romdevtools 0.28.0 → 0.29.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/AGENTS.md +51 -41
- package/CHANGELOG.md +46 -0
- package/README.md +3 -3
- package/examples/README.md +7 -7
- package/examples/atari2600/templates/platformer.asm +1225 -332
- package/examples/atari2600/templates/puzzle.asm +1056 -0
- package/examples/atari2600/templates/racing.asm +906 -275
- package/examples/atari2600/templates/shmup.asm +1031 -239
- package/examples/atari2600/templates/sports.asm +1135 -253
- package/examples/atari7800/templates/platformer.c +991 -156
- package/examples/atari7800/templates/puzzle.c +1091 -148
- package/examples/atari7800/templates/racing.c +952 -124
- package/examples/atari7800/templates/shmup.c +812 -134
- package/examples/atari7800/templates/sports.c +820 -184
- package/examples/c64/templates/platformer.c +879 -164
- package/examples/c64/templates/puzzle.c +855 -178
- package/examples/c64/templates/racing.c +873 -97
- package/examples/c64/templates/shmup.c +757 -161
- package/examples/c64/templates/sports.c +755 -100
- package/examples/gb/templates/platformer.c +841 -179
- package/examples/gb/templates/puzzle.c +986 -246
- package/examples/gb/templates/racing.c +754 -174
- package/examples/gb/templates/shmup.c +673 -175
- package/examples/gb/templates/sports.c +790 -159
- package/examples/gba/templates/platformer.c +626 -165
- package/examples/gba/templates/puzzle.c +519 -269
- package/examples/gba/templates/racing.c +511 -206
- package/examples/gba/templates/shmup.c +564 -179
- package/examples/gba/templates/sports.c +454 -174
- package/examples/gbc/templates/platformer.c +944 -180
- package/examples/gbc/templates/puzzle.c +363 -109
- package/examples/gbc/templates/racing.c +884 -180
- package/examples/gbc/templates/shmup.c +821 -185
- package/examples/gbc/templates/sports.c +870 -162
- package/examples/genesis/templates/platformer.c +747 -129
- package/examples/genesis/templates/puzzle.c +694 -261
- package/examples/genesis/templates/racing.c +726 -203
- package/examples/genesis/templates/shmup.c +535 -142
- package/examples/genesis/templates/sports.c +495 -158
- package/examples/gg/templates/platformer.c +880 -215
- package/examples/gg/templates/puzzle.c +875 -216
- package/examples/gg/templates/racing.c +915 -172
- package/examples/gg/templates/shmup.c +714 -191
- package/examples/gg/templates/sports.c +732 -129
- package/examples/lynx/templates/platformer.c +604 -69
- package/examples/lynx/templates/puzzle.c +498 -158
- package/examples/lynx/templates/racing.c +538 -102
- package/examples/lynx/templates/shmup.c +458 -131
- package/examples/lynx/templates/sports.c +496 -72
- package/examples/msx/platformer/main.c +649 -162
- package/examples/msx/puzzle/main.c +742 -240
- package/examples/msx/racing/main.c +669 -178
- package/examples/msx/shmup/main.c +460 -178
- package/examples/msx/sports/main.c +592 -126
- package/examples/nes/templates/platformer.c +589 -171
- package/examples/nes/templates/puzzle.c +563 -242
- package/examples/nes/templates/racing.c +502 -208
- package/examples/nes/templates/shmup.c +339 -145
- package/examples/nes/templates/sports.c +341 -183
- package/examples/pce/platformer/main.c +874 -205
- package/examples/pce/puzzle/main.c +802 -287
- package/examples/pce/racing/main.c +783 -208
- package/examples/pce/shmup/main.c +638 -212
- package/examples/pce/sports/main.c +586 -169
- package/examples/porting-across-platforms/README.md +1 -1
- package/examples/sms/templates/platformer.c +762 -177
- package/examples/sms/templates/puzzle.c +752 -212
- package/examples/sms/templates/racing.c +808 -145
- package/examples/sms/templates/shmup.c +599 -162
- package/examples/sms/templates/sports.c +630 -122
- package/examples/snes/templates/music_demo.c +7 -0
- package/examples/snes/templates/platformer-data.asm +123 -24
- package/examples/snes/templates/platformer-hdr.asm +57 -0
