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 +1,681 @@
1
+ ---
2
+ recipe: dypp-sprite-scroller
3
+ toolchain: kickassembler
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [dypp_sprite_sine_scroller]
7
+ file_formats: [PRG]
8
+ uses_registers: [D000, D001, D002, D003, D004, D005, D006, D007, D008, D009, D00A, D00B, D00C, D00D, D00E, D00F, D010, D012, D015, D017, D01B, D01C, D01D, D020, D021, D027, D028, D029, D02A, D02B, D02C, D02D, D02E, DC04, DC05, DC0E]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # KickAssembler — DYPP Sprite Sine Scroller
15
+
16
+ ## Synopsis
17
+
18
+ A text scroller built from the eight hardware sprites and nothing else:
19
+ no character buffer, no custom charset and no `$D016` fine scroll. Each
20
+ sprite carries one character, rendered when it is handed the character by
21
+ doubling an 8 by 8 glyph from the character ROM into a 2 by 2 block per
22
+ pixel inside its 24 by 21 image. A shared 9-bit scroll position `p` steps
23
+ down by 2 a frame; sprite `k` sits at `X = (p + 48k) mod 384` and bobs on
24
+ `Y = 130 + siny[(p + 32k) & 255]`, so every column rides the sine at its
25
+ own phase. A sprite is enabled only while its X is 0 to 343; when it
26
+ reaches X 4, where its glyph is wholly under the left border, it takes the
27
+ next character of the message and re-renders, and it comes back in from
28
+ the right at X 342 twenty-three frames later. After 300 frames `p` is
29
+ frozen, so the
30
+ pinned picture is static. The position update and each re-render are
31
+ timed with CIA 1 timer A and logged to RAM. This is the
32
+ `dypp_sprite_sine_scroller` technique.
33
+
34
+ Verified in VICE x64sc: at the pinned cycle count every visible glyph's
35
+ left edge and top row are where the table says, on PAL and on NTSC, and
36
+ `$D010` reads `$0C` for the two sprites past X 255. A control build with
37
+ the `$D010` write left out puts those two glyphs at X 14 and X 62 instead.
38
+
39
+ ## Source
40
+
41
+ ```asm
42
+ // dypp-sprite-scroller.asm
43
+ // DYPP: a text scroller made of the eight hardware sprites. Each sprite
44
+ // carries one character, rendered at hand-off time from the character ROM
45
+ // into its own 64-byte slot (a 2x2 block per glyph pixel, sprite rows 2..17,
46
+ // columns 4..19). A shared 9-bit scroll position p steps down by 2 a frame;
47
+ // sprite k sits at X = (p + 48k) mod 384 and Y = 130 + siny[(p + 32k) & 255],
48
+ // so each column bobs on its own phase. A sprite is enabled only while its
49
+ // X is 0..343; when X reaches 4 its glyph is wholly under the left border,
50
+ // it takes the next character of the text and re-renders, and it comes back
51
+ // in at X 342 twenty-three frames later. There is no character buffer and $D016
52
+ // is never touched. After FRAMES frames p is frozen and the picture is static.
53
+ //
54
+ // The position update and each re-render are timed with CIA 1 timer A
55
+ // (one-shot from $FFFF) and logged to RAM for a -moncommands dump.
56
+ // Region: both. Registers are written once a frame at raster line 255.
57
+
58
+ .const SCREEN = $0400
59
+ .const SPRBASE = $2000 // eight 64-byte slots $2000..$21c0, pointers $80..$87
60
+ .const XSTEP = 48 // pixels between adjacent columns
61
+ .const YMID = 130
62
+ .const YAMP = 40 // Y = 90..170, sprite rows to 191
63
+ .const FRAMES = 300 // updates before p is frozen
64
+ .const ULOG = $3000 // update time per frame, 2 bytes each ($ffff - timer)
65
+ .const RLOG = $3400 // render time per hand-off, 2 bytes each
66
+ .const DONE = $02ff // written once when the picture is frozen
67
+
68
+ .const ptr = $fb // zero page: sprite slot pointer
69
+ .const src = $fd // zero page: character ROM pointer
70
+
71
+ // Each glyph bit becomes two sprite bits: dbl(b) is the 16-bit doubling of
72
+ // byte b. Glyph column gx lands on sprite columns 4+2gx and 5+2gx, so
73
+ // byte 0 of the sprite row takes the top 4 bits of dbl, byte 1 the middle 8
74
+ // and byte 2 the bottom 4 shifted into its high nibble.
