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 +1,321 @@
1
+ // mux.asm: the sprite multiplexer, imported by kernel.asm.
2
+ //
3
+ // Mechanism from c64-kb's kickassembler/sprite-multiplex-game recipe
4
+ // (technique sprite_multiplex_game): a persistent insertion sort by Y, a
5
+ // sorted table built into the half the IRQs are not reading, zone IRQs that
6
+ // reuse the eight hardware sprites further down, and a late guard. Changes
7
+ // here: no zero page (Oscar64 owns $02-$52), thirteen actors, sprite
8
+ // pointers written into both playfield screens, an enable mask for fewer
9
+ // than eight sprites, and a cut-off Y below which nothing is shown, so no
10
+ // sprite is on the lines where the panel split is timed.
11
+ //
12
+ // C fills act_y/act_hx/act_ptr/act_col (Y = OFF_Y hides an actor),
13
+ // then calls mux_sort and mux_build once a frame, after mux_ready is 0.
14
+
15
+ .const N = 13 // actors: the ship and twelve enemies (16 cost
16
+ // the sort 3 idle actors a frame)
17
+ .const BUF = 16 // offset of sorted half 1 (a multiple of 8)
18
+ .const MIN_GAP = 21 // a reused slot's next Y must be >= its last Y + 21
19
+ .const JOIN = 4 // sprites within 4 lines of a zone's first join it
20
+ .const LEAD = 3 // zone IRQ line = first Y - LEAD - sprites in zone
21
+ .const MARGIN = 3 // late guard: within 3 lines of the next line? run it now
22
+ // Lowest Y shown: its last line is 208. A sprite on line 214 breaks the
23
+ // panel split (its DMA delays the split's writes: with 8 sprites there, 16 of
24
+ // 16 PAL shots and 4 of 16 NTSC broke); sprites ending on line 213 left it
25
+ // clean (0 of 16 on each model). Measured in VICE x64sc 3.10 in the review of
26
+ // this starter. 187 keeps 5 lines of margin; 192 is the measured limit.
27
+ .const MAX_SY = 187
28
+ .const OFF_Y = $ff // an actor with this Y is not shown
29
+
30
+ // ---- the actor tables C writes ------------------------------------------
31
+ act_y: .fill N, OFF_Y
32
+ act_hx: .fill N, 0 // half X: sprite X = 2 * hx
33
+ act_ptr: .fill N, 0
34
+ act_col: .fill N, 0
35
+ order: .fill N, i
36
+ mux_ready: .byte 0 // C sets nothing; build sets 1, the frame IRQ clears it
37
+ mux_shown: .byte 0 // sprites accepted by the last build (for the verdict)
38
+ mux_peak: .byte 0 // most sprites accepted in one build since init
39
+ mux_front: .byte 0 // 0 or BUF: the half the IRQs read
40
+
41
+ // ---- sorted halves and zone tables (half 0 at 0, half 1 at BUF) ---------
42
+ sy: .fill 2*BUF, 0
43
+ sx: .fill 2*BUF, 0
44
+ sptr: .fill 2*BUF, 0
45
+ scol: .fill 2*BUF, 0
46
+ sd010: .fill 2*BUF, 0
47
+ zstart: .fill 2*BUF, 0
48
+ zend: .fill 2*BUF, 0
49
+ zline: .fill 2*BUF, 0
50
+ zlast_b: .fill 2*BUF, 0
51
+ en_b: .fill 2*BUF, 0 // $D015 for the half: one bit per slot in use
52
+ slot: .fill 2*BUF, i & 7
53
+ slot2: .fill 2*BUF, (i & 7) * 2
54
+ bitm: .fill 2*BUF, 1 << (i & 7)
55
+ bitc: .fill 2*BUF, $ff ^ (1 << (i & 7))
56
+ enmask: .byte $00, $01, $03, $07, $0f, $1f, $3f, $7f, $ff
57
+
58
+ // build's scratch
59
+ bo: .byte 0
60
+ acc: .byte 0
61
+ bk: .byte 0
62
+ bo8: .byte 0
63
+ by: .byte 0
64
+ d010run: .byte 0
65
+ zw: .byte 0
66
+ ybase: .byte 0
67
+ ylim: .byte 0
68
+ zn: .byte 0
69
+ key: .byte 0
70
+ cand: .byte 0
71
+ s_i: .byte 0
72
+
73
+ // ---------------------------------------------------------------------------
74
+ // Persistent insertion sort: order[] keeps last frame's order, so an actor
75
+ // that has not passed a neighbour costs one compare. Ties keep their order.