- package/examples/snes/templates/platformer.c +586 -165
- package/examples/snes/templates/puzzle-data.asm +116 -21
- package/examples/snes/templates/puzzle-hdr.asm +57 -0
- package/examples/snes/templates/puzzle.c +614 -235
- package/examples/snes/templates/racing-data.asm +390 -32
- package/examples/snes/templates/racing-hdr.asm +57 -0
- package/examples/snes/templates/racing.c +807 -196
- package/examples/snes/templates/shmup-data.asm +87 -29
- package/examples/snes/templates/shmup-hdr.asm +57 -0
- package/examples/snes/templates/shmup.c +459 -198
- package/examples/snes/templates/sports-data.asm +48 -2
- package/examples/snes/templates/sports-hdr.asm +57 -0
- package/examples/snes/templates/sports.c +414 -163
- package/package.json +1 -1
- package/src/host/LibretroHost.js +59 -1
- package/src/http/tool-registry.js +11 -11
- package/src/mcp/tools/cheats.js +2 -1
- package/src/mcp/tools/frame.js +3 -2
- package/src/mcp/tools/index.js +3 -3
- package/src/mcp/tools/input.js +5 -4
- package/src/mcp/tools/lifecycle.js +6 -4
- package/src/mcp/tools/platform-docs.js +1 -1
- package/src/mcp/tools/preview-tile.js +6 -2
- package/src/mcp/tools/project.js +1098 -130
- package/src/mcp/tools/rom-id.js +5 -1
- package/src/mcp/tools/run-until.js +4 -2
- package/src/mcp/tools/snippets.js +6 -6
- package/src/mcp/tools/sprite-pipeline.js +14 -2
- package/src/mcp/tools/state.js +2 -1
- package/src/mcp/tools/tile-inspect.js +8 -1
- package/src/mcp/tools/toolchain.js +12 -1
- package/src/mcp/tools/watch-memory.js +4 -3
- package/src/observer/bus.js +73 -0
- package/src/observer/livestream.html +4 -2
- package/src/observer/tool-wrap.js +17 -14
- package/src/platforms/atari7800/MENTAL_MODEL.md +5 -5
- package/src/platforms/atari7800/TROUBLESHOOTING.md +5 -5
- package/src/platforms/c64/MENTAL_MODEL.md +11 -4
- package/src/platforms/c64/TROUBLESHOOTING.md +13 -0
- package/src/platforms/gb/MENTAL_MODEL.md +3 -3
- package/src/platforms/gb/TROUBLESHOOTING.md +61 -8
- package/src/platforms/gb/lib/c/README.md +10 -11
- package/src/platforms/gb/lib/c/gb_crt0.s +27 -3
- package/src/platforms/gb/lib/c/patch-header.js +13 -3
- package/src/platforms/gba/MENTAL_MODEL.md +4 -4
- package/src/platforms/gba/TROUBLESHOOTING.md +3 -3
- package/src/platforms/gba/lib/c/gba_sfx.c +40 -0
- package/src/platforms/gba/lib/c/gba_sfx.h +10 -0
- package/src/platforms/gbc/MENTAL_MODEL.md +4 -4
- package/src/platforms/gbc/TROUBLESHOOTING.md +4 -4
- package/src/platforms/gbc/UPSTREAM_SOURCES.md +1 -1
- package/src/platforms/gbc/lib/c/README.md +10 -11
- package/src/platforms/gbc/lib/c/gb_crt0.s +26 -3
- package/src/platforms/gbc/lib/c/patch-header.js +13 -3
- package/src/platforms/genesis/MENTAL_MODEL.md +3 -3
- package/src/platforms/genesis/TROUBLESHOOTING.md +2 -2
- package/src/platforms/gg/MENTAL_MODEL.md +4 -4
- package/src/platforms/gg/TROUBLESHOOTING.md +3 -3
- package/src/platforms/gg/UPSTREAM_SOURCES.md +1 -1
- package/src/platforms/gg/lib/c/joypad_read.c +29 -0
- package/src/platforms/lynx/MENTAL_MODEL.md +1 -1
- package/src/platforms/lynx/TROUBLESHOOTING.md +3 -3
- package/src/platforms/msx/MENTAL_MODEL.md +5 -5
- package/src/platforms/msx/TROUBLESHOOTING.md +2 -2
- package/src/platforms/msx/lib/c/msx_hw.h +1 -0
- package/src/platforms/msx/lib/c/msx_vdp.c +25 -0
- package/src/platforms/nes/MENTAL_MODEL.md +2 -2
- package/src/platforms/nes/lib/c/nes_runtime.c +149 -34
- package/src/platforms/nes/lib/c/nes_runtime.h +34 -1
- package/src/platforms/pce/MENTAL_MODEL.md +5 -5
- package/src/platforms/pce/TROUBLESHOOTING.md +1 -1
- package/src/platforms/pce/lib/c/pce_hw.h +11 -0
- package/src/platforms/pce/lib/c/pce_video.c +32 -0
- package/src/platforms/sms/MENTAL_MODEL.md +6 -6
- package/src/platforms/snes/MENTAL_MODEL.md +2 -2
- package/src/platforms/snes/TROUBLESHOOTING.md +40 -1