75
+ .function dbl(b) {
76
+ .var e = 0
77
+ .for (var i = 0; i < 8; i++) {
78
+ .if (((b >> i) & 1) == 1) .eval e = e | (3 << (2 * i))
79
+ }
80
+ .return e
81
+ }
82
+
83
+ .pc = $0801 "basic"
84
+ :BasicUpstart(start)
85
+
86
+ .pc = $0810 "code"
87
+ start:
88
+ sei
89
+ lda #0
90
+ sta $d020
91
+ sta $d021
92
+ sta frame
93
+ sta frame+1
94
+ sta tidx
95
+ sta rcount
96
+ sta DONE
97
+ lda #<6 // p starts at 6: sprite 0 reaches X 4 on frame 1
98
+ sta pos
99
+ lda #>6
100
+ sta pos+1
101
+
102
+ // stopwatch overhead: an empty bracket
103
+ lda #$ff
104
+ sta $dc04
105
+ sta $dc05
106
+ lda #$19
107
+ sta $dc0e
108
+ lda #$08
109
+ sta $dc0e
110
+ lda $dc04
111
+ sta ovh
112
+ lda $dc05
113
+ sta ovh+1
114
+
115
+ ldx #0 // clear the screen and the eight slots
116
+ lda #$20
117
+ clr:
118
+ sta SCREEN,x
119
+ sta SCREEN+$100,x
120
+ sta SCREEN+$200,x
121
+ sta SCREEN+$300,x
122
+ inx
123
+ bne clr
124
+ lda #0
125
+ clr2:
126
+ sta SPRBASE,x
127
+ sta SPRBASE+$100,x
128
+ inx
129
+ bne clr2
130
+
131
+ ldx #9 // row 0: "frame" and four hex digits, grey
132
+ lbl:
133
+ lda #12
134
+ sta $d800,x
135
+ cpx #6
136
+ bcs !+
137
+ lda label,x
138
+ sta SCREEN,x
139
+ !: dex
140
+ bpl lbl
141
+
142
+ ldx #7 // pointers $80+k, one colour, no expansion
143
+ setup:
144
+ txa
145
+ clc
146
+ adc #SPRBASE/64
147
+ sta SCREEN+$3f8,x
148
+ lda #7
149
+ sta $d027,x
150
+ dex
151
+ bpl setup
152
+ lda #0
153
+ sta $d017
154
+ sta $d01d
155
+ sta $d01c
156
+ sta $d01b
157
+ sta $d015 // enabled per sprite by the update
158
+
159
+ loop:
160
+ lda #255 // wait for raster line 255
161
+ !: cmp $d012
162
+ bne !-
163
+
164
+ lda frame+1 // frozen after FRAMES updates
165
+ cmp #>FRAMES
166
+ bne go
167
+ lda frame
168
+ cmp #<FRAMES
169
+ bne go
170
+ lda #1
171
+ sta DONE
172
+ halt:
173
+ jmp halt
174
+
175
+ go:
176
+ inc frame
177
+ bne !+
178
+ inc frame+1
179
+ !:
180
+ lda pos // p = (p - 2) mod 384
181
+ sec
182
+ sbc #2
183
+ sta pos
184
+ lda pos+1
185
+ sbc #0
186
+ sta pos+1
187
+ bpl !+
188
+ lda pos
189
+ clc
190
+ adc #<384
191
+ sta pos
192
+ lda pos+1
193
+ adc #>384
194
+ sta pos+1
195
+ !:
196
+ lda #$ff // start the stopwatch
197
+ sta $dc04
198
+ sta $dc05
199
+ lda #$19
200
+ sta $dc0e
201
+
202
+ lda #0
203
+ sta msb
204
+ sta ena
205
+ sta pend
206
+ lda pos // running X = p + 48k, 16-bit
207
+ sta xl
208
+ sta yi // running Y index = (p + 32k) & 255
209
+ lda pos+1
210
+ sta xh
211
+ ldx #0
212
+ next:
213
+ lda xh // X >= 384 ? X -= 384
214
+ beq inrange
215
+ cmp #1
216
+ bne sub384
217
+ lda xl
218
+ cmp #<384
219
+ bcc inrange
220
+ sub384:
221
+ lda xl
222
+ sec
223
+ sbc #<384
224
+ sta xl
225
+ lda xh
226
