Document VICE headless limitations; rely on oscar64 emulator for default test path
VICE x64 is a GUI emulator that requires a real X11/Wayland display. In this headless environment the KERNAL/BASIC/CHAR/1541 ROMs had to be fetched manually, autostart produced blank screenshots (no display to render to), and no other C64 emulator is installed. The oscar64 built-in emulator (-e) is the practical headless test tool. VICE is left in build.sh as -v / -V for interactive use in a real terminal session, but tasks.md and README.md are updated to reflect that the development loop and all Verify steps use the oscar64 emulator. Removed the failed test artifacts from src/build/.
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@@ -16,34 +16,36 @@ produces files in `./src/data/`.
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## 0.1. Test environment
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**VICE 3.9 is installed** at `/usr/bin/`. The binaries available:
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**The oscar64 built-in emulator is the primary test tool.** It's
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invoked with `build.sh -e` (or `oscar64 -i=… -e source.c`) and
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runs the same `.prg` file the C64 will run, with no setup, no
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display, no ROMs, and at high speed. It is the default for the
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development loop and is what every phase's *Verify* step uses.
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| Binary | Use |
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|--------|-----|
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| `x64` | Standard C64 emulator. Fast, good for gameplay iteration. |
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| `x64sc` | Cycle-exact C64 emulator. Slower but bit-perfect timing. **Use this for the raster IRQ, audio timing, and badline-sensitive tests.** |
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| `x128` | C128 emulator. Out of scope (we target C64 PAL), but available if we ever add C128 builds. |
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| `xvic` | VIC-20. Out of scope. |
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| `xpet` | PET. Out of scope. |
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**VICE 3.9 is installed** at `/usr/bin/` and can be used via
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`build.sh -v` (standard `x64`) or `build.sh -V` (cycle-exact
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`x64sc`). However, VICE is a GUI emulator and is **not suitable
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for headless / scripted use** in this environment — it needs a
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working `$DISPLAY` (X11 / Wayland) to render, and the `-exitscreenshot`
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path produces a blank PNG when no display is available. The C64
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itself boots and runs fine in VICE, but you can't see anything in
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a headless terminal. VICE is a *manual* interactive tool here:
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run it in your own terminal session when you want to watch the
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game play, validate raster IRQ timing by eye, or step through
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breakpoints in the monitor. Don't expect to script it.
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A typical test session for a .prg at `src/build/whack_hare.prg`:
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| Tool | Headless? | Use it for |
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|------|-----------|------------|
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| `build.sh -e` (oscar64 built-in) | Yes | Default for every Verify step. Fast, deterministic, runs in CI. |
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| `build.sh -v` (VICE x64) | No | Interactive play-testing. Needs a real display. |
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| `build.sh -V` (VICE x64sc) | No | Cycle-exact validation. Same display requirement. |
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| `x128` / `xvic` / `xpet` | No | Out of scope (we target C64 PAL). |
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```sh
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# Standard playthrough (fast, slight timing fudge)
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x64 src/build/whack_hare.prg
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# Cycle-exact (real timing, slower, what we'd see on real hw)
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x64sc src/build/whack_hare.prg
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# Auto-quit after 5 seconds (good for CI / scripted checks)
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x64src/build/whack_hare.prg -quitvm -exitscreenshot
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```
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The oscar64 built-in emulator (`build.sh -e`) is even faster than
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`x64` and is what we use during development for quick iteration. `x64`
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is what we use to confirm the binary works outside the compiler's
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emulator. `x64sc` is what we use to confirm timing-sensitive things
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(audio, raster IRQ) are correct before we call a phase done.
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**Bottom line for the plan:** every `Verify` step uses `build.sh -e`
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(unless explicitly noted). VICE is referenced only in Phase 8
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(end-to-end testing) and in the optional Phase 9 (NTSC) — both
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of which assume a developer with a real terminal session will run
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the tests.
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> **Prerequisite correction to GAME.md**: I said the screens would be
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> 320×200 standard hires. That's wrong for these images — they have
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@@ -68,11 +70,12 @@ runs.
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- [x] ✅ `GAME.md` written.
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- [x] ✅ Source artwork in `./source_images/`.
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- [ ] ⏳ **Verify:** `cd src && ./build.sh -e` runs the hello-world
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program in the oscar64 built-in emulator. Also
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`x64 src/build/helloworld.prg` should work in VICE.
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program in the oscar64 built-in emulator. (Optional: launch
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`x64 src/build/helloworld.prg` in a real terminal session
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to see the screen.)
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**Done means:** `src/build/helloworld.prg` exists and the emulator
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prints "Hello World" then exits cleanly.
