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 +1,670 @@
1
+ ---
2
+ recipe: logic-rate-decoupling
3
+ toolchain: kickassembler
4
+ output_format: PRG
5
+ region: both
6
+ techniques: [logic_rate_decoupling]
7
+ file_formats: [PRG]
8
+ uses_registers: [D000, D001, D010, D011, D012, D015, D019, D01A, D020, D021, D027, DC0D]
9
+ uses_kernal: []
10
+ ---
11
+
12
+ <!-- doc-type: recipe -->
13
+
14
+ # KickAssembler — Game logic at half the display rate, sprites interpolated
15
+
16
+ ## Synopsis
17
+
18
+ Eight sprites moved by game logic that runs once every two display
19
+ frames, drawn every frame with the position on the in-between frame
20
+ interpolated. The logic runs in the main loop and carries an artificial
21
+ load: every eighth tick runs a 40-page delay, about 51,440 cycles or 2.6
22
+ PAL frames by the instruction table before badlines and sprite DMA take
23
+ their share. A raster interrupt
24
+ below the display counts frames, owes the logic one tick every second
25
+ frame, and runs the display update with interrupts re-enabled behind a
26
+ re-entrancy guard; one display update is made to overrun on purpose so the
27
+ guard trips. The logic hands positions to the display through a
28
+ double-buffered table flipped by one byte. The screen shows display
29
+ frames, logic ticks, loop passes, skipped frames, guard trips, input
30
+ latency for two events, sprite 0's step on 32 consecutive frames, and a
31
+ PASS/FAIL check that game time kept to half the display frame count. The
32
+ technique is `logic_rate_decoupling` in `techniques/logic.md`.
33
+
34
+ ## Source
35
+
36
+ ```asm
37
+ // logic-rate-decoupling.asm: game logic at half the display rate.
38
+ // Main loop: the game logic, one tick per two display frames, with an
39
+ // artificial load that overruns on every eighth tick. Raster IRQ at line
40
+ // 251: counts display frames, owes the logic one tick every second frame,
41
+ // and runs the display update with interrupts re-enabled, guarded so a
42
+ // nested entry skips it. The update shows the midpoint between the last
43
+ // two logic positions on the frame after a publish and the newer position
44
+ // on the frames after that. The screen shows the counters, the input
45
+ // latency, sprite 0's per-frame step, and a PASS/FAIL check on game speed.
46
+ // Build: java -jar KickAss.jar logic-rate-decoupling.asm -o logic-rate-decoupling.prg
47
+
48
+ BasicUpstart2(start)
49
+
50
+ .encoding "screencode_upper"
51
+
52
+ .const SCREEN = $0400
53
+ .const IRQLINE = 251 // below the lowest sprite (y 226, 21 lines)
54
+ .const NSPR = 8
55
+ .const LIGHT = 3 // delay pages for an ordinary logic tick
56
+ .const HEAVY = 40 // delay pages for every eighth tick
57
+ .const SPIKE = 60 // display frame whose update overruns once
58
+ .const SPIKEPG = 20 // delay pages in that update
59
+ .const EVT_A = 100 // input event on an even frame: sprite 6 starts
60
+ .const EVT_B = 131 // input event on an odd frame: sprite 7 starts
61
+ .const DSTART = 160 // first frame of the sprite-0 step record
62
+ .const REST6 = 40 // rest x of sprite 6 before its event
63
+ .const REST7 = 140 // rest x of sprite 7 before its event
64
+
65
+ * = $0810
66
+
67
+ start:
68
+ sei
69
+ lda #$7f
70
+ sta $dc0d // CIA1 timer IRQ off: only the raster reaches $0314
71
+ lda $dc0d
72
+ lda #0
73
+ sta $d020
74
+ sta $d021
75
+ ldx #0
76
+ !: lda #$20
77
+ sta SCREEN,x
78
+ sta SCREEN + $100,x
79
+ sta SCREEN + $200,x
80
+ sta SCREEN + $2e8,x
81
+ lda #1
82
+ sta $d800,x
83
+ sta $d900,x
84
+ sta $da00,x
