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
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  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
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  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
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1
+ <!-- doc-type: reference -->
2
+
3
+ # Game Structure: the states a shipped C64 game is made of
4
+
5
+ This page is about how a finished game is put together above the level of
6
+ any one routine: which states it passes through, what each state resets,
7
+ how a level ends, and what a front end holds. These are design patterns,
8
+ not techniques. A technique tells you how to move a sprite; a pattern
9
+ tells you when the sprite must be switched off and who switches it back
10
+ on. Each pattern names the techniques and recipes that realise it and
11
+ lists checks a headless harness could run against a build. It exists
12
+ because three faults keep recurring in generated games: every level ends
13
+ on a frame counter, the player sprite and score digits stay on screen
14
+ after game over, and there is no working restart. Each is a missing or
15
+ merged state, not a missing effect. Sources are named in prose; a number
16
+ is its source's number. Nothing on this page was measured in VICE.
17
+
18
+ ---
19
+
20
+ ## game_state_machine — One state variable owns the machine
21
+
22
+ **Kind:** structure
23
+ **Applies to:** vertical_shmup, horizontal_shmup, single_screen_platformer, scrolling_platformer, top_down_adventure, puzzle, action_puzzle, sports, racing, beat_em_up
24
+ **Realised by:** jump_table_dispatch, irq_chain_table, frame_sync_loop, joystick_edge_detect, sid_play_routine_pattern, sfx_engine_beside_music, oscar64/platformer-scaffold, oscar64/simple-shmup, kickassembler/irq-chain, two_player_state_swap, oscar64/two-player, text_window_and_menu, oscar64/text-window-menu
25
+ **Sources:** Codebase64 guide to programming games (unattributed, wiki); Andrew Braybrook, Morpheus diary in Zzap!64, 1987; John and Steve Rowlands, Mayhem in Monsterland diary in Commodore Format, 1992 to 1993
26
+
27
+ **Checks:**
28
+
29
+ - Read the state variable after boot and find it equal to the front-end state.
30
+ - Read the sprite enable register on the first frame of the front end and find only the bits the front end's own sprite list sets; the play sprites' bits read zero.
31
+ - Read the sprite enable register after game over resolves to the front end and find the play sprites cleared.
32
+ - Find no score, lives or level digits in screen RAM while the state is front end.
33
+ - Hold fire in the front end for one frame after entering it and confirm play has not begun.
34
+ - Play to game over, return to the front end, start again, and find the score, lives and level at their starting values.
35
+ - Read the current-tune variable, the value passed to the play routine's init, in the front end and find it equal to the front-end tune number.
36
+ - Enter the play state and find the frame counter, timer and per-level counters at their initial values.
37
+
38
+ ### Why
39
+
40
+ Every screen in a C64 game shares one CPU, one interrupt chain and one
41
+ set of video registers, and nothing clears them when the story moves on.
42
+ If the title and the play loop are one routine with a flag, play's
43
+ sprites, raster split, music call and joystick reads are still live when
44
+ the title comes back, and the player sees a ship parked on the logo.
45
+
46
+ The remedy is a single state variable, a table of entry routines, and the
47
+ rule that every entry routine puts the machine into the shape its state
48
+ needs before the first frame is drawn. Braybrook's Morpheus diary treats
49
+ the title screen, the high-score table and a pre-game "meet the meanies"
50
+ sequence as pieces written and debugged apart from the play loop; one
51
+ entry records the title screens running unsynchronised at several times
52
+ frame rate, a bug that can only exist when the title has its own loop.
53
+
54
+ ### The shape
55
+
56
+ One byte holds the state. A jump table indexed by it dispatches to the
57
+ state's per-frame routine; a second table holds the entry routine that
58
+ runs once on a change. Each frame: wait for the raster, run the per-frame
59
+ routine, read the requested next state, and if it differs run the new
60
+ entry routine before the next frame. The usual states:
61
+
62
+ ```
63
+ state entered from leaves to
64
+ front_end boot, game_over, hiscore attract, get_ready
65
+ attract front_end front_end
66
+ get_ready front_end, death, level_end play
67
+ play get_ready, pause level_end, death, pause
68
+ pause play play
69
+ level_end play get_ready, ending
70
+ death play get_ready, game_over
71
+ game_over death hiscore_entry, front_end
72
+ hiscore_entry game_over, ending front_end
73
+ ending level_end hiscore_entry, front_end
74
+ ```
75
+
76
+ What each entry routine sets, and why. The register names below are
77
+ standard VIC, SID and CIA facts and were not measured here.
