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 +1,660 @@
1
+ ---
2
+ recipe: high-score-insert
3
+ toolchain: kickassembler
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [high_score_table_insert]
7
+ file_formats: [PRG]
8
+ uses_registers: [D011, D020, DD04, DD05, DD06, DD07, DD0E, DD0F]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # KickAssembler — High-score table insert: rank, shift, write, checked byte for byte
15
+
16
+ ## Synopsis
17
+
18
+ A five-row high-score table of six-digit BCD scores with three-letter
19
+ names, and the routine that puts a new score into it at the right
20
+ place. Four compiled-in scores go in one after another: one that ranks
21
+ first, one that ties an existing row, one that does not qualify, and
22
+ one that ranks last. After each the table is printed with the rank
23
+ found and the cycles the insert took on the CIA2 timers. At the end
24
+ the table is compared byte for byte with a compiled-in expected table:
25
+ `$02FF = $01` and a green border when they match, `$02` and red
26
+ otherwise. The technique is `high_score_table_insert` in
27
+ `techniques/text.md`. It exists because a generated game put every
28
+ new entry in row 0 whatever its score; this is the check
29
+ `front_end_and_attract` in `game-design/game-structure.md` asks for,
30
+ "the table re-sorted", run on its own.
31
+
32
+ The tie rule is stated in the code and tested by the second insert: a
33
+ score equal to a row's score goes below that row. The holder keeps
34
+ the rank; only a strictly higher score displaces one.
35
+
36
+ ## Source
37
+
38
+ ```asm
39
+ // high-score-insert.asm
40
+ // A five-row high-score table of six-digit BCD scores with three-letter
41
+ // names, and the insert: find the rank by comparing BCD bytes from the
42
+ // most significant, shift the lower rows down one place with a bounded
43
+ // loop, drop the last row, write the new row. Four compiled-in scores
44
+ // are inserted in turn: one that ranks first, one that ties an existing
45
+ // row, one that does not qualify, one that ranks last. The table is
46
+ // printed after each insert with the rank found and the cycles the
47
+ // insert took on the CIA2 timers. At the end the table is compared
48
+ // byte for byte with a compiled-in expected table: $02FF = $01 and a
49
+ // green border when they match, $02 and red otherwise.
50
+ //
51
+ // Tie rule: a new score equal to a row's score goes below that row.
52
+ // The earlier holder keeps the rank; only a strictly higher score
53
+ // displaces one. No SED anywhere: CMP is the same in either mode.
54
+
55
+ BasicUpstart2(start)
56
+ .encoding "screencode_upper"
57
+
58
+ .const SCREEN = $0400
59
+ .const RESULT = $02ff // verdict byte read by the harness
60
+ .const BORDER = $d020
61
+ .const CODE_PASS = $01
62
+ .const CODE_FAIL = $02
63
+
64
+ .const ROWS = 5
65
+ .const ROWLEN = 6 // three name screen codes, three BCD bytes
66
+ .const TABLEN = ROWS * ROWLEN // 30
67
+ .const LASTOFF = TABLEN - ROWLEN
68
+ .const NSEQ = 4 // scores inserted in turn
69
+ .const LINE = 40
70
+
71
+ .const src = $fb // zero-page pointer: string or entry source
72
+ .const dst = $fd // zero-page pointer: screen destination
73
+
74
+ // ---------------------------------------------------------------- insert
75
+ // hs_rank: X = table offset of the first row the new score beats, or
76
+ // X = TABLEN when it beats none. Compares the three BCD bytes from the
77
+ // most significant; the first byte that differs decides. Three equal
78
+ // bytes mean the row keeps its place and the search goes on.
