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 +1,420 @@
1
+ ---
2
+ recipe: fire-effect
3
+ toolchain: kickassembler
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [fire_effect, lfsr_random]
7
+ file_formats: [PRG]
8
+ uses_registers: [D011, D020, D021, DC04, DC05, DC0D, DC0E]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # KickAssembler — Fire Effect
15
+
16
+ ## Synopsis
17
+
18
+ A character-mode fire. Screen RAM holds the reverse space (screen code
19
+ 160) in every cell, so every pixel of a cell takes its colour-RAM colour
20
+ and the picture is colour RAM alone. A 40 by 25 heat map in RAM holds
21
+ values 0 to 63; each update seeds the bottom row from an 8-bit LFSR,
22
+ then works up the screen making each cell the mean of the three cells
23
+ below it and the cell two below, less one, and writes a 64-entry palette
24
+ entry for the new heat into colour RAM. The whole screen costs more than
25
+ a frame, so the update runs in two halves on alternate line-256
26
+ crossings. Use it when a demo part or a title screen wants a flame that
27
+ costs no character data and no bitmap.
28
+
29
+ Verified in VICE x64sc: a flame in brown, red, orange, light red and
30
+ yellow rises from a white and yellow base at the bottom of a black
31
+ screen, moving every other frame.
32
+
33
+ ## Source
34
+
35
+ ```asm
36
+ // fire-effect.asm
37
+ // A character-mode fire. Screen RAM holds one solid glyph (screen code 160,
38
+ // the reverse space) in every cell, so the picture is colour RAM alone. A
39
+ // 40 by 25 heat map (values 0..63) lives in RAM; every update seeds the
40
+ // bottom row from an 8-bit LFSR, then for rows 23 down to 0 each cell
41
+ // becomes the mean of the three cells below it and the cell two below,
42
+ // less DECAY, floored at 0, and the cell's colour is a 64-entry palette
43
+ // indexed by its heat.
44
+ //
45
+ // The whole screen costs more than a frame, so the update runs in two
46
+ // halves: the seed row and rows 23..12 after one frame's line-256
47
+ // crossing, rows 11..0 after the next. Nothing is cycle-exact.
48
+ //
49
+ // Region: both. Costs measured with CIA1 timer A (see the recipe page).
50
+
51
+ .const DECAY = 1 // heat lost per row; 0 is the control build
52
+ .const SEED = $5a // LFSR seed, never zero
53
+ .const HOT = 63 // heat of a lit seed cell
54
+ .const SCREEN = $0400
55
+ .const COLOUR = $d800
56
+ .const HEAT = $3000 // 25 rows of 40 bytes
57
+ .const TIMES = $0340 // six timer bytes and a done byte, for the monitor
58
+
59
+ BasicUpstart2(start)
60
+
61
+ // ---------------------------------------------------------------------------
62
+ // Tables, built by the assembler.
63
+ // ---------------------------------------------------------------------------
64
+ * = $3400
65
+ // Heat 0..63 to a VIC colour. Seven colours in rising luminance order:
66
+ // black, brown, red, orange, light red, yellow, white. The first five
67
+ // take eight steps each, yellow and white twelve, so the top of the
68
+ // flame stays bright for longer than the base darkens.
69
+ palette:
70
+ .fill 8, 0
71
+ .fill 8, 9
72
+ .fill 8, 2
73
+ .fill 8, 8
74
+ .fill 8, 10
75
+ .fill 12, 7
76
+ .fill 12, 1
77
+ lfsr: .byte SEED
78
+
79
+ // ---------------------------------------------------------------------------
80
+ // One row of the heat map: row r from rows r+1 and r+2 (row 23 reads row
81
+ // 24 twice). Columns 1..38 run in a loop indexed by X; columns 0 and 39
82
+ // are written out separately with their own cell used in place of the
83
+ // missing neighbour. The sum of four values of at most 63 is at most 252,
84
+ // so it fits one byte; two shifts divide by four.
85
+ // ---------------------------------------------------------------------------
86
+ // Edge cell: absolute operands.
87
+ .macro CellEdge(dst, a, b, c, d, cdst) {
88
+ clc
89
+ lda a
90
+ adc b
91
+ adc c
92
+ adc d
93
+ lsr
94
+ lsr
95
+ beq !+
96
+ sec
97
+ sbc #DECAY
98
+ !: sta dst
99
+ tay
100
+ lda palette, y
101
+ sta cdst
102
+ }
103
+
104
+ // Inner cell: X is the column, 1..38.
