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 +1,169 @@
1
+ // step.asm: the enemies' paths and one step for every flying enemy,
2
+ // imported by kernel.asm. waves.c keeps the director, the spawner and the
3
+ // path bytecode (its tables' addresses are in en_plo/en_phi). Each frame
4
+ // en_paths counts the explosions down and, for each flying enemy whose MOVE
5
+ // ran out, reads its path until the next MOVE (P_FIRE puts the enemy on
6
+ // en_fire for waves.c; P_END frees it). Then en_step moves every flying
7
+ // enemy one step. The scan and the path reads in C cost about 330 cycles an
8
+ // enemy that needed a MOVE, and 40 more for every enemy, on the frames with
9
+ // most enemies (PROFILE build, NTSC joystick play, VICE x64sc 3.10), where
10
+ // sprite DMA slows every cycle.
11
+
12
+ .const EN_FREE = 0 // waves.h E_FREE
13
+ .const EN_FLYING = 1 // waves.h E_FLYING
14
+ .const EN_BOOM = 2 // waves.h E_BOOM
15
+ .const F_BOOM2 = 5 // display.h: the second explosion frame
16
+ .const P_END = $80 // waves.c: the path opcodes
17
+ .const P_LOOP = $81
18
+ .const P_FIRE = $82
19
+ .const MAX_Y = 187 // mux.asm MAX_SY: lower is off the playfield
20
+
21
+ en_state: .fill NE, 0
22
+ en_n: .fill NE, 0 // steps left in the current MOVE
23
+ en_dx: .fill NE, 0 // signed half X a step
24
+ en_dy: .fill NE, 0 // signed lines a step
25
+ en_timer: .fill NE, 0 // an explosion's frames left
26
+ en_path: .fill NE, 0 // path number
27
+ en_pc: .fill NE, 0 // offset of the next opcode
28
+ en_lc: .fill NE, 0 // loop count left
29
+ en_plo: .fill 6, 0 // each path's address (waves.c fills it)
30
+ en_phi: .fill 6, 0
31
+ en_fire: .fill NE, 0 // enemies whose path said FIRE this frame
32
+ en_nf: .byte 0
33
+
34
+ en_paths:
35
+ lda #0
36
+ sta en_nf
37
+ ldx #0
38
+ ep_loop:
39
+ lda en_state,x
40
+ cmp #EN_FLYING
41
+ bne ep_boom
42
+ lda en_n,x
43
+ bne ep_next
44
+ jsr en_fetch
45
+ jmp ep_next
46
+ ep_boom:
47
+ cmp #EN_BOOM
48
+ bne ep_next
49
+ dec en_timer,x
50
+ lda en_timer,x
51
+ beq ep_free
52
+ cmp #8 // half way: the second frame
53
+ bne ep_next
54
+ lda #SPR_BLOCK+F_BOOM2
55
+ sta act_ptr+1,x
56
+ jmp ep_next
57
+ ep_free:
58
+ jsr en_free
59
+ ep_next:
60
+ inx
61
+ cpx #NE
62
+ bne ep_loop
63
+ rts
64
+
65
+ en_free: // as waves.c enemy_free
66
+ lda #EN_FREE
67
+ sta en_state,x
68
+ lda #OFF_Y
69
+ sta act_y+1,x
70
+ rts
71
+
72
+ // Enemy X has no steps left: read opcodes until a MOVE, by waves.c's rules
73
+ // for the bytecode. Every read is `lda path,y` with the path's address
74
+ // patched in, y the offset.
