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 +1,526 @@
1
+ ---
2
+ recipe: cracktro-template
3
+ toolchain: kickassembler
4
+ output_format: PRG
5
+ region: pal
6
+ techniques: [raster_bars, soft_scroll_h, char_scroll_buffer_h, sid_play_routine_pattern]
7
+ file_formats: [PRG]
8
+ uses_registers: [D011, D012, D016, D018, D019, D01A, D020, D021, D418, DC00, DC0D]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # KickAssembler — Cracktro Template
15
+
16
+ ## Synopsis
17
+
18
+ A cracktro skeleton assembled from parts that are each verified on their own
19
+ in this set: a text logo with per-row colours, ten raster bars from a chained
20
+ IRQ ring (`raster-bars.md`; the table-driven form of such a ring is
21
+ `irq_chain_table` in `../../techniques/raster.md`), a sine scroller redrawn in the vertical blank
22
+ (`sine-scroller.md`), a SID play call once a frame against a stub player at
23
+ $1000, and a fire-button exit that silences the SID, restores the VIC and the
24
+ KERNAL interrupt, and jumps to a configurable entry address. Everything runs
25
+ from one IRQ ring of twelve handlers per frame.
26
+
27
+ Two things the earlier version of this recipe promised and this one does not:
28
+ open side borders and a sprite layer. The side-border trick needs the whole
29
+ CPU for every line it covers and a badline-free, sprite-constant region
30
+ (`sideborder-open.md` explains both); it does not drop into a bar handler as
31
+ "two writes, timing approximate", which is what the old text said and what
32
+ its listing did, to no visible effect. Add it as its own raster region if you
33
+ want it.
34
+
35
+ Verified in VICE x64sc: logo, bars with the greetings text on top, the wave,
36
+ the prompt. The fire exit was not exercised (no joystick in the headless run).
37
+
38
+ ## Source
39
+
40
+ ```asm
41
+ // cracktro-template.asm
42
+ // A cracktro skeleton built from the parts verified elsewhere in this set:
43
+ // a text logo, ten raster bars (raster-bars.asm), a sine scroller
44
+ // (sine-scroller.asm), a SID play call once a frame, and a fire-button
45
+ // exit that hands the machine back in a clean state.
46
+ //
47
+ // IRQ ring, one frame:
48
+ // line 250 irq_vbl SID play, scroller state and redraw, fire check,
49
+ // XSCROLL back to 0 for the top of the next frame
50
+ // line 87 irq_bar0 first of ten chained bar handlers (6 lines each);
51
+ // bars 1-9 and the end are armed two lines ahead of
52
+ // their line, because line 99, 123 and 147 are badlines
53
+ // line 193 irq_scroll XSCROLL for the scroller rows
54
+ //
55
+ // Memory:
56
+ // $0900 code $1000 SID (init at $1000, play at $1003)
57
+ // $2000 tables, text $3000 screen image copied to $0400 at start
58
+
59
+ .const GAME_ENTRY = $a474 // BASIC warm start; replace with the real entry
60
+ .const SID_INIT = $1000
61
+ .const SID_PLAY = $1003
62
+
63
+ .const BAR_START = 88 // 88 & 7 = 0; with BAR_H = 6 no bar starts on a badline,
64
+ // but the line BEFORE bars 2 and 6 and the end is one
65
+ .const BAR_H = 6
66
+ .const NUM_BARS = 10
67
+
68
+ .const BAND_TOP = 18 // scroller: screen rows 18-22
69
+ .const CENTER = 20
70
+ .const AMPLITUDE = 2
71
+ .const STEP = 8
72
+ .const SPEED = 3
73
+ .const SCROLL_LINE = 51 + BAND_TOP * 8 // 195, first raster line of the band
74
+
75
+ .const SCREEN = $0400
76
+ .const COLOUR = $d800
77
+ .const zp_row = $fb
78
+ .const msg_ptr = $fd
79
+
80
+ BasicUpstart2(start)
81
+
82
+ // ---------------------------------------------------------------------------
83
+ // SID stub: replace with a real player, e.g.