105
+ .macro CellX(r0, r1, r2, cr) {
106
+ clc
107
+ lda r1 - 1, x
108
+ adc r1, x
109
+ adc r1 + 1, x
110
+ adc r2, x
111
+ lsr
112
+ lsr
113
+ beq !+
114
+ sec
115
+ sbc #DECAY
116
+ !: sta r0, x
117
+ tay
118
+ lda palette, y
119
+ sta cr, x
120
+ }
121
+
122
+ .macro FireRow(r) {
123
+ .const r0 = HEAT + r * 40
124
+ .const r1 = HEAT + (r + 1) * 40
125
+ .const r2 = HEAT + min(r + 2, 24) * 40
126
+ .const cr = COLOUR + r * 40
127
+ CellEdge(r0, r1, r1, r1 + 1, r2, cr)
128
+ ldx #1
129
+ !loop:
130
+ CellX(r0, r1, r2, cr)
131
+ inx
132
+ cpx #39
133
+ bne !loop-
134
+ CellEdge(r0 + 39, r1 + 38, r1 + 39, r1 + 39, r2 + 39, cr + 39)
135
+ }
136
+
137
+ .macro TimerStart() {
138
+ lda #$ff
139
+ sta $dc04
140
+ sta $dc05
141
+ lda #$19 // start, one-shot, force load from $FFFF
142
+ sta $dc0e
143
+ }
144
+
145
+ .macro TimerStop(dst) {
146
+ lda $dc04
147
+ sta dst
148
+ lda $dc05
149
+ sta dst + 1
150
+ }
151
+
152
+ // ---------------------------------------------------------------------------
153
+ // Code
154
+ // ---------------------------------------------------------------------------
155
+ * = $0900
156
+ start:
157
+ sei
158
+ lda #$7f
159
+ sta $dc0d // CIA1 interrupts off: timer A is ours now
160
+ lda $dc0d
161
+ lda #0
162
+ sta $d020
163
+ sta $d021
164
+ ldx #0
165
+ !: lda #160 // reverse space: every pixel takes the cell colour
166
+ sta SCREEN, x
167
+ sta SCREEN + $100, x
168
+ sta SCREEN + $200, x
169
+ sta SCREEN + $300, x
170
+ lda #0
171
+ sta COLOUR, x
172
+ sta COLOUR + $100, x
173
+ sta COLOUR + $200, x
174
+ sta COLOUR + $300, x
175
+ sta HEAT, x
176
+ sta HEAT + $100, x
177
+ sta HEAT + $200, x
178
+ sta HEAT + $300, x
179
+ inx
180
+ bne !-
181
+
182
+ // Three timed updates for the monitor, before the free-running loop:
183
+ // whole screen, bottom half, top half.
184
+ TimerStart()
185
+ jsr bottom_half
186
+ jsr top_half
187
+ TimerStop(TIMES)
188
+ TimerStart()
189
+ jsr bottom_half
190
+ TimerStop(TIMES + 2)
191
+ TimerStart()
192
+ jsr top_half
193
+ TimerStop(TIMES + 4)
194
+ lda #1
195
+ sta TIMES + 6
196
+
197
+ main:
198
+ jsr wait_frame
199
+ jsr bottom_half
200
+ jsr wait_frame
201
+ jsr top_half
202
+ jmp main
203
+
204
+ // Wait for a fresh crossing of raster line 256 ($D011 bit 7 clear, then set).
205
+ wait_frame:
206
+ !: bit $d011
207
+ bmi !-
208
+ !: bit $d011
209
+ bpl !-
210
+ rts
211
+
212
+ // Seed row 24: one LFSR step per column, bit 0 of the state lights the cell.
213
+ seed_row:
214
+ ldx #0
215
+ !seed:
216
+ lda lfsr
217
+ lsr
218
+ bcc !+
219
+ eor #$b8
220
+ !: sta lfsr
221
+ and #1
222
+ beq !+
223
+ lda #HOT
224
+ !: sta HEAT + 24 * 40, x
225
+ tay
226
+ lda palette, y
227
+ sta COLOUR + 24 * 40, x
228
+ inx
229
+ cpx #40
230
+ bne !seed-
231
+ rts
232
+
233
+ bottom_half:
234
+ jsr seed_row
235
+ .for (var r = 23; r >= 12; r--) {
236
+ FireRow(r)
237
+ }
238
+ rts
239
+
240
+ top_half:
241
+ .for (var r = 11; r >= 0; r--) {
242
+ FireRow(r)
243
+ }
244
+ rts
245
+ ```
246
+
247
+ ## Build
248
+
249
+ ```bash
250
+ java -jar KickAss.jar fire-effect.asm -o fire-effect.prg
251
+ ```
252
+
253
+ ## Expected output
254
+
255
+ Black border and background. The bottom row is white in the cells the
256
+ LFSR lit and black in the rest (20 of each in the pinned picture). The
257
+ row above is yellow and orange, and the colours cool going up through
258
+ light red, red and brown; the flame rises higher than the screen with
259
+ `DECAY = 1`, so the top row is about half black and half brown rather
260
+ than all black. The picture changes every other frame and repeats
261
+ exactly from one run to the next, because the LFSR starts from the
262
+ constant `SEED`.
