romdevtools 0.27.0 → 0.29.0

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Files changed (199) hide show
  1. package/AGENTS.md +56 -44
  2. package/CHANGELOG.md +355 -0
  3. package/README.md +4 -4
  4. package/examples/README.md +7 -7
  5. package/examples/atari2600/templates/platformer.asm +1227 -325
  6. package/examples/atari2600/templates/puzzle.asm +1056 -0
  7. package/examples/atari2600/templates/racing.asm +909 -257
  8. package/examples/atari2600/templates/shmup.asm +1035 -218
  9. package/examples/atari2600/templates/sports.asm +1143 -229
  10. package/examples/atari7800/templates/hello_sprite.c +8 -4
  11. package/examples/atari7800/templates/platformer.c +991 -152
  12. package/examples/atari7800/templates/puzzle.c +1091 -145
  13. package/examples/atari7800/templates/racing.c +949 -118
  14. package/examples/atari7800/templates/shmup.c +812 -130
  15. package/examples/atari7800/templates/sports.c +820 -181
  16. package/examples/c64/templates/platformer.c +876 -157
  17. package/examples/c64/templates/puzzle.c +881 -143
  18. package/examples/c64/templates/racing.c +873 -88
  19. package/examples/c64/templates/shmup.c +762 -154
  20. package/examples/c64/templates/sports.c +755 -95
  21. package/examples/gb/templates/platformer.c +841 -175
  22. package/examples/gb/templates/puzzle.c +1094 -176
  23. package/examples/gb/templates/racing.c +761 -169
  24. package/examples/gb/templates/shmup.c +679 -169
  25. package/examples/gb/templates/sports.c +790 -153
  26. package/examples/gba/templates/platformer.c +624 -169
  27. package/examples/gba/templates/puzzle.c +535 -207
  28. package/examples/gba/templates/racing.c +513 -196
  29. package/examples/gba/templates/shmup.c +565 -168
  30. package/examples/gba/templates/sports.c +454 -162
  31. package/examples/gbc/templates/platformer.c +944 -176
  32. package/examples/gbc/templates/puzzle.c +1131 -177
  33. package/examples/gbc/templates/racing.c +891 -175
  34. package/examples/gbc/templates/shmup.c +827 -179
  35. package/examples/gbc/templates/sports.c +870 -156
  36. package/examples/genesis/templates/platformer.c +747 -129
  37. package/examples/genesis/templates/puzzle.c +702 -208
  38. package/examples/genesis/templates/racing.c +728 -193
  39. package/examples/genesis/templates/shmup.c +535 -142
  40. package/examples/genesis/templates/shmup_2p.c +13 -1
  41. package/examples/genesis/templates/sports.c +495 -158
  42. package/examples/gg/templates/platformer.c +883 -214
  43. package/examples/gg/templates/puzzle.c +906 -181
  44. package/examples/gg/templates/racing.c +919 -160
  45. package/examples/gg/templates/shmup.c +716 -177
  46. package/examples/gg/templates/sports.c +735 -128
  47. package/examples/lynx/templates/platformer.c +604 -50
  48. package/examples/lynx/templates/puzzle.c +533 -130
  49. package/examples/lynx/templates/racing.c +538 -102
  50. package/examples/lynx/templates/shmup.c +461 -122
  51. package/examples/lynx/templates/sports.c +496 -69
  52. package/examples/msx/platformer/main.c +648 -159
  53. package/examples/msx/puzzle/main.c +750 -185
  54. package/examples/msx/racing/main.c +669 -177
  55. package/examples/msx/shmup/main.c +460 -177
  56. package/examples/msx/sports/main.c +591 -124
  57. package/examples/nes/templates/platformer.c +586 -160
  58. package/examples/nes/templates/puzzle.c +603 -222
  59. package/examples/nes/templates/racing.c +505 -197
  60. package/examples/nes/templates/shmup.c +339 -144
  61. package/examples/nes/templates/sports.c +341 -182
  62. package/examples/pce/platformer/main.c +875 -204
  63. package/examples/pce/puzzle/main.c +797 -216
  64. package/examples/pce/racing/main.c +782 -206
  65. package/examples/pce/shmup/main.c +638 -211
  66. package/examples/pce/sports/main.c +585 -167
  67. package/examples/porting-across-platforms/README.md +1 -1
  68. package/examples/sms/templates/platformer.c +765 -176
  69. package/examples/sms/templates/puzzle.c +783 -177
  70. package/examples/sms/templates/racing.c +812 -133
  71. package/examples/sms/templates/shmup.c +601 -148
  72. package/examples/sms/templates/shmup_2p.c +17 -1
  73. package/examples/sms/templates/sports.c +633 -121
  74. package/examples/snes/templates/music_demo.c +7 -0
  75. package/examples/snes/templates/platformer-data.asm +123 -24
  76. package/examples/snes/templates/platformer-hdr.asm +57 -0
  77. package/examples/snes/templates/platformer.c +587 -149
  78. package/examples/snes/templates/puzzle-data.asm +116 -21
  79. package/examples/snes/templates/puzzle-hdr.asm +57 -0
  80. package/examples/snes/templates/puzzle.c +632 -185
  81. package/examples/snes/templates/racing-data.asm +390 -32
  82. package/examples/snes/templates/racing-hdr.asm +57 -0
  83. package/examples/snes/templates/racing.c +807 -177
  84. package/examples/snes/templates/shmup-data.asm +87 -29
  85. package/examples/snes/templates/shmup-hdr.asm +57 -0
  86. package/examples/snes/templates/shmup.c +459 -180
  87. package/examples/snes/templates/sports-data.asm +48 -2
  88. package/examples/snes/templates/sports-hdr.asm +57 -0
  89. package/examples/snes/templates/sports.c +414 -156
  90. package/package.json +12 -12
  91. package/src/cores/wasm/bluemsx_libretro.js +1 -1
  92. package/src/cores/wasm/bluemsx_libretro.wasm +0 -0
  93. package/src/cores/wasm/fceumm_libretro.js +1 -1
  94. package/src/cores/wasm/fceumm_libretro.wasm +0 -0
  95. package/src/cores/wasm/gambatte_libretro.js +1 -1
  96. package/src/cores/wasm/gambatte_libretro.wasm +0 -0
