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
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  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
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  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 +1,403 @@
1
+ <!-- doc-type: reference -->
2
+
3
+ # C64 Music Production Reference
4
+
5
+ This document covers the musician's side of C64 audio: tracker software,
6
+ composition workflow, voice and filter strategy, the digi pipeline, and
7
+ tempo considerations across PAL and NTSC. It is deliberately separate from
8
+ [docs/techniques/music-sid.md](../techniques/music-sid.md), which covers
9
+ the SID runtime from the programmer's perspective — init/play conventions,
10
+ hard-restart, ADSR register sequencing, and assembly-level filter routing.
11
+ Read that document for the code side. Read this one for the composition
12
+ side and the pipeline from tracker output to player binary.
13
+
14
+ The underlying hardware reference is
15
+ [docs/hardware/sid-reference.md](../hardware/sid-reference.md).
16
+
17
+ ---
18
+
19
+ ## What a C64 musician actually works in
20
+
21
+ C64 music production does not use a DAW in the conventional sense. The
22
+ three voices of the SID chip map directly to three independent tracks in
23
+ a tracker, and the tracker is the primary authoring environment. A tracker
24
+ presents notes as sequences of rows in a pattern grid. Each row carries a
25
+ pitch, a waveform/instrument command, an ADSR preset number, and optional
26
+ effect commands. Patterns are assembled into a song table that sequences
27
+ them across the three voice channels.
28
+
29
+ The musician's deliverable is a player binary: a small piece of 6502
30
+ machine code that, when called at the interrupt rate (typically every
31
+ raster frame), reads the pattern data compiled from the tracker and writes
32
+ the resulting register values to the SID at $D400. The tracker compiles
33
+ the composition directly into this binary or into a standalone data block
34
+ that the player consumes. The programmer integrates the player binary into
35
+ the final demo or game by calling its init address once and its play
36
+ address from the raster interrupt handler.
37
+
38
+ This split — musician owns the tracker file, programmer owns the
39
+ integration — is the standard handoff model. The format of the compiled
40
+ output (SID file, raw binary at a fixed address, or a relocatable blob)
41
+ determines how the programmer receives the music. Understanding which
42
+ format a tracker produces, and what constraints the player binary imposes
43
+ on memory layout, is shared knowledge between both roles.
44
+
45
+ ---
46
+
47
+ ## Tracker landscape
48
+
49
+ ### GoatTracker 2
50
+
51
+ GoatTracker is the dominant modern tracker for C64 music. It runs
52
+ natively on Windows, macOS, and Linux, which makes it accessible to
53
+ musicians who do not own hardware. The voice model mirrors the SID
54
+ exactly: three voice channels, independent pattern sequences per channel,
55
+ and a shared instrument table where each instrument defines waveform
56
+ tables, ADSR parameters, pulse width sequences, and arpeggio tables.
57
+
58
+ GoatTracker compiles to SID file format (PSID/RSID), to a raw binary
59
+ player at a configurable load address, or to a relocatable module.
60
+ The bundled player binary (GoatTracker Stereo Player or the mono variant)
61
+ is compact, typically under 1 KB for the player code alone. Pattern data
62
+ size depends entirely on the composition. The player is interrupt-driven
63
+ and expects to be called once per frame.
64
+
65
+ GoatTracker's instrument table supports multi-frame waveform and pulse
66
+ sequences — you can define complex attack shapes by stepping through
67
+ a waveform table entry per player tick. This is how experienced composers
68
+ create the characteristic hard-restart attacks that dominate scene-quality
69
+ SID music. The hard-restart is a GoatTracker convention as much as it is
70
+ a hardware technique.
71
+
72
+ Audience: broad. GoatTracker is used for scene demos, game soundtracks,
73
+ standalone SID releases, and chiptune sets.
74
+
75
+ ### CheeseCutter
76
+
77
+ CheeseCutter takes a different ergonomic approach. Where GoatTracker
78
+ exposes a deep instrument editor with separate waveform/pulse/arp tables,
79
+ CheeseCutter presents a more visual pattern editor with in-pattern effect
80
+ commands. Composers who come from the Amiga MOD tracker tradition often
81
+ find CheeseCutter's layout more intuitive.