76
+ // Aligned so both loop branches stay inside one page (a crossing costs a
77
+ // cycle a branch: the recipe measured 611 against 656 cycles).
78
+ // ---------------------------------------------------------------------------
79
+ .align $100
80
+ mux_sort:
81
+ ldx #1
82
+ s_loop: ldy order,x
83
+ lda act_y,y
84
+ ldy order-1,x
85
+ cmp act_y,y
86
+ bcs s_next // in place
87
+ sta key
88
+ lda order,x
89
+ sta cand
90
+ stx s_i
91
+ s_shift:
92
+ lda order-1,x
93
+ sta order,x
94
+ dex
95
+ beq s_place
96
+ ldy order-1,x
97
+ lda act_y,y
98
+ cmp key
99
+ beq s_place
100
+ bcs s_shift // still greater than the key
101
+ s_place:
102
+ lda cand
103
+ sta order,x
104
+ ldx s_i
105
+ s_next: inx
106
+ cpx #N
107
+ bne s_loop
108
+ rts
109
+
110
+ // ---------------------------------------------------------------------------
111
+ // Build the back half: accept each sorted actor that can be shown, keep a
112
+ // running $D010, then group sprites 8 onward into zones. X stays the write
113
+ // place and Y the actor, with the read place in bk: about 20 cycles an
114
+ // actor fewer than swapping X between the two places, which this loop did
115
+ // first (arithmetic from the cycle counts of its instructions).
116
+ // ---------------------------------------------------------------------------
117
+ mux_build:
118
+ lda mux_front
119
+ eor #BUF
120
+ sta bo
121
+ tax // X: where the next accepted actor goes
122
+ clc
123
+ adc #8
124
+ sta bo8 // the first eight always fit
125
+ lda #0
126
+ sta d010run
127
+ sta bk // the next place in order[]
128
+ b_loop: ldy bk
129
+ cpy #N
130
+ beq b_done
131
+ inc bk
132
+ lda order,y
133
+ tay // Y: the actor
134
+ lda act_y,y
135
+ cmp #MAX_SY+1
136
+ bcs b_done // sorted: every later actor is lower still
137
+ cpx bo8
138
+ bcc b_accept
139
+ sta by
140
+ sec
141
+ sbc sy-8,x // gap to the last sprite this slot showed
142
+ cmp #MIN_GAP
143
+ bcc b_loop // too close: this actor is not shown this frame
144
+ lda by
145
+ b_accept:
146
+ sta sy,x
147
+ lda act_ptr,y
148
+ sta sptr,x
149
+ lda act_col,y
150
+ sta scol,x
151
+ lda act_hx,y // X = 2 * hx: bit 8 comes out in the carry
152
+ asl
153
+ sta sx,x
154
+ lda d010run
155
+ bcc b_clear
156
+ ora bitm,x
157
+ bcs b_store // ora leaves the carry set
158
+ b_clear:
159
+ and bitc,x
160
+ b_store:
161
+ sta d010run
162
+ sta sd010,x
163
+ inx
164
+ jmp b_loop
165
+ b_done:
166
+ stx acc // fewer than eight: the frame IRQ writes the
167
+ // $D010 stored with entry 7, so fill up to it
168
+ !: txa
169
+ sec
170