  97. package/src/cores/wasm/geargrafx_libretro.js +1 -1
  98. package/src/cores/wasm/geargrafx_libretro.wasm +0 -0
  99. package/src/cores/wasm/genesis_plus_gx_libretro.js +1 -1
  100. package/src/cores/wasm/genesis_plus_gx_libretro.wasm +0 -0
  101. package/src/cores/wasm/handy_libretro.js +1 -1
  102. package/src/cores/wasm/handy_libretro.wasm +0 -0
  103. package/src/cores/wasm/mgba_libretro.js +1 -1
  104. package/src/cores/wasm/mgba_libretro.wasm +0 -0
  105. package/src/cores/wasm/prosystem_libretro.js +1 -1
  106. package/src/cores/wasm/prosystem_libretro.wasm +0 -0
  107. package/src/cores/wasm/snes9x_libretro.js +1 -1
  108. package/src/cores/wasm/snes9x_libretro.wasm +0 -0
  109. package/src/cores/wasm/stella2014_libretro.js +1 -1
  110. package/src/cores/wasm/stella2014_libretro.wasm +0 -0
  111. package/src/cores/wasm/vice_x64_libretro.js +1 -1
  112. package/src/cores/wasm/vice_x64_libretro.wasm +0 -0
  113. package/src/host/LibretroHost.js +304 -11
  114. package/src/http/tool-registry.js +11 -11
  115. package/src/mcp/server.js +6 -0
  116. package/src/mcp/tools/cheats.js +2 -1
  117. package/src/mcp/tools/disasm-rebuild.js +315 -65
  118. package/src/mcp/tools/disasm.js +149 -28
  119. package/src/mcp/tools/find-references.js +216 -51
  120. package/src/mcp/tools/frame.js +14 -6
  121. package/src/mcp/tools/index.js +18 -4
  122. package/src/mcp/tools/input.js +31 -7
  123. package/src/mcp/tools/lifecycle.js +6 -4
  124. package/src/mcp/tools/memory.js +208 -39
  125. package/src/mcp/tools/platform-docs.js +1 -1
  126. package/src/mcp/tools/playtest.js +56 -4
  127. package/src/mcp/tools/preview-tile.js +6 -2
  128. package/src/mcp/tools/project.js +1114 -120
  129. package/src/mcp/tools/rom-id.js +5 -1
  130. package/src/mcp/tools/run-until.js +4 -2
  131. package/src/mcp/tools/snippets.js +6 -6
  132. package/src/mcp/tools/sprite-pipeline.js +14 -2
  133. package/src/mcp/tools/state.js +2 -1
  134. package/src/mcp/tools/tile-inspect.js +8 -1
  135. package/src/mcp/tools/toolchain.js +55 -11
  136. package/src/mcp/tools/watch-memory.js +145 -27
  137. package/src/observer/bus.js +73 -0
  138. package/src/observer/livestream.html +4 -2
  139. package/src/observer/tool-wrap.js +17 -14
  140. package/src/platforms/_guides/ROMHACKING_PLAYBOOK.md +64 -17
  141. package/src/platforms/atari2600/MENTAL_MODEL.md +5 -1
  142. package/src/platforms/atari2600/TROUBLESHOOTING.md +40 -0
  143. package/src/platforms/atari7800/MENTAL_MODEL.md +32 -11
  144. package/src/platforms/atari7800/TROUBLESHOOTING.md +5 -5
  145. package/src/platforms/c64/MENTAL_MODEL.md +11 -4
  146. package/src/platforms/c64/TROUBLESHOOTING.md +13 -0
  147. package/src/platforms/gb/MENTAL_MODEL.md +19 -4
  148. package/src/platforms/gb/TROUBLESHOOTING.md +101 -6
  149. package/src/platforms/gb/lib/c/README.md +10 -11
  150. package/src/platforms/gb/lib/c/gb_crt0.s +27 -3
  151. package/src/platforms/gb/lib/c/patch-header.js +19 -6
  152. package/src/platforms/gba/MENTAL_MODEL.md +4 -4
  153. package/src/platforms/gba/TROUBLESHOOTING.md +3 -3
  154. package/src/platforms/gba/lib/c/gba_sfx.c +40 -0
  155. package/src/platforms/gba/lib/c/gba_sfx.h +10 -0
  156. package/src/platforms/gbc/MENTAL_MODEL.md +16 -4
  157. package/src/platforms/gbc/TROUBLESHOOTING.md +24 -3
  158. package/src/platforms/gbc/UPSTREAM_SOURCES.md +1 -1
  159. package/src/platforms/gbc/lib/c/README.md +10 -11
  160. package/src/platforms/gbc/lib/c/font.h +43 -0
  161. package/src/platforms/gbc/lib/c/gb_crt0.s +26 -3
  162. package/src/platforms/gbc/lib/c/patch-header.js +19 -6
  163. package/src/platforms/genesis/MENTAL_MODEL.md +43 -9
  164. package/src/platforms/genesis/TROUBLESHOOTING.md +2 -2
  165. package/src/platforms/genesis/lib/c/genesis_sfx.c +37 -0
  166. package/src/platforms/genesis/lib/c/genesis_sfx.h +1 -0
  167. package/src/platforms/gg/MENTAL_MODEL.md +4 -4
  168. package/src/platforms/gg/TROUBLESHOOTING.md +14 -18
  169. package/src/platforms/gg/UPSTREAM_SOURCES.md +1 -1
  170. package/src/platforms/gg/lib/c/gg_crt0.s +14 -2
  171. package/src/platforms/gg/lib/c/joypad_read.c +29 -0
  172. package/src/platforms/lynx/MENTAL_MODEL.md +1 -1
  173. package/src/platforms/lynx/TROUBLESHOOTING.md +3 -3
  174. package/src/platforms/lynx/lib/c/lynx_sfx.c +38 -2
  175. package/src/platforms/lynx/lib/c/lynx_sfx.h +1 -0
  176. package/src/platforms/msx/MENTAL_MODEL.md +11 -5
  177. package/src/platforms/msx/TROUBLESHOOTING.md +21 -0
  178. package/src/platforms/msx/lib/c/msx_crt0.s +27 -0
  179. package/src/platforms/msx/lib/c/msx_hw.h +3 -0
  180. package/src/platforms/msx/lib/c/msx_vdp.c +70 -0
  181. package/src/platforms/nes/MENTAL_MODEL.md +12 -5
  182. package/src/platforms/nes/lib/c/nes_runtime.c +190 -34
  183. package/src/platforms/nes/lib/c/nes_runtime.h +35 -0
  184. package/src/platforms/pce/MENTAL_MODEL.md +14 -5
  185. package/src/platforms/pce/TROUBLESHOOTING.md +9 -0
  186. package/src/platforms/pce/lib/c/pce_hw.h +13 -1
  187. package/src/platforms/pce/lib/c/pce_sound.c +22 -0
  188. package/src/platforms/pce/lib/c/pce_video.c +32 -0
  189. package/src/platforms/sms/MENTAL_MODEL.md +11 -6
  190. package/src/platforms/sms/TROUBLESHOOTING.md +6 -0
  191. package/src/platforms/sms/lib/c/sms_crt0.s +14 -2
  192. package/src/platforms/snes/MENTAL_MODEL.md +7 -2
  193. package/src/platforms/snes/TROUBLESHOOTING.md +40 -1
  194. package/src/playtest/playtest.js +73 -3
  195. package/src/toolchains/cc65/presets/nes/chr-ram-runtime.cfg +13 -8