263
+
264
+ Screenshots from the VICE runs this page describes:
265
+ `screenshots/fire-effect.png` (PAL) and `screenshots/fire-effect-ntsc.png`
266
+ (NTSC), both at cycle limit 6,565,800. That limit puts the beam in the
267
+ vertical blank on both models, roughly 2,000 cycles inside a window in
268
+ which the picture does not change: the same PNG came out at 6,564,000,
269
+ 6,565,800 twice and 6,567,600 on each model (md5
270
+ `9cf5a7244f8ecd4a7b143e94401f05f4` PAL, `5b9cff8f31439dafa11fdd511400b8fb`
271
+ NTSC). Sampling the centre pixel of every cell of the PAL picture and
272
+ matching it against VICE's default palette gives, over the 1,000 cells:
273
+ 212 black, 216 brown, 256 red, 171 orange, 76 light red, 44 yellow and
274
+ 25 white. Row 0 is 20 black, 18 brown and 2 red; row 23 is 12 yellow,
275
+ 13 orange, 10 brown, 3 black and 2 white; row 24 is 20 white and 20
276
+ black. On NTSC the same census is 418 black, 236 brown, 145 red, 79
277
+ orange, 47 light red, 42 yellow and 33 white: the NTSC frame is shorter,
278
+ so the fire has had fewer updates at the same cycle count and stands
279
+ lower.
280
+
281
+ Control: the same listing with `DECAY = 0`, run to the same cycle limit
282
+ on PAL, gives 60 black, 91 brown, 171 red, 271 orange, 285 light red, 94
283
+ yellow and 28 white, with one black cell in each of rows 0 to 14. The
284
+ fire fills the screen but does not saturate to white: the divide by four
285
+ throws away up to three quarters of a unit per cell per row, which is a
286
+ decay of its own, so the top rows settle on orange and light red.
287
+
288
+ ## Why this works
289
+
290
+ ### Colour RAM is the picture
291
+
292
+ In standard text mode, colour RAM sets the colour of a cell's set
293
+ pixels and `$D021` its clear pixels. The reverse space has every pixel
294
+ set, so with `$D021` black a cell shows its colour-RAM nibble and
295
+ nothing else, and the fire is one 4-bit store per cell with no
296
+ character data at all. `plasma` in `../../techniques/effects-vector-3d.md`
297
+ uses the same fill; an all-`$FF` custom glyph would do as well.
298
+
299
+ ### The heat rule
300
+
301
+ For row `r` and column `c` the new heat is
302
+
303
+ ```
304
+ heat[r][c] = (heat[r+1][c-1] + heat[r+1][c] + heat[r+1][c+1] + heat[r+2][c]) / 4 - DECAY
305
+ ```
306
+
307
+ floored at zero. Three edge rules complete it: column 0 uses itself
308
+ where `c-1` would be, column 39 uses itself where `c+1` would be, and
309
+ row 23 reads row 24 twice because there is no row 25. The `FireRow`
310
+ macro writes columns 0 and 39 out as straight absolute code with their
311
+ own cell in place of the missing neighbour, and runs columns 1 to 38 in
312
+ a loop indexed by X; `min(r + 2, 24)` picks row 24 as the "two below"
313
+ row for row 23. Rows go 23 down to 0, so each row reads the rows below
314
+ it as already updated this pass, which is what carries heat upward.
315
+
316
+ Four values of at most 63 sum to at most 252, so the sum fits one byte
317
+ and no 16-bit temporary is needed; that is why heat runs 0 to 63 and
318
+ not 0 to 255. Two `lsr` divide by four, `beq` skips the subtract when
319
+ the quotient is already zero, and `sec` / `sbc #DECAY` takes the decay
320
+ off otherwise, so the floor at zero costs one branch. `DECAY = 0` is the
321
+ control on this page; the `beq` still runs, so the two builds have the
322
+ same cycle cost.
323
+
324
+ ### The seed row
325
+
326
+ Row 24 is the source. For each of its forty cells the LFSR steps once
327
+ (Galois form, shift right, XOR `$B8` when a 1 falls out: `lfsr_random`
328
+ in `../../techniques/maths.md`) and bit 0 of the new state decides the
329
+ cell: 63 if set, 0 if clear. The seed is the constant `$5A`. It is not
330
+ zero, and a Galois LFSR never reaches zero from a non-zero state, so
331
+ `lfsr_zero_state_lockup` (`../../pitfalls/cpu.md`) cannot arise unless
332
+ the constant is changed; the same constant is why the picture is
333
+ identical from run to run and can be pinned.