75
+ en_fetch:
76
+ ldy en_path,x
77
+ lda en_plo,y
78
+ sta ef_0+1
79
+ sta ef_1+1
80
+ sta ef_2+1
81
+ sta ef_3+1
82
+ sta ef_4+1
83
+ lda en_phi,y
84
+ sta ef_0+2
85
+ sta ef_1+2
86
+ sta ef_2+2
87
+ sta ef_3+2
88
+ sta ef_4+2
89
+ ef_loop:
90
+ ldy en_pc,x
91
+ ef_0: lda $ffff,y
92
+ cmp #P_END
93
+ beq en_free
94
+ cmp #P_FIRE
95
+ beq ef_fire
96
+ cmp #P_LOOP
97
+ beq ef_rep
98
+ sta en_n,x // MOVE n, dx, dy
99
+ iny
100
+ ef_1: lda $ffff,y
101
+ sta en_dx,x
102
+ iny
103
+ ef_2: lda $ffff,y
104
+ sta en_dy,x
105
+ iny
106
+ tya
107
+ sta en_pc,x
108
+ lda en_n,x // a MOVE of 0 steps: read on
109
+ beq ef_loop
110
+ rts
111
+ ef_fire:
112
+ ldy en_nf
113
+ txa
114
+ sta en_fire,y
115
+ inc en_nf
116
+ inc en_pc,x
117
+ jmp ef_loop
118
+ ef_rep: // LOOP count, target
119
+ lda en_lc,x
120
+ bne !+
121
+ iny
122
+ ef_3: lda $ffff,y
123
+ dey
124
+ sta en_lc,x
125
+ !: dec en_lc,x
126
+ beq ef_out
127
+ iny
128
+ iny
129
+ ef_4: lda $ffff,y // back to the target
130
+ sta en_pc,x
131
+ jmp ef_loop
132
+ ef_out:
133
+ tya // done: past the LOOP
134
+ clc
135
+ adc #3
136
+ sta en_pc,x
137
+ jmp ef_loop
138
+
139
+ en_step:
140
+ ldx #0
141
+ es_loop:
142
+ lda en_state,x
143
+ cmp #EN_FLYING
144
+ bne es_next
145
+ dec en_n,x
146
+ lda act_hx+1,x
147
+ clc
148
+ adc en_dx,x
149
+ sta act_hx+1,x
150
+ cmp #4 // off the sides: below 4 or above 170 (a
151
+ bcc es_free // step left past 0 wraps high)
152
+ cmp #171
153
+ bcs es_free
154
+ lda act_y+1,x
155
+ clc
156
+ adc en_dy,x
157
+ sta act_y+1,x
158
+ cmp #MAX_Y+1
159
+ bcc es_next
160
+ es_free:
161
+ lda #EN_FREE // left the screen: no score
162
+ sta en_state,x
163
+ lda #OFF_Y
164
+ sta act_y+1,x
165
+ es_next:
166
+ inx
167
+ cpx #NE
168
+ bne es_loop
169
+ rts
@@ -0,0 +1,195 @@
1
+ // waves.c: attack waves triggered by scroll distance, after c64-kb's
2
+ // oscar64/wave-director recipe (techniques wave_director, object_pool).
3
+ // A list of wave records sorted by map row is read through a cursor; each
4
+ // names a path, an enemy type, a count, a spawn spacing in frames and a
5
+ // formation (first half X and step). Enemies live in a fixed pool of twelve.
6
+ // Each runs a path written as bytecode: MOVE n steps of (dx, dy), LOOP, END.
7
+ // Because the waves wait for the scroll, not a frame count, a level that
8
+ // stops or slows keeps its waves where the map put them.
9
+ #include "waves.h"
10
+ #include "display.h"
11
+ #include "level.h"
12
+
13
+ static char e_type[NE];
14
+ // Running the paths and the step are step.asm's (en_paths, en_step); its
15
+ // tables hold each enemy's path state, step and explosion timer.
16
+ #define e_n ((char *)ASM_EN_N)
17
+ #define e_dx ((signed char *)ASM_EN_DX)
18
+ #define e_dy ((signed char *)ASM_EN_DY)
19
+ #define e_timer ((char *)ASM_EN_TIMER) // an explosion's frames left
20
+ #define e_path ((char *)ASM_EN_PATH)
21
+ #define e_pc ((char *)ASM_EN_PC)
22
+ #define e_lc ((char *)ASM_EN_LC)
23
+ char waves_started;
24
+ char kills_by_type[3];
25
+
26
+ // ---- paths -----------------------------------------------------------------
27
+ // A byte below $80 is MOVE: that many steps of signed dx (half X) and dy
28
+ // (lines). P_LOOP count, target jumps back count - 1 times. P_FIRE fires a
29
+ // bullet at the ship (on_enemy_fire; only from sprite Y 72 to 140). P_END
30
+ // frees the enemy. Nothing else takes a frame. step.asm runs the bytecode
31
+ // (en_fetch) and holds the same three values.