  196. package/src/toolchains/cc65/presets/nes/chr-ram-runtime.crt0.s +58 -5
  197. package/src/toolchains/cc65/presets/nes/chr-rom.crt0.s +52 -3
  198. package/src/toolchains/cc65/presets/pce/rom32k.cfg +52 -0
  199. package/src/toolchains/index.js +64 -19
@@ -59,44 +59,60 @@ static uint8_t oam_index = 0;
59
59
  static void oam_hide_unused(void); /* fwd decl — used by ppu_wait_nmi (NES-1) */
60
60
 
61
61
  /* ── VRAM write queue ─────────────────────────────────────────────
62
- * Each entry is { hi, lo, byte }. NMI walks the queue, writes
63
- * PPUADDR(hi); PPUADDR(lo); PPUDATA(byte) for each, then clears the
64
- * length. Length is capped at QUEUE_MAX entries; if game code overflows
65
- * it, we busy-wait for an NMI to flush and continue. */
66
- #define QUEUE_MAX 24
67
- static struct {
68
- uint8_t addr_hi;
69
- uint8_t addr_lo;
70
- uint8_t value;
71
- } vram_queue[QUEUE_MAX];
72
- static uint8_t vram_queue_len = 0;
73
-
74
- /* Called from the NMI handler in chr-ram.crt0.s. PPU is unlocked
75
- * (we're in vblank), so writes to $2006/$2007 are safe. */
76
- void __fastcall__ vram_queue_flush(void) {
77
- uint8_t i;
78
- if (vram_queue_len == 0) return;
79
- /* Reset the address latch by reading $2002 — even though the NMI
80
- * trampoline already did this when it ran the scroll-reset
81
- * sequence, that came AFTER we ran. Cheap insurance. */
82
- (void)PPUSTATUS;
83
- for (i = 0; i < vram_queue_len; i++) {
84
- PPUADDR = vram_queue[i].addr_hi;
85
- PPUADDR = vram_queue[i].addr_lo;
86
- PPUDATA = vram_queue[i].value;
87
- }
88
- vram_queue_len = 0;
89
- }
90
-
91
- /* Queue one byte. If full, wait for NMI to drain then enqueue. */
62
+ * A ring buffer of { hi, lo, byte } entries. The NMI drains it with
63
+ * PPUADDR(hi); PPUADDR(lo); PPUDATA(byte) per entry but only up to
64
+ * FLUSH_BUDGET entries per vblank (see the idiom note below). Game code
65
+ * that outruns the drain just blocks in vram_queue_push until a slot
66
+ * frees up; a big batch appears over 2-3 frames, invisible to a human.
67
+ *
68
+ * ── HARDWARE IDIOM (load-bearing) — the VBLANK BUDGET ──
69
+ * Vblank is ~2273 CPU cycles and OAM DMA already spends 513 of them.
70
+ * A flush that keeps writing past the end of vblank writes PPUDATA
71
+ * while RENDERING IS ACTIVE — the PPU's internal address register is
72
+ * busy fetching tiles, so those writes land at corrupted addresses.
73
+ * Symptom: a long batch of queued tiles where MOST land correctly but
74
+ * the tail is shifted or missing, identically every run. The budget
75
+ * caps the per-vblank drain so the flush always finishes inside vblank.
76
+ * The drain itself lives in the crt0's NMI handler IN ASSEMBLY (~40
77
+ * cycles/entry); compiled C spends 200+ cycles per entry, which blows
78
+ * the budget even for small batches — measured, not theoretical.
79
+ *
80
+ * ── HARDWARE IDIOM (load-bearing) the NMI/main-thread race ──
81
+ * The NMI fires asynchronously; if it drained the queue WHILE
82
+ * vram_queue_push was mid-update, the in-flight entry would be lost
83
+ * and a stale slot replayed. The lock byte makes the flush skip any
84
+ * vblank that catches a push in progress (the queue drains a frame
85
+ * later). Symptom without it: HUD text with characters missing or
86
+ * shifted, coming and going with timing. */
87
+ #define QUEUE_MAX 32 /* power of two — indices wrap via & */
88
+ #define QUEUE_MASK (QUEUE_MAX - 1)
89
+ #define FLUSH_BUDGET 16 /* keep in sync with the crt0 asm */
90
+ /* NOT static — the crt0's NMI drains the ring in assembly (see the
91
+ * vblank-budget idiom above; symbol names are part of the crt0 contract). */
92
+ uint8_t vram_q_hi[QUEUE_MAX];
93
+ uint8_t vram_q_lo[QUEUE_MAX];
94
+ uint8_t vram_q_val[QUEUE_MAX];
95
+ uint8_t vram_queue_head = 0;
96
+ volatile uint8_t vram_queue_len = 0;
97
+ volatile uint8_t vram_queue_lock = 0;
98
+
99
+ /* Queue one byte. If full, wait for the NMI to drain a slot (lock
100
+ * RELEASED while waiting — holding it would deadlock), then enqueue
101
+ * under the lock. */
92
102
  static void vram_queue_push(uint16_t ppu_addr, uint8_t v) {
93
- while (vram_queue_len >= QUEUE_MAX) {
103
+ uint8_t slot;
104
+ for (;;) {
105
+ vram_queue_lock = 1;
106
+ if (vram_queue_len < QUEUE_MAX) break;
107
+ vram_queue_lock = 0;
94
108
  ppu_wait_nmi();
95
109
  }
96
- vram_queue[vram_queue_len].addr_hi = (uint8_t)(ppu_addr >> 8);
97
- vram_queue[vram_queue_len].addr_lo = (uint8_t)(ppu_addr & 0xFF);
98
- vram_queue[vram_queue_len].value = v;
110
+ slot = (uint8_t)((vram_queue_head + vram_queue_len) & QUEUE_MASK);
111
+ vram_q_hi[slot] = (uint8_t)(ppu_addr >> 8);
112
+ vram_q_lo[slot] = (uint8_t)(ppu_addr & 0xFF);
113
+ vram_q_val[slot] = v;
99
114
  ++vram_queue_len;
115
+ vram_queue_lock = 0;
100
116
  }
101
117
 
102
118
  /* ── PPU control ──────────────────────────────────────────────── */
@@ -330,6 +346,47 @@ void sound_init(void) {
330
346
  APUFRAMECTR = 0x40; /* 4-step frame counter, disable frame IRQ */
331
347
  }
332
348
 
349
+ /* ── background music: 16-step melody on the TRIANGLE channel ───────
350
+ * The pulse channels + noise stay free for sound_play_tone/noise SFX.
351
+ * Call sound_music_tick() once per frame (after ppu_wait_nmi); the
352
+ * scaffolds wire it in. sound_music(0) silences it. ("No sound" was
353
+ * the dominant NES playtest complaint — a rare 6-frame blip isn't
354
+ * enough; continuous triangle gives every scaffold a musical floor.)