84
+ // * = $1000 "music"
85
+ // .import binary "tune.bin" // the .sid body without its header
86
+ // or LoadSid() as in kickassembler-reference.md.
87
+ // ---------------------------------------------------------------------------
88
+ * = $1000 "sid"
89
+ rts // $1000 init
90
+ nop
91
+ nop
92
+ rts // $1003 play
93
+
94
+ // ---------------------------------------------------------------------------
95
+ // Tables and text
96
+ // ---------------------------------------------------------------------------
97
+ * = $2000 "tables"
98
+ palette:
99
+ .byte $06, $0e, $0e, $03, $03, $05, $05, $0d
100
+ .byte $0d, $07, $07, $08, $08, $02, $02, $0a
101
+ .byte $0a, $04, $04, $06, $06, $0e, $0e, $03
102
+ .byte $03, $05, $05, $0d, $0d, $07, $07, $08
103
+ frame_offset: .byte 0
104
+
105
+ sine: .fill 256, round(sin(toRadians(i * 360 / 256)) * AMPLITUDE)
106
+ row_lo: .fill 25, <(SCREEN + i * 40)
107
+ row_hi: .fill 25, >(SCREEN + i * 40)
108
+ row_colour: .byte 6, 14, 1, 14, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 11
109
+
110
+ scroll_buf: .fill 40, $20
111
+ xscroll: .byte 0
112
+ phase: .byte 0
113
+ col_phase: .byte 0
114
+ col: .byte 0
115
+
116
+ .encoding "screencode_upper"
117
+ message:
118
+ .text " CRACKED BY YOUR FAVOURITE GROUP GREETINGS TO EVERYONE WHO "
119
+ .text "ASSEMBLES A LISTING BEFORE PUBLISHING IT PRESS FIRE ... "
120
+ .byte 0
121
+
122
+ // Screen image: 25 rows of 40. Copied to $0400 at start (a PRG that loads
123
+ // straight over the screen is overwritten by the KERNAL's READY.).
124
+ * = $3000 "screen"
125
+ screen_image:
126
+ .fill 40, $a0 // row 0: solid bar (reverse space)
127
+ .text " C64 KNOWLEDGE BASE " // row 1
128
+ .text " KICKASSEMBLER CRACKTRO TEMPLATE " // row 2
129
+ .fill 40, $a0 // row 3
130
+ .fill 3 * 40, $20 // rows 4-6
131
+ .text " GREETINGS TO: GENESIS PROJECT " // row 7
132
+ .text " FAIRLIGHT * TRIAD * REMEMBER " // row 8
133
+ .text " ALPHA FLIGHT * IKARI + TALENT " // row 9
134
+ .text " AND EVERYONE WHO READS SOURCE " // row 10
135
+ .fill 7 * 40, $20 // rows 11-17
136
+ .fill 5 * 40, $20 // rows 18-22: scroller band
137
+ .fill 40, $20 // row 23
138
+ .text " PRESS FIRE TO CONTINUE " // row 24
139
+
140
+ // ---------------------------------------------------------------------------
141
+ // Setup
142
+ // ---------------------------------------------------------------------------
143
+ * = $0900 "code"
144
+ start:
145
+ sei
146
+ lda #$7f
147
+ sta $dc0d
148
+ lda $dc0d
149
+
150
+ // Screen image and per-row colours.