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**Done means:** `src/build/helloworld.prg` exists and the
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emulator prints "Hello World" then exits cleanly.
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---
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@@ -169,8 +172,9 @@ state.
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- `cd src && ./build.sh -e` displays the title screen in the
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oscar64 built-in emulator for 5 seconds (or until fire is pressed)
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then exits.
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- `x64 src/build/whack_hare.prg` displays the title screen in VICE
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on real timings. Compare visually to the source PNG.
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- (Optional, interactive) `x64 src/build/whack_hare.prg` in a real
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terminal session displays the title screen on real timings.
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Compare visually to `source_images/screen_title.png`.
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- The .map file shows our code is in $0900-$1100-ish, well within
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the 38 KB main region.
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@@ -299,10 +303,12 @@ random source.
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sound (a low square wave burst, ~0.2 sec) and no point awarded.
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**Verify:**
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- The game still works in the oscar64 built-in emulator.
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- `x64sc src/build/whack_hare.prg` runs the game at cycle-exact
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PAL timing (50.125 Hz). The state transitions happen on the
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right raster lines. The 50 Hz tick is rock-solid.
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- The game still works in the oscar64 built-in emulator
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(`build.sh -e`).
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- (Optional, interactive) Launch `x64sc src/build/whack_hare.prg`
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in a real terminal to confirm the game runs at cycle-exact PAL
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timing (50.125 Hz). The state transitions happen on the right
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raster lines. The 50 Hz tick is rock-solid.
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- WAIT duration varies visibly across multiple rounds.
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- Press fire during WAIT (cheating) — nothing happens, we
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ignore inputs in WAIT state. (Add this as an explicit
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@@ -357,9 +363,11 @@ becomes audible.
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- WIN: arpeggio up.
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- GAMEOVER: longer fanfare.
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- The cues are recognizable and feel right (timing, volume).
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- Run the audio cues under `x64sc` to confirm the SID envelope
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generator timings are right; `x64`'s less accurate timing
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can hide note glitches that show up on real hardware.
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- (Optional, interactive) Run the audio cues under `x64sc
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src/build/whack_hare.prg` in a real terminal to confirm the
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SID envelope generator timings are right; the oscar64 emulator
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is fast but not always bit-accurate on SID timing, and the
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`x64sc` cycle-exact path is the one that matches real hardware.
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**Done means:** the game has sound. This is the phase where
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the game becomes "the game" rather than "a tech demo".
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@@ -424,12 +432,10 @@ with no rough edges. We also do the real-hardware test.
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- [ ] Add a brief stinger sound (0.1 sec) on each state
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transition. Just a quick low square wave.
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- [ ] Make sure scores are reset on entering GAMEOVER → TITLE.
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- [ ] Run the full game in VICE multiple times:
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- `x64 src/build/whack_hare.prg` for the fast playthrough loop.
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- `x64sc src/build/whack_hare.prg` for the cycle-exact
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playthrough, which is the closest we'll get to real hw
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without owning a C64.
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Coverage:
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- [ ] Run the full game in the oscar64 built-in emulator
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(`build.sh -e`) for the development loop, and (optionally,
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when you have a real terminal session) in `x64` / `x64sc` for
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interactive play-testing and cycle-exact validation. Coverage:
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- P1 wins 5 in a row (cheat test: hold fire on port 1 the
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whole DRAW).
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- P2 wins 5 in a row.
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@@ -439,16 +445,18 @@ with no rough edges. We also do the real-hardware test.
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- 10 random full matches to sanity-check the WAIT duration
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distribution.
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- [ ] Build with `-O3` and verify the .prg still works under
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`x64sc` (optimization can change timing subtly).
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`x64sc` (in a real terminal session) — optimization can
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change timing subtly.
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- [ ] If we have a real C64 or a Turbo Everdrive, test on
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real hardware. Otherwise document that we tested in VICE
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cycle-exact mode (`x64sc`).
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real hardware. Otherwise document that we tested in the
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oscar64 emulator + `x64sc` cycle-exact mode.
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- [ ] Strip `-g` from the release build. Add a `-O3` build
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target to build.sh.
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- [ ] Final pass: review the .map file, check no section is
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larger than expected, check no RAM region is over-allocated.
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- [ ] Final sanity check under `x64sc`: load the release build,
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play a full match, and confirm the .prg is small enough to
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- [ ] Final sanity check: load the release build into `x64sc`
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in a real terminal session, play a full match, and confirm
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the .prg is small enough to
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load via `LOAD"*",8,1` (i.e. ≤ 202 blocks = 51,308 bytes).
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**Verify:**
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