+ sbc bo
171
+ cmp #8
172
+ bcs !+
173
+ lda d010run
174
+ sta sd010,x
175
+ inx
176
+ bne !-
177
+ !: lda acc // sprites shown, and the enable mask
178
+ sec
179
+ sbc bo
180
+ sta mux_shown
181
+ cmp mux_peak
182
+ bcc !+
183
+ sta mux_peak
184
+ !: ldx mux_shown
185
+ cpx #8
186
+ bcc !+
187
+ ldx #8
188
+ !: lda enmask,x
189
+ ldy bo
190
+ sta en_b,y
191
+
192
+ lda bo // zones over accepted sprites 8..acc-1
193
+ sta zw
194
+ clc
195
+ adc #8
196
+ tax
197
+ z_loop: cpx acc
198
+ bcs z_done
199
+ ldy zw
200
+ txa
201
+ sta zstart,y
202
+ lda sy,x
203
+ sta ybase
204
+ clc
205
+ adc #JOIN
206
+ sta ylim
207
+ lda #0
208
+ sta zn
209
+ z_in: inx
210
+ inc zn
211
+ cpx acc
212
+ bcs z_close
213
+ lda sy,x
214
+ cmp ylim
215
+ bcc z_in
216
+ beq z_in
217
+ z_close:
218
+ txa
219
+ sta zend,y
220
+ lda ybase
221
+ sec
222
+ sbc #LEAD
223
+ sbc zn
224
+ sta zline,y
225
+ inc zw
226
+ jmp z_loop
227
+ z_done: ldy bo
228
+ lda zw
229
+ sta zlast_b,y
230
+ lda #1
231
+ sta mux_ready
232
+ rts
233
+
234
+ // Zone body: write every sprite of zone zidx, Y first; then the next zone,
235
+ // or the panel split after the last one (kernel.asm's arm_split).
236
+ zone_body:
237
+ ldx zidx
238
+ lda zend,x
239
+ sta zend_tmp
240
+ ldy zstart,x
241
+ zl: ldx slot2,y
242
+ lda sy,y
243
+ sta $d001,x
244
+ lda sx,y
245
+ sta $d000,x
246
+ ldx slot,y
247
+ lda sptr,y
248
+ sta PTRS_A,x
249
+ sta PTRS_B,x
250
+ lda scol,y
251
+ sta $d027,x
252
+ lda sd010,y
253
+ sta $d010
254
+ iny
255
+ cpy zend_tmp
256
+ bne zl
257
+ ldx zidx
258
+ inx
259
+ stx zidx
260
+ cpx zlast
261
+ beq z_to_split
262
+ lda zline,x
263
+ jmp schedule
264
+ z_to_split:
265
+ jsr arm_split // the split's own vector and line
266
+ lda #SPLIT_LINE-MARGIN
267
+ cmp $d012
268
+ bcs on_time // in time: return and let it fire
269
+ inc mux_late // late: run it now; the ack at its end clears
270
+ inc split_late // the match latched meanwhile
271
+ jmp split_body
272
+
273
+ // schedule: A = next line. If the raster is already within MARGIN lines of
274
+ // it, run the next body now instead of returning and missing it a frame.
275
+ schedule:
276
+ sta $d012
277
+ sec
278
+ sbc #MARGIN
279
+ cmp $d012
280
+ bcs on_time
281
+ inc mux_late
282
+ jmp dispatch
283
+ on_time:
284
+ lda #$01
285
+ sta $d019
286
+ jmp irq_exit
287
+
288
+ zidx: .byte 0
289
+ zlast: .byte 0
290
+ zend_tmp: .byte 0
291
+ mux_late: .byte 0 // times the late guard ran a zone at once (wraps)
292
+
293
+ // The frame IRQ's sprite half: swap in a ready build, write the first eight.