32
+ #define P_END 0x80
33
+ #define P_LOOP 0x81
34
+ #define P_FIRE 0x82
35
+ #define S(n) ((char)(signed char)(n))
36
+
37
+ static const char path_dive[] = { 16, 0, 3, P_FIRE, 111, 0, 3, P_END }; // fires at Y 72
38
+ static const char path_weave[] = { 8, 1, 2, 16, S(-1), 2, 8, 1, 2, // one sway, 32 steps
39
+ P_FIRE, // Y 88, then 152 (too low)
40
+ P_LOOP, 3, 0,
41
+ 127, 0, 3, P_END };
42
+ static const char path_swoop[] = { 16, 0, 3, P_FIRE, 10, 1, 2, 12, 2, 1, 80, 2, 0, P_END };
43
+ static const char path_swoopl[] = { 16, 0, 3, P_FIRE, 10, S(-1), 2, 12, S(-2), 1, 80, S(-2), 0, P_END };
44
+ // The parade: down to a row, hold there, then dive. Row A stops at Y 72, row
45
+ // B at Y 102: 30 lines apart, so the multiplexer can reuse all five slots.
46
+ static const char path_parade_a[] = { 16, 0, 3, 127, 0, 0, 60, 0, 0, 127, 0, 3, P_END };
47
+ static const char path_parade_b[] = { 26, 0, 3, 127, 0, 0, 50, 0, 0, 127, 0, 3, P_END };
48
+
49
+ enum { PA_DIVE, PA_WEAVE, PA_SWOOP, PA_SWOOPL, PA_PARADE_A, PA_PARADE_B };
50
+ static const char * const paths[6] = {
51
+ path_dive, path_weave, path_swoop, path_swoopl, path_parade_a, path_parade_b
52
+ };
53
+
54
+ // ---- enemy types -----------------------------------------------------------
55
+ enum { T_DART, T_SAUCER, T_BUG };
56
+ static const char type_frame[3] = { F_DART, F_SAUCER, F_BUG };
57
+ static const char type_colour[3] = { VCOL_RED, VCOL_CYAN, VCOL_PURPLE };
58
+ static const char type_points[3] = { 5, 10, 15 }; // tens of points
59
+
60
+ // ---- the wave list, sorted by map row ------------------------------------------
61
+ // Row: the map row (cur_pos modulo LEVEL_ROWS) that starts the wave.
62
+ // Spawn line Y_ENTRY is in the top border; enemy k appears at hx0 + k * step.
63
+ #define Y_ENTRY 24
64
+ struct Wave { char row, path, type, count, spacing, hx0; signed char step; };
65
+ #define NWAVES 11
66
+ static const struct Wave wave[NWAVES] = {
67
+ { 1, PA_DIVE, T_DART, 5, 8, 40, 20 },
68
+ { 6, PA_WEAVE, T_SAUCER, 5, 10, 86, 0 },
69
+ { 20, PA_PARADE_A, T_BUG, 5, 2, 30, 24 },
70
+ { 22, PA_PARADE_B, T_BUG, 5, 2, 30, 24 },
71
+ { 32, PA_SWOOP, T_DART, 4, 6, 30, 6 },
72
+ { 40, PA_SWOOPL, T_DART, 5, 6, 140, -6 },
73
+ { 48, PA_WEAVE, T_SAUCER, 6, 8, 50, 0 },
74
+ { 56, PA_DIVE, T_DART, 6, 4, 30, 24 },
75
+ { 64, PA_SWOOP, T_BUG, 5, 8, 30, 8 },
76
+ { 72, PA_WEAVE, T_SAUCER, 6, 8, 120, 0 },
77
+ { 84, PA_DIVE, T_DART, 6, 6, 150, -22 },
78
+ };
79
+
80
+ static char cursor, loop, last_row;
81
+ static const struct Wave *sp_w; // the one active spawner: its wave,
82
+ static char sp_left, sp_timer, sp_hx; // enemies to come, frames to the next, its X
83
+
84
+ static void enemy_free(char e)
85
+ {
86
+ e_state[e] = E_FREE;
87
+ e_y[e] = OFF_Y;
88
+ }
89
+
90
+ void waves_reset(void)
91
+ {
92
+ for (char i = 0; i < 6; i++) { // where step.asm reads each path
93
+ ((char *)ASM_EN_PLO)[i] = (unsigned)paths[i] & 0xff;
94
+ ((char *)ASM_EN_PHI)[i] = (unsigned)paths[i] >> 8;
95
+ }
96
+ for (char e = 0; e < NE; e++)
97
+ enemy_free(e);
98
+ cursor = loop = last_row = 0;
99
+ sp_left = 0;
100
+ waves_started = 0;
101
+ kills_by_type[0] = kills_by_type[1] = kills_by_type[2] = 0;
102
+ }
103
+
104
+ unsigned waves_due(unsigned pos)
105
+ {
106
+ unsigned n = 0;
107
+ for (char w = 0; w < NWAVES; w++)
108
+ if (wave[w].row <= pos)
109
+ n++;
110
+ return n;
111
+ }
112
+
113
+ // One enemy of wave wv at half X hx. The spawner works through a pointer
114
+ // and adds the formation step to X, where it indexed the wave table and
115
+ // multiplied: a spawn frame is often a heavy one.