82
+
83
+ The voice and pattern model is comparable: three SID voices, pattern-based
84
+ sequencing, per-instrument ADSR. CheeseCutter's player is larger than
85
+ GoatTracker's; the trade-off is a more expressive effect command set
86
+ accessible directly from the pattern grid without entering a separate
87
+ instrument editor. Compiled output is a player binary with embedded data.
88
+
89
+ Audience: scene composers who prefer pattern-centric workflow; also used
90
+ by composers coming from other platforms.
91
+
92
+ ### Defmon
93
+
94
+ Defmon targets the old-school scene revival aesthetic. It runs on real
95
+ C64 hardware or in VICE, positioning itself as a native tool rather than a
96
+ cross-platform editor. The voice model is standard three-voice SID, but
97
+ the instrument design intentionally limits itself to the register-level
98
+ operations available in classic 1980s players. This constraint is
99
+ deliberate: Defmon music sounds immediately period-authentic because the
100
+ instrument architecture does not permit modern multi-frame table tricks.
101
+
102
+ Compiled output integrates with the Defmon player binary. The player is
103
+ small and well-tested on real hardware. Because the tracker runs natively,
104
+ composers get immediate hardware feedback rather than relying on emulation.
105
+
106
+ Audience: scene musicians prioritising hardware authenticity and the
107
+ old-school sound over modern compositional tools.
108
+
109
+ ### JCH NewPlayer
110
+
111
+ JCH NewPlayer is both a tracker and the player binary it drives. The
112
+ player itself has a long history in the C64 scene and is known for its
113
+ efficiency. The tracker is designed around the specific data format that
114
+ NewPlayer consumes, which means the player behavior is tightly predictable:
115
+ what you compose in the tracker is exactly what the player executes.
116
+
117
+ NewPlayer supports an expanded voice model through its effect system,
118
+ including pulse modulation and vibrato as first-class commands. The player
119
+ binary size is modest. Because NewPlayer is a specific player with a
120
+ specific tracker tied to it, integration is straightforward: the musician
121
+ delivers the compiled data block, the programmer links the NewPlayer binary
122
+ and calls its interface.
123
+
124
+ Audience: scene musicians who know the NewPlayer sound and want its
125
+ specific tonal character; some game music work.
126
+
127
+ ### SID Factory II
128
+
129
+ SID Factory II is Linus Akesson's modern tracker, open-source and
130
+ cross-platform. It is built around a driver model: the tracker compiles
131
+ against a driver binary, and different drivers expose different feature
132
+ sets. The default driver supports multi-frame instrument tables, filter
133
+ automation, and a structured approach to the gate/hard-restart cycle that
134
+ makes the hard-restart behavior explicit and controllable.
135
+
136
+ The player (driver) binary size varies by driver variant, but the standard
137
+ driver is lean. SID Factory II exports to SID format and to raw binaries.
138
+ Its open architecture makes it suited for composers who want to understand
139
+ or modify the player behavior rather than treat it as a black box.
140
+
141
+ Audience: technically inclined composers; scene musicians who want modern
142
+ tooling with transparent internals; contributors to open-source C64
143
+ projects.
144
+
145
+ ---
146
+
147
+ ## The voice-3-as-drum dogma
148
+
149
+ For most of C64 music history, voice 3 has been the percussion voice.
150
+ The convention exists because the noise waveform — the best available
151
+ approximation of a drum sound — shares the voice with the other
152
+ waveforms. Setting a voice to noise, gating it briefly with a fast attack
153
+ and fast release, and modulating the filter cutoff around that transient
154
+ produces kick and snare approximations. Hi-hat textures come from short
155
+ noise bursts with high cutoff frequencies.
156
+
157
+ The deeper reason voice 3 became the dedicated percussion voice is that
158
+ the SID's filter can optionally disconnect voice 3 from the filter output.
159
+ The $D417 FLTX register's bit 7 (FILT3) routes voice 3 through the
160
+ filter, while the $D418 MOLVOL register's bit 7 (3OFF) disconnects voice
161
+ 3 from the output entirely. Using 3OFF, a musician can play a gate-based
162
+ waveform on voice 3 for ring modulation or oscillator sync effects
163
+ without that voice appearing in the audio output at all. The percussion
164
+ convention exploits this: voice 3 runs in 3OFF mode except when a drum
165
+ hit fires, at which point the player briefly enables voice 3 output,
166
+ triggers the noise envelope, and silences it again. This way the drum
167
+ hits punch through without disrupting the melodic voices.