355
+ * NTSC triangle period for note f ≈ 1789773/(32*f) - 1. */
356
+ static const uint16_t music_period_tbl[16] = {
357
+ 213, 168, 141, 106, 141, 168, 213, 0, /* C4 E4 G4 C5 G4 E4 C4 - */
358
+ 253, 213, 168, 126, 168, 213, 253, 0, /* A3 C4 E4 A4 E4 C4 A3 - */
359
+ };
360
+ static uint8_t music_enabled = 1;
361
+ static uint8_t music_step;
362
+ static uint8_t music_timer;
363
+
364
+ void sound_music(uint8_t on) {
365
+ music_enabled = on;
366
+ music_step = 0;
367
+ music_timer = 0;
368
+ if (!on) { TRI_LINEAR = 0x00; TRI_HI = 0x08; } /* reload 0 linear → silent */
369
+ }
370
+
371
+ void sound_music_tick(void) {
372
+ uint16_t p;
373
+ if (!music_enabled) return;
374
+ if (music_timer == 0) {
375
+ p = music_period_tbl[music_step & 15];
376
+ if (p) {
377
+ TRI_LINEAR = 0xFF; /* halt flag + max linear: sustain */
378
+ TRI_LO = (uint8_t)(p & 0xFF);
379
+ TRI_HI = (uint8_t)((p >> 8) & 0x07); /* also reloads the linear counter */
380
+ } else {
381
+ TRI_LINEAR = 0x00; /* rest */
382
+ TRI_HI = 0x08;
383
+ }
384
+ ++music_step;
385
+ }
386
+ ++music_timer;
387
+ if (music_timer >= 9) music_timer = 0;
388
+ }
389
+
333
390
  void sound_play_tone(uint8_t channel, uint16_t period, uint8_t vol_4bit, uint8_t length_frames) {
334
391
  uint8_t len5 = length_frames & 0x1F;
335
392
  uint8_t v = vol_4bit & 0x0F;
@@ -367,3 +424,102 @@ void sound_play_noise(uint8_t period_4bit, uint8_t vol_4bit, uint8_t length_fram
367
424
  void sound_off(void) {
368
425
  APUSTATUS = 0x00;
369
426
  }
427
+
428
+
429
+ /* ════════════════════════════════════════════════════════════════════
430
+ * Text + font (0.29.0 examples contract)
431
+ * ════════════════════════════════════════════════════════════════════ */
432
+
433
+ /* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
434
+ * Font glyphs are 1bpp (plane 0 only → colour index 1 of the BG palette).
435
+ * They upload into the BACKGROUND pattern table at $1400+ — tile ids $40+ —
436
+ * NOT the sprite table at $0000 (the runtime maps BG to $1000, sprites to
437
+ * $0000 via PPUCTRL). Requires: PPU rendering OFF during font_upload (raw
438
+ * $2007 writes), 37*16 = 592 bytes of CHR-RAM free at $1400-$164F. */
439
+ static const uint8_t font8[37][8] = {
440
+ /* 0-9 */
441
+ {0x3C,0x66,0x6E,0x76,0x66,0x66,0x3C,0x00}, {0x18,0x38,0x18,0x18,0x18,0x18,0x7E,0x00},
442
+ {0x3C,0x66,0x06,0x0C,0x18,0x30,0x7E,0x00}, {0x3C,0x66,0x06,0x1C,0x06,0x66,0x3C,0x00},
443
+ {0x0C,0x1C,0x3C,0x6C,0x7E,0x0C,0x0C,0x00}, {0x7E,0x60,0x7C,0x06,0x06,0x66,0x3C,0x00},
444
+ {0x1C,0x30,0x60,0x7C,0x66,0x66,0x3C,0x00}, {0x7E,0x06,0x0C,0x18,0x30,0x30,0x30,0x00},
445
+ {0x3C,0x66,0x66,0x3C,0x66,0x66,0x3C,0x00}, {0x3C,0x66,0x66,0x3E,0x06,0x0C,0x38,0x00},
446
+ /* A-Z */
447
+ {0x18,0x3C,0x66,0x66,0x7E,0x66,0x66,0x00}, {0x7C,0x66,0x66,0x7C,0x66,0x66,0x7C,0x00},
448
+ {0x3C,0x66,0x60,0x60,0x60,0x66,0x3C,0x00}, {0x78,0x6C,0x66,0x66,0x66,0x6C,0x78,0x00},
449
+ {0x7E,0x60,0x60,0x7C,0x60,0x60,0x7E,0x00}, {0x7E,0x60,0x60,0x7C,0x60,0x60,0x60,0x00},
450
+ {0x3C,0x66,0x60,0x6E,0x66,0x66,0x3E,0x00}, {0x66,0x66,0x66,0x7E,0x66,0x66,0x66,0x00},
451
+ {0x7E,0x18,0x18,0x18,0x18,0x18,0x7E,0x00}, {0x06,0x06,0x06,0x06,0x66,0x66,0x3C,0x00},
452
+ {0x66,0x6C,0x78,0x70,0x78,0x6C,0x66,0x00}, {0x60,0x60,0x60,0x60,0x60,0x60,0x7E,0x00},
453
+ {0x63,0x77,0x7F,0x6B,0x63,0x63,0x63,0x00}, {0x66,0x76,0x7E,0x7E,0x6E,0x66,0x66,0x00},
454
+ {0x3C,0x66,0x66,0x66,0x66,0x66,0x3C,0x00}, {0x7C,0x66,0x66,0x7C,0x60,0x60,0x60,0x00},
455
+ {0x3C,0x66,0x66,0x66,0x6A,0x6C,0x36,0x00}, {0x7C,0x66,0x66,0x7C,0x6C,0x66,0x66,0x00},
456
+ {0x3C,0x66,0x60,0x3C,0x06,0x66,0x3C,0x00}, {0x7E,0x18,0x18,0x18,0x18,0x18,0x18,0x00},
457
+ {0x66,0x66,0x66,0x66,0x66,0x66,0x3C,0x00}, {0x66,0x66,0x66,0x66,0x66,0x3C,0x18,0x00},
458
+ {0x63,0x63,0x63,0x6B,0x7F,0x77,0x63,0x00}, {0x66,0x66,0x3C,0x18,0x3C,0x66,0x66,0x00},
459
+ {0x66,0x66,0x66,0x3C,0x18,0x18,0x18,0x00}, {0x7E,0x06,0x0C,0x18,0x30,0x60,0x7E,0x00},
460
+ /* '-' */
461
+ {0x00,0x00,0x00,0x7E,0x00,0x00,0x00,0x00},
462
+ };
463
+ #define FONT_BASE_TILE 0x40
464
+
465
+ void font_upload(void) {
466
+ uint8_t g, r;
467
+ uint8_t tile[16];
468
+ for (r = 8; r < 16; r++) tile[r] = 0; /* plane 1 = 0 (colour 1) */
469
+ for (g = 0; g < 37; g++) {
470
+ for (r = 0; r < 8; r++) tile[r] = font8[g][r];
471
+ chr_ram_upload((uint16_t)(0x1000 + ((FONT_BASE_TILE + g) << 4)), tile, 16);
472
+ }
473
+ }
474
+
475
+ /* char → BG tile id (space → tile 0 = blank). */
476
+ static uint8_t font_tile(char ch) {
477
+ if (ch >= '0' && ch <= '9') return (uint8_t)(FONT_BASE_TILE + (ch - '0'));
478
+ if (ch >= 'A' && ch <= 'Z') return (uint8_t)(FONT_BASE_TILE + 10 + (ch - 'A'));
479
+ if (ch >= 'a' && ch <= 'z') return (uint8_t)(FONT_BASE_TILE + 10 + (ch - 'a'));
480
+ if (ch == '-') return (uint8_t)(FONT_BASE_TILE + 36);
481
+ return 0;
482
+ }
483
+
484
+ void text_draw_unsafe(uint16_t ppu_addr, const char *s) {
485
+ while (*s) vram_unsafe_set(ppu_addr++, font_tile(*s++));
486
+ }
487
+
488
+ void text_draw(uint8_t nt, uint8_t x, uint8_t y, const char *s) {
489
+ while (*s) tile_set(nt, x++, y, font_tile(*s++));
490
+ }
491
+
492
+ void text_draw_u16(uint8_t nt, uint8_t x, uint8_t y, uint16_t v) {
493
+ uint8_t d[5];
494
+ uint8_t i;
495
+ for (i = 0; i < 5; i++) { d[i] = v % 10; v /= 10; }
496
+ for (i = 0; i < 5; i++) tile_set(nt, (uint8_t)(x + i), y, (uint8_t)(FONT_BASE_TILE + d[4 - i]));
497
+ }
498
+
499
+ /* ════════════════════════════════════════════════════════════════════
500
+ * Hi-score persistence (battery PRG-RAM at $6000)
501
+ * ════════════════════════════════════════════════════════════════════ */
502
+
503
+ /* ── HARDWARE IDIOM (load-bearing — reshape gameplay around this; see TROUBLESHOOTING) ──
504
+ * Requires: the iNES BATTERY flag in the crt0 header (flags6 bit 1 — the
505
+ * bundled chr-ram-runtime crt0 sets it). Without it, NROM leaves
506
+ * $6000-$7FFF UNMAPPED: reads return open bus (looks like data, isn't),
507
+ * writes vanish, and nothing persists. With it the emulator maps 8KB
508
+ * persistent PRG-RAM there (the save_ram region) like a real battery cart.