+ sbc #>384
227
+ sta xh
228
+ inrange:
229
+ lda xl
230
+ sta sxlo,x
231
+ lda xh
232
+ sta sxhi,x
233
+ beq onscreen // X < 256: on screen, no MSB
234
+ lda xl
235
+ cmp #344-256
236
+ bcs offscreen // X 344..383: sprite off this frame
237
+ lda bits,x // X 256..343: MSB set
238
+ ora msb
239
+ sta msb
240
+ onscreen:
241
+ lda bits,x
242
+ ora ena
243
+ sta ena
244
+ offscreen:
245
+ lda xh // X == 4: glyph wholly under the left border
246
+ bne nohand
247
+ lda xl
248
+ cmp #4
249
+ bne nohand
250
+ inx // pend = k + 1
251
+ stx pend
252
+ dex
253
+ nohand:
254
+ ldy yi
255
+ lda siny,y
256
+ clc
257
+ adc #YMID
258
+ sta sy,x
259
+ ldy pairs,x
260
+ sta $d001,y
261
+ lda xl
262
+ sta $d000,y
263
+ lda xl // next column: X += 48, Y index += 32
264
+ clc
265
+ adc #XSTEP
266
+ sta xl
267
+ bcc !+
268
+ inc xh
269
+ !: lda yi
270
+ clc
271
+ adc #32
272
+ sta yi
273
+ inx
274
+ cpx #8
275
+ beq !+
276
+ jmp next
277
+ !: lda msb
278
+ #if !NOMSB
279
+ sta $d010 // the control build omits this write
280
+ #endif
281
+ lda ena
282
+ sta $d015
283
+
284
+ lda #$08 // stop the stopwatch, log it at ULOG + 2*(frame-1)
285
+ sta $dc0e
286
+ lda frame
287
+ sec
288
+ sbc #1
289
+ sta ptr
290
+ lda frame+1
291
+ sbc #0
292
+ asl ptr
293
+ rol
294
+ clc
295
+ adc #>ULOG
296
+ sta ptr+1
297
+ ldy #0
298
+ lda $dc04
299
+ sta (ptr),y
300
+ iny
301
+ lda $dc05
302
+ sta (ptr),y
303
+
304
+ lda pend // a sprite reached X 4: hand it the next character
305
+ beq nohandoff
306
+ tax
307
+ dex
308
+ ldy tidx
309
+ lda text,y
310
+ cmp #$ff
311
+ bne !+
312
+ ldy #0
313
+ sty tidx
314
+ lda text
315
+ !: sta code
316
+ inc tidx
317
+ lda #$ff // time the render on its own
318
+ sta $dc04
319
+ sta $dc05
320
+ lda #$19
321
+ sta $dc0e
322
+ jsr render
323
+ lda #$08
324
+ sta $dc0e
325
+ lda rcount
326
+ asl
327
+ tay
328
+ lda $dc04
329
+ sta RLOG,y
330
+ lda $dc05
331
+ sta RLOG+1,y
332
+ inc rcount
333
+ nohandoff:
334
+
335
+ lda frame+1 // frame counter in hex after the label
336
+ lsr
337
+ lsr
338
+ lsr
339
+ lsr
340
+ tax
341
+ lda hex,x
342
+ sta SCREEN+6
343
+ lda frame+1
344
+ and #$0f
345
+ tax
346
+ lda hex,x
347
+ sta SCREEN+7
348
+ lda frame
349
+ lsr
350
+ lsr
351
+ lsr
352
+ lsr
353
+ tax
354
+ lda hex,x
355
+ sta SCREEN+8
356
+ lda frame
357
+ and #$0f
358
+ tax
359
+ lda hex,x
360
+ sta SCREEN+9
361
+
362
+ !: lda $d012 // leave line 255 before waiting again
363
+ cmp #255
364
+ beq !-
365
+ jmp loop
366
+
367
+ // Render screen code `code` into sprite slot X (0..7). The eight glyph
368
+ // bytes are copied out of the character ROM with $01 = $33, then each is
369
+ // expanded through three tables into two identical sprite rows.