85
+ sta $dae8,x
86
+ inx
87
+ bne !-
88
+ ldx #0 // labels, rows 0 to 12
89
+ !: lda labels,x
90
+ sta SCREEN,x
91
+ lda labels + $100,x
92
+ sta SCREEN + $100,x
93
+ inx
94
+ bne !-
95
+
96
+ ldx #62 // one solid sprite shape at $2000, block $80
97
+ lda #$ff
98
+ !: sta $2000,x
99
+ dex
100
+ bpl !-
101
+ ldx #NSPR - 1
102
+ !: lda #$80
103
+ sta SCREEN + $3f8,x
104
+ lda colours,x
105
+ sta $d027,x
106
+ lda lx,x // both table halves start at the start position
107
+ sta fromx,x
108
+ sta fromx + 8,x
109
+ sta tox,x
110
+ sta tox + 8,x
111
+ dex
112
+ bpl !-
113
+ ldx #0
114
+ ldy #0
115
+ !: lda ypos,x
116
+ sta $d001,y
117
+ lda lx,x
118
+ sta $d000,y
119
+ iny
120
+ iny
121
+ inx
122
+ cpx #NSPR
123
+ bne !-
124
+ lda #0
125
+ sta $d010
126
+ lda #$ff
127
+ sta $d015
128
+
129
+ lda #<irq
130
+ sta $0314
131
+ lda #>irq
132
+ sta $0315
133
+ lda #IRQLINE
134
+ sta $d012
135
+ lda $d011
136
+ and #$7f
137
+ sta $d011
138
+ lda #1
139
+ sta $d01a
140
+ lda #$ff
141
+ sta $d019
142
+ cli
143
+
144
+ // ---------------------------------------------------------------------------
145
+ // Main loop: the game logic. Runs every tick it is owed, publishes once.
146
+ // ---------------------------------------------------------------------------
147
+ mainloop:
148
+ !: lda owed // wait until the IRQ owes a tick
149
+ beq !-
150
+ lda #0
151
+ sta batch
152
+ runtick:
153
+ dec owed // one RMW instruction: the IRQ cannot split it
154
+ jsr logic_tick
155
+ inc ticks
156
+ bne !+
157
+ inc ticks + 1
158
+ !: inc batch
159
+ lda owed // still owed: run again before publishing,
160
+ bne runtick // so game speed holds while the display skips
161
+ inc passes
162
+ bne !+
163
+ inc passes + 1
164
+ !: ldx batch // every tick past the first went undisplayed
165
+ dex
166
+ txa
167
+ clc
168
+ adc skipped
169
+ sta skipped
170
+ bcc !+
171
+ inc skipped + 1
172
+
173
+ // Publish: write the half the IRQ is not reading, then flip one byte.
174
+ !: lda fresh // the IRQ has not taken the last table yet
175
+ bne !-
176
+ lda front
177
+ eor #1
178
+ asl
179
+ asl
180
+ asl
181
+ tay // Y = back half * 8
182
+ ldx #0
183
+ !: lda prevx,x
184
+ sta fromx,y
185
+ lda lx,x
186
+ sta tox,y
187
+ iny
188
+ inx
189
+ cpx #NSPR
190
+ bne !-
191
+ lda front
192
+ eor #1
193
+ sta ready
194
+ lda #1
195
+ sta fresh // one store hands the table over
196
+
197
+ jsr show_counters
198
+ lda checked
199
+ bne !+
200
+ jsr check_speed
201
+ !: jmp mainloop
202
+
203
+ // One logic tick: input, movement with bounce, and the artificial load.
204
+ logic_tick:
205
+ lda joyA // an input event starts sprite 6
206
+ cmp #1
207
+ bne !+
208
+ lda #2
209
+ sta vx + 6
210
+ sta joyA
211
+ !: lda joyB // and another starts sprite 7
212
+ cmp #1
213
+ bne !+
214
+ lda #2
215
+ sta vx + 7
216
+ sta joyB
217
+ !: ldx #NSPR - 1
218
+ tickspr:
219
+ lda lx,x
220
+ sta prevx,x // the position before this tick, for interpolation
221
+ lda vx,x
222
+ beq nextspr
223
+ bmi goleft
224
+ lda lx,x
225
+ cmp #236
226
+ bcc !+
227
+ lda #$fe
228
+ sta vx,x
229
+ jmp nextspr
230
+ !: clc
231
+ adc #2
232
+ sta lx,x
233
+ jmp nextspr
234
+ goleft:
235
+ lda lx,x
236
+ cmp #26
237
+ bcs !+
238
+ lda #2
239
+ sta vx,x
240
+ jmp nextspr
241
+ !: sec
242
+ sbc #2
243
+ sta lx,x
244
+ nextspr:
245
+ dex
246
+ bpl tickspr
247
+ lda ticks // the artificial load
248
+ and #7
249
+ cmp #7
250
+ bne !+
251
+ lda #HEAVY
252
+ jmp delay
253
+ !: lda #LIGHT
254
+ // fall through
255
+
256
+ // Delay: A pages of 256 DEY/BNE loops, about 1,286 cycles a page.