509
+ * First boot is GARBAGE, not zeros — that's why the magic + checksum. */
510
+ #define SRAM ((volatile uint8_t *)0x6000)
511
+
512
+ uint16_t hiscore_load(void) {
513
+ uint16_t v;
514
+ if (SRAM[0] != 'H' || SRAM[1] != 'S') return 0;
515
+ v = (uint16_t)SRAM[2] | ((uint16_t)SRAM[3] << 8);
516
+ if (SRAM[4] != (uint8_t)(SRAM[2] ^ SRAM[3] ^ 0xA5)) return 0;
517
+ return v;
518
+ }
519
+
520
+ void hiscore_save(uint16_t v) {
521
+ SRAM[0] = 'H'; SRAM[1] = 'S';
522
+ SRAM[2] = (uint8_t)(v & 0xFF);
523
+ SRAM[3] = (uint8_t)(v >> 8);
524
+ SRAM[4] = (uint8_t)(SRAM[2] ^ SRAM[3] ^ 0xA5);
525
+ }
@@ -145,9 +145,44 @@ void sound_init(void);
145
145
  void sound_play_tone(uint8_t channel, uint16_t period, uint8_t vol_4bit, uint8_t length_frames);
146
146
  void sound_play_noise(uint8_t period_4bit, uint8_t vol_4bit, uint8_t length_frames);
147
147
  void sound_off(void);
148
+ void sound_music(uint8_t on); /* background triangle melody — ON by default; 0 = off */
149
+ void sound_music_tick(void); /* call once per frame (the example games do) */
148
150
 
149
151
  /* ── Globals ──────────────────────────────────────────────────── */
150
152
  extern uint8_t shadow_oam[256]; /* at $0200, DMA'd by NMI */
151
153
  extern volatile uint8_t nmi_counter; /* increments each NMI */
152
154
 
155
+ /* ── Text + font (0.29.0 examples contract) ─────────────────────── */
156
+ /*
157
+ * font_upload()
158
+ * Upload the built-in 8x8 font (digits 0-9, A-Z, space, dash) into the
159
+ * BACKGROUND pattern table at tile $40+ ('0'-'9' = $40-$49, 'A'-'Z' =
160
+ * $4A-$63, '-' = $64; space maps to tile 0). Call once during init
161
+ * (PPU off), after your other CHR uploads.
162
+ *
163
+ * text_draw_unsafe(ppu_addr, s) — PPU OFF only (init/title paint).
164
+ * text_draw(nt, x, y, s) — queued, safe during rendering (NMI
165
+ * commits next vblank; 16-entry queue).
166
+ * text_draw_u16(nt, x, y, v) — 5 right-aligned decimal digits (queued).
167
+ */
168
+ void font_upload(void);
169
+ void text_draw_unsafe(uint16_t ppu_addr, const char *s);
170
+ void text_draw(uint8_t nt, uint8_t x, uint8_t y, const char *s);
171
+ void text_draw_u16(uint8_t nt, uint8_t x, uint8_t y, uint16_t v);
172
+
173
+ /* ── Hi-score persistence (battery PRG-RAM at $6000) ────────────── */
174
+ /*
175
+ * The bundled chr-ram-runtime crt0 sets the iNES BATTERY flag, so the
176
+ * emulator maps 8KB persistent PRG-RAM at $6000-$7FFF (the save_ram
177
+ * region) and persists it like a real battery cart. Layout used here:
178
+ * $6000-$6001 magic "HS", $6002-$6003 score (LE), $6004 checksum
179
+ * (score lo ^ score hi ^ $A5).
180
+ *
181
+ * hiscore_load() → the saved score, or 0 when the SRAM is empty/corrupt
182
+ * (first boot reads open-bus-like garbage — the magic+checksum reject it).
183
+ * hiscore_save(v) → store v. Call when a run ends with a new record.
184
+ */
185
+ uint16_t hiscore_load(void);
186
+ void hiscore_save(uint16_t v);
187
+
153
188
  #endif /* NES_RUNTIME_H */
@@ -12,13 +12,13 @@ romdev ships a **hardware helper library** (`src/platforms/pce/lib/c/`:
12
12
  `psg_tone()` instead of poking VDC/VCE registers by hand. cc65 has **no** sprite
13
13
  library, so this lib is how you get pixels on screen.
14
14
 
15
- The fastest way to a working game: **`scaffold({op:'game', platform: "pce", genre:
16
- "shmup"})`** — or any of `platformer` / `puzzle` / `sports` / `racing`, the full
17
- genre set. For a smaller starting point use **`scaffold({op:'project', platform:
18
- "pce", template: "sprite_move"})`** (also `music_sfx`, `catch_game`). Either drops
15
+ The fastest way to a working game: **fork the example game whose core loop is
16
+ nearest yours — `examples({op:'fork', example:"pce/shmup", name, path})`** — or any
17
+ of `platformer` / `puzzle` / `sports` / `racing`, the full genre set. For a smaller
18
+ starting point fork `pce/sprite_move` (also `music_sfx`, `catch_game`). Either drops
19
19
  a complete, *building* project — a verified playable example + the helper lib +
20
20
  docs. Read the example's `main.c`, then change it. The examples live in
21
- `examples/pce/`. The genre scaffolds fill the BAT (32×32 virtual screen); the
21
+ `examples/pce/`. The genre examples fill the BAT (32×32 virtual screen); the
22
22
  `platformer` smooth-scrolls the background via the VDC BXR (R7) register.
