // the YSCROLL the frame IRQ applied
57
+ mtr_open: .byte 1 // 1: IRQs do not time themselves
58
+ mtr_on: .byte 0 // 1: a meter build (C sets it once)
59
+ irq_own: .byte 1
60
+ irq_n: .byte 0 // start/stop pairs of timer B this frame
61
+ irq_cnt: .byte 0 // ... of the frame that just ended
62
+ irq_cyc: .word 0 // timer B count of the frame that just ended
63
+ irq_cal: .byte 0 // timer B count of one empty start/stop pair
64
+ save_a: .byte 0
65
+ save_x: .byte 0
66
+ save_y: .byte 0
67
+ next_hnd: .word bottom_body
68
+ count: .byte 0
69
+
70
+ // Called once from C with interrupts off. A = 0 PAL, 1 NTSC.
71
+ kernel_init:
72
+ jsr music_init
73
+ lda #$7f
74
+ sta $dc0d // no CIA interrupts
75
+ sta $dd0d
76
+ lda $dc0d
77
+ lda $dd0d
78
+ lda #$35 // KERNAL and BASIC out, I/O in
79
+ sta $01
80
+ lda #<irq_entry
81
+ sta $fffe
82
+ lda #>irq_entry
83
+ sta $ffff
84
+ lda #<nmi
85
+ sta $fffa
86
+ lda #>nmi
87
+ sta $fffb
88
+ lda #$ff // timer B: latch $FFFF, loaded, stopped
89
+ sta $dd06
90
+ sta $dd07
91
+ lda #$10
92
+ sta $dd0f
93
+ lda #$01 // one empty start/stop pair, for irq_cal
94
+ sta $dd0f
95
+ lda #$00
96
+ sta $dd0f
97
+ lda #$ff
98
+ sec
99
+ sbc $dd06
100
+ sta irq_cal
101
+ lda #$10
102
+ sta $dd0f
103
+ lda #<bottom_body
104
+ sta next_hnd
105
+ lda #>bottom_body
106
+ sta next_hnd+1
107
+ lda #BOTTOM
108
+ sta $d012
109
+ lda pf_d011 // bit 7 clear: the compare line is below 256
110
+ sta $d011
111
+ lda #$01
112
+ sta $d01a
113
+ sta $d019
114
+ rts
115
+
116
+ // ---- IRQ entry and exit ---------------------------------------------------
117
+ irq_entry:
118
+ sta save_a
119
+ lda mtr_open // inside the main loop's bracket: already timed
120
+ sta irq_own
121
+ bne !+
122
+ lda #$01
123
+ sta $dd0f // timer B resumes from its count
124
+ inc irq_n
125
+ !: stx save_x
126
+ sty save_y
127
+ cld
128
+ dispatch:
129
+ jmp (next_hnd)
130
+
131
+ irq_exit:
132
+ lda irq_own
133
+ bne !+
134
+ lda #$00
135
+ sta $dd0f
136
+ !: ldy save_y
137
+ ldx save_x
138
+ lda save_a
139
+ nmi: rti
140
+
141
+ // ---- frame IRQ, line 252 --------------------------------------------------
142
+ bottom_body:
143
+ lda mtr_on // a build without the meter skips the hand-over
144
+ beq bb_regs // (60 cycles a frame)
145
+ lda #$00 // the frame ends here: hand its IRQ time to C
146
+ sta $dd0f
147
+ lda #$ff
148
+ sec
149
+ sbc $dd06
150
+ sta irq_cyc
151
+ lda #$ff
152
+ sbc $dd07
153
+ sta irq_cyc+1
154
+ lda irq_n
155
+ sta irq_cnt
156
+ lda split_self
157
+ sta split_prev
158
+ lda #0
159
+ sta split_self
160
+ lda #$10
161
+ sta $dd0f // reload $FFFF, stopped
162
+ lda #0
163
+ sta irq_n
164
+ lda irq_own
165
+ bne !+
166
+ lda #$01 // the rest of this IRQ counts in the new frame
167
+ sta $dd0f
168
+ inc irq_n
169
+ !:
170
+ bb_regs:
171
+ lda pf_d011
172
+ sta $d011
173
+ and #7
174
+ sta cur_y
175
+ lda pf_d018
176
+ sta $d018
177
+ lda #PF_D016 // whole-register store: MCM and CSEL set on purpose
178
+ sta $d016
179
+ lda pf_bg
180
+ sta $d021
181
+ jsr mux_frame
182
+ lda #1
183
+ sta frame_flag
184
+ inc frame_cnt
185
+ ldx zidx
186
+ cpx zlast
187
+ beq no_zones
188
+ lda #<zone_body
189
+ sta next_hnd
190
+ lda #>zone_body
191
+ sta next_hnd+1
192
+ lda zline,x
193
+ jmp arm
194
+ no_zones:
195
+ jsr arm_split
196
+ jmp on_time
197
+ arm: sta $d012 // next frame's lines: no late check across the wrap
198
+ jmp on_time
199
+
200
+ // The split has its own vector entry, so the poll starts early in line 212
201
+ // as in the recipe. Through irq_entry it started about 30 cycles later, and
202
+ // at YSCROLL 5 on PAL (line 213 a badline) the panel's writes then landed in
203
+ // line 215 in 4 frames of every 12, following the music's cost: the panel's
204
+ // first row showed playfield characters (measured in VICE, then fixed so).