370
+ render:
371
+ lda slotlo,x
372
+ sta ptr
373
+ lda slothi,x
374
+ sta ptr+1
375
+ lda #0
376
+ sta src+1
377
+ lda code // ROM address = $d000 + code * 8
378
+ asl
379
+ rol src+1
380
+ asl
381
+ rol src+1
382
+ asl
383
+ rol src+1
384
+ sta src
385
+ lda src+1
386
+ ora #$d0
387
+ sta src+1
388
+ lda #$33
389
+ sta $01
390
+ ldy #7
391
+ !: lda (src),y
392
+ sta gbuf,y
393
+ dey
394
+ bpl !-
395
+ lda #$37
396
+ sta $01
397
+ .for (var r = 0; r < 8; r++) {
398
+ ldx gbuf+r
399
+ lda t0,x // sprite rows 2+2r and 3+2r, bytes 0..2
400
+ ldy #6*r+6
401
+ sta (ptr),y
402
+ ldy #6*r+9
403
+ sta (ptr),y
404
+ lda t1,x
405
+ ldy #6*r+7
406
+ sta (ptr),y
407
+ ldy #6*r+10
408
+ sta (ptr),y
409
+ lda t2,x
410
+ ldy #6*r+8
411
+ sta (ptr),y
412
+ ldy #6*r+11
413
+ sta (ptr),y
414
+ }
415
+ rts
416
+
417
+ label: .text "frame " // lowercase: .text is screen codes
418
+ hex: .text "0123456789abcdef"
419
+ bits: .byte 1, 2, 4, 8, 16, 32, 64, 128
420
+ pairs: .byte 0, 2, 4, 6, 8, 10, 12, 14
421
+ slotlo: .fill 8, <(SPRBASE + i * 64)
422
+ slothi: .fill 8, >(SPRBASE + i * 64)
423
+
424
+ // The message: screen codes, $ff ends it and it wraps.
425
+ text: .text "eight sprites carry the words and each column bobs on its own sine "
426
+ .byte $ff
427
+
428
+ .align $100
429
+ t0: .fill 256, dbl(i) >> 12
430
+ t1: .fill 256, (dbl(i) >> 4) & $ff
431
+ t2: .fill 256, (dbl(i) & $0f) << 4
432
+ siny: .fill 256, (round(YAMP * sin(toRadians(i * 360 / 256))) + 256) & $ff
433
+
434
+ .pc = $3800 "state" virtual
435
+ sxlo: .fill 8, 0 // shadow X low bytes, this frame
436
+ sxhi: .fill 8, 0 // shadow X high bytes
437
+ sy: .fill 8, 0 // shadow Y
438
+ msb: .byte 0 // $d010 as written
439
+ ena: .byte 0 // $d015 as written
440
+ pend: .byte 0 // sprite number + 1 due a hand-off, or 0
441
+ frame: .word 0
442
+ pos: .word 0 // p, 0..383
443
+ tidx: .byte 0 // next character of text
444
+ rcount: .byte 0 // renders so far
445
+ ovh: .word 0 // stopwatch reading of an empty bracket
446
+ xl: .byte 0
447
+ xh: .byte 0
448
+ yi: .byte 0
449
+ code: .byte 0
450
+ gbuf: .fill 8, 0
451
+ ```
452
+
453
+ ## Build
454
+
455
+ ```bash
456
+ java -jar KickAss.jar dypp-sprite-scroller.asm -o dypp-sprite-scroller.prg
457
+ ```
458
+
459
+ ## Expected output
460
+
461
+ Black screen and border. Row 0 reads `FRAME nnnn` in grey, the frame
462
+ counter in hex, counting up once a frame until it stops at `012C` (300).