23
23
  **Gotcha:** `#include <stdint.h>` for int8/16/32_t — `pce.h` only typedefs u8/u16.
24
24
 
@@ -101,3 +101,12 @@ screen. Keep at least one (2+ byte) global. See TROUBLESHOOTING.md.
101
101
  + LFO.
102
102
  - `memory({op:'read'})` regions: `pce_vdc_vram`, `pce_vdc_satb`, `pce_vdc_regs`,
103
103
  `pce_vce_palette`, `pce_cpu_regs`, `pce_psg_regs`.
104
+ - `disasm({target:'rom'|'references'|'project'})` — da65's native `huc6280`
105
+ CPU mode. HuCards >32 KB are handled per 8 KB page (page 0 at `$E000`,
106
+ where MPR7 maps it at reset — the vectors live there; pages 1+ at `$8000`,
107
+ an assumed window since the game's MPR writes decide at runtime).
108
+ `references` tags refs with `romBank`; `disasm({target:'project'})` emits
109
+ per-page regions + segment wrappers + a generated `.cfg`, and — because the
110
+ PCE asm toolchain IS cc65/ca65 — a **one-call byte-identical `build()`
111
+ rebuild** via `rebuild.json` (flat and banked; a 512-byte copier header is
112
+ split out and re-emitted as a HEADER segment).
@@ -58,3 +58,12 @@ you likely hit a BRK or an unhandled IRQ — check that you didn't enable a VDC
58
58
  `clrscr()` must run before `cputs()` (it inits the font + VDC). Also confirm
59
59
  `.bss` is non-empty (see the first entry) — a broken crt0 means conio's font
60
60
  upload never happened.
61
+
62
+
63
+ ## PSG tone plays but is nearly inaudible
64
+
65
+ The 5-bit channel volume (`PSG_CHAN_CTRL` low bits, 0-31) is roughly an
66
+ ATTENUATOR: each step below 31 costs ~1.5 dB. A "middle" value like 13 is
67
+ about -27 dB — effectively silence on real hardware and most cores. Use
68
+ **29-31 for SFX/music** and treat anything under ~20 as a deliberate whisper.
69
+ (The bundled `psg_tone` example helper and the music ticker default loud.)
@@ -103,8 +103,19 @@ void disp_enable(void); /* VDC R5: BG + SPR + VBlank IRQ on at once
103
103
  void vblank_irq_enable(void); /* just the VBlank IRQ bit (waitvsync needs it) */
104
104
  void load_tiles(u16 vram, const u16 *src, u16 n); /* alias of vram_write (tiles) */
105
105
  void set_sprite(u8 slot, u16 x, u16 y, u16 pattern, u8 palette); /* fill shadow SATB */
106
+ void set_sprite_ex(u8 slot, u16 x, u16 y, u16 pattern, u8 palette, u16 attr_ex);
106
107
  void satb_dma(void); /* DMA shadow SATB -> VDC (R19) */
107
108
 
109
+ /* attr_ex bits for set_sprite_ex() — the HuC6270 large-sprite size + flip
110
+ * bits in SATB word3. A 32-wide sprite needs a 2-aligned pattern code, 32x32
111
+ * needs 4-aligned, 32x64 needs 8-aligned; the data is consecutive 16x16 cells
112
+ * (left-to-right, then down). See the set_sprite_ex() comment in pce_video.c. */
113
+ #define SPR_CGX_32 0x0100 /* width 32px (two cells side by side) */
114
+ #define SPR_CGY_32 0x1000 /* height 32px (two cell rows) */
115
+ #define SPR_CGY_64 0x3000 /* height 64px (four cell rows) */
116
+ #define SPR_XFLIP 0x0800 /* mirror horizontally */
117
+ #define SPR_YFLIP 0x8000 /* mirror vertically */
118
+
108
119
  /* The shadow SATB lives in VRAM at this word address; satb_dma() points the VDC
109
120
  * SATB-DMA source (R19) here. Pattern base for tiles is your choice; sprites
110
121
  * default to using the same VRAM you load_tiles() into. */
@@ -126,6 +137,7 @@ u8 pce_joy_read(void); /* read pad 1 -> clean bitmask (PCE_JOY_* below) */
126
137
 
127
138
  /* ---- sound helpers (pce_sound.c) ----------------------------------------- */
128
139
  void psg_tone(u8 chan, u16 freq, u8 vol); /* play a wavetable tone (vol 0..31) */
129
- void psg_off(u8 chan); /* silence + disable a channel */
140
+ void psg_off(u8 chan);
141
+ void psg_music_tick(void); /* call once per frame (scaffolds do) */ /* silence + disable a channel */
130
142
 
131
143
  #endif /* PCE_HW_H */
@@ -51,3 +51,25 @@ void psg_off(u8 chan) {
51
51
  PSG_CHAN_SELECT = chan;
52
52
  PSG_CHAN_CTRL = 0x00; /* bit7 clear = channel off, volume 0 */
53
53
  }
54
+
55
+ /* ── background music: 8-step melody loop on channel 5 ─────────────
56
+ * Call psg_music_tick() once per frame (the scaffolds wire it in after
57
+ * their vsync wait). Deliberately MINIMAL — the PCE boot bank is 8KB
58
+ * and the puzzle scaffold sits within ~100 bytes of the ceiling, so
59
+ * there's no on/off toggle and no rests (re-trigger every note).
60
+ * SFX use channels 0-3; the melody never fights an effect.
61
+ * PCE freq is a DIVIDER: pitch ~= 3.58MHz / (32 * freq). */
62
+ static const u16 _music_div[8] = {
63
+ 427, 339, 285, 214, 508, 427, 339, 254, /* C4 E4 G4 C5 A3 C4 E4 A4 */
64
+ };
65
+ static u8 _music_step;
66
+ static u8 _music_timer;
67
+
68
+ void psg_music_tick(void) {
69
+ if (_music_timer == 0) {
70
+ psg_tone(5, _music_div[_music_step & 7], 29); /* PCE vol is ~-1.5dB/step from 31 — 13 was -27dB, inaudible */
71
+ ++_music_step;
72
+ }
73
+ ++_music_timer;
74
+ if (_music_timer >= 9) _music_timer = 0;
75
+ }
@@ -131,6 +131,38 @@ void set_sprite(u8 slot, u16 x, u16 y, u16 pattern, u8 palette) {
131
131
  e[3] = (u16)(0x0080 | (palette & 0x0F)); /* word3: SPBG-front + pal */
132
132
  }
133
133
 
134
+ /* set_sprite() with the HuC6270's LARGE-SPRITE size bits — the PCE's signature
135
+ * trick (sprites up to 32x64 from ONE SATB entry, where the NES needs 8+).