- package/src/toolchains/cc65/presets/nes/chr-ram-runtime.cfg +13 -8
- package/src/toolchains/cc65/presets/nes/chr-ram-runtime.crt0.s +58 -5
- package/src/toolchains/cc65/presets/nes/chr-rom.crt0.s +52 -3
- package/src/toolchains/cc65/presets/pce/rom32k.cfg +52 -0
- package/src/toolchains/index.js +27 -11
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@@ -20,3 +20,32 @@ uint8_t gg_joypad_read(void) {
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uint8_t start = ~PORT_GG_INPUT; /* GG-specific port bit 7 = START */
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return (uint8_t)((a & 0x3F) | (start & 0x80));
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}
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/*
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* Player 2 read — for ALTERNATING-TURNS or 2-controller play.
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*
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* HONEST NOTE: a real Game Gear has only ONE controller port on the unit; its
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* 2P story is the Gear-to-Gear LINK CABLE (a second console). But the GG VDP
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* and I/O chip are the SMS's, and gpgx wires the SMS's full split-across-
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* $DC/$DD second-controller layout for GG too — so a SECOND PAD does drive
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* port B in the emulator (and on an SMS-pad adapter), which is exactly what an
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* alternating-turns 2P platformer needs (the two players never play at once).
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*
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* The hardware layout is the SMS's awkward split:
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* PORT_JOY_A bits 6-7 = P2 UP, P2 DOWN
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* PORT_JOY_B bits 0-3 = P2 LEFT, P2 RIGHT, P2 B1, P2 B2
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* Reassembled into the same bit layout P1 uses:
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* bit 0 = UP, 1 = DOWN, 2 = LEFT, 3 = RIGHT, 4 = B1, 5 = B2.
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* Returns 0 when no P2 pad is present (all bits high = released after invert).
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*/
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uint8_t gg_joypad_read_p2(void) {
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uint8_t a = ~PORT_JOY_A; /* P2 UP in bit 6, DOWN in bit 7 */
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uint8_t b = ~PORT_JOY_B; /* P2 LEFT bit 0, RIGHT 1, B1 2, B2 3 */
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uint8_t up = (a >> 6) & 0x01; /* bit 6 -> bit 0 */
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uint8_t down = (a >> 6) & 0x02; /* bit 7 -> bit 1 */
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uint8_t left = (b << 2) & 0x04; /* bit 0 -> bit 2 */
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uint8_t right = (b << 2) & 0x08; /* bit 1 -> bit 3 */
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uint8_t b1 = (b << 2) & 0x10; /* bit 2 -> bit 4 */
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uint8_t b2 = (b << 2) & 0x20; /* bit 3 -> bit 5 */
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return (uint8_t)(up | down | left | right | b1 | b2);
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}
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@@ -96,7 +96,7 @@ void main(void) {
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`tgi_updatedisplay()` is the frame heartbeat — it ping-pongs the
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double-buffered display and waits for vblank.