79
+ hs_rank:
80
+ ldx #0
81
+ !row:
82
+ lda newrow+3
83
+ cmp table+3,x
84
+ bne !decide+
85
+ lda newrow+4
86
+ cmp table+4,x
87
+ bne !decide+
88
+ lda newrow+5
89
+ cmp table+5,x
90
+ beq !next+ // equal on all three: the holder stays above
91
+ !decide:
92
+ bcs !found+ // Z clear and C set: the new score is higher
93
+ !next:
94
+ txa
95
+ clc
96
+ adc #ROWLEN
97
+ tax
98
+ cpx #TABLEN
99
+ bne !row-
100
+ !found:
101
+ rts
102
+
103
+ // hs_place: shift every row from offset rank downward one place and
104
+ // write newrow at rank. The loop runs from the last row up to rank and
105
+ // stops on equal or below, so a rank that is not a row boundary cannot
106
+ // run it past the table's start.
107
+ hs_place:
108
+ ldx #LASTOFF
109
+ !shift:
110
+ cpx rank
111
+ beq !write+
112
+ bcc !write+
113
+ .for (var i = 0; i < ROWLEN; i++) {
114
+ lda table - ROWLEN + i,x
115
+ sta table + i,x
116
+ }
117
+ txa
118
+ sec
119
+ sbc #ROWLEN
120
+ tax
121
+ jmp !shift-
122
+ !write:
123
+ ldx rank
124
+ ldy #0
125
+ !: lda newrow,y
126
+ sta table,x
127
+ inx
128
+ iny
129
+ cpy #ROWLEN
130
+ bne !-
131
+ rts
132
+
133
+ // hs_insert: rank, then place if the score qualifies. rank = TABLEN
134
+ // means it did not. A game splits the two calls: hs_rank before the
135
+ // name entry, so the player sees where the score will go, hs_place
136
+ // after it, with the typed name in newrow.
137
+ hs_insert:
138
+ jsr hs_rank
139
+ stx rank
140
+ cpx #TABLEN
141
+ bcs !+
142
+ jsr hs_place
143
+ !: rts
144
+
145
+ nothing:
146
+ rts
147
+
148
+ // ---------------------------------------------------------------- timing
149
+ // Time(routine, slot): CIA2 timer A counts phi2, timer B counts A
150
+ // underflows; the 24-bit count lands in slot. Run under SEI with the
151
+ // screen blanked so no badline lands inside the measurement.
152
+ .macro Time(routine, slot) {
153
+ lda #$51
154
+ sta $dd0f
155
+ lda #$11
156
+ sta $dd0e
157
+ jsr routine
158
+ lda #$00
159
+ sta $dd0e
160
+ sta $dd0f
161
+ sec // the routine may leave C in either state
162
+ lda #$ff
163
+ sbc $dd04
164
+ sta slot
165
+ lda #$ff
166
+ sbc $dd05
167
+ sta slot+1
168
+ lda #$ff
169
+ sbc $dd06
170
+ sta slot+2
171
+ }
172
+
173
+ // ---------------------------------------------------------------- main
174
+ start:
175
+ sei
176
+ ldx #0
177
+ lda #$20
178
+ !: sta SCREEN,x
179
+ sta SCREEN + $100,x
180
+ sta SCREEN + $200,x
181
+ sta SCREEN + $300,x
182
+ inx
183
+ bne !-
184
+
185
+ lda #<SCREEN
186
+ sta dst
187
+ lda #>SCREEN
188
+ sta dst+1
189
+ ldy #0
190
+ lda #<title
191
+ sta src
192
+ lda #>title
193
+ sta src+1
194
+ jsr print_str
195
+
196
+ lda $d011 // DEN clear, then wait for the raster to
197
+ and #$ef // wrap, so the frames measured have no
198
+ sta $d011 // badlines
199
+ !: lda $d011
200
+ bpl !-
201
+ !: lda $d011
202
+ bmi !-
203
+
204
+ lda #$00