151
+ ldx #0
152
+ !: lda screen_image, x
153
+ sta SCREEN, x
154
+ lda screen_image + $100, x
155
+ sta SCREEN + $100, x
156
+ lda screen_image + $200, x
157
+ sta SCREEN + $200, x
158
+ lda screen_image + $2e8, x
159
+ sta SCREEN + $2e8, x
160
+ inx
161
+ bne !-
162
+ ldx #39
163
+ colour_loop:
164
+ .for (var r = 0; r < 25; r++) {
165
+ lda row_colour + r
166
+ sta COLOUR + r * 40, x
167
+ }
168
+ dex
169
+ bmi !+
170
+ jmp colour_loop // the unrolled body is too long for a branch
171
+ !:
172
+
173
+ lda #<message
174
+ sta msg_ptr
175
+ lda #>message
176
+ sta msg_ptr + 1
177
+
178
+ lda #0 // song 0
179
+ jsr SID_INIT
180
+
181
+ lda #$1b
182
+ sta $d011
183
+ lda #$c0 // 38 columns, XSCROLL 0
184
+ sta $d016
185
+ lda #$15
186
+ sta $d018 // screen $0400, ROM upper-case charset
187
+ lda #0
188
+ sta $d020
189
+ sta $d021
190
+
191
+ lda #<irq_vbl
192
+ sta $0314
193
+ lda #>irq_vbl
194
+ sta $0315
195
+ lda #250
196
+ sta $d012
197
+ lda #$01
198
+ sta $d01a
199
+ sta $d019
200
+ cli
201
+ jmp *
202
+
203
+ // ---------------------------------------------------------------------------
204
+ // Line 250: everything that is not a raster split.
205
+ // ---------------------------------------------------------------------------
206
+ irq_vbl:
207
+ lda #$01
208
+ sta $d019
209
+
210
+ jsr SID_PLAY
211
+
212
+ // Fire on joystick port 2: $DC00 bit 4 low.
213
+ lda $dc00
214
+ and #$10
215
+ bne !+
216
+ jmp exit
217
+ !:
218
+
219
+ // Scroller: fine scroll, buffer shift every eighth frame, wave, redraw.
220
+ dec xscroll
221
+ bpl !+
222
+ lda #7
223
+ sta xscroll
224
+ jsr shift_buffer
225
+ !: lda phase
226
+ clc
227
+ adc #SPEED
228
+ sta phase
229
+ jsr redraw_band
230
+
231
+ // The top of the next frame is not scrolled.
232
+ lda #$c0
233
+ sta $d016
234
+
235
+ // Palette rotation for the bars.
236
+ inc frame_offset
237
+ lda frame_offset
238
+ and #$0f
239
+ sta frame_offset
240
+
241
+ lda #BAR_START - 1
242
+ sta $d012
243
+ lda #<irq_bar0
244
+ sta $0314
245
+ lda #>irq_bar0
246
+ sta $0315
247
+ jmp $ea31 // KERNAL housekeeping once a frame
248
+
249
+ // ---------------------------------------------------------------------------
250
+ // Bars: ten chained handlers, see raster-bars.asm.
251
+ // ---------------------------------------------------------------------------
252
+ .macro BarIRQ(bar, next, next_line) {
253
+ lda frame_offset
254
+ .if (bar > 0) {
255
+ clc
256
+ adc #bar
257
+ and #$0f
258
+ }
259
+ asl
260
+ tax
261
+ ldy palette + 1, x
262
+ lda palette, x
263
+ tax
264
+ lda #BAR_START + bar * BAR_H
265
+ !: cmp $d012
266
+ bne !-
267
+ stx $d020
268
+ sty $d021
269
+ lda #next_line
270
+ sta $d012
271
+ lda #<next
272
+ sta $0314
273
+ lda #>next
274
+ sta $0315
275
+ lda #$01
276
+ sta $d019
277
+ jmp $ea81
278
+ }
279
+
280
+ irq_bar0: BarIRQ(0, irq_bar1, BAR_START + 1 * BAR_H - 2)
281
+ irq_bar1: BarIRQ(1, irq_bar2, BAR_START + 2 * BAR_H - 2)
282
+ irq_bar2: BarIRQ(2, irq_bar3, BAR_START + 3 * BAR_H - 2)
283
+ irq_bar3: BarIRQ(3, irq_bar4, BAR_START + 4 * BAR_H - 2)
284
+ irq_bar4: BarIRQ(4, irq_bar5, BAR_START + 5 * BAR_H - 2)
285
+ irq_bar5: BarIRQ(5, irq_bar6, BAR_START + 6 * BAR_H - 2)
286
+ irq_bar6: BarIRQ(6, irq_bar7, BAR_START + 7 * BAR_H - 2)
287
+ irq_bar7: BarIRQ(7, irq_bar8, BAR_START + 8 * BAR_H - 2)
288
+ irq_bar8: BarIRQ(8, irq_bar9, BAR_START + 9 * BAR_H - 2)
289
+ irq_bar9: BarIRQ(9, irq_bar_end, BAR_START + 10 * BAR_H - 2)
290
+
291
+ // After the last bar: back to black, then on to the scroller split.