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## Drawing many rectangles in one frame (game
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## Drawing many rectangles in one frame (example-game pattern)
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The minimal example above draws "one rect per frame." For an actual
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game with HUD + background + sprites you'll do many tgi_bar / tgi_setcolor
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Skipping it is the #1 "Lynx is blank" trap.
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- **Don't rely on `tgi_clear()`** to blank the screen in this
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toolchain/emulator path — use a full-screen `tgi_bar(0,0,maxx,maxy)`
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in the background colour instead. The bundled `shmup`
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in the background colour instead. The bundled `shmup` example uses
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this exact loop; copy it.
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## "tgi_outtextxy renders nothing"
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live in `$cc65_share/target/lynx/fonts/`.
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2. Draw your own glyphs with `tgi_bar`/`tgi_line`.
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The bundled
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The bundled example games work around this by using simple rectangles
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for game content + only short text strings. For game UI text, embed
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a bitmap font directly in your code.
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@@ -93,7 +93,7 @@ cc65 is C89. No mixed declarations + code, no inline `for (uint8_t i
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= 0; ...)`, no compound literals, no // comments in some configs.
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Declare all variables at the top of each block.
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The bundled Lynx
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The bundled Lynx example games are C89-clean — copy that pattern.
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## "Compile fails: no rule to make target lynx-bll.cfg"
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@@ -12,13 +12,13 @@ romdev ships a **hardware helper library** (`src/platforms/msx/lib/c/`:
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`msx_psg_tone()` in plain C. It uses DIRECT Z80 I/O ports (the reliable path —
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NOT fragile inline-asm BIOS wrappers).
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The fastest way to a working game:
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"shmup"})`** — or any
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genre set. For a smaller
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The fastest way to a working game: **fork the example game whose core loop is
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nearest yours — `examples({op:'fork', example:"msx/shmup", name, path})`** — or any
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of `platformer` / `puzzle` / `sports` / `racing`, the full genre set. For a smaller
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starting point fork `msx/sprite_move` (also `music_sfx`, `catch_game`). Either drops
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a complete, *building* project — a verified playable example + the helper lib +
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the cart crt0 + docs. Read the example's `main.c`, then change it. Examples live in
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`examples/msx/`. The `platformer`
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`examples/msx/`. The `platformer` example column-streams the SCREEN 2 name table
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for a tile-by-tile side-scroll. **Gotcha:** read joystick **port 1**
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(`msx_read_joystick(1)`) — port 0 is the keyboard, which an emulator's gamepad
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doesn't drive.
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The old `msx_crt0.s` placed the SDCC `_INITIALIZER` area in RAM, so the boot
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copy duplicated uninitialised RAM onto itself: every value-initialised static
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read 0 and BSS was never zeroed. The bundled crt0 has been fixed (ROM-placed
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`_INITIALIZER` + a BSS-zero loop). If a project
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shows ghost zeros, refresh its `msx_crt0.s` from a
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`_INITIALIZER` + a BSS-zero loop). If a project forked before 2026-06-09
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shows ghost zeros, refresh its `msx_crt0.s` from a freshly forked example.
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void msx_vblank_wait(void);
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uint8_t msx_read_joystick(uint8_t stick);
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void msx_psg_tone(uint8_t chan, uint16_t period, uint8_t vol);
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void msx_psg_noise(uint8_t chan, uint8_t rate, uint8_t vol); /* vol 0 = off */
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void msx_music(uint8_t on); /* background melody on channel C — ON by default; 0 = off */
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void msx_music_tick(void); /* call once per frame (scaffolds do) */
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void msx_psg_off(uint8_t chan);
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/* Play NOISE on PSG channel 0/1/2: the AY's one shared noise generator
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* (reg 6, 5-bit period — bigger = lower rumble) routed into this channel by
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* clearing its noise-disable mixer bit (reg 7 bits 3-5) while setting its
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* tone-disable bit. The classic explosion/impact voice.