334
+
335
+ ### The palette
336
+
337
+ Sixty-four bytes map heat to a VIC colour:
338
+
339
+ ```
340
+ heat 0- 7: 0 black
341
+ heat 8-15: 9 brown
342
+ heat 16-23: 2 red
343
+ heat 24-31: 8 orange
344
+ heat 32-39: 10 light red
345
+ heat 40-51: 7 yellow
346
+ heat 52-63: 1 white
347
+ ```
348
+
349
+ The seven colours are in rising luminance order. `colour_fade` in
350
+ `../../techniques/transitions.md` ranks all sixteen VICE PAL colours by
351
+ Y as 0, 6, 9, 2, 11, 8, 4, 14, 12, 5, 10, 3, 15, 13, 7, 1; these seven
352
+ are that order with the blues, greens, purple and greys left out, so
353
+ the flame goes from black through brown, red and orange to yellow and
354
+ white without a hue that reads as something other than fire. Giving
355
+ yellow and white twelve steps each and the others eight is a design
356
+ choice, not a measurement: it keeps the base bright for longer than the
357
+ tip stays dark. Any monotone table works; a non-monotone one puts a
358
+ bright band inside a darker region and the flame stops reading as heat.
359
+
360
+ ### Two halves, four frames
361
+
362
+ Measured with CIA1 timer A (one-shot from `$FFFF`, `$DC0E = $19`, read
363
+ `$DC04`/`$DC05` after; the six bytes at `$0340` dumped through the
364
+ monitor on a trace of the done byte at `$0346`), with the screen on so
365
+ badline stealing is included:
366
+
367
+ | | PAL | NTSC |
368
+ |---|---|---|
369
+ | Whole screen (seed row and rows 23 to 0) | 53,479 | 53,695 |
370
+ | Bottom half (seed row and rows 23 to 12) | 27,301 | 27,773 |
371
+ | Top half (rows 11 to 0) | 26,115 | 26,329 |
372
+
373
+ A PAL frame is 19,656 cycles and an NTSC frame 17,095 (arithmetic), so
374
+ the whole screen is 2.7 PAL frames and each half is still 1.3 to 1.6
375
+ frames. The `main` loop waits for a fresh crossing of raster line 256
376
+ (`$D011` bit 7 clear, then set) before each half, so a half that
377
+ overruns lands in the middle of the next frame and the next half starts
378
+ on the crossing after that: each half occupies two frames and the whole
379
+ screen updates every four, 12.5 times a second on PAL and 15 on NTSC
380
+ (arithmetic from the measured costs). The colour-RAM writes to rows 23
381
+ to 12 start in the vertical blank and continue through the next
382
+ frame's display, so the picture tears within an update; between
383
+ updates it is whole, which is where the pin lands. On PAL the top
384
+ half's last store to `$D800` falls on raster line 0 (read from the
385
+ same monitor trace), before the display starts at line 51, so the field
386
+ after it is a clean picture; on NTSC it falls on line 95, so the first
387
+ five rows of that field were drawn while the update was still writing
388
+ them. Both pictures are what the display showed.
389
+
390
+ ### Colour RAM by row, indexed inside the row
391
+
392
+ Every colour-RAM store is `sta COLOUR + r * 40, x` with X between 0 and
393
+ 39, or an absolute store to a named cell. The index never reaches 1,024,
394
+ which is where a store would land on CIA1's registers instead of colour
395
+ RAM (`colour_ram_index_past_last_cell_hits_cia1` in
396
+ `../../pitfalls/text-mode-render.md`); this listing has CIA1's
397
+ interrupt mask cleared and its timer in use for the measurement, so a
398
+ stray store there would change the figures. The full rewrite of colour
399
+ RAM through an index is also what
400
+ `full_field_redraw_exceeds_vblank` on the same page describes, and here
401
+ it does overrun: the halving is the answer, not a fit.
402
+
403
+ ### Region
404
+
405
+ `region: both`. The mechanism is the same on NTSC; the half costs are
406
+ 216 to 472 cycles higher there because more badlines fall inside a
407
+ longer update, the update rate is 15 a second rather than 12.5, and the
408
+ fire stands lower at the same cycle count because fewer updates have
409
+ run. The pinned NTSC picture is a complete field with the caveat above
410
+ about its first five rows.
411
+
412
+ ## What it does not establish
413
+
414
+ Nothing here was run on hardware; VICE x64sc 3.10 is the instrument.
415
+ The costs are for this listing's loop shape, not a floor for the
416
+ technique: a fully unrolled version with absolute stores and a decay
417
+ table was not built or timed. A bitmap fire, a 2x2 cell fire with a
418
+ half-height glyph pair, and any sound are not covered. The palette
419
+ order is a design choice checked against `colour_fade`'s luminance
420
+ ranking, not measured on a display.