205
+ sta $dd0e
206
+ sta $dd0f
207
+ lda #$ff
208
+ sta $dd04
209
+ sta $dd05
210
+ sta $dd06
211
+ sta $dd07
212
+
213
+ Time(nothing, base) // cost of the harness and an empty call
214
+
215
+ lda #0
216
+ sta seq
217
+ lda #<(SCREEN + LINE)
218
+ sta dst
219
+ lda #>(SCREEN + LINE)
220
+ sta dst+1
221
+
222
+ seq_loop:
223
+ lda seq // newrow = sequence[seq], six bytes
224
+ asl
225
+ adc seq // seq * 3, carry clear after asl of 0..3
226
+ asl // seq * 6
227
+ tax
228
+ ldy #0
229
+ !: lda sequence,x
230
+ sta newrow,y
231
+ inx
232
+ iny
233
+ cpy #ROWLEN
234
+ bne !-
235
+
236
+ Time(hs_insert, cyc)
237
+
238
+ sec // cyc = cyc - base, 16 bits
239
+ lda cyc
240
+ sbc base
241
+ sta cyc
242
+ lda cyc+1
243
+ sbc base+1
244
+ sta cyc+1
245
+
246
+ ldy #0 // header: entry, rank, cycles
247
+ lda #<newrow
248
+ sta src
249
+ lda #>newrow
250
+ sta src+1
251
+ jsr print_entry
252
+ lda #<rank_txt
253
+ sta src
254
+ lda #>rank_txt
255
+ sta src+1
256
+ jsr print_str
257
+ jsr print_rank
258
+ lda #<cyc_txt
259
+ sta src
260
+ lda #>cyc_txt
261
+ sta src+1
262
+ jsr print_str
263
+ jsr print_cycles
264
+ jsr next_line
265
+
266
+ ldx #0 // five table rows, numbered
267
+ stx row
268
+ !table:
269
+ ldy #0
270
+ lda row
271
+ clc
272
+ adc #$31 // screen code of the digit 1 + row
273
+ sta (dst),y
274
+ iny
275
+ lda #$20
276
+ sta (dst),y
277
+ iny
278
+ lda row
279
+ asl
280
+ adc row
281
+ asl
282
+ clc
283
+ adc #<table
284
+ sta src
285
+ lda #>table
286
+ adc #0
287
+ sta src+1
288
+ jsr print_entry
289
+ jsr next_line
290
+ inc row
291
+ lda row
292
+ cmp #ROWS
293
+ bne !table-
294
+
295
+ inc seq
296
+ lda seq
297
+ cmp #NSEQ
298
+ beq !+
299
+ jmp seq_loop
300
+ !:
301
+ lda $d011
302
+ ora #$10
303
+ sta $d011
304
+
305
+ ldx #TABLEN - 1 // verdict: the table against expect
306
+ !: lda table,x
307
+ cmp expect,x
308
+ bne fail
309
+ dex
310
+ bpl !-
311
+
312
+ lda #CODE_PASS
313
+ sta RESULT
314
+ lda #5
315
+ sta BORDER
316
+ lda #<pass_txt
317
+ sta src
318
+ lda #>pass_txt
319
+ sta src+1
320
+ jmp verdict
321
+ fail:
322
+ lda #CODE_FAIL
323
+ sta RESULT
324
+ lda #2
325
+ sta BORDER
326
+ lda #<fail_txt
327
+ sta src
328
+ lda #>fail_txt
329
+ sta src+1
330
+ verdict:
331
+ lda #<(SCREEN + 20)
332
+ sta dst
333
+ lda #>(SCREEN + 20)
334
+ sta dst+1
335
+ ldy #0
336
+ jsr print_str
337
+ jmp *
338
+
339
+ // ---------------------------------------------------------------- print
340
+ // All output is screen codes written straight into screen RAM.
341
+
342
+ // print_str: zero-terminated screen-code string at src to (dst),y.
343
+ print_str:
344
+ ldx #0
345
+ !: lda (src,x)
346
+ beq !+
347
+ sta (dst),y
348
+ iny
349
+ inc src
350
+ bne !-
351
+ inc src+1
352
+ bne !-
353
+ !: rts
354
+
355
+ // print_entry: name (three screen codes), a space, six BCD digits,
356
+ // a space, from the six-byte entry at src.