292
+ irq_bar_end:
293
+ lda #BAR_START + NUM_BARS * BAR_H
294
+ !: cmp $d012
295
+ bne !-
296
+ lda #0
297
+ sta $d020
298
+ sta $d021
299
+ lda #SCROLL_LINE - 2
300
+ sta $d012
301
+ lda #<irq_scroll
302
+ sta $0314
303
+ lda #>irq_scroll
304
+ sta $0315
305
+ lda #$01
306
+ sta $d019
307
+ jmp $ea81
308
+
309
+ // ---------------------------------------------------------------------------
310
+ // Line 193: XSCROLL for the scroller rows only. The write lands during the
311
+ // last line of row 17, which is blank.
312
+ // ---------------------------------------------------------------------------
313
+ irq_scroll:
314
+ lda xscroll
315
+ ora #$c0
316
+ tax
317
+ lda #SCROLL_LINE - 1
318
+ !: cmp $d012
319
+ bne !-
320
+ stx $d016
321
+ lda #250
322
+ sta $d012
323
+ lda #<irq_vbl
324
+ sta $0314
325
+ lda #>irq_vbl
326
+ sta $0315
327
+ lda #$01
328
+ sta $d019
329
+ jmp $ea81
330
+
331
+ // ---------------------------------------------------------------------------
332
+ // Scroller, see sine-scroller.asm.
333
+ // ---------------------------------------------------------------------------
334
+ redraw_band:
335
+ lda #$20
336
+ ldx #39
337
+ !: .for (var r = BAND_TOP; r <= BAND_TOP + 2 * AMPLITUDE; r++) {
338
+ sta SCREEN + r * 40, x
339
+ }
340
+ dex
341
+ bpl !-
342
+ lda phase
343
+ sta col_phase
344
+ ldx #0
345
+ place:
346
+ stx col
347
+ ldy col_phase
348
+ lda sine, y
349
+ clc
350
+ adc #CENTER
351
+ tay
352
+ lda row_lo, y
353
+ sta zp_row
354
+ lda row_hi, y
355
+ sta zp_row + 1
356
+ lda scroll_buf, x
357
+ ldy col
358
+ sta (zp_row), y
359
+ lda col_phase
360
+ clc
361
+ adc #STEP
362
+ sta col_phase
363
+ inx
364
+ cpx #40
365
+ bne place
366
+ rts
367
+
368
+ shift_buffer:
369
+ ldx #0
370
+ !: lda scroll_buf + 1, x
371
+ sta scroll_buf, x
372
+ inx
373
+ cpx #39
374
+ bne !-
375
+ ldy #0
376
+ lda (msg_ptr), y
377
+ bne !+
378
+ lda #<message
379
+ sta msg_ptr
380
+ lda #>message
381
+ sta msg_ptr + 1
382
+ lda (msg_ptr), y
383
+ !: sta scroll_buf + 39
384
+ inc msg_ptr
385
+ bne !+
386
+ inc msg_ptr + 1
387
+ !: rts
388
+
389
+ // ---------------------------------------------------------------------------
390
+ // Fire pressed: silence the SID, put the VIC and the interrupt system back
391
+ // the way the KERNAL left them, and go.