116
+ static void spawn(const struct Wave *wv, char hx)
117
+ {
118
+ for (char e = 0; e < NE; e++) {
119
+ if (e_state[e] == E_FREE) {
120
+ char t = wv->type;
121
+ e_state[e] = E_FLYING;
122
+ e_hx[e] = hx;
123
+ e_y[e] = Y_ENTRY;
124
+ e_path[e] = wv->path;
125
+ e_pc[e] = e_n[e] = e_lc[e] = 0;
126
+ e_type[e] = t;
127
+ e_ptr[e] = SPR_BLOCK + type_frame[t];
128
+ e_colour[e] = type_colour[t];
129
+ return;
130
+ }
131
+ } // pool full: this one is dropped
132
+ }
133
+
134
+ // Start every wave whose row the scroll has reached: >= and not ==, so a
135
+ // scroll that moves more than one row a frame cannot skip one.
136
+ static void director(char row)
137
+ {
138
+ if (row < last_row) { // the level looped
139
+ cursor = 0;
140
+ loop++;
141
+ }
142
+ last_row = row;
143
+ while (cursor < NWAVES && row >= wave[cursor].row) {
144
+ sp_w = wave + cursor;
145
+ sp_left = sp_w->count;
146
+ sp_hx = sp_w->hx0;
147
+ sp_timer = 0;
148
+ waves_started++;
149
+ cursor++;
150
+ }
151
+ }
152
+
153
+ static void spawner(void)
154
+ {
155
+ if (sp_left == 0)
156
+ return;
157
+ if (sp_timer) {
158
+ sp_timer--;
159
+ return;
160
+ }
161
+ const struct Wave *wv = sp_w;
162
+ spawn(wv, sp_hx);
163
+ sp_hx += wv->step;
164
+ sp_left--;
165
+ char gap = wv->spacing;
166
+ if (loop) // later loops: closer together
167
+ gap >>= loop > 2 ? 2 : loop;
168
+ sp_timer = gap ? gap - 1 : 0;
169
+ }
170
+
171
+ void enemy_explode(char e)
172
+ {
173
+ e_state[e] = E_BOOM;
174
+ e_timer[e] = 16;
175
+ e_ptr[e] = SPR_BLOCK + F_BOOM1;
176
+ e_colour[e] = VCOL_YELLOW;
177
+ }
178
+
179
+ char enemy_points(char e)
180
+ {
181
+ char t = e_type[e];
182
+ kills_by_type[t]++;
183
+ return type_points[t];
184
+ }
185
+
186
+ void waves_update(char row)
187
+ {
188
+ director(row);
189
+ spawner();
190
+ __asm { jsr ASM_EN_PATHS } // explosions, and new MOVEs from the paths
191
+ char n = K_BYTE(ASM_EN_NF);
192
+ for (char k = 0; k < n; k++)
193
+ on_enemy_fire(((char *)ASM_EN_FIRE)[k]);
194
+ __asm { jsr ASM_EN_STEP } // every flying enemy: one step, or off
195
+ }
@@ -0,0 +1,33 @@
1
+ // waves.h: enemies in a fixed pool, attack waves keyed to scroll distance,
2
+ // and the path bytecode each enemy runs (wave_director, object_pool).
3
+ #ifndef WAVES_H
4
+ #define WAVES_H
5
+
6
+ #include "game.h"
7
+
8
+ #define NE 12 // enemy slots: actors 1-12 of the multiplexer
9
+
10
+ enum { E_FREE, E_FLYING, E_BOOM };
11
+
12
+ #define e_state ((char *)ASM_EN_STATE) // E_*; step.asm reads it
13
+
14
+ // An enemy's position, sprite and colour live in the multiplexer's actor
15
+ // table, as actor e + 1: the kernel sorts them where waves.c writes them,
16
+ // with no copy. A free enemy's Y is OFF_Y, which the multiplexer skips.