78
+
79
+ - Sprite enable ($D015) and the sprite pointers at the end of screen RAM.
80
+ Each entry sets exactly the sprites its state uses. A multiplexer must
81
+ be told to stop as well, or its IRQ re-enables them next frame.
82
+ - The IRQ chain: each state installs its own raster table. Screen RAM
83
+ and colour RAM: clear or repaint both, or stale colour RAM shows the
84
+ next text in the wrong colour.
85
+ - SID. Call the state's tune init, or gate every voice off and silence
86
+ the effects engine. A voice left gated sustains into the next screen.
87
+ - The joystick latch. Read and discard the port on entry and require a
88
+ release before accepting fire, or the press that ended the last state
89
+ starts the next.
90
+ - Counters. Frame counter, timers, quotas and the spawn cursor are set
91
+ by the entry routine of the state that uses them, not at boot.
92
+
93
+ Braybrook's pause is the pattern in miniature: the interrupt-driven
94
+ sprite system was told to reuse its previous positions when no new ones
95
+ arrived.
96
+
97
+ ### What breaks when it is skipped
98
+
99
+ - Sprites and HUD digits on the title, because play's sprite enable is
100
+ still live and the front end never repainted the panel rows; and no
101
+ restart, because play was entered by falling through from the title
102
+ once, so a second game inherits the first's score, level and actors.
103
+ Both seen in a generated build this week.
104
+ - The first frame of play reads a held fire press, and two tunes play at
105
+ once because the new init ran with the old play call still chained.
106
+
107
+ ### Variations
108
+
109
+ A shop or between-phase screen is a state of its own: Braybrook's
110
+ Morpheus plays each level over two phases joined by a docking bay and
111
+ converts a phase's score to funds for parts. A flip-screen adventure adds
112
+ a short room-change state. Demos run the same machine under other names;
113
+ see `../demo-design/demo-design-philosophy.md`.
114
+
115
+ Related: `game-design-patterns.md`, `c64-game-archetypes.md`,
116
+ `../techniques/cpu-cycle-tricks.md`, `../techniques/raster.md`,
117
+ `../techniques/input.md`, `../techniques/music-sid.md`.
118
+
119
+ ---
120
+
121
+ ## level_end_conditions — A level ends on a condition the player caused
122
+
123
+ **Kind:** behaviour
124
+ **Applies to:** vertical_shmup, horizontal_shmup, single_screen_platformer, scrolling_platformer, top_down_adventure, puzzle, action_puzzle, beat_em_up
125
+ **Realised by:** wave_director, actor_activation_window, object_pool, tile_grid_collision, decimal_print, oscar64/wave-director, oscar64/level-rle-decoder
126
+ **Sources:** Peter Liepa, Boulder Dash interview transcript on boulder-dash.com, 2022; Jamey Pittman, The Pac-Man Dossier, Game Developer; Andrew Braybrook, Morpheus diary in Zzap!64, 1987; John and Steve Rowlands, Mayhem in Monsterland diary in Commodore Format, 1992 to 1993
127
+
128
+ **Checks:**
129
+
130
+ - Advance the frame counter past the level's nominal length with the player idle and find the level still in play.
131
+ - Satisfy the level's end condition (quota, exit cell, last enemy, boss) and find the state change to level_end within a bounded number of frames.
132
+ - Run the timer to zero and find the state change to death, not to level_end.
133
+ - Patch the level table's speed entry for level 1 before boot and find the level's measured speed follow the patch; a constant in code fails this.
134
+ - Start level 2 and find the level counter at 2 and the level 1 counters cleared.
135
+
136
+ ### Why
137
+
138
+ A level that ends when a counter runs out ends whether or not the player
139
+ did anything, and the player learns that waiting is as good as playing.