168
+
169
+ The cost is real: voice 3 reserved for drums means the composition is
170
+ effectively two-voice melodic content. Classic C64 game music from the
171
+ 1980s — Rob Hubbard, Martin Galway, Jeroen Tel, Chris Hülsbeck — worked
172
+ within this constraint. The best of that era achieved remarkable melodic
173
+ richness through arpeggiated chords on voices 1 and 2 combined with
174
+ gate-timed rhythm on voice 3.
175
+
176
+ When to break it: scene-tier productions from the 2000s onward increasingly
177
+ treat all three voices as melodic instruments and source percussion
178
+ elsewhere — either from a separate digi voice (see section below) or by
179
+ accepting that the composition has no percussion and relying on rhythm
180
+ through arpeggiated basslines. A three-voice melodic arrangement without
181
+ percussion is a valid aesthetic choice in modern scene music. The dogma
182
+ is a convention, not a hardware constraint. Break it intentionally, not
183
+ by accident.
184
+
185
+ ---
186
+
187
+ ## Filter as a melodic instrument
188
+
189
+ The SID's shared analog filter is a single resonant multi-mode unit that
190
+ processes whichever voices are routed through it. The filter registers
191
+ ($D415-$D418) set the cutoff frequency in 11 bits, the resonance level,
192
+ the mode (low-pass, band-pass, high-pass, or combinations), and the voice
193
+ routing. Because the filter is shared and analog, it acts on the sum of
194
+ routed voices rather than per-voice — this is a structural constraint that
195
+ composers must plan around.
196
+
197
+ Used actively, the filter is a synth lead instrument. A slow cutoff sweep
198
+ on a high-resonance low-pass setting creates the characteristic SID synth
199
+ pad sound. A fast cutoff sweep timed to the note gate creates a filter
200
+ attack — the note starts dark and opens to full brightness. A pulsing LFO
201
+ pattern on the cutoff register (written by the player once per frame)
202
+ produces a wah effect. These techniques are implemented in the player
203
+ through cutoff automation tables, which most modern trackers support as
204
+ part of the instrument definition.
205
+
206
+ ### The 6581 vs 8580 resonance problem
207
+
208
+ The original 6581 SID (manufactured through approximately 1986) has a
209
+ steeper, more aggressive resonance character and a lower effective cutoff
210
+ range. Its filter is notoriously variable between individual chips; two
211
+ 6581s from the same production batch can sound audibly different. The
212
+ later 8580 (from approximately 1987) has a more linear filter response,
213
+ higher effective cutoff ceiling, and much lower chip-to-chip variation.
214
+ The 8580 filter sounds cleaner and more predictable; the 6581 filter is
215
+ warmer and more characterful but harder to control.
216
+
217
+ The practical consequence for composition: a cutoff sweep written against
218
+ a 6581 will sound different — sometimes radically so — on an 8580 and
219
+ vice versa. Composer coping strategies are:
220
+
221
+ - Target one chip revision explicitly. Scene releases typically state a
222
+ chip preference. A musician writing for a known hardware setup can
223
+ calibrate against that chip and accept degraded quality on the other.
224
+
225
+ - Maintain two instrument presets. This is labor-intensive but thorough:
226
+ tune the resonance and cutoff tables separately for 6581 and 8580,
227
+ and switch at integration time based on the target.
228
+
229
+ - Use modal cutoff curves. Rather than sweeping cutoff over a wide range,
230
+ keep cutoff movements within the range where the two chips overlap
231
+ most closely — roughly the midpoint of the 11-bit scale. The audible
232
+ difference between chip revisions narrows in this region. Filter
233
+ movement still reads as expressive without pushing into the extremes
234
+ where divergence is largest.
235
+
236
+ - Accept the difference. Many compositions sound acceptable on both chips
237
+ even without active compensation, because the filter movement is
238
+ secondary to the melodic content. Reserve chip-specific tuning effort
239
+ for compositions where the filter is the primary voice.
240
+
241
+ GoatTracker and SID Factory II both allow the musician to audition their
242
+ work in emulators with explicit 6581 or 8580 filter models. Testing in
243
+ both before delivery is the minimum due diligence.