17
+ #define e_hx (ACT_HX + 1) // half X
18
+ #define e_y (ACT_Y + 1) // sprite Y
19
+ #define e_ptr (ACT_PTR + 1) // sprite block: SPR_BLOCK + frame (display.h F_*)
20
+ #define e_colour (ACT_COL + 1)
21
+ extern char waves_started; // triggers since waves_reset (for the verdict)
22
+ extern char kills_by_type[3]; // enemies shot, by type: dart, saucer, bug
23
+
24
+ void waves_reset(void);
25
+ void waves_update(char row); // map row now showing: director, spawner, paths, explosions
26
+ void enemy_explode(char e); // shot or rammed: explode, then free
27
+ char enemy_points(char e); // score, in tens of points
28
+ unsigned waves_due(unsigned pos); // wave records whose position pos has reached
29
+ void on_enemy_fire(char e); // a path said FIRE; main.c decides what that does
30
+
31
+ #pragma compile("waves.c")
32
+
33
+ #endif
@@ -0,0 +1,6 @@
1
+ {
2
+ "checks": [
3
+ { "name": "staged run's own verdict: no overrun, every bullet cell restored", "type": "verdict" },
4
+ { "name": "frame meter, play frames 150-399 of the staged run", "type": "meter", "row": 13, "col": 10, "frames": 250 }
5
+ ]
6
+ }
@@ -0,0 +1,152 @@
1
+ #!/usr/bin/env python3
2
+ """drive.py PRG STEP...: play the `make joy` build headless over VICE's binary monitor.
3
+
4
+ python3 tools/drive.py build/shmup-vertical-joy.prg "until:PUSH FIRE" tap:fire \
5
+ "until:SCORE" hold:fire "until:GAME OVER" "until:PUSH FIRE" print
6
+
7
+ Taken from templates/platformer/tools/drive.py; only the screens it reads
8
+ differ: this game's text is on the two playfield screens ($8000, $8400,
9
+ rows 0-20) and the panel ($8800, rows 21-23). The joy build reads its port
10
+ byte from $02FE (JOY_SOURCE) instead of $DC00, because the windowless
11
+ VICE's joyport commands never reach $DC00. Steps:
12
+ hold:DIR hold up, down, left, right or fire (DIR+DIR for two); hold:none releases
13
+ tap:DIR press for 0.05 s of run time, then release for 0.1 s
14
+ run:SECONDS let the machine run (warp) that long in real time
15
+ until:TEXT run until TEXT is on a playfield screen or the panel (300 s limit)
16
+ peek:ADDR print the byte at hex ADDR (ADDR,ADDR for several)
17
+ print print the panel's rows and the non-blank text rows of the screen on display
18
+ The machine is left with the monitor's quit command, so the drive's writes reach the .d64.
19
+ Set DRIVE_DISK to a .d64 to attach it as drive 8, DRIVE_MODEL=ntsc for a 6567R8.
20
+ The monitor port is DRIVE_PORT, or a free one picked for each machine (an
21
+ earlier version always took 6581, so two drives collided). Exit 1 when an
22
+ until: step times out.
23
+ """
24
+ import os
25
+ import socket
26
+ import struct
27
+ import subprocess
28
+ import sys
29
+ import time
30
+
31
+ X64SC = os.environ.get("X64SC", os.path.expanduser("~/Developer/c64/vice-headless/bin/x64sc"))
32
+
33
+
34
+ def free_port():
35
+ """A port nothing listens on now, so two drives at once do not collide."""
36
+ with socket.socket() as s:
37
+ s.bind(("127.0.0.1", 0))
38
+ return s.getsockname()[1]
39
+
40
+
41
+ SCREENS = (0x8000, 0x8400) # src/game.h PF0, PF1
42
+ PANEL = 0x8800
43
+ BITS = {"none": 0, "up": 1, "down": 2, "left": 4, "right": 8, "fire": 16}
44
+
45
+
46
+ def text(c):
47
+ c &= 0x7f
48
+ return chr(c + 64) if 1 <= c <= 26 else (chr(c) if 32 <= c < 64 else "~")
49
+
50
+
51
+ class Vice:
52
+ def __init__(self, prg, disk=None, model=None):
53
+ """disk and model default to DRIVE_DISK and DRIVE_MODEL (pal or ntsc)."""