140
+ Shipped games end a level on something the player did and use time as
141
+ pressure on that, never as the end itself.
142
+
143
+ ### The catalogue
144
+
145
+ - Quota plus timer. Boulder Dash: Liepa describes sixteen caves plus
146
+ four bonus caves, each at five difficulty levels, and says a harder
147
+ level mostly means faster play and more boulders.
148
+ The exit opens when the diamond quota is met and the clock is the
149
+ pressure; the quota and time figures were not read in the interview.
150
+ He also wanted every cave to run the same way for the same inputs.
151
+ - All pickups eaten. Pac-Man: Pittman gives 244 dots per maze, 240 small
152
+ plus four energisers (240 + 4 = 244), and the level ends only when all
153
+ are eaten.
154
+ - Docking or exit sequence as its own state. Morpheus: Braybrook
155
+ describes an un-docking sequence in which the port slides off screen
156
+ as the ship leaves, and a re-docking sequence debugged separately.
157
+ - Exit cell entered, with a condition on it. Mayhem in Monsterland: the
158
+ Rowlands describe a finishing line at the end of each 25-screen level,
159
+ and on the level's sad version reaching it drops the player through
160
+ the platform to a chamber below.
161
+ - All enemies cleared, boss defeated, health that drains with time. The
162
+ first two are the defaults for a single-screen shooter, a beat-em-up
163
+ room and a stage end: the state changes when the object pool's active
164
+ count is zero and the wave table is exhausted, or when one actor's
165
+ hit points reach zero and its death animation completes. The third is
166
+ Gauntlet's; Ed Logg's postmortem could not be read here. None of the
167
+ three is sourced to a named designer on this page.
168
+
169
+ ### The per-level table
170
+
171
+ The canonical shape is a row per level and a column per tunable, with
172
+ the rows running to the level after which nothing changes. Pittman's
173
+ Pac-Man tables have columns for the bonus symbol, the player's speed
174
+ normal and eating, the ghosts' speed normal, frightened and in the
175
+ tunnel, the frightened duration and flash count, and the scatter and
176
+ chase intervals; the tables' last row is level 21 and up. Liepa's five
177
+ difficulty levels are the same idea with two
178
+ columns. Write your own in that shape and read every value from it:
179
+
180
+ ```
181
+ level speed duration quota enemy_count spawn_rate bonus
182
+ 1 1 .. .. .. .. ..
183
+ 2 ..
184
+ ```
185
+
186
+ Duration is the pressure timer's length, not the level's. When the last
187
+ row is reached, hold it, as Pac-Man does from level 21.
188
+
189
+ ### What breaks when it is skipped
190
+
191
+ - The level ends on a frame count and the player learns to wait, or the
192
+ timer running out counts as success because it is the only end wired.
193
+ - Difficulty lives in code constants, so the ramp cannot be seen or
194
+ changed without an assembler pass.
195
+
196
+ ### Variations
197
+
198
+ Quota then exit is the common combined form. A shooter ends a level when
199
+ the scroll reaches the end of the map and the boss is dead. A puzzle
200
+ level ends when a predicate over the board is true, with no timer.
201
+
202
+ Related: `game-design-patterns.md`, `../techniques/logic.md`,
203
+ `../techniques/text.md`.
204
+
205
+ ---
206
+
207
+ ## level_transition_sequence — Get Ready, swap the level, reset the counters
208
+
209
+ **Kind:** composition
210
+ **Applies to:** vertical_shmup, horizontal_shmup, single_screen_platformer, scrolling_platformer, top_down_adventure, action_puzzle, beat_em_up
211
+ **Realised by:** screen_wipe, colour_fade, colour_cycling, tile_map_render, charset_copy_rom_to_ram, kickassembler/screen-wipe, kickassembler/colour-fade, oscar64/tile-map-render, oscar64/level-rle-decoder, flip_screen_rooms, oscar64/flip-screen-rooms
212
+ **Sources:** John and Steve Rowlands, Mayhem in Monsterland diary in Commodore Format, 1992 to 1993; Andrew Braybrook, Morpheus diary in Zzap!64, 1987
213
+
214
+ **Checks:**
215
+
216
+ - End level 1 and find the state pass through level_end and get_ready before play resumes.