463
+ Below it, yellow capital letters 16 pixels wide and 16 tall (each glyph
464
+ pixel is a 2 by 2 block) drift left two pixels a frame, 48 pixels apart,
465
+ each riding up and down its own sine 40 lines either side of Y 130, one
466
+ sine phase step of 32 between neighbours. The message is
467
+ `EIGHT SPRITES CARRY THE WORDS AND EACH COLUMN BOBS ON ITS OWN SINE`,
468
+ followed by four spaces, repeating. The first character enters at the
469
+ right edge about twenty frames in; before that the sprites are blank.
470
+ At most seven of the eight sprites are ever on screen: the eighth is
471
+ between X 344 and X 383, disabled, carrying the character that comes
472
+ next.
473
+
474
+ At frame 300 the picture freezes and holds. It shows, left to right,
475
+ `S P R I T E` with a space before the `S`.
476
+
477
+ ### How the glyph lands in the sprite
478
+
479
+ Sprite row `r` is bytes `3r`, `3r + 1` and `3r + 2` of the 64-byte slot.
480
+ Glyph row `gy` (0 to 7) is written to sprite rows `2 + 2gy` and
481
+ `3 + 2gy`; glyph column `gx` (0 is the leftmost bit) becomes sprite
482
+ columns `4 + 2gx` and `5 + 2gx`. So the 8 by 8 glyph fills sprite rows 2
483
+ to 17 and columns 4 to 19, with two blank rows above, three below and
484
+ four blank columns each side. The three tables `t0`, `t1`, `t2`, built by
485
+ the assembler from `dbl(b)`, the 16-bit bit-doubling of byte `b`, give
486
+ the three bytes of a sprite row for any glyph byte: byte 0 holds
487
+ `dbl >> 12` in its low nibble, byte 1 the middle eight bits, byte 2 the
488
+ low four bits of `dbl` in its high nibble. The 15 bytes outside rows 2 to
489
+ 17 are zeroed once at start and never written again; a re-render writes
490
+ the 48 bytes of rows 2 to 17.
491
+
492
+ The eight slots are `$2000 + 64k`, `$2000` to `$21C0`, pointers `$80` to
493
+ `$87` at `$07F8 + k`. All eight are yellow (colour 7), single colour,
494
+ unexpanded.
495
+
496
+ ### Reading a glyph's position off the picture
497
+
498
+ Screenshot column `x` is VIC X `x - 8` and a sprite's first row is drawn
499
+ on the line after the one in its Y register; the picture's row is the
500
+ line minus 16 on PAL and minus 28 on NTSC
501
+ (`docs/runtime/vice-reference.md`). The glyph starts at sprite column 4
502
+ and row 2, and the ROM capitals in this message have their first ink in
503
+ glyph column 1 except `I`, whose first ink is in column 2, so a glyph's
504
+ leftmost lit column is `X + 8 + 4 + 2` for most letters and `X + 8 + 4 +
505
+ 4` for `I`. These capitals have ink in glyph rows 0 to 6, so a glyph's
506
+ top lit row is `Y - 15 + 2`, that is `Y - 13`, on PAL (`Y - 25` on NTSC)
507
+ and its bottom lit row 13 below that. The figures below were measured with PIL as the bounding
508
+ box of yellow (255, 255, 70 on PAL, 255, 248, 141 on NTSC) in each
509
+ column cluster.