257
+ delay:
258
+ tax
259
+ d1: ldy #0
260
+ !: dey
261
+ bne !-
262
+ dex
263
+ bne d1
264
+ rts
265
+
266
+ // ---------------------------------------------------------------------------
267
+ // Raster IRQ, entered through the KERNAL at $0314 (A, X, Y already stacked).
268
+ // ---------------------------------------------------------------------------
269
+ irq:
270
+ lda #$ff
271
+ sta $d019 // acknowledge before CLI, or it re-enters at once
272
+ inc frames // timekeeping runs on every entry, nested or not
273
+ bne !+
274
+ inc frames + 1
275
+ !: lda half
276
+ eor #1
277
+ sta half
278
+ bne !+
279
+ inc owed // the speed counter: one tick per two frames
280
+ !: lda frames + 1
281
+ bne noevt
282
+ lda frames
283
+ cmp #EVT_A
284
+ bne !+
285
+ lda #1
286
+ sta joyA
287
+ !: cmp #EVT_B
288
+ bne noevt
289
+ lda #1
290
+ sta joyB
291
+ noevt:
292
+ inc busy // re-entrancy guard
293
+ lda busy
294
+ cmp #2
295
+ bcs nested
296
+ cli // lower-level raster IRQs could now run
297
+ jsr frame_update
298
+ sei
299
+ dec busy
300
+ jmp $ea81
301
+ nested:
302
+ inc guard
303
+ dec busy
304
+ jmp $ea81
305
+
306
+ // Display update: pick the table, write interpolated x to the VIC-II.
307
+ frame_update:
308
+ lda fresh
309
+ beq holdto
310
+ lda ready
311
+ sta front
312
+ lda #0
313
+ sta fresh
314
+ lda #1 // first frame of a new table: midpoint
315
+ bne setmid
316
+ holdto:
317
+ lda #0 // later frames: the newer position
318
+ setmid:
319
+ sta mid
320
+ lda front
321
+ asl
322
+ asl
323
+ asl
324
+ tax // X = front half * 8
325
+ ldy #0
326
+ fuloop:
327
+ lda mid
328
+ beq !+
329
+ lda tox,x
330
+ clc
331
+ adc fromx,x // (from + to) / 2: the carry holds bit 8
332
+ ror
333
+ jmp !++
334
+ !: lda tox,x
335
+ !: sta $d000,y
336
+ sta shown,y
337
+ inx
338
+ iny
339
+ iny
340
+ cpy #NSPR * 2
341
+ bne fuloop
342
+
343
+ lda frames + 1 // one deliberate overrun of the update
344
+ bne !+
345
+ lda frames
346
+ cmp #SPIKE
347
+ bne !+
348
+ lda #SPIKEPG
349
+ jsr delay
350
+
351
+ !: lda latA // latency: frames from event to first motion
352
+ bne !+
353
+ lda joyA
354
+ beq !+
355
+ lda shown + 12
356
+ cmp #REST6
357
+ beq !+
358
+ lda frames
359
+ sec
360
+ sbc #EVT_A
361
+ sta latA
362
+ !: lda latB
363
+ bne !+
364
+ lda joyB
365
+ beq !+
366
+ lda shown + 14
367
+ cmp #REST7
368
+ beq !+
369
+ lda frames
370
+ sec
371
+ sbc #EVT_B
372
+ sta latB
373
+
374
+ !: lda shown // sprite 0 step this frame, |x - last x|
375
+ sec
376
+ sbc last0
377
+ bcs !+
378
+ eor #$ff
379
+ adc #1
380
+ !: cmp #10
381
+ bcc !+
382
+ lda #9
383
+ !: tay
384
+ lda shown
385
+ sta last0
386
+ lda frames + 1
387
+ bne fudone
388
+ lda frames
389
+ sec
390
+ sbc #DSTART
391
+ cmp #32
392
+ bcs fudone
393
+ tax
394
+ lda hexdig,y
395
+ sta SCREEN + 7 * 40 + 8,x
396
+ fudone:
397
+ rts
398
+
399
+ // ---------------------------------------------------------------------------
400
+ // Screen output.