357
+ print_entry:
358
+ ldx #0 // X stays 0: (src,x) reads through src
359
+ stx cnt
360
+ !: lda (src,x)
361
+ sta (dst),y
362
+ iny
363
+ jsr next_src
364
+ inc cnt
365
+ lda cnt
366
+ cmp #3
367
+ bne !-
368
+ lda #$20
369
+ sta (dst),y
370
+ iny
371
+ stx cnt
372
+ !: lda (src,x)
373
+ pha
374
+ lsr
375
+ lsr
376
+ lsr
377
+ lsr
378
+ ora #$30
379
+ sta (dst),y
380
+ iny
381
+ pla
382
+ and #$0f
383
+ ora #$30
384
+ sta (dst),y
385
+ iny
386
+ jsr next_src
387
+ inc cnt
388
+ lda cnt
389
+ cmp #3
390
+ bne !-
391
+ lda #$20
392
+ sta (dst),y
393
+ iny
394
+ rts
395
+
396
+ // next_src: src += 1.
397
+ next_src:
398
+ inc src
399
+ bne !+
400
+ inc src+1
401
+ !: rts
402
+
403
+ // print_rank: the rank as a digit 1 to ROWS, or a dash for none.
404
+ print_rank:
405
+ lda rank
406
+ cmp #TABLEN
407
+ bcs !none+
408
+ ldx #0
409
+ !: cmp #ROWLEN // rank offset / ROWLEN, plus one
410
+ bcc !+
411
+ sbc #ROWLEN
412
+ inx
413
+ bne !-
414
+ !: txa
415
+ clc
416
+ adc #$31
417
+ sta (dst),y
418
+ iny
419
+ rts
420
+ !none:
421
+ lda #$2d // the dash
422
+ sta (dst),y
423
+ iny
424
+ rts
425
+
426
+ // print_cycles: cyc (16 bits) as five decimal digits, by subtracting
427
+ // powers of ten.
428
+ print_cycles:
429
+ ldx #0
430
+ !digit:
431
+ lda #$2f // one below the digit 0; the loop adds 1
432
+ sta digit
433
+ !sub:
434
+ inc digit
435
+ sec
436
+ lda cyc
437
+ sbc pow10_lo,x
438
+ pha
439
+ lda cyc+1
440
+ sbc pow10_hi,x
441
+ bcc !stop+
442
+ sta cyc+1
443
+ pla
444
+ sta cyc
445
+ jmp !sub-
446
+ !stop:
447
+ pla
448
+ lda digit
449
+ sta (dst),y
450
+ iny
451
+ inx
452
+ cpx #5
453
+ bne !digit-
454
+ rts
455
+
456
+ // next_line: dst += 40.
457
+ next_line:
458
+ clc
459
+ lda dst
460
+ adc #LINE
461
+ sta dst
462
+ bcc !+
463
+ inc dst+1
464
+ !: rts
465
+
466
+ // ---------------------------------------------------------------- data
467
+ pow10_lo: .byte <10000, <1000, <100, <10, <1
468
+ pow10_hi: .byte >10000, >1000, >100, >10, >1
469
+
470
+ title: .text "HIGH SCORE INSERT"
471
+ .byte 0
472
+ rank_txt: .text "RANK "
473
+ .byte 0
474
+ cyc_txt: .text " CYC "
475
+ .byte 0
476
+ pass_txt: .text "PASS"
477
+ .byte 0
478
+ fail_txt: .text "FAIL"
479
+ .byte 0
480
+
481
+ // The table: three name screen codes, three BCD bytes, most
482
+ // significant first. Seeded so a first run never shows a blank table.
483
+ table:
484
+ .text "AAA"
485
+ .byte $05, $00, $00
486
+ .text "BBB"
487
+ .byte $04, $00, $00
488
+ .text "CCC"
489
+ .byte $03, $00, $00
490
+ .text "DDD"
491
+ .byte $02, $00, $00
492
+ .text "EEE"
493
+ .byte $01, $00, $00
494
+
495
+ // The scores inserted, in order.