392
+ // ---------------------------------------------------------------------------
393
+ exit:
394
+ lda #0
395
+ ldx #$18
396
+ !: sta $d400, x
397
+ dex
398
+ bpl !-
399
+ lda #$1b
400
+ sta $d011
401
+ lda #$c8
402
+ sta $d016
403
+ lda #$15
404
+ sta $d018
405
+ lda #$0e
406
+ sta $d020
407
+ lda #$06
408
+ sta $d021
409
+ lda #0
410
+ sta $d01a // VIC interrupts off
411
+ lda #$01
412
+ sta $d019
413
+ lda #$31
414
+ sta $0314
415
+ lda #$ea
416
+ sta $0315 // KERNAL IRQ service back in place
417
+ lda #$81
418
+ sta $dc0d // CIA1 timer A interrupt on again
419
+ lda $dc0d
420
+ jmp GAME_ENTRY // from inside the IRQ: GAME_ENTRY must not RTI
421
+ ```
422
+
423
+ ## Build
424
+
425
+ ```bash
426
+ java -jar KickAss.jar cracktro-template.asm -o cracktro-template.prg
427
+ ```
428
+
429
+ About 11 KB, most of it the 1,000-byte screen image and the tables.
430
+
431
+ ## Expected output
432
+
433
+ Top four rows: a blue/light-blue/white/light-blue banner with the two title
434
+ lines. Lines 88-147: ten six-line raster bars cycling through the palette one
435
+ step per frame — border and screen background take adjacent palette entries,
436
+ so each bar is two-tone — with the four greetings rows in white on top of
437
+ them. Every colour change lands in the left border, measured at x=0..1 of the
438
+ VICE screenshot (an earlier build of this listing tore three of them
439
+ mid-line; see "Bar lines and badlines"). Below that, black. Rows 18-22: the scroll text in white on a two-row sine wave,
440
+ moving left a pixel a frame. Row 24: `PRESS FIRE TO CONTINUE` in dark grey.
441
+ Fire on joystick port 2 silences the SID, restores the default colours and
442
+ the KERNAL interrupt, and jumps to `GAME_ENTRY` (BASIC's warm start, `$A474`,
443
+ until you change it).
444
+
445
+ Screenshot from the VICE run this page describes: `screenshots/cracktro-template.png`.
446
+
447
+ ## Why this works
448
+
449
+ ### One ring, three kinds of handler
450
+
451
+ The frame is a ring: `irq_vbl` at line 250 does all the work that is not a
452
+ raster split — SID play, the scroller's state and redraw, the fire check, the
453
+ palette step — because from line 250 to line 51 of the next frame there are
454
+ about 7,000 cycles and nothing to look at. It arms `irq_bar0` for line 87.
455
+ The ten bar handlers are the `BarIRQ` macro from `raster-bars.md`, each
456
+ spinning on `$D012` to put its two colour writes in the horizontal blank,
457
+ then handing on. `irq_bar_end` returns the colours to black and arms
458
+ `irq_scroll` for line 193, which sets `$D016` for the scroller rows only;
459
+ `irq_vbl` sets it back to zero at the end of the frame so the logo and the
460
+ greetings do not scroll. Then the ring closes.
461
+
462
+ Only `irq_vbl` exits through `$EA31`, the KERNAL's full interrupt service,
463
+ so the jiffy clock and keyboard scan run once a frame; the others exit
464
+ through `$EA81`, the bare register restore. CIA1 is masked, so `$EA31`'s
465
+ read of `$DC0D` finds nothing.