401
+ // ---------------------------------------------------------------------------
402
+ .macro print16(src, dst) {
403
+ lda src + 1
404
+ lsr
405
+ lsr
406
+ lsr
407
+ lsr
408
+ tax
409
+ lda hexdig,x
410
+ sta dst
411
+ lda src + 1
412
+ and #15
413
+ tax
414
+ lda hexdig,x
415
+ sta dst + 1
416
+ lda src
417
+ lsr
418
+ lsr
419
+ lsr
420
+ lsr
421
+ tax
422
+ lda hexdig,x
423
+ sta dst + 2
424
+ lda src
425
+ and #15
426
+ tax
427
+ lda hexdig,x
428
+ sta dst + 3
429
+ }
430
+
431
+ show_counters:
432
+ sei // frames is two bytes the IRQ writes
433
+ lda frames
434
+ sta fcopy
435
+ lda frames + 1
436
+ sta fcopy + 1
437
+ cli
438
+ print16(fcopy, SCREEN + 1 * 40 + 8)
439
+ print16(ticks, SCREEN + 2 * 40 + 8)
440
+ print16(passes, SCREEN + 3 * 40 + 8)
441
+ print16(skipped, SCREEN + 4 * 40 + 8)
442
+ lda guard
443
+ sta gcopy
444
+ print16(gcopy, SCREEN + 5 * 40 + 8)
445
+ lda latA
446
+ sta lcopy
447
+ lda latB
448
+ sta lcopy2
449
+ print16(lcopy, SCREEN + 6 * 40 + 8)
450
+ print16(lcopy2, SCREEN + 6 * 40 + 13)
451
+ rts
452
+
453
+ // At the first publish on or after frame 256: game time must equal half
454
+ // the display frames, less at most one owed tick, and the load must have
455
+ // forced at least one frame skip and one guard trip.
456
+ check_speed:
457
+ lda fcopy + 1
458
+ bne !+
459
+ rts
460
+ !: lda #1
461
+ sta checked
462
+ print16(fcopy, SCREEN + 8 * 40 + 9)
463
+ print16(ticks, SCREEN + 8 * 40 + 20)
464
+ lda fcopy + 1 // want = frames / 2
465
+ lsr
466
+ sta want + 1
467
+ lda fcopy
468
+ ror
469
+ sta want
470
+ sec // lag = want - ticks
471
+ lda want
472
+ sbc ticks
473
+ sta lag
474
+ lda want + 1
475
+ sbc ticks + 1
476
+ bne fail // negative, or 256 or more
477
+ lda lag
478
+ cmp #2
479
+ bcs fail
480
+ lda skipped
481
+ ora skipped + 1
482
+ beq fail
483
+ lda guard
484
+ beq fail
485
+ ldx #3
486
+ !: lda passtxt,x
487
+ sta SCREEN + 8 * 40 + 25,x
488
+ dex
489
+ bpl !-
490
+ lda #5 // green border
491
+ sta $d020
492
+ rts
493
+ fail:
494
+ ldx #3
495
+ !: lda failtxt,x
496
+ sta SCREEN + 8 * 40 + 25,x
497
+ dex
498
+ bpl !-
499
+ lda #2 // red border
500
+ sta $d020
501
+ rts
502
+
503
+ // ---------------------------------------------------------------------------
504
+ // Data.