244
+
245
+ ---
246
+
247
+ ## Digi techniques from the music side
248
+
249
+ Standard three-voice SID music uses only the three synthesis voices. Digi
250
+ techniques add a fourth audio stream by abusing the 4-bit master volume
251
+ register at $D418 (bits 3-0, MVOL). Writing a rapid sequence of values to
252
+ MVOL while the synthesis voices are silent on a given path produces rough
253
+ but recognizable sample playback — the D/A converter at the output stage
254
+ responds to volume changes quickly enough to reproduce waveforms up to
255
+ roughly 8 kHz at 4-bit resolution.
256
+
257
+ From the musician's perspective, adding digi means deciding whether the
258
+ composition needs it and what the CPU cost is acceptable. Digi playback
259
+ requires the CPU to service the sample stream at a high rate — every few
260
+ raster lines for 8 kHz playback. This competes directly with the raster
261
+ effects and multiplexers in a demo. A game soundtrack playing during
262
+ active game logic has even less CPU headroom. The musician must negotiate
263
+ with the programmer about whether digi is feasible for a given scene.
264
+
265
+ When a musician does add digi voices, the modern preparation pipeline is:
266
+
267
+ 1. Record or synthesize the source sound as a WAV at a high sample rate
268
+ (44.1 kHz or 48 kHz) with appropriate processing (gate, compress,
269
+ high-pass filter to reduce DC offset).
270
+
271
+ 2. Downsample to the target digi rate, typically 7.8 kHz or 11 kHz
272
+ (both are common player rates matched to the raster interrupt cadence).
273
+
274
+ 3. Convert to 4-bit unsigned samples. Several open-source tools perform
275
+ this conversion; the output is a raw binary blob.
276
+
277
+ 4. Hand the binary to the programmer along with the target sample rate.
278
+ The programmer configures the player's digi interrupt handler to
279
+ consume the blob at the agreed rate.
280
+
281
+ The musician's constraint is that digi sample data is large relative to
282
+ the rest of the music data and relative to available RAM. A 4-second
283
+ sample at 7.8 kHz, 4-bit resolution, occupies approximately 15.6 KB — a
284
+ significant fraction of the C64's 64 KB address space. Keeping digi
285
+ samples short (drum hits, short vocal stabs) is the standard approach
286
+ rather than continuous digi playback.
287
+
288
+ ---
289
+
290
+ ## PAL vs NTSC tempo
291
+
292
+ The C64's system clock runs at 985248 Hz on PAL hardware and 1022727 Hz
293
+ on NTSC hardware. The raster interrupt fires every frame: 50 Hz on PAL,
294
+ approximately 60 Hz on NTSC. Because most SID players call the play
295
+ routine once per frame, the tempo of a composition is measured in frames
296
+ per beat — and the absolute tempo in beats per minute differs between PAL
297
+ and NTSC even when the frame count is identical.
298
+
299
+ A composition written at 6 frames per beat plays at 500 BPM on NTSC
300
+ (60 / 6 * 60) and 500 BPM on PAL (50 / 6 * 60 = 500 BPM). Wait — that
301
+ arithmetic is the same because frames-per-beat is a ratio. The difference
302
+ emerges in absolute time: on PAL, 6 frames is 120 ms per beat; on NTSC,
303
+ 6 frames is 100 ms. The music plays noticeably faster on NTSC.
304
+
305
+ Player conventions for handling both regions fall into two approaches:
306
+
307
+ - PAL-only assumption. The player assumes 50 Hz and the musician
308
+ calibrates tempo in frames at 50 Hz. On NTSC hardware the music plays
309
+ faster. This is the dominant approach in the European scene. Most SID
310
+ files in the HVSC (High Voltage SID Collection) are authored for PAL.
311
+ NTSC users experience a slight tempo inflation.
312
+
313
+ - Dual-rate players. Some players detect the hardware region by measuring
314
+ the raster interrupt frequency or by reading CIA timer values against
315
+ a known reference, then select a different frames-per-beat value that
316
+ approximates the intended tempo on each platform. This requires the
317
+ player to carry two tempo tables. The compensation is approximate
318
+ because the ratio 60/50 = 1.2 is not an integer; the best attainable
319
+ match is a closest-fraction approximation that may still drift over
320
+ longer compositions.