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* msx_psg_noise(chan, rate, 0) silences the channel and re-masks its noise
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* bit (msx_psg_off only re-masks TONE — it doesn't know about noise). */
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void msx_psg_noise(uint8_t chan, uint8_t rate, uint8_t vol) {
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uint8_t mixer;
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__asm__("di"); /* same KEYINT race as above */
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if (vol) {
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PSGADDR = 6; /* noise period (shared) */
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PSGWRITE = (uint8_t)(rate & 0x1F);
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}
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PSGADDR = (uint8_t)(8 + chan);
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PSGWRITE = (uint8_t)(vol & 0x0F);
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PSGADDR = 7;
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mixer = PSGREAD;
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mixer |= (uint8_t)(1 << chan); /* tone OFF for this channel */
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if (vol) mixer &= (uint8_t)~(1 << (3 + chan)); /* noise ON */
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else mixer |= (uint8_t)(1 << (3 + chan)); /* noise OFF */
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PSGWRITE = mixer;
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__asm__("ei");
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}
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/* Silence a PSG channel: zero its volume and re-disable its tone bit. */
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expected — unlike the genesis_plus_gx platforms (Genesis/SMS/GG), there's no
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## What `
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## What `examples({op:'fork'})` copies into your project
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`
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`examples({op:'fork', example:"nes/hello_sprite"|"nes/tile_engine"|"nes/default", name, path})`
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writes these files into your project directory. **They're yours** — every
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byte that compiles is in the repo. Edit, fork, replace; nothing is auto-injected
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at build time.
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@@ -59,44 +59,60 @@ static uint8_t oam_index = 0;
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static void oam_hide_unused(void); /* fwd decl — used by ppu_wait_nmi (NES-1) */
|
|
60
60
|
|
|
61
61
|
/* ── VRAM write queue ─────────────────────────────────────────────
|
|
62
|
-
*
|
|
63
|
-
* PPUADDR(hi); PPUADDR(lo); PPUDATA(byte)
|
|
64
|
-
*
|
|
65
|
-
*
|
|
66
|
-
|
|
67
|
-
|
|
68
|
-
|
|
69
|
-
|
|
70
|
-
|
|
71
|
-
|
|
72
|
-
|
|
73
|
-
|
|
74
|
-
|
|
75
|
-
*
|
|
76
|
-
|
|
77
|
-
|
|
78
|
-
|
|
79
|
-
|
|
80
|
-
|
|
81
|
-
|
|
82
|
-
|
|
83
|
-
|
|
84
|
-
|
|
85
|
-
|
|
86
|
-
|
|
87
|
-
|
|
88
|
-
|
|
89
|
-
|
|
90
|
-
|
|
91
|
-
|
|
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
|
-
|
|
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
|
-
|
|
97
|
-
|
|
98
|
-
|
|
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 ──────────────────────────────────────────────── */
|
|
@@ -408,3 +424,102 @@ void sound_play_noise(uint8_t period_4bit, uint8_t vol_4bit, uint8_t length_fram
|
|
|
408
424
|
void sound_off(void) {
|
|
409
425
|
APUSTATUS = 0x00;
|
|
410
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
|
+
}
|
|
@@ -146,10 +146,43 @@ void sound_play_tone(uint8_t channel, uint16_t period, uint8_t vol_4bit, uint8_t
|
|
|
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
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 (
|
|
149
|
+
void sound_music_tick(void); /* call once per frame (the example games do) */
|
|
150
150
|
|
|
151
151
|
/* ── Globals ──────────────────────────────────────────────────── */
|
|
152
152
|
extern uint8_t shadow_oam[256]; /* at $0200, DMA'd by NMI */
|
|
153
153
|
extern volatile uint8_t nmi_counter; /* increments each NMI */
|
|
154
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
|
+
|
|
155
188
|
#endif /* NES_RUNTIME_H */
|
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@@ -12,13 +12,13 @@ romdev ships a **hardware helper library** (`src/platforms/pce/lib/c/`:
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`psg_tone()` instead of poking VDC/VCE registers by hand. cc65 has **no** sprite
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library, so this lib is how you get pixels on screen.