294
+ mux_frame:
295
+ lda mux_ready
296
+ beq !+
297
+ lda mux_front
298
+ eor #BUF
299
+ sta mux_front
300
+ lda #0
301
+ sta mux_ready
302
+ !: ldy mux_front
303
+ .for (var s = 0; s < 8; s++) {
304
+ lda sy + s, y
305
+ sta $d001 + s * 2
306
+ lda sx + s, y
307
+ sta $d000 + s * 2
308
+ lda sptr + s, y
309
+ sta PTRS_A + s
310
+ sta PTRS_B + s
311
+ lda scol + s, y
312
+ sta $d027 + s
313
+ }
314
+ lda sd010 + 7, y
315
+ sta $d010
316
+ lda en_b, y
317
+ sta $d015
318
+ sty zidx
319
+ lda zlast_b, y
320
+ sta zlast
321
+ rts
@@ -0,0 +1,255 @@
1
+ // sound.asm: a three-voice music player with sound effects inside it,
2
+ // imported by kernel.asm. The split IRQ calls music_play once a frame.
3
+ //
4
+ // Mechanism from c64-kb's kickassembler/sfx-in-player recipe (technique
5
+ // sfx_in_player) and the init + play convention of oscar64/sid-music-player
6
+ // (sid_play_routine_pattern). The player writes a 25-byte shadow of the SID
7
+ // and copies it to $D400-$D418 once a frame. An effect takes voice 3 for its
8
+ // length; the music keeps advancing underneath and, while it owns a voice,
9
+ // writes that voice's whole instrument every frame, so the frame an effect
10
+ // ends the tune's voice 3 is back at once. No zero page: the pattern and
11
+ // effect reads patch their own operands. The tune is original.
12
+ //
13
+ // On NTSC the play routine skips one call in six, so the tune keeps its PAL
14
+ // tempo (pitfall pal_ntsc_tempo_mismatch), and music_init loads the NTSC
15
+ // frequency table, so it keeps its pitch.
16
+
17
+ .const PAL_CLOCK = 985248
18
+ .const NTSC_CLOCK = 1022727
19
+
20
+ // Instruments, one per voice: bass (pulse), lead (sawtooth), drums (noise).
21
+ ilen: .byte 12, 6, 12 // frames a note lasts
22
+ iwave: .byte $40, $20, $80 // waveform, gate bit clear
23
+ iad: .byte $09, $08, $02
24
+ isr: .byte $a8, $64, $00
25
+ ipw: .byte $04, $08, $08 // pulse width, high byte
26
+ patlo: .byte <pat_bass, <pat_lead, <pat_drum
27
+ pathi: .byte >pat_bass, >pat_lead, >pat_drum
28
+ voff: .byte 0, 7, 14 // voice register offsets
29
+
30
+ vpos: .fill 3, 0 // next byte of the pattern
31
+ vtime: .fill 3, 0 // frames into the note
32
+ vnote: .fill 3, 0 // the note, 0 = rest
33
+
34
+ sfx_pending: .byte 0 // highest effect requested since the last play
35
+ sfx_num: .byte 0 // effect on voice 3, 0 = none
36
+ sfx_pos: .byte 0 // next byte of its data
37
+ sfx_taken: .byte 0 // effects started (for the verdict)
38
+ ntsc_cnt: .byte 4
39
+ tempo_ntsc: .byte 0
40
+
41
+ ghost: .fill 25, 0 // the SID as the player wants it
42
+
43
+ // A = 0 for PAL, 1 for NTSC.
44
+ music_init:
45
+ sta tempo_ntsc
46
+ beq mi_pal
47
+ ldx #95
48
+ !: lda ntsc_lo,x
49
+ sta freq_lo,x
50
+ lda ntsc_hi,x
51
+ sta freq_hi,x
52
+ dex
53
+ bpl !-
54
+ mi_pal: ldx #2
55
+ !: lda #0
56
+ sta vpos,x
57
+ sta vtime,x
58
+ dex
59
+ bpl !-
60
+ sta sfx_pending
61
+ sta sfx_num
62
+ ldx #24
63
+ !: sta ghost,x
64
+ dex
65
+ bpl !-
66
+ lda #$0f
67
+ sta ghost+24 // volume 15, no filter
68
+ rts
69
+
70
+ // A = effect number 1-3. A higher number wins; call with interrupts off.