136
+ *
137
+ * SATB word3 (the attribute word) layout:
138
+ * bit 15 Y-flip
139
+ * bits13:12 CGY — sprite HEIGHT: 00=16px, 01=32px, 11=64px (10 is invalid)
140
+ * bit 11 X-flip
141
+ * bit 8 CGX — sprite WIDTH: 0=16px, 1=32px
142
+ * bit 7 SPBG — 1 = sprite in front of background
143
+ * bits 3:0 sprite sub-palette (0-15)
144
+ *
145
+ * `attr_ex` is OR'd into word3 — pass the SPR_* constants from pce_hw.h
146
+ * (e.g. SPR_CGX_32 | SPR_CGY_32 for a 32x32 sprite). SPBG-front is still set
147
+ * for you, same as set_sprite().
148
+ *
149
+ * PATTERN LAYOUT for large sprites: the hardware ignores the low bit(s) of the
150
+ * pattern code and fetches consecutive 16x16 cells (64 words each) instead:
151
+ * 32 wide: cell N = left, N+1 = right (N multiple of 2)
152
+ * 32 tall: row r adds 2*r: N, N+1 / N+2, N+3 (N multiple of 4)
153
+ * 64 tall: rows 0-3 add 2*r: N .. N+7 (N multiple of 8)
154
+ * So a 32x32 sprite's VRAM data is FOUR cells in TL, TR, BL, BR order, and
155
+ * its pattern code must be 4-aligned (pattern = VRAM>>6 like set_sprite). */
156
+ void set_sprite_ex(u8 slot, u16 x, u16 y, u16 pattern, u8 palette, u16 attr_ex) {
157
+ u16 *e;
158
+ if (slot >= 64) return;
159
+ e = &_pce_satb[slot * 4];
160
+ e[0] = (u16)(y + 64); /* word0: Y (biased) */
161
+ e[1] = (u16)(x + 32); /* word1: X (biased) */
162
+ e[2] = (u16)((pattern & 0x3FF) << 1); /* word2: pattern (cell<<1) */
163
+ e[3] = (u16)(0x0080 | (palette & 0x0F) | attr_ex); /* word3: size/flip + SPBG + pal */
164
+ }
165
+
134
166
  /* Copy the shadow SATB into VRAM at PCE_SATB_VRAM, then tell the VDC to DMA it
135
167
  * into its internal sprite table (R19 = SATB source). */
136
168
  void satb_dma(void) {
@@ -78,7 +78,7 @@ R1 = 0x80 display OFF, vblank IRQ off, 192-line
78
78
  R2 = 0xFF name table at $3800
79
79
  R4 = 0xFF BG tile data at $0000
80
80
  R5 = 0xFF sprite attr table at $3F00
81
- R6 = 0xFF sprite tile data at $2000 (own bank; scaffolds upload here)
81
+ R6 = 0xFF sprite tile data at $2000 (own bank; the example games upload here)
82
82
  R7 = 0x00 border colour
83
83
  ```
84
84
 
@@ -114,7 +114,7 @@ So Y bytes and X/tile pairs are split into TWO regions of the SAT.
114
114
  `src/platforms/sms/lib/c/sprite_table.c` keeps a 256-byte shadow
115
115
  buffer in WRAM and uploads it to the SAT each vblank.
116
116
 
117
- ### Two footguns the bundled scaffolds keep hitting
117
+ ### Two footguns the bundled example games keep hitting
118
118
 
119
119
  1. **8 sprites per scanline limit.** The VDP draws up to 8 sprites per
120
120
  scanline; the 9th+ are silently dropped. If you draw a "CATCH THE
@@ -147,9 +147,9 @@ buffer in WRAM and uploads it to the SAT each vblank.
147
147
  `sms_vdp_init()` sets R6 = 0xFF. R6 bit 2 is the SA13 select for
148
148
  sprite tile data — bit 2 is **SET** in 0xFF, so sprite tiles read
149
149
  from `$2000-$3FFF`, their **own bank** separate from BG tiles at
150
- $0000. This matches every bundled scaffold, which uploads sprite
150
+ $0000. This matches every bundled example, which uploads sprite
151
151
  tiles to `$2000` (`sms_load_tiles(0x2000, …)`) — default and
152
- scaffolds agree, so sprites render.
152
+ examples agree, so sprites render.
153
153
 
154
154
  Watch the bit: 0xFB has SA13 **CLEAR** = sprite tiles at $0000
155
155
  (shared with the BG bank). If you set R6=0xFB you MUST upload your
@@ -222,7 +222,7 @@ PSG (SN76489) on port $7F. 4 channels: 3 square waves + 1 noise.
222
222
  Writes are byte-wise; the high bit selects "latch register" vs
223
223
  "continue previous register".
224
224
 
225
- A full driver is beyond the scope of these scaffolds. For
225
+ A full driver is beyond the scope of these example games. For
226
226
  playable SFX, manually pulse $7F with the latch-register byte
227
227
  followed by data bytes. Real games ship a music driver in WRAM.
228
228
 
@@ -318,9 +318,14 @@ CB/ED/DD/FD/DDCB/FDCB — and feeds the same auto-label, register-annotation,
318
318
  file-offset, and `untilReturn` pipeline used by the NES and SNES
319
319
  disassemblers.
320
320
 
321
+ Sega-mapper banked carts (>48 KB) are handled per-bank: `references` scans
322
+ every 16 KB bank (bank 0 @ `$0000`, bank 1 @ `$4000`, banks 2+ @ their slot-2
323
+ window `$8000`), refs tagged `romBank`; `disasm({target:'project'})` emits one
324
+ region per bank with a bank-by-bank native rebuild recipe in `BUILD.md`.
325
+
321
326
  ## Horizontal scrolling (for side-scrollers)
322
327
 
323
- The `platformer` scaffold is single-screen. To make it a side-scroller:
328
+ The `platformer` example is single-screen. To make it a side-scroller:
324
329
 
325
330
  - **Hardware scroll:** write VDP register 8 (horizontal scroll) each frame =
326
331
  `-camX & 0xFF` (the reg scrolls the screen; the name table is 32×28 and
@@ -118,6 +118,12 @@ If you ported an SMS ROM straight to `.gg` it'll boot and run, but
118
118
  the colours will be very dark (2-bit values reinterpreted as 4-bit)
119
119
  and the visible area is in the top-left corner.
120
120
 
121
+ Also check the header region byte at `$7FFF` (high nibble = region,
122
+ low nibble = size): romdev stamps `$7C` (GG international) on `.gg`
123
+ builds, but an SMS nibble there (`$4x`) makes gpgx boot the file in
124
+ SMS compatibility mode — wrong resolution and palette depth no matter
125
+ what your code does.
126
+
121
127
  ## "ROM > 32 KB doesn't run"
122
128
 
123
129
  The default template is single-bank (32 KB). To use the Sega
@@ -28,10 +28,13 @@
28
28
  ;; ─── Reset vector at $0000 ────────────────────────────────────────
29
29
  .area _HEADER (ABS)
30
30
  .org 0x0000
31
+ ;; ONLY 8 BYTES fit before the RST $08 vector. The old block here
32
+ ;; (di/im 1/ld sp/jp = 9 bytes) overflowed into .org 0x0008, whose
33
+ ;; `ret` stomped the jp's high target byte -> boot jumped into
34
+ ;; garbage. di+im 1+jp = 6 bytes; SP setup moved to _boot below.