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The fastest way to a working game:
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"shmup"})`** — or any
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genre set. For a smaller
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-
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The fastest way to a working game: **fork the example game whose core loop is
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nearest yours — `examples({op:'fork', example:"pce/shmup", name, path})`** — or any
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of `platformer` / `puzzle` / `sports` / `racing`, the full genre set. For a smaller
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starting point fork `pce/sprite_move` (also `music_sfx`, `catch_game`). Either drops
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a complete, *building* project — a verified playable example + the helper lib +
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docs. Read the example's `main.c`, then change it. The examples live in
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`examples/pce/`. The genre
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`examples/pce/`. The genre examples fill the BAT (32×32 virtual screen); the
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`platformer` smooth-scrolls the background via the VDC BXR (R7) register.
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**Gotcha:** `#include <stdint.h>` for int8/16/32_t — `pce.h` only typedefs u8/u16.
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@@ -66,4 +66,4 @@ The 5-bit channel volume (`PSG_CHAN_CTRL` low bits, 0-31) is roughly an
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ATTENUATOR: each step below 31 costs ~1.5 dB. A "middle" value like 13 is
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about -27 dB — effectively silence on real hardware and most cores. Use
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**29-31 for SFX/music** and treat anything under ~20 as a deliberate whisper.
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(The bundled `psg_tone`
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(The bundled `psg_tone` example helper and the music ticker default loud.)
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@@ -103,8 +103,19 @@ void disp_enable(void); /* VDC R5: BG + SPR + VBlank IRQ on at once
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void vblank_irq_enable(void); /* just the VBlank IRQ bit (waitvsync needs it) */
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void load_tiles(u16 vram, const u16 *src, u16 n); /* alias of vram_write (tiles) */
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void set_sprite(u8 slot, u16 x, u16 y, u16 pattern, u8 palette); /* fill shadow SATB */
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void set_sprite_ex(u8 slot, u16 x, u16 y, u16 pattern, u8 palette, u16 attr_ex);
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void satb_dma(void); /* DMA shadow SATB -> VDC (R19) */
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/* attr_ex bits for set_sprite_ex() — the HuC6270 large-sprite size + flip
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* bits in SATB word3. A 32-wide sprite needs a 2-aligned pattern code, 32x32
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* needs 4-aligned, 32x64 needs 8-aligned; the data is consecutive 16x16 cells
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* (left-to-right, then down). See the set_sprite_ex() comment in pce_video.c. */
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#define SPR_CGX_32 0x0100 /* width 32px (two cells side by side) */
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#define SPR_CGY_32 0x1000 /* height 32px (two cell rows) */
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#define SPR_CGY_64 0x3000 /* height 64px (four cell rows) */
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#define SPR_XFLIP 0x0800 /* mirror horizontally */
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#define SPR_YFLIP 0x8000 /* mirror vertically */
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/* The shadow SATB lives in VRAM at this word address; satb_dma() points the VDC
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* SATB-DMA source (R19) here. Pattern base for tiles is your choice; sprites
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* default to using the same VRAM you load_tiles() into. */
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@@ -131,6 +131,38 @@ void set_sprite(u8 slot, u16 x, u16 y, u16 pattern, u8 palette) {
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e[3] = (u16)(0x0080 | (palette & 0x0F)); /* word3: SPBG-front + pal */
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}
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/* set_sprite() with the HuC6270's LARGE-SPRITE size bits — the PCE's signature
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* trick (sprites up to 32x64 from ONE SATB entry, where the NES needs 8+).
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*
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* SATB word3 (the attribute word) layout:
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* bit 15 Y-flip
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* bits13:12 CGY — sprite HEIGHT: 00=16px, 01=32px, 11=64px (10 is invalid)
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* bit 11 X-flip
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* bit 8 CGX — sprite WIDTH: 0=16px, 1=32px
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* bit 7 SPBG — 1 = sprite in front of background
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* bits 3:0 sprite sub-palette (0-15)
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*
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* `attr_ex` is OR'd into word3 — pass the SPR_* constants from pce_hw.h
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* (e.g. SPR_CGX_32 | SPR_CGY_32 for a 32x32 sprite). SPBG-front is still set
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* for you, same as set_sprite().