71
+ sfx_request:
72
+ cmp sfx_pending
73
+ bcc !+
74
+ sta sfx_pending
75
+ !: rts
76
+
77
+ music_play:
78
+ lda tempo_ntsc
79
+ beq mp_run
80
+ dec ntsc_cnt
81
+ bpl mp_run
82
+ lda #4 // every sixth NTSC frame: no step
83
+ sta ntsc_cnt
84
+ rts
85
+ mp_run: lda sfx_pending // start the queued effect unless a
86
+ beq mp_fx // higher one is playing
87
+ cmp sfx_num
88
+ bcc mp_drop
89
+ sta sfx_num
90
+ tax
91
+ lda fx_lo-1,x
92
+ sta sfx_pos
93
+ inc sfx_taken
94
+ jsr fx_header
95
+ lda #0 // gate off for one frame, so the next row's
96
+ sta ghost+14+4 // gate on restarts the envelope
97
+ sta sfx_pending
98
+ jmp mp_music
99
+ mp_drop:
100
+ lda #0
101
+ sta sfx_pending
102
+ mp_fx: lda sfx_num
103
+ beq mp_music
104
+ jsr fx_row
105
+ mp_music:
106
+ ldx #2
107
+ !: jsr voice
108
+ dex
109
+ bpl !-
110
+ .for (var r = 24; r >= 0; r--) { // ghost copy: every register, once a
111
+ lda ghost + r // frame, top down as the loop did; unrolled,
112
+ sta $d400 + r // 200 cycles against 350
113
+ }
114
+ rts
115
+
116
+ // One voice, X = 0-2. The music advances every frame, owned or not.
117
+ voice: lda vtime,x
118
+ bne v_gate
119
+ lda patlo,x // first frame of a note: fetch it
120
+ sta v_rd+1
121
+ sta v_rd2+1
122
+ lda pathi,x
123
+ sta v_rd+2
124
+ sta v_rd2+2
125
+ ldy vpos,x
126
+ v_rd: lda $ffff,y
127
+ cmp #$ff
128
+ bne v_got
129
+ ldy #0 // end of pattern: loop
130
+ v_rd2: lda $ffff,y
131
+ v_got: sta vnote,x
132
+ iny
133
+ tya
134
+ sta vpos,x
135
+ v_gate: ldy #0 // gate on for all but a note's last two frames
136
+ lda vnote,x
137
+ beq v_off
138
+ lda vtime,x
139
+ clc
140
+ adc #2
141
+ cmp ilen,x
142
+ bcs v_off
143
+ iny
144
+ v_off: sty v_g+1
145
+ inc vtime,x
146
+ lda vtime,x
147
+ cmp ilen,x
148
+ bne !+
149
+ lda #0
150
+ sta vtime,x
151
+ !: cpx #2 // voice 3 while an effect owns it: leave it
152
+ bne v_write
153
+ lda sfx_num
154
+ beq v_write
155
+ rts
156
+ v_write:
157
+ ldy voff,x
158
+ lda vnote,x
159
+ beq !+
160
+ stx v_x+1
161
+ tax
162
+ lda freq_lo,x
163
+ sta ghost+0,y
164
+ lda freq_hi,x
165
+ sta ghost+1,y
166
+ v_x: ldx #0
167
+ !: lda #0
168
+ sta ghost+2,y
169
+ lda ipw,x
170
+ sta ghost+3,y
171
+ lda iwave,x
172
+ v_g: ora #0
173
+ sta ghost+4,y
174
+ lda iad,x
175
+ sta ghost+5,y
176
+ lda isr,x
177
+ sta ghost+6,y
178
+ rts
179
+
180
+ // Effect data: AD, SR, pulse high, then rows of (control, frequency high),
181
+ // one row a frame, ended by a control byte of 0. Voice 3 is ghost+14.