510
+
511
+ ### PAL, pinned: 10,000,000 cycles, frame 300 frozen
512
+
513
+ `p` after 300 steps of 2 from 6 is `(6 - 600) mod 384 = 174`. The
514
+ message index at hand-off `n` is `n`; sprite `k` was handed characters
515
+ `k` and `k + 8`, sprites 0 to 4 twice and 5 to 7 once by frame 300. The
516
+ whole table was also read back from RAM (`$3800`, the shadow copy the
517
+ loop keeps) and from `$D000` to `$D010` with a `-moncommands` store trace
518
+ on `$02FF`, which the program writes once when it freezes; the dump
519
+ matches this table on both models.
520
+
521
+ | Sprite | Character | X | siny index | Y | On screen | $D010 bit | Predicted column, row | Measured box |
522
+ |---|---|---|---|---|---|---|---|---|
523
+ | 0 | `R` (char 8) | 174 | 174 | 94 | yes | 0 | 188, 81 | x 188 to 199, y 81 to 94 |
524
+ | 1 | `I` (char 9) | 222 | 206 | 92 | yes | 0 | 238, 79 | x 238 to 245, y 79 to 92 |
525
+ | 2 | `T` (char 10) | 270 | 238 | 113 | yes | 1 | 284, 100 | x 284 to 295, y 100 to 113 |
526
+ | 3 | `E` (char 11) | 318 | 14 | 143 | yes | 1 | 332, 130 | x 332 to 343, y 130 to 143 |
527
+ | 4 | `S` (char 12) | 366 | 46 | 166 | no, disabled | 0 | not drawn | none |
528
+ | 5 | space (char 5) | 30 | 78 | 168 | yes, blank | 0 | no ink | none |
529
+ | 6 | `S` (char 6) | 78 | 110 | 147 | yes | 0 | 92, 134 | x 92 to 103, y 134 to 147 |
530
+ | 7 | `P` (char 7) | 126 | 142 | 117 | yes | 0 | 140, 104 | x 140 to 151, y 104 to 117 |
531
+
532
+ `$D010` is `$0C` (bits 2 and 3) and `$D015` is `$EF` (all but sprite 4).
533
+ Sprite 4's low byte is written (110) but its enable bit is clear, so its
534
+ MSB is left out of the mask. The VIC registers read back as X low bytes
535
+ 174, 222, 14, 62, 110, 30, 78, 126 and Y 94, 92, 113, 143, 166, 168,
536
+ 147, 117. All six visible glyphs match their predicted column and row.
537
+ `DONE` (`$02FF`) is stored at cycle 8,880,950, so at 10,000,000 the
538
+ picture has been static for about 57 PAL frames; the exit lands in a
539
+ frame identical to the one before it.
540
+
541
+ ### NTSC, pinned: 10,000,000 cycles, frame 300 frozen
542
+
543
+ The same state: NTSC frames are shorter, so the freeze comes earlier,
544
+ `$02FF` stored at cycle 8,239,296, and the picture is then static for
545
+ about 103 NTSC frames. The same X, Y, `$D010` and `$D015` read back. The
546
+ six visible boxes are the PAL boxes with every row 12 less: `R` x 188 to
547
+ 199, y 69 to 82; `I` x 238 to 245, y 67 to 80; `T` x 284 to 295, y 88 to
548
+ 101; `E` x 332 to 343, y 118 to 131; `S` x 92 to 103, y 122 to 135; `P`
549
+ x 140 to 151, y 92 to 105.