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*
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* PATTERN LAYOUT for large sprites: the hardware ignores the low bit(s) of the
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* pattern code and fetches consecutive 16x16 cells (64 words each) instead:
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* 32 wide: cell N = left, N+1 = right (N multiple of 2)
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* 32 tall: row r adds 2*r: N, N+1 / N+2, N+3 (N multiple of 4)
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* 64 tall: rows 0-3 add 2*r: N .. N+7 (N multiple of 8)
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* So a 32x32 sprite's VRAM data is FOUR cells in TL, TR, BL, BR order, and
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* its pattern code must be 4-aligned (pattern = VRAM>>6 like set_sprite). */
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void set_sprite_ex(u8 slot, u16 x, u16 y, u16 pattern, u8 palette, u16 attr_ex) {
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u16 *e;
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if (slot >= 64) return;
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e = &_pce_satb[slot * 4];
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e[0] = (u16)(y + 64); /* word0: Y (biased) */
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e[1] = (u16)(x + 32); /* word1: X (biased) */
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e[2] = (u16)((pattern & 0x3FF) << 1); /* word2: pattern (cell<<1) */
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e[3] = (u16)(0x0080 | (palette & 0x0F) | attr_ex); /* word3: size/flip + SPBG + pal */
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}
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/* Copy the shadow SATB into VRAM at PCE_SATB_VRAM, then tell the VDC to DMA it
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* into its internal sprite table (R19 = SATB source). */
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void satb_dma(void) {
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@@ -78,7 +78,7 @@ R1 = 0x80 display OFF, vblank IRQ off, 192-line
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R2 = 0xFF name table at $3800
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R4 = 0xFF BG tile data at $0000
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R5 = 0xFF sprite attr table at $3F00
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R6 = 0xFF sprite tile data at $2000 (own bank;
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R6 = 0xFF sprite tile data at $2000 (own bank; the example games upload here)
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R7 = 0x00 border colour
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```
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@@ -114,7 +114,7 @@ So Y bytes and X/tile pairs are split into TWO regions of the SAT.
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`src/platforms/sms/lib/c/sprite_table.c` keeps a 256-byte shadow
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buffer in WRAM and uploads it to the SAT each vblank.
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### Two footguns the bundled
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### Two footguns the bundled example games keep hitting
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1. **8 sprites per scanline limit.** The VDP draws up to 8 sprites per
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scanline; the 9th+ are silently dropped. If you draw a "CATCH THE
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`sms_vdp_init()` sets R6 = 0xFF. R6 bit 2 is the SA13 select for
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sprite tile data — bit 2 is **SET** in 0xFF, so sprite tiles read
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from `$2000-$3FFF`, their **own bank** separate from BG tiles at
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$0000. This matches every bundled
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$0000. This matches every bundled example, which uploads sprite
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tiles to `$2000` (`sms_load_tiles(0x2000, …)`) — default and
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examples agree, so sprites render.
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Watch the bit: 0xFB has SA13 **CLEAR** = sprite tiles at $0000
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(shared with the BG bank). If you set R6=0xFB you MUST upload your
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@@ -222,7 +222,7 @@ PSG (SN76489) on port $7F. 4 channels: 3 square waves + 1 noise.
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Writes are byte-wise; the high bit selects "latch register" vs
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"continue previous register".
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A full driver is beyond the scope of these
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A full driver is beyond the scope of these example games. For
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playable SFX, manually pulse $7F with the latch-register byte
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followed by data bytes. Real games ship a music driver in WRAM.
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@@ -325,7 +325,7 @@ region per bank with a bank-by-bank native rebuild recipe in `BUILD.md`.