31
35
  di ; interrupts off until we're ready
32
36
  im 1 ; mode 1 — IRQs jump to $0038
33
- ld sp, #0xDFF0 ; SMS stack (top of WRAM minus 16)
34
- jp gsinit ; skip the interrupt vector table
37
+ jp _boot ; continue past the vector table
35
38
 
36
39
  ;; ─── RST handlers (default = return) ──────────────────────────────
37
40
  .org 0x0008
@@ -69,6 +72,15 @@
69
72
  .org 0x0066
70
73
  retn
71
74
 
75
+ ;; ─── Boot continuation (right after the NMI vector) ───────────────
76
+ ;; SP first, then the C runtime init. Lives in the ABS header area so
77
+ ;; it exists at a known address regardless of where _CODE is linked
78
+ ;; (_CODE must start at >= $0100 so it can't overwrite this table).
79
+ .org 0x0068
80
+ _boot:
81
+ ld sp, #0xDFF0 ; stack at top of WRAM minus 16
82
+ jp gsinit
83
+
72
84
  ;; ─── crt0 body ────────────────────────────────────────────────────
73
85
  ;; Standard SDCC pattern: jump to a code area, run initializers, then
74
86
  ;; call main. The initializer area is filled by sdcc when it sees
@@ -222,6 +222,11 @@ video are fully readable, so you assert live state instead of guessing:
222
222
  cpu:'spc700'})` for the sound CPU.
223
223
  - **Audio:** the S-DSP is fully decodable — full per-voice state plus the
224
224
  master mixer (see "Debugging sound" above for `audioDebug`).
225
+ - **`disasm({target:'references'})`** scans EVERY 32 KB LoROM bank (refs
226
+ tagged `romBank`) — a hit in bank 12 of a 1 MB cart shows up, not just
227
+ bank 0. `disasm({target:'project'})` likewise splits per-bank with a
228
+ native ca65/ld65 rebuild recipe (build() is asar, which can't consume
229
+ the disasm's ca65 output).
225
230
  - **Memory regions:** `memory({op:'read'})` exposes OAM, CGRAM, ARAM (SPC700
226
231
  audio RAM), and **FillRAM**. Note the FillRAM quirk: snes9x mirrors the
227
232
  PPU registers $2100-$213F (OBSEL/BGMODE/TM/TS/color-math, etc.) into
@@ -248,7 +253,7 @@ PVSnesLib's `hdr.asm` fills these in.
248
253
 
249
254
  ## Where the SDK lives (and how to read it)
250
255
 
251
- `scaffold({op:'project', platform:"snes"})` ships the FULL PVSnesLib source +
256
+ `examples({op:'fork'})` (any SNES example) ships the FULL PVSnesLib source +
252
257
  header tree into the new project at `vendor/pvsneslib/`. So when
253
258
  your code does `#include <snes.h>`, those headers come from
254
259
  `vendor/pvsneslib/include/`:
@@ -291,7 +296,7 @@ Loadable via snes9x (`loadMedia`).
291
296
 
292
297
  ## Horizontal scrolling (for side-scrollers)
293
298
 
294
- The `platformer` scaffold is single-screen. SNES scrolling is the easiest of
299
+ The `platformer` example is single-screen. SNES scrolling is the easiest of
295
300
  the tile platforms because each BG layer has its own hardware scroll register
296
301
  and parallax is nearly free.
297
302
 
@@ -160,6 +160,45 @@ Three layers:
160
160
  PVSnesLib's API is the path of least resistance. Roll your own SPC
161
161
  driver only when you really need the control.
162
162
 
163
+ ## "Music never starts (sfx works, sfx_init returned 0)"
164
+
165
+ A command sent to the bundled snes_sfx driver IMMEDIATELY after
166
+ `sfx_init()` returns can be silently swallowed. `sfx_init` returns the
167
+ instant the SPC echoes the jump command, but the driver then spends
168
+ ~50 DSP port writes initialising before it seeds its command
169
+ edge-detector from $2140. A `sfx_music_play()` issued inside that
170
+ window becomes the SEED — no edge, no dispatch, music never starts.
171
+
172
+ Symptoms via the debug tools: `getAudioState({chip:'dsp'})` shows
173
+ voice 1 with pitch 0 / env 0; ARAM $00 (prev_cmd) already equals your
174
+ command byte while ARAM $01 (music_on) is 0.
175
+
176
+ Fix: put one `WaitForVBlank()` between `sfx_init()` and the first
177
+ `sfx_play`/`sfx_music_play` — a frame is thousands of SPC cycles, the
178
+ driver is guaranteed to be in its command loop. The racing example does
179
+ exactly this (see its `sfx_init` call site).
180
+
181
+ ## "My HDMA table stops landing / OAM gets corrupted" (HDMA channel fights the OAM DMA)
182
+
183
+ A DMA channel cannot serve general-purpose DMA and HDMA in the same
184
+ frame — and PVSnesLib's runtime OWNS two channels for GP-DMA:
185
+
186
+ - **channel 0** — `dmaCopyVram` and friends (console text upload,
187
+ `oamInitGfxSet`, `consoleVblank`)
188
+ - **channel 7** — the VBlank ISR's OAM upload (vblank.asm rewrites
189
+ $4370-$4375 EVERY NMI)
190
+
191
+ Park an HDMA effect on channel 7 and it works for exactly zero frames:
192
+ each NMI silently rewrites the channel's DMAP/BBAD/A1T with OAM-DMA
193
+ parameters, so your per-scanline writes stop landing — and worse, the
194
+ HDMA unit then feeds your table bytes into $2104 (OAM data). The
195
+ failure is maddeningly partial: channels 1-6 keep working, so a
196
+ multi-channel effect (e.g. a Mode 7 split) comes up ALMOST right with
197
+ one register mysteriously stuck at a stale value.
198
+
199
+ Fix: keep HDMA on channels 1-6. The Mode 7 racing example uses 2-6 and
200
+ documents the assignment at its `road_hdma_on()`.
201
+
163
202
  ## "consoleDrawText output is corrupt / shifted"
164
203
 
165
204
  `consoleInitText(palnum, palsize, tilfont, palfont)` configures the
@@ -220,7 +259,7 @@ synthesizes a fallback `issues[]` entry with a hint. The idioms to avoid:
220
259
  crossed a bank boundary and the layout is wrong. Native interrupt vectors live
221
260
  at `$FFE4-$FFEE`, emulation vectors at `$FFF4-$FFFF` — keep your header/vector
222
261
  block where the layout expects it. Use
223
- `scaffold({op:'snippets', platform:"snes", mode:"get", name:"lorom_header.asm"})`
262
+ `examples({op:'snippets', platform:"snes", mode:"get", snippetName:"lorom_header.asm"})`
224
263
  for the canonical layout (and `lorom_multibank.asm` for multi-bank).
225
264
 
226
265
  (This is the asar/asm path. The default PVSnesLib **C** path goes through