550
+
551
+ ### Mid-motion, not pinned: 6,000,000 cycles
552
+
553
+ PAL: the counter reads `009A` (154) but the five visible glyphs are at
554
+ the positions of frame 153, `p = 84`: `E` at column 98 (X 84), `I` at
555
+ 148 (X 132), `G` at 194 (X 180), `H` at 242 (X 228), `T` at 290
556
+ (X 276), each two columns right of the frame-154 value. The counter is
557
+ written at line 255 with the new positions, the counter's row is line 51
558
+ to 58 and the first glyph row is line 96, so the exit landed with the
559
+ beam between them: rows above it show the new field, rows below the
560
+ previous one, which is the rule in `docs/runtime/vice-reference.md`.
561
+ Sprite 7 is still blank at X 36 (its first hand-off is frame 169) and
562
+ sprite 5 carries a space at X 324. NTSC: the counter reads `00A9` (169)
563
+ and the glyphs are at frame 169's positions, `p = 52`: `E` at 66, `I`
564
+ at 116, `G` at 162, `H` at 210, `T` at 258; sprite 6's `S` at X 340 is
565
+ under the right border (its first ink column would be 354, past the
566
+ last visible column 351) and sprite 7 has just taken `R` at X 4, under
567
+ the left one.
568
+
569
+ ### The control: `$D010` never written
570
+
571
+ Built with `-define NOMSB`, which drops the one `sta $d010`, and run to
572
+ the same 10,000,000 cycles. PAL: sprites 2 and 3, which should be at X
573
+ 270 and 318, appear at X 14 and X 62, their low bytes alone: `T` shows
574
+ columns 32 to 39 (its left half under the border) and `E` columns 76 to
575
+ 87, both at their correct rows (100 to 113 and 130 to 143). The other
576
+ four glyphs are where the pinned table puts them. NTSC gives the same
577
+ columns with the rows 12 less. That is the pitfall
578
+ `sprite_x_high_bit_wrong_register` on purpose: the MSB never set, the
579
+ sprite is drawn 256 pixels left of where it belongs.
580
+
581
+ ### Cycle costs, CIA 1 timer A
582
+
583
+ Timer A is loaded with `$FFFF`, started one-shot (`$DC0E = $19`),
584
+ stopped (`$DC0E = $08`) and read; the cost is `$FFFF` minus the reading.
585
+ An empty bracket reads 5, and the figures below are raw, with that 5
586
+ still in them. Every value was read back from the logs at `$3000` (one
587
+ 16-bit entry per frame, 300 of them) and `$3400` (one per hand-off) with
588
+ the same `-moncommands` dump; PAL and NTSC logs are identical to the
589
+ cycle.
590
+
591
+ - **Position update, eight sprites**, from the timer start after `p` has
592
+ stepped to the timer stop after the `$D015` write: 1,147 cycles in 218
593
+ of the 300 frames, minimum 1,091 (4 frames), maximum 1,154 (11
594
+ frames); the other values are 1,114 (21), 1,121 (2) and 1,124 (44).
595
+ The spread is the branches: how many of the eight columns need the 384
596
+ subtracted, how many are past 255, whether one is off, and whether one
597
+ is at X 4. The update runs from line 255, below the display, so no
598
+ badline or sprite fetch is inside the bracket on either model.
599
+ - **One character re-render**, the `jsr render` alone: 715 cycles, the
600
+ same for all thirteen hand-offs in the run. That is the eight-byte ROM
601
+ copy with `$01` at `$33` plus 48 stores through the three tables.
602
+
603
+ Rung 3 from those: a frame with a hand-off costs 1,869 cycles at most
604
+ (1,154 + 715; a typical frame with a hand-off is 1,862, 1,147 + 715),
605
+ about 30 raster lines on PAL, all of it below the display.
606
+
607
+ Screenshots from the pinned runs: `screenshots/dypp-sprite-scroller.png`
608
+ (PAL) and `screenshots/dypp-sprite-scroller-ntsc.png`. Two runs of each
609
+ pinned command produced byte-identical files.