505
+ // ---------------------------------------------------------------------------
506
+ hexdig: .text "0123456789ABCDEF"
507
+ passtxt: .text "PASS"
508
+ failtxt: .text "FAIL"
509
+ colours: .byte 1, 7, 3, 5, 14, 10, 13, 15
510
+ ypos: .byte 124, 140, 156, 172, 188, 204, 226, 226
511
+ lx: .byte 24, 54, 84, 114, 144, 174, REST6, REST7
512
+ vx: .byte 2, 2, $fe, 2, $fe, 2, 0, 0
513
+ prevx: .fill NSPR, 0
514
+ fromx: .fill 16, 0
515
+ tox: .fill 16, 0
516
+ shown: .fill 16, 0
517
+ frames: .word 0
518
+ ticks: .word 0
519
+ passes: .word 0
520
+ skipped: .word 0
521
+ fcopy: .word 0
522
+ gcopy: .word 0
523
+ lcopy: .word 0
524
+ lcopy2: .word 0
525
+ want: .word 0
526
+ owed: .byte 0
527
+ half: .byte 0
528
+ batch: .byte 0
529
+ busy: .byte 0
530
+ guard: .byte 0
531
+ fresh: .byte 0
532
+ ready: .byte 0
533
+ front: .byte 0
534
+ mid: .byte 0
535
+ joyA: .byte 0
536
+ joyB: .byte 0
537
+ latA: .byte 0
538
+ latB: .byte 0
539
+ last0: .byte 24
540
+ checked: .byte 0
541
+ lag: .byte 0
542
+
543
+ labels:
544
+ .text "LOGIC AT HALF RATE, SPRITES INTERPOLATED" // row 0
545
+ .text "FRAMES " // row 1
546
+ .text "TICKS " // row 2
547
+ .text "PASSES " // row 3
548
+ .text "SKIPPED " // row 4
549
+ .text "GUARD " // row 5
550
+ .text "LATENCY " // row 6
551
+ .text "STEP " // row 7
552
+ .text "AT FRAME TICKS " // row 8
553
+ .text " " // row 9
554
+ .fill 512 - 400, $20
555
+ ```
556
+
557
+ ## Build
558
+
559
+ ```bash
560
+ java -jar KickAss.jar logic-rate-decoupling.asm -o logic-rate-decoupling.prg
561
+ ```
562
+
563
+ Built with KickAssembler 5.25. Code and data occupy `$0810`-`$0F9D`; the
564
+ labels block is 512 bytes of that.
565
+
566
+ ## Expected output
567
+
568
+ Every figure below was measured in VICE x64sc 3.10 (rung 1) from the exit
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+ screenshot of the pinned run at 10,000,000 cycles, text decoded against
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+ the `chargen-901225-01.bin` glyphs and sprites located by colour with PIL.
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+ Two runs per model gave byte-identical PNGs.
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+
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+ ```text
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+ x64sc -default -warp +sound +autostart-delay-random -autostartprgmode 1 \
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+ -limitcycles 10000000 [-model ntsc] -exitscreenshot out.png \
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+ -autostart logic-rate-decoupling.prg
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+ ```
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+
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+ | Row | PAL (`screenshots/logic-rate-decoupling.png`) | NTSC (`screenshots/logic-rate-decoupling-ntsc.png`) |
580
+ |---|---|---|
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+ | `FRAMES` | `0164` (356) | `018E` (398) |
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+ | `TICKS` | `00B2` (178) | `00C7` (199) |
583
+ | `PASSES` | `009C` (156) | `00AF` (175) |
584
+ | `SKIPPED` | `0016` (22) | `0018` (24) |
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+ | `GUARD` | `0001` | `0001` |
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+ | `LATENCY` | `0001 0002` | `0001 0001` |
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+ | `STEP` | `10003211111111111000321111111111` | the same |
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+ | check row | `AT FRAME 0103 TICKS0081 PASS` | the same |
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+
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+ The border is green on both (PASS; red would be FAIL). Eight solid
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+ 24-pixel sprites sit below the text. On PAL sprite 0 is at X 97, an odd
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+ number, so the shot caught a midpoint frame: every logic position is even.
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+ On NTSC it is at X 52, a logic position.
594
+
595
+ What the rows show:
596
+
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+ - **Game speed held.** `TICKS` is exactly half `FRAMES` on both models, and
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+ the check at frame 259 found 129 ticks against the 129 owed. `PASSES`
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+ counts trips round the main loop: 22 fewer than the ticks on PAL. A loop
600
+ that ran one tick per pass, the one-step-per-frame form of
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+ `frame_sync_loop`, would have fallen 22 ticks behind, about 12% slow.
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+ - **Skipped frames.** `SKIPPED` is `TICKS - PASSES`: ticks run back to back
603
+ with no display in between.
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+ - **Guard.** Display frame 60's update carries a 20-page delay, longer than
605
+ a frame. The next raster interrupt arrived while it ran, counted its
606
+ frame and owed its tick, found the guard set and returned. `GUARD` counts
607
+ that one nested entry.