54
+ disk = disk or os.environ.get("DRIVE_DISK")
55
+ model = model or os.environ.get("DRIVE_MODEL", "pal")
56
+ port = int(os.environ.get("DRIVE_PORT") or free_port())
57
+ self.proc = subprocess.Popen(
58
+ [X64SC, "-default", "-warp"] + (["-model", "ntsc"] if model == "ntsc" else [])
59
+ + ["+sound", "-autostartprgmode", "1", "-binarymonitor",
60
+ "-binarymonitoraddress", f"ip4://127.0.0.1:{port}"]
61
+ + (["-8", disk] if disk else []) + ["-autostart", prg],
62
+ stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
63
+ for _ in range(100):
64
+ try:
65
+ self.sock = socket.create_connection(("127.0.0.1", port))
66
+ break
67
+ except OSError:
68
+ time.sleep(0.1)
69
+ else:
70
+ sys.exit("drive: no monitor")
71
+ self.rid = 0
72
+
73
+ def _read(self, n):
74
+ b = b""
75
+ while len(b) < n:
76
+ b += self.sock.recv(n - len(b)) or sys.exit("drive: monitor closed")
77
+ return b
78
+
79
+ def cmd(self, code, body=b""):
80
+ """One binary-monitor command (it stops the machine); returns the reply's body."""
81
+ self.rid += 1
82
+ self.sock.sendall(struct.pack("<BBIIB", 2, 2, len(body), self.rid, code) + body)
83
+ while True:
84
+ _, _, n, _, _, rid = struct.unpack("<BBIBBI", self._read(12))
85
+ data = self._read(n)
86
+ if rid == self.rid:
87
+ return data
88
+
89
+ def mem(self, start, n):
90
+ return self.cmd(0x01, struct.pack("<BHHBH", 0, start, start + n - 1, 0, 0))[2:]
91
+
92
+ def joy(self, bits): # active low, as $DC00 reads
93
+ self.cmd(0x02, struct.pack("<BHHBH", 0, 0x02fe, 0x02fe, 0, 0) + bytes([0xff & ~bits]))
94
+
95
+ def run(self, seconds):
96
+ self.cmd(0xaa) # exit the monitor: the machine runs
97
+ time.sleep(seconds)
98
+
99
+ def rows(self):
100
+ """Panel rows 21-23 and rows 0-20 of both playfield screens, as text."""
101
+ out = []
102
+ for base in SCREENS:
103
+ d = self.mem(base, 21 * 40)
104
+ out += ["".join(text(c) for c in d[r * 40:r * 40 + 40]) for r in range(21)]
105
+ d = self.mem(PANEL + 21 * 40, 3 * 40)
106
+ out += ["".join(text(c) for c in d[r * 40:r * 40 + 40]) for r in range(3)]
107
+ return out
108
+
109
+ def quit(self):
110
+ try:
111
+ self.cmd(0xbb) # quit: VICE flushes the disk image
112
+ self.proc.wait(10)
113
+ except Exception:
114
+ self.proc.kill()
115
+
116
+
117
+ def main():
118
+ vice = Vice(sys.argv[1])
119
+ try:
120
+ vice.joy(0)
121
+ for step in sys.argv[2:]:
122
+ name, _, arg = step.partition(":")
123
+ if name in ("hold", "tap"):
124
+ vice.joy(sum(BITS[d] for d in arg.split("+")))
125
+ if name == "tap":
126
+ vice.run(0.05)
127
+ vice.joy(0)
128
+ vice.run(0.1)
129
+ elif name == "run":
130
+ vice.run(float(arg))
131
+ elif name == "until":
132
+ t0 = time.time()
133
+ while not any(arg in row for row in vice.rows()):
134
+ if time.time() - t0 > 300:
135
+ sys.exit(f"drive: '{arg}' never appeared")
136
+ vice.run(0.1)
137
+ print(f"drive: '{arg}' on screen")
138
+ elif name == "peek":
139
+ for a in arg.split(","):
140
+ print(f"peek {a}: {vice.mem(int(a, 16), 1)[0]}")
141
+ elif name == "print":
142
+ rows = vice.rows()
143
+ front = 1 if vice.mem(0x0881, 1)[0] == 0x1e else 0 # kernel.asm pf_d018
144
+ for row in rows[front * 21:front * 21 + 21] + rows[42:]:
145
+ if row.strip("~ "):
146
+ print("|" + row + "|")
147
+ finally:
148
+ vice.quit()
149
+
150
+
151
+ if __name__ == "__main__":
152
+ main()