321
+
322
+ Practical advice for musicians: author at PAL (50 Hz). If NTSC
323
+ compatibility matters, alert the programmer and request a dual-rate player.
324
+ The note frequency tables in the player are also region-specific (the
325
+ correct SID frequency register value for a given pitch differs between PAL
326
+ and NTSC due to the different system clock), so a truly NTSC-compatible
327
+ music build uses NTSC-tuned frequency tables. See
328
+ [docs/techniques/music-sid.md](../techniques/music-sid.md) for the
329
+ frequency formula and register values.
330
+
331
+ ---
332
+
333
+ ## Modern workflow integration
334
+
335
+ Several musicians compose a draft in a DAW environment using SID
336
+ emulation, then port the composition into a tracker to produce the final
337
+ binary. The DAW phase is useful for rapid arrangement sketching,
338
+ especially for composers whose primary background is in software
339
+ production rather than tracker-based music.
340
+
341
+ SID emulation options used for DAW work:
342
+
343
+ - reSID is the most accurate software emulation of the 6581/8580. It
344
+ forms the audio backend in VICE and several SID player applications.
345
+ reSID as a VST or AU plugin (in various third-party wrappers) gives
346
+ DAW composers direct access to a high-accuracy SID model.
347
+
348
+ - Plogue Chipsounds includes a SID model that targets compositional
349
+ convenience over cycle-accurate emulation. It smooths over some
350
+ hardware quirks to make the instrument more predictable from a DAW
351
+ context. The trade-off is that compositions tuned in Chipsounds may
352
+ behave differently in a real player.
353
+
354
+ - Hardware: composers with access to a SIDStation synthesizer (which
355
+ contains a real 6581) can route MIDI from the DAW to the SIDStation
356
+ for authentic hardware audition. SIDStation does not produce C64-
357
+ compatible output directly; it is a studio instrument. Compositions
358
+ developed on SIDStation must be rebuilt in a tracker to produce
359
+ a player binary.
360
+
361
+ The porting step from DAW to tracker is the friction point. No tool
362
+ directly converts a MIDI arrangement to a GoatTracker or SID Factory II
363
+ file with correct instrument definitions. The musician transcribes note
364
+ sequences by hand into the tracker, selects instruments that approximate
365
+ the DAW sounds, and re-tunes against the tracker's native playback. This
366
+ is a deliberate step rather than an automated one; the tracker format's
367
+ constraints (three voices, discrete waveform selection, ADSR as stepped
368
+ envelopes) do not map cleanly from DAW plugin parameters.
369
+
370
+ Common modern setup: compose the high-level arrangement in a DAW with a
371
+ reSID VST for tonal reference, export a MIDI render for pitch reference,
372
+ open GoatTracker or SID Factory II alongside the MIDI, transcribe
373
+ patterns, tune instruments against the target chip version (6581 or
374
+ 8580 emulation), then hand the compiled binary to the programmer.
375
+
376
+ Reyn Ouwehand's workflow for later compositions (publicly documented in
377
+ scene interviews) demonstrates that experienced C64 musicians often stay
378
+ entirely within the tracker. The DAW-first approach is more common among
379
+ composers who started in software production and came to C64 secondarily.
380
+
381
+ ---
382
+
383
+ ## Cross-references
384
+
385
+ - [docs/techniques/music-sid.md](../techniques/music-sid.md) — Runtime
386
+ player patterns: init/play convention, ADSR register sequencing, filter
387
+ routing, voice setup, hard-restart. The code counterpart to this
388
+ document.
389
+
390
+ - [docs/hardware/sid-reference.md](../hardware/sid-reference.md) — Full
391
+ register-level reference for the SID chip: $D400-$D418, voice
392
+ architecture, filter modes, 6581 vs 8580 differences, envelope timing
393
+ tables.
394
+
395
+ - [docs/toolchains/sidreloc.md](../toolchains/sidreloc.md) — Moving a
396
+ finished `.sid` to another page and zero-page range when the tracker
397
+ source is not available; the command line, what defeats it, and a
398
+ register-write comparison to check the result.
399
+
400
+ - [docs/art/asset-pipelines.md](../art/asset-pipelines.md) — How tracker
401
+ output (player binary, SID file, or raw data blob) is integrated into
402
+ a demo or game build: load address conventions, multi-file PRG assembly,
403
+ digi sample packing.