217
+ - Read the character set pointer and the video bank in level 2 and find them equal to level 2's row in the level table.
218
+ - Read the sprite enable register during the get-ready screen and find only the sprites that screen owns.
219
+ - Read the object pool at the first frame of level 2 and find every slot free.
220
+ - Read the timer and quota counters at the first frame of level 2 and find them at level 2's starting values.
221
+ - Hold fire through the get-ready screen and find that play starts once, on the release.
222
+
223
+ ### Why
224
+
225
+ The Rowlands give two reasons for a Get Ready screen: it tells the
226
+ player another go is coming, and it is a rest between lives. It is also
227
+ where the machine is put into the next level's shape while nothing is
228
+ moving. Their diary describes set-up routines that select the right
229
+ graphics bank and colour table before fire takes the player into the
230
+ level, and a Get Ready screen showing a scaled-down copy of the level.
231
+
232
+ ### The shape
233
+
234
+ A per-level record holds everything that differs between levels: map
235
+ address and size, character set, colour table, sprite bank, tune number,
236
+ start position and difficulty row. The level_end entry increments the
237
+ level counter and, if the table has run out, requests the ending. The
238
+ get_ready entry reads the record, decompresses the map, copies the
239
+ character set, paints the colour table, starts the tune, frees every
240
+ object-pool slot, resets the timer and quota, and draws the text. Play's
241
+ entry then enables the player's sprites, installs the play IRQ chain and
242
+ clears the joystick latch. Score and lives are kept; frame counter,
243
+ timer, quota, spawn cursor, scroll position, object pool and per-level
244
+ flags are reset. Nothing carries over that the table did not put there.
245
+
246
+ The wipe is the visible part. The Rowlands describe pressing fire on Get
247
+ Ready, the screen blanking, the player character charging on and skidding
248
+ to a halt, and the level appearing behind him in an ever-growing box. Any
249
+ screen_wipe form, a colour_fade out and in, or a colour_cycling flash
250
+ serves; finish it before play's entry runs, so the swap happens on a
251
+ blank screen and no half-drawn frame shows.
252
+
253
+ ### What breaks when it is skipped
254
+
255
+ - Level 2 draws with level 1's character set for a frame or more.
256
+ - Enemies from the end of level 1 are alive at the start of level 2, a
257
+ held fire press fires on its first frame, and the timer carries its
258
+ level 1 remainder over.
259
+
260
+ ### Variations
261
+
262
+ A flip-screen adventure runs the short form on every room change. It does
263
+ not fit in one vertical blank: the flip-screen-rooms recipe measured a
264
+ full redraw of a 40 by 22 RLE room at 40,204 to 42,141 cycles, about two
265
+ PAL frames, so it blanks the display for two frames on PAL and three on
266
+ NTSC and redraws behind the blank (this sentence said "inside one vertical
267
+ blank" until that measurement). Morpheus puts a docking sequence where Get
268
+ Ready goes.
269
+
270
+ Related: `../techniques/transitions.md`, `../techniques/scroll.md`,
271
+ `../techniques/memory-banking.md`.
272
+
273
+ ---
274
+
275
+ ## front_end_and_attract — The title screen, the demo mode and the high-score table
276
+
277
+ **Kind:** production
278
+ **Applies to:** vertical_shmup, horizontal_shmup, single_screen_platformer, scrolling_platformer, top_down_adventure, puzzle, action_puzzle, sports, racing, beat_em_up
279
+ **Realised by:** text_input_line, kernal_file_write_seq, kernal_file_read_seq, joystick_edge_detect, decimal_print, colour_cycling, big_font_2x2, oscar64/high-score-persist, oscar64/text-input, kickassembler/big-font-scroller, kickassembler/colour-cycling, attract_mode_input_replay, oscar64/attract-replay, high_score_table_insert, kickassembler/high-score-insert
280
+ **Sources:** Codebase64 guide to programming games (unattributed, wiki); Lasse Öörni, Rant 18, Interaction patterns in Covert Bitops games; Tony Temple, Anatomy of Arcade High Score Tables, The Arcade Blogger, 2021; Andrew Braybrook, Morpheus diary in Zzap!64, 1987
281
+
282
+ **Checks:**
283
+
284
+ - Leave the front end idle for its attract delay and find the state change to attract, then back to the front end when the demo ends or fire is pressed.