496
+ sequence:
497
+ .text "NEW" // ranks first: decided on the third byte
498
+ .byte $05, $00, $01
499
+ .text "TIE" // equals BBB: goes below it, rank 4
500
+ .byte $04, $00, $00
501
+ .text "NIL" // below the last row: not entered
502
+ .byte $00, $50, $00
503
+ .text "LOW" // ranks last: beats CCC on the second byte
504
+ .byte $03, $50, $00
505
+
506
+ // The table the sequence must produce.
507
+ expect:
508
+ .text "NEW"
509
+ .byte $05, $00, $01
510
+ .text "AAA"
511
+ .byte $05, $00, $00
512
+ .text "BBB"
513
+ .byte $04, $00, $00
514
+ .text "TIE"
515
+ .byte $04, $00, $00
516
+ .text "LOW"
517
+ .byte $03, $50, $00
518
+
519
+ newrow: .fill ROWLEN, 0
520
+ rank: .byte 0
521
+ seq: .byte 0
522
+ row: .byte 0
523
+ digit: .byte 0
524
+ cnt: .byte 0
525
+ base: .byte 0, 0, 0
526
+ cyc: .byte 0, 0, 0
527
+ ```
528
+
529
+ ## Build
530
+
531
+ ```bash
532
+ java -jar KickAss.jar high-score-insert.asm -o high-score-insert.prg
533
+ ```
534
+
535
+ Produces `high-score-insert.prg`, `$0801` to `$0B7D`.
536
+
537
+ ## Expected output
538
+
539
+ Border green, text area the power-on blue, the screen cleared by the
540
+ program before it prints, so the BASIC banner is gone:
541
+
542
+ ```
543
+ HIGH SCORE INSERT PASS
544
+ NEW 050001 RANK 1 CYC 00481
545
+ 1 NEW 050001
546
+ 2 AAA 050000
547
+ 3 BBB 040000
548
+ 4 CCC 030000
549
+ 5 DDD 020000
550
+ TIE 040000 RANK 4 CYC 00339
551
+ 1 NEW 050001
552
+ 2 AAA 050000
553
+ 3 BBB 040000
554
+ 4 TIE 040000
555
+ 5 CCC 030000
556
+ NIL 005000 RANK - CYC 00152
557
+ 1 NEW 050001
558
+ 2 AAA 050000
559
+ 3 BBB 040000
560
+ 4 TIE 040000
561
+ 5 CCC 030000
562
+ LOW 035000 RANK 5 CYC 00284
563
+ 1 NEW 050001
564
+ 2 AAA 050000
565
+ 3 BBB 040000
566
+ 4 TIE 040000
567
+ 5 LOW 035000
568
+ ```
569
+
570
+ Each block is one insert: the new entry, the rank it was given (`-`
571
+ for not entered), the cycles the call took, then the table after it.
572
+ The seeded table was `AAA 050000` down to `EEE 010000` in steps of
573
+ ten thousand.
574
+
575
+ - `NEW 050001` beats `AAA 050000` on the third BCD byte alone, so it
576
+ ranks first; every row moves down one and `EEE` falls off.
577
+ - `TIE 040000` equals `BBB`. The three-byte compare finds them equal,
578
+ the search goes on, and `CCC 030000` is the first row it beats, so
579
+ `TIE` lands at rank 4 below `BBB`.
580
+ - `NIL 005000` beats nothing. Rank `-`, the table is untouched.
581
+ - `LOW 035000` beats only `CCC`, the last row, so it ranks 5. The
582
+ shift loop runs zero times and the write overwrites `CCC`.
583
+
584
+ Screenshots from the pinned run, 4,000,000 cycles:
585
+ `screenshots/high-score-insert.png` (PAL) and
586
+ `screenshots/high-score-insert-ntsc.png` (NTSC). Both decoded against
587
+ the character ROM give the text above; border pixel (2, 100) =
588
+ (98, 213, 50) on PAL and (114, 189, 103) on NTSC, index 5 in both
589
+ palettes of `runtime/vice-reference.md`. The pinned command was run
590
+ twice per model and the two PNGs were identical bytes. The `CYC`
591
+ figures are the same on both models: the inserts run under `SEI` with
592
+ the screen blanked, so no badline lands in a measurement.