466
+
467
+ ### Bar lines and badlines
468
+
469
+ `BAR_START = 88` and `BAR_H = 6`: the bar starts fall on 88, 94, 100, ... 142,
470
+ which are 0, 6, 4, 2 (mod 8) in rotation and never 3, so no bar's first line
471
+ is a badline with the default YSCROLL. The old layout started at line 91,
472
+ which is a badline, and its own text noticed and left it as a TODO.
473
+
474
+ That is not the whole story, and the version of this listing before
475
+ 2026-09-22 showed it. Each handler is armed for the line *before* its bar and
476
+ spins on `$D012` from there, and the lines before bars 2, 6 and the end — 99,
477
+ 123 and 147 — are badlines (3 mod 8). An IRQ raised on a badline is not taken
478
+ until the VIC gives the bus back around cycle 55, so the handler reached its
479
+ spin loop late and its colour write landed part-way across line 100, 124 and
480
+ 148: measured in the VICE screenshot, the new border colour on line 100 began
481
+ at x=343 and the black on line 148 at x=176, both well inside the picture.
482
+ The fix is two characters: bars 1-9 and `irq_bar_end` are now armed at
483
+ `start - 2` instead of `start - 1`, so the badline is spent inside the spin
484
+ loop, which catches `start` in its first cycles as usual. After the change
485
+ all eleven colour changes are in the left border (screenshot x=0..1).
486
+ `irq_vbl` still arms `irq_bar0` at 87, which is not a badline.
487
+
488
+ ### The scroller region
489
+
490
+ The band is rows 18-22 (lines 195-234). `$D016` is written with the current
491
+ XSCROLL at line 194 — the last line of row 17, which is blank — and cleared
492
+ at line 250. Because 38-column mode is on for the whole screen, the logo and
493
+ greetings lose their edge columns too; that is why the text rows of the
494
+ screen image keep columns 0 and 39 empty (the earlier text said the whole
495
+ image did; rows 0 and 3 are solid reverse-space bars and simply get clipped
496
+ by the wider border). The redraw and the buffer shift are the routines from
497
+ `sine-scroller.md` with a two-row amplitude.
498
+
499
+ ### The SID hook
500
+
501
+ `$1000` init / `$1003` play is the convention most trackers export, and the
502
+ stub here honours it with two `RTS`. `JSR SID_INIT` with the subtune in A at
503
+ start, `JSR SID_PLAY` once a frame from `irq_vbl`. Replace the four bytes at
504
+ `$1000` with a real player (`.import binary` of a header-stripped `.sid`, or
505
+ `LoadSid()`), check the header's init and play addresses, and keep the play
506
+ call in the blank so a player that touches `$D418` does not click mid-frame.
507
+
508
+ ### The exit
509
+
510
+ Called from inside the interrupt, so it must never return: it zeroes the 25
511
+ SID registers, restores `$D011`/`$D016`/`$D018` and the two colours, turns
512
+ the VIC's interrupt source off and acknowledges it, puts `$EA31` back in
513
+ `$0314/$0315`, re-enables CIA1 timer A with `$81` (bit 7 set means "set these
514
+ bits"), drops any pending CIA flag, and jumps. Interrupts are still disabled
515
+ at that point, which is what a game entry expects; the BASIC warm start
516
+ placeholder re-enables them itself (checked in VICE: `SEI`, jiffy clock
517
+ zeroed, `JMP $A474`, then `PRINT TI` gives a non-zero count — the `READY.`
518
+ print goes out through CHROUT, whose screen path ends in `CLI` at `$E6B4`
519
+ in the 901227-03 KERNAL). The earlier version jumped to `$xxxx`,
520
+ which is not a number and did not assemble.
521
+
522
+ ### Region
523
+
524
+ `region: pal` for the line numbers (250 is inside PAL's 312 lines and NTSC's
525
+ 263, but the blank is shorter on NTSC) and because the bars are laid out on
526
+ PAL badline arithmetic. Nothing is cycle-counted.