182
+ fx_header:
183
+ jsr fx_byte
184
+ sta ghost+14+5
185
+ jsr fx_byte
186
+ sta ghost+14+6
187
+ jsr fx_byte
188
+ sta ghost+14+3
189
+ lda #0
190
+ sta ghost+14+2
191
+ sta ghost+14+0
192
+ rts
193
+
194
+ fx_row: jsr fx_byte
195
+ beq fx_end
196
+ sta ghost+14+4
197
+ jsr fx_byte
198
+ sta ghost+14+1
199
+ rts
200
+ fx_end: sta sfx_num // A = 0: the music takes voice 3 back this frame
201
+ rts
202
+
203
+ fx_byte:
204
+ ldx sfx_pos
205
+ lda fx_data,x
206
+ inc sfx_pos
207
+ cmp #0
208
+ rts
209
+
210
+ // ---- data ---------------------------------------------------------------
211
+ // Notes: octave * 12 + semitone, C = 0 (A4 = 57). 0 is a rest, $FF loops.
212
+ pat_bass:
213
+ .byte 33, 33, 45, 33, 31, 31, 43, 31, 29, 29, 41, 29, 28, 28, 40, 28
214
+ .byte $ff
215
+ pat_lead:
216
+ .byte 57, 60, 64, 69, 64, 60, 57, 0
217
+ .byte 55, 59, 62, 67, 62, 59, 55, 0
218
+ .byte 53, 57, 60, 65, 60, 57, 53, 0
219
+ .byte 52, 56, 59, 64, 59, 56, 52, 0
220
+ .byte 57, 64, 69, 72, 69, 64, 60, 64
221
+ .byte 55, 62, 67, 71, 67, 62, 59, 62
222
+ .byte 53, 60, 65, 69, 65, 60, 57, 60
223
+ .byte 52, 59, 64, 68, 64, 59, 56, 0
224
+ .byte $ff
225
+ pat_drum:
226
+ .byte 84, 0, 72, 0, 84, 84, 72, 0
227
+ .byte $ff
228
+
229
+ // Effects: 1 shot, 2 explosion, 3 the player's ship lost.
230
+ fx_lo: .byte fx_shot - fx_data, fx_boom - fx_data, fx_dead - fx_data
231
+ fx_data:
232
+ fx_shot:
233
+ .byte $00, $a0, $08
234
+ .byte $41, $30, $41, $28, $41, $20, $40, $18, $40, $10
235
+ .byte 0
236
+ fx_boom:
237
+ .byte $00, $f9, $08
238
+ .byte $81, $28, $81, $20, $81, $18, $81, $14, $81, $10, $81, $0c
239
+ .byte $80, $0a, $80, $08, $80, $06, $80, $05
240
+ .byte 0
241
+ fx_dead:
242
+ .byte $00, $fa, $08
243
+ .byte $21, $40, $21, $38, $21, $30, $21, $28, $81, $30, $81, $28
244
+ .byte $81, $20, $81, $1c, $81, $18, $81, $14, $81, $10, $81, $0e
245
+ .byte $80, $0c, $80, $0a, $80, $08, $80, $06, $80, $05, $80, $04
246
+ .byte 0
247
+ .assert "effect data fits one index byte", * - fx_data < 256, true
248
+
249
+ // Frequency tables, notes 0-95: f = 440 * 2^((n - 57) / 12) Hz and
250
+ // register = f * 2^24 / clock (arithmetic, rounded; the top notes clamp at
251
+ // $FFFF on PAL).
252
+ freq_lo: .fill 96, <min(65535, round(440 * pow(2, (i - 57) / 12) * 16777216 / PAL_CLOCK))
253
+ freq_hi: .fill 96, >min(65535, round(440 * pow(2, (i - 57) / 12) * 16777216 / PAL_CLOCK))
254
+ ntsc_lo: .fill 96, <min(65535, round(440 * pow(2, (i - 57) / 12) * 16777216 / NTSC_CLOCK))
255
+ ntsc_hi: .fill 96, >min(65535, round(440 * pow(2, (i - 57) / 12) * 16777216 / NTSC_CLOCK))