593
+
594
+ ### The cycle figures
595
+
596
+ Measured in VICE x64sc 3.10 with the CIA2 cascade, less an empty call
597
+ timed the same way, so each figure is the routine's own instructions
598
+ without the `JSR` and `RTS` of the call:
599
+
600
+ | Insert | Rank | Compares | Rows shifted | Cycles |
601
+ |---|---|---|---|---|
602
+ | `NEW 050001` | 1 | one row, three bytes deep | 4 | 481 |
603
+ | `TIE 040000` | 4 | four rows, one three bytes deep | 1 | 339 |
604
+ | `NIL 005000` | none | five rows, one byte each | 0 | 152 |
605
+ | `LOW 035000` | 5 | five rows, the last two bytes deep | 0 | 284 |
606
+
607
+ The first insert is the worst case for this table: the compare on row
608
+ 0 goes all three bytes deep and the shift moves four rows. Arithmetic
609
+ from the instruction table gives the same 481: the rank search 41, a
610
+ shifted row 73 (the bounded-loop test 8, six `LDA abs,X` / `STA abs,X`
611
+ pairs 54, the step and jump 11) four times, the loop's final test 7,
612
+ the write 113, `hs_place`'s entry and return 8, and 20 in `hs_insert`
613
+ between the calls. The same arithmetic gives 339, 152 and 284 for the
614
+ other three, and no branch in the two routines crosses a page. A
615
+ longer table scales by 73 cycles a shifted row plus 26 a row compared
616
+ and rejected on its first byte.
617
+
618
+ ## Why this works
619
+
620
+ **The compare.** A BCD byte holds two decimal digits and its binary
621
+ value orders the same way its digits do (`$50` is above `$49` in
622
+ both readings), so `CMP` orders BCD bytes correctly with no decimal
623
+ mode. `hs_rank` compares the most significant byte first; the first
624
+ byte that differs decides, and `BCS` after a `BNE` means the new score
625
+ is strictly higher. When all three bytes are equal the `BEQ` skips the
626
+ `BCS` and the search moves on, which is the tie rule: the holder stays
627
+ above. The result is the row offset in `X`, or `TABLEN` for none, and
628
+ that is also the qualification test: a score that beats no row does
629
+ not enter.
630
+
631
+ **The shift.** `hs_place` starts at the last row and copies the row
632
+ above it down, stepping up by one row until `X` reaches the rank. The
633
+ test is `CPX rank` followed by `BEQ` and `BCC`, so the loop stops on
634
+ equal and on below; a `rank` that is not a multiple of six, or a
635
+ caller that passes garbage, cannot walk the copy below the table's
636
+ first row. Copying downward from the bottom is what makes an in-place
637
+ shift safe: each row is read before it is overwritten. The last row
638
+ is never read as a source, so it is dropped by construction. The
639
+ write then copies the six bytes of `newrow` to the rank's offset.
640
+
641
+ **The split.** `hs_rank` and `hs_place` are separate calls with
642
+ `rank` kept between them, because a game wants the rank before the
643
+ player types a name (to show "you placed 3rd" and to skip the name
644
+ entry when the score does not qualify) and the shift and write after
645
+ it, with the typed name in `newrow`. `hs_insert` runs both back to
646
+ back for the measurement.
647
+
648
+ **The verdict.** The expected table is thirty bytes assembled from the
649
+ same layout, compared with `CMP abs,X` from the end. A wrong rank, a
650
+ shift that stops one row early, or a tie put above its holder changes
651
+ at least one byte, and a byte that differs sets `$02FF` to `$02` and
652
+ the border red.
653
+
654
+ **A fault found while writing it.** The first build passed the
655
+ verdict and drew garbage: `print_entry` used `LDA (src,X)` with `X`
656
+ as its byte counter, and indexed-indirect adds `X` to the zero-page
657
+ address before the pointer is read, so it read through `$FC`, `$FD`
658
+ and `$FE` in turn. The counter now lives in memory and `X` stays
659
+ zero. A verdict on the table bytes cannot see the screen, which is
660
+ why the screenshot is measured as well.