610
+
611
+ ## Why this works
612
+
613
+ ### Sprites instead of a charset
614
+
615
+ A DYCP scroller (`recipes/kickassembler/dycp-scroller.md`) moves a glyph
616
+ to any pixel row by copying it into a strip of a custom charset, and
617
+ scrolls it sideways with `$D016` and a ring buffer. Here the hardware
618
+ does both: a sprite's Y register is a pixel row and its X register a
619
+ pixel column, so a column's height and its scroll are two register
620
+ writes. Nothing is copied per frame. The price is that there are eight
621
+ sprites, so eight columns, and a sprite image is 24 pixels wide, so the
622
+ columns sit 48 apart and each one carries a doubled 16 by 16 glyph.
623
+
624
+ ### The 9-bit X and the mask
625
+
626
+ `X = (p + 48k) mod 384` is kept as a 16-bit running sum: `p`, then 48
627
+ added per column with the carry into the high byte, and 384 subtracted
628
+ once when the sum reaches it. The low byte goes to `$D000 + 2k` as it
629
+ is; the high byte decides three things. Zero: the sprite is on screen
630
+ and its `$D010` bit is clear. One with a low byte under 88 (X 256 to
631
+ 343): on screen, bit set. One with a low byte of 88 or more (X 344 to
632
+ 383): the sprite is disabled in `$D015` this frame and its bit is left
633
+ clear. The mask and the enable byte are built in two locals and written
634
+ once each after the loop, so every sprite's low byte, MSB and enable
635
+ change in the same update. The 40 pixels between 344 and 383 are the
636
+ gap a sprite spends off screen; with 48-pixel spacing and 384 for the
637
+ lap, one sprite is always in it.
638
+
639
+ ### The hand-off at X 4
640
+
641
+ `X` is always even (`p` starts even and steps by 2, and 48, 32 and 384
642
+ are even), so a column passes X 4 exactly once a lap. At X 4 the glyph
643
+ occupies X 8 to 23, all under the left border, which ends at X 23, so
644
+ the character can change without a visible glitch. The loop records the
645
+ sprite number and the re-render is done after the registers are
646
+ written, from the message index `tidx`, which wraps at the `$FF` that
647
+ ends the text. Sprite 0 starts at X 6 so that its first hand-off is on
648
+ frame 1, and the message then streams in one character per 24 frames.
649
+ Before its first hand-off a sprite shows the zeros the slots were
650
+ cleared to.
651
+
652
+ ### The render
653
+
654
+ The eight glyph bytes are read from the character ROM at
655
+ `$D000 + code * 8` with `$01` set to `$33`, which maps the ROM over the
656
+ I/O page, into an eight-byte buffer, and `$01` goes back to `$37` before
657
+ anything touches a register. Interrupts are off throughout (`sei` at
658
+ start), so no handler runs while I/O is hidden. Then each glyph byte is
659
+ an index into `t0`, `t1` and `t2`, and each table value is stored twice
660
+ through the zero-page pointer, at the two sprite rows the glyph row
661
+ becomes. The unrolled `.for` gives every store a constant `Y`, so the
662
+ render is straight-line code and its 715 cycles do not vary.
663
+
664
+ ### The sine
665
+
666
+ `siny` is `round(40 sin)` as a signed byte, added to 130. The amplitude
667
+ is well under 128, so no entry reaches 256 and wraps to zero, the
668
+ failure `sine_table_peak_wraps_to_zero` in `docs/pitfalls/maths.md`
669
+ describes for amplitude 128. Sprite `k` reads the table at
670
+ `(p + 32k) & 255`, the low byte of `p` plus 32 per column, so
671
+ neighbours are an eighth of a period apart and the eight span seven
672
+ eighths of the wave.
673
+
674
+ ## What it does not establish
675
+
676
+ Nothing here was run on hardware; the positions, the `$D010` behaviour
677
+ and the cycle counts are VICE x64sc figures. It shows eight columns and
678
+ no more; a wider scroller needs a multiplexer, which this recipe does not
679
+ build. The glyphs are single-colour doublings of the ROM capitals;
680
+ multicolour or hand-drawn sprite fonts are not tried. The 300-frame
681
+ freeze is for the pin, not part of the technique.