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## Horizontal scrolling (for side-scrollers)
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The `platformer`
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The `platformer` example is single-screen. To make it a side-scroller:
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- **Hardware scroll:** write VDP register 8 (horizontal scroll) each frame =
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`-camX & 0xFF` (the reg scrolls the screen; the name table is 32×28 and
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@@ -253,7 +253,7 @@ PVSnesLib's `hdr.asm` fills these in.
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## Where the SDK lives (and how to read it)
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`
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`examples({op:'fork'})` (any SNES example) ships the FULL PVSnesLib source +
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header tree into the new project at `vendor/pvsneslib/`. So when
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your code does `#include <snes.h>`, those headers come from
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`vendor/pvsneslib/include/`:
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@@ -296,7 +296,7 @@ Loadable via snes9x (`loadMedia`).
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## Horizontal scrolling (for side-scrollers)
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The `platformer`
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The `platformer` example is single-screen. SNES scrolling is the easiest of
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the tile platforms because each BG layer has its own hardware scroll register
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and parallax is nearly free.
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@@ -160,6 +160,45 @@ Three layers:
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PVSnesLib's API is the path of least resistance. Roll your own SPC
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driver only when you really need the control.
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## "Music never starts (sfx works, sfx_init returned 0)"
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A command sent to the bundled snes_sfx driver IMMEDIATELY after
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`sfx_init()` returns can be silently swallowed. `sfx_init` returns the
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instant the SPC echoes the jump command, but the driver then spends
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+
~50 DSP port writes initialising before it seeds its command
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+
edge-detector from $2140. A `sfx_music_play()` issued inside that
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+
window becomes the SEED — no edge, no dispatch, music never starts.
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+
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Symptoms via the debug tools: `getAudioState({chip:'dsp'})` shows
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voice 1 with pitch 0 / env 0; ARAM $00 (prev_cmd) already equals your
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command byte while ARAM $01 (music_on) is 0.
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+
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+
Fix: put one `WaitForVBlank()` between `sfx_init()` and the first
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+
`sfx_play`/`sfx_music_play` — a frame is thousands of SPC cycles, the
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+
driver is guaranteed to be in its command loop. The racing example does
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+
exactly this (see its `sfx_init` call site).
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+
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+
## "My HDMA table stops landing / OAM gets corrupted" (HDMA channel fights the OAM DMA)
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+
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+
A DMA channel cannot serve general-purpose DMA and HDMA in the same
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frame — and PVSnesLib's runtime OWNS two channels for GP-DMA:
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+
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+
- **channel 0** — `dmaCopyVram` and friends (console text upload,
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+
`oamInitGfxSet`, `consoleVblank`)
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+
- **channel 7** — the VBlank ISR's OAM upload (vblank.asm rewrites
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+
$4370-$4375 EVERY NMI)
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+
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+
Park an HDMA effect on channel 7 and it works for exactly zero frames:
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+
each NMI silently rewrites the channel's DMAP/BBAD/A1T with OAM-DMA
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+
parameters, so your per-scanline writes stop landing — and worse, the
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+
HDMA unit then feeds your table bytes into $2104 (OAM data). The
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failure is maddeningly partial: channels 1-6 keep working, so a
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multi-channel effect (e.g. a Mode 7 split) comes up ALMOST right with
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one register mysteriously stuck at a stale value.
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+
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Fix: keep HDMA on channels 1-6. The Mode 7 racing example uses 2-6 and
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documents the assignment at its `road_hdma_on()`.
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## "consoleDrawText output is corrupt / shifted"
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`consoleInitText(palnum, palsize, tilfont, palfont)` configures the
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@@ -220,7 +259,7 @@ synthesizes a fallback `issues[]` entry with a hint. The idioms to avoid:
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crossed a bank boundary and the layout is wrong. Native interrupt vectors live
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at `$FFE4-$FFEE`, emulation vectors at `$FFF4-$FFFF` — keep your header/vector
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block where the layout expects it. Use
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-
`
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+
`examples({op:'snippets', platform:"snes", mode:"get", snippetName:"lorom_header.asm"})`
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for the canonical layout (and `lorom_multibank.asm` for multi-bank).
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(This is the asar/asm path. The default PVSnesLib **C** path goes through
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