285
+ - Read the player's input byte during attract and find it written by the attract source, not by the joystick port.
286
+ - Press fire during attract and find the state change to the front end within one frame.
287
+ - Score above the lowest table entry and find the state pass through hiscore_entry before the front end.
288
+ - Score below the lowest table entry and find the state go straight to the front end.
289
+ - Read the table after boot and find it seeded, not blank.
290
+ - Enter three characters and find the entry accepted and the table re-sorted.
291
+ - Leave hiscore_entry idle for its timeout and find the entry closed with the characters typed so far.
292
+ - Read screen RAM in the front end or during attract and find the table drawn.
293
+
294
+ ### Why
295
+
296
+ The front end is the screen every game returns to, so it needs its own
297
+ entry routine for the reasons in game_state_machine. The Codebase64 guide
298
+ describes its author's usual title as a bitmap logo, a scroller and a
299
+ colour wash or flash, and says an ending should be more than a one-line
300
+ message: simple demo effects, sprite animation and an end tune.
301
+
302
+ ### The shape
303
+
304
+ Title. Logo, scroller, one or two modest effects, the high-score table
305
+ and the prompt. Braybrook records a table of ten rows, scores of eight
306
+ digits and three-letter initials, and later an all-time table saved to
307
+ disk for disk owners only. His title ran on the play
308
+ multiplexer, which is the coupling the state machine has to manage.
309
+
310
+ Attract. Two ways to drive a demo of the game without a second code
311
+ path. First, Öörni's control-override pattern: the player actor reads a
312
+ virtual joystick byte rather than the port; he describes a conversation
313
+ freezing the player by feeding zero, and enemy AI in his later games
314
+ feeding enemy actors the same way. Driving attract through that byte
315
+ from a script is this page's use of the seam, not his. Second, replay
316
+ recorded input through the same override; this reproduces the run only
317
+ if the game is deterministic from its seed, the property Liepa wanted
318
+ for Boulder Dash. Both end on any real fire press and at the script's
319
+ end. The attract delay is not sourced here.
320
+
321
+ High-score subsystem. Temple quotes Atari's Steve Calfee, whose reason
322
+ for stopping at three letters was to keep obscenities off the attract
323
+ screen, and describes a Missile Command default table filled by a staff playoff
324
+ with the lead programmer's initials on top. The checklist:
325
+
326
+ - A seeded default table, so the first game has something to beat.
327
+ - Three initials, by text_input_line or a joystick letter wheel.
328
+ - An entry timeout, so an abandoned entry does not hold the machine.
329
+ Temple states none and no period figure was read here; pick one.
330
+ - The table shown in the front end or during attract; Temple's examples
331
+ put it on the attract screen, Missile Command among them.
332
+ - Persistence if the medium allows: Braybrook's disk-only save; Temple
333
+ contrasts arcade tables reset at power-off with battery-backed ones.
334
+
335
+ Game over leads to hiscore_entry when the score qualifies and to the
336
+ front end when it does not. The ending state goes to the same place.
337
+
338
+ ### What breaks when it is skipped
339
+
340
+ - The front end shows play's sprites and HUD because it is not a state.
341
+ - No attract, so the title is a still frame when it idles; a blank table,
342
+ so the first player tops it with any score; no timeout, so a
343
+ walked-away entry screen holds the machine.
344
+ - Game over drops to the title with no path to enter a score.
345
+
346
+ ### Variations
347
+
348
+ A sports or racing game keeps best times or a league: same subsystem,
349
+ different sort key. Without disk access, seed the table at boot.
350
+
351
+ Related: `game-design-patterns.md`, `../techniques/text.md`,
352
+ `../techniques/file-io.md`, `../techniques/input.md`, and
353
+ `../demo-design/intro-cracktro-patterns.md` for the scroller and logo
354
+ conventions the front end borrows.