205
+ arm_split:
206
+ lda #<split_irq
207
+ sta $fffe
208
+ lda #>split_irq
209
+ sta $ffff
210
+ lda #SPLIT_LINE
211
+ sta $d012
212
+ rts
213
+
214
+ // ---- split IRQ, line 212 --------------------------------------------------
215
+ // Poll for line 214, wait delay_tbl[YSCROLL] passes, switch to the panel.
216
+ split_irq:
217
+ sta save_a // 12 cycles, like the recipe's three pushes
218
+ stx save_x
219
+ sty save_y
220
+ split_body: // a late zone jumps here, registers saved
221
+ ldx cur_y
222
+ lda delay_tbl,x
223
+ sta count
224
+ ldx #PANEL_D018 // everything loaded before the poll, so after
225
+ ldy #PANEL_D016 // a badline stall only the stores remain
226
+ lda #LAST_PF-1
227
+ waitline:
228
+ cmp $d012 // until $D012 > 213: never waits a whole frame
229
+ bcs waitline
230
+ lda #PANEL_D011
231
+ delay: dec count // absolute: 9 cycles a pass, 8 on the way out
232
+ bpl delay
233
+ // The writes start between cycle 58 of line 214 and cycle 0 of line 215 on
234
+ // PAL (58 to 64 on NTSC), the poll's jitter, measured under the VICE
235
+ // monitor at every YSCROLL. In the recipe's order ($D016 first) the $D018
236
+ // write came a cycle from too late at the far end: a run with it at cycle
237
+ // 12 of line 215 showed playfield characters in the panel's first row.
238
+ // $D016 last buys four cycles; it only switches multicolour off, and the
239
+ // panel's first pixels are background in both modes.
240
+ split_stores:
241
+ sta $d011 // before cycle 12 of line 215, the panel's badline
242
+ stx $d018 // before that badline's first screen fetch
243
+ sty $d016 // last: the panel's first pixels are blank either way
244
+ lda #LAST_PF
245
+ waitpanel:
246
+ cmp $d012 // until $D012 > 214
247
+ bcs waitpanel
248
+ nop // reads across cycle 12 of line 215: the panel's
249
+ nop // badline holds the CPU until cycle 55 at every
250
+ nop // phase, which removes the poll jitter
251
+ nop
252
+ lda #PANEL_BG
253
+ sta $d021 // right border of line 215
254
+ lda #0
255
+ sta $d015 // no sprite under the panel
256
+ cld
257
+ lda split_late // came from a late zone: its entry started timer B
258
+ bne !+
259
+ lda mtr_open // came through the vector: time the rest, as
260
+ sta irq_own // irq_entry does for every other IRQ
261
+ bne !+
262
+ lda #$01
263
+ split_tb_on:
264
+ sta $dd0f
265
+ inc irq_n
266
+ inc split_self // C adds the untimed start of this IRQ
267
+ !: lda #0
268
+ sta split_late
269
+ jsr music_play
270
+ lda #<irq_entry
271
+ sta $fffe
272
+ lda #>irq_entry
273
+ sta $ffff
274
+ lda #<bottom_body
275
+ sta next_hnd
276
+ lda #>bottom_body
277
+ sta next_hnd+1
278
+ lda #BOTTOM
279
+ sta $d012
280
+ jmp on_time
281
+
282
+ split_late: .byte 0
283
+ split_self: .byte 0 // this frame's split started timer B late ...
284
+ split_prev: .byte 0 // ... and the frame that just ended
285
+
286
+ // Delay passes per playfield YSCROLL (dec abs / bpl: 9 cycles a pass).
287
+ delay_tbl:
288
+ .byte 5, 5, 5, 5, 5, 5, 0, 5
289
+
290
+ // copy_rows: three playfield rows, 120 bytes from row_src to row_dst, for
291
+ // level.c. C writes both addresses; the patch step points each of three
292
+ // load/store pairs at one row (+0, +40, +80), and the loop moves a column of
293
+ // three bytes a pass: 32 cycles a column, 1,280 a call, against 12.5 a byte
294
+ // (about 1,500) for the two-byte loop it replaces (arithmetic). The idea is
295
+ // the other #39 version's copy3.
296
+ row_src: .word 0
297
+ row_dst: .word 0
298
+ copy_rows:
299
+ .for (var k = 0; k < 3; k++) {
300
+ lda row_src
301
+ clc
302
+ adc #40 * k
303
+ sta cr_ld + 6 * k + 1
304
+ lda row_src+1
305
+ adc #0
306
+ sta cr_ld + 6 * k + 2
307
+ lda row_dst
308
+ clc
309
+ adc #40 * k
310
+ sta cr_ld + 6 * k + 4
311
+ lda row_dst+1
312
+ adc #0
313
+ sta cr_ld + 6 * k + 5
314
+ }
315
+ ldx #39
316
+ cr_loop:
317
+ cr_ld:
318
+ .for (var k = 0; k < 3; k++) {
319
+ lda $ffff,x // patched above
320
+ sta $ffff,x
321
+ }
322
+ dex
323
+ bpl cr_loop
324
+ rts
325
+
326
+ #import "mux.asm"
327
+ #import "sound.asm"
328
+ #import "glyph.asm"
329
+ #import "hit.asm"
330
+ #import "step.asm"