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+ - **Latency.** Frames from an input event, raised by the interrupt at
609
+ frames 100 and 131, to the first frame the responding sprite (6, then 7)
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+ was drawn moved. On PAL the event on the even frame, which is the frame
611
+ that owes a tick, showed after 1 frame; the event on the odd frame waited
612
+ for the next tick and showed after 2. On NTSC both showed after 1; why the
613
+ odd event was quick there was not traced.
614
+ - **STEP.** Sprite 0's movement in pixels on frames 160 to 191. The logic
615
+ moves it 2 pixels a tick; interpolation turns that into 1 pixel every
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+ frame. Frames 161 to 163 and 177 to 179 are 0: a heavy tick is running
617
+ and the display holds the last table. Then 3 and 2 as the owed ticks run
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+ back to back and publish. The 32 steps sum to 32 pixels, 16 ticks of 2.
619
+ Without interpolation the row would alternate 2 and 0.
620
+
621
+ The display update's own cost, the table pick and the interpolation loop
622
+ over eight sprites, was measured with CIA1 timer B around it in a harness
623
+ build (not this listing): 384 cycles on the midpoint frame, identical on
624
+ PAL and NTSC because line 251 onwards has no badline and no sprite DMA. The
625
+ same count comes from the instruction table: 49 cycles for the call and the
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+ pick, 42 per sprite, one less for the last branch.
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+
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+ ## Why this works
629
+
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+ **Two clocks, one owner each.** The interrupt owns `frames` and `owed`,
631
+ the main loop owns `ticks`. The interrupt adds one to `owed` every second
632
+ frame whatever the logic is doing, and the logic takes one off with `DEC`,
633
+ which the interrupt cannot split. When a tick ends and `owed` is still not
634
+ zero the loop runs the next tick at once without publishing. That is the
635
+ frame skip, and it is why `TICKS` equals `FRAMES / 2` however long a tick
636
+ takes. The check at the first publish past frame 255 compares `frames / 2`
637
+ with `ticks`, allows one owed tick, and also requires a skip and a guard
638
+ trip so that a run where the load never overran cannot pass.
639
+
640
+ **Positions, not state.** The logic keeps `lx`, `vx` and everything else.
641
+ Before moving a sprite it copies `lx` to `prevx`. Publishing copies `prevx`
642
+ and `lx` into the half of the table the display is not reading, then sets
643
+ `ready` and, last, `fresh`. The display update takes a fresh table on the
644
+ next frame and shows `(from + to) / 2`: `ADC` leaves bit 8 in the carry and
645
+ `ROR` brings it back, so the average of two unsigned bytes is exact. On the
646
+ frames after that it shows `to`. The logic never writes the half in use,
647
+ because it waits for `fresh` to clear before writing, so a half-written
648
+ table is never drawn.
649
+
650
+ **The re-entrant update.** The interrupt acknowledges `$D019` first, does
651
+ the timekeeping, then increments `busy`. At 1 it runs `CLI` and calls the
652
+ update, so any lower-level raster interrupt (a split, a multiplexer) would
653
+ still be taken on time. At 2 it is a nested entry: it counts a guard trip
654
+ and leaves. The KERNAL's entry at `$FF48` has already pushed A, X and Y on
655
+ the stack and `$EA81` pulls them, so the nested entry corrupts nothing.
656
+ The interrupt line is 251, below the lowest sprite (Y 226 plus 21 lines),
657
+ so the sprite registers change after the beam has drawn every sprite. Bit 7
658
+ of `$D011` is cleared because 251 is below 256 (`d012_wrap_around`).
659
+
660
+ **What the listing leaves out.** Every X stays between 24 and 238, so
661
+ `$D010` stays 0; a game using the full width interpolates nine bits and
662
+ writes `$D010` in the same pass (`sprite_x_high_bit_wrong_register`). The
663
+ update uses `ADC` and `SBC` without `CLD` because nothing here sets decimal
664
+ mode; a program that does needs `CLD` at the top of the handler
665
+ (`decimal_mode_in_irq_handler`). The delay loop's cost in frames is
666
+ stretched by badlines and by the eight sprites' DMA, which is why the
667
+ heavy tick is given in pages, not frames. On NTSC the same listing runs the
668
+ logic at 30 Hz, so the sprites move 20% faster in real time
669
+ (`pal_ntsc_tempo_mismatch`); a game that must keep its speed on both
670
+ scales the movement per tick by region.