Add NUFLI image pipeline

- Add mufflon C source (gitignored, auto-downloaded by make)
- Add tools/nuf_to_asm.py for converting .nuf to oscar64 assembly
- Add Makefile targets: nufli, nufli-clean, ensure-mufflon
- Generate NUFLI .asm/.h files for all 5 screens
- Add NUFLI integration plan to tasks.md
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2026-07-18 22:55:09 +02:00
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@@ -360,6 +360,73 @@ These items were done after Phase 8 was marked complete:
---
## NUFLI Integration Plan
**Goal:** Replace the current multicolor bitmap screens with NUFLI format
for static screens (title, win, gameover). NUFLI provides 320×200 resolution
with ~10+ colors per block vs the current 160×200 with 4 colors per cell.
### Architecture
**Hybrid approach:**
- **Static screens** (title, win_hare, win_scoot, gameover): NUFLI format
- **Animated screens** (waiting1, waiting2, draw): Keep current multicolor bitmap
**Why hybrid:**
- NUFLI consumes 100% CPU during display (no game logic possible)
- NUFLI uses all 8 sprites (no sprites for game objects)
- Static screens don't need game logic, so NUFLI is perfect
### Implementation Steps
#### Step 1: NUFLI display routine integration
- [ ] Create `src/nufli.h` with display function declarations
- [ ] Create `src/nufli.c` with display routine wrapper:
- `nufli_show(const unsigned char *data)` — loads data to $2000, calls SYS 12288
- `nufli_exit()` — restores normal video mode
- [ ] Add `nufli_display.asm` to `src/` (6502 assembly for bank switching + JSR $3000)
#### Step 2: Screen state machine updates
- [ ] Modify `game_enter_title()` to use NUFLI for title screen
- [ ] Modify `game_enter_win_p1/p2()` to use NUFLI for win screens
- [ ] Modify `game_enter_gameover()` to use NUFLI for gameover screen
- [ ] Keep existing multicolor for waiting/draw screens
#### Step 3: Memory management
- [ ] Ensure NUFLI data ($2000-$7FFF) doesn't conflict with game code
- [ ] Verify screen RAM at $C400 doesn't overlap with NUFLI bitmap
- [ ] Test sprite pointer setup (NUFLI uses bank 3 sprites)
#### Step 4: State transitions
- [ ] Implement `nufli_exit()` to restore VIC-II state before returning to game
- [ ] Ensure raster IRQ is re-enabled after NUFLI display
- [ ] Test TITLE→READY transition (NUFLI→multicolor)
#### Step 5: Build pipeline integration
- [x]`make nufli` generates .asm files from source PNGs
- [x] ✅ NUFLI .asm files are build dependencies
- [ ] Add `#pragma embed` or linker includes for NUFLI data
- [ ] Verify total binary size fits in C64 memory
### Memory Map (NUFLI mode)
```
$2000-$7FFF: NUFLI data (bitmap + sprites + color tables)
$8000-$9FFF: Game code (oscar64 default)
$C000-$C3FF: Screen RAM (for multicolor screens)
$C400-$C7FF: Screen RAM (for NUFLI underlays)
$E000-$FFFF: Bitmap RAM (for multicolor screens)
```
### Verify
- `make nufli` generates all 5 screen .asm files
- `make compile` builds successfully with NUFLI data included
- `make run`: title screen displays in NUFLI quality (320×200, many colors)
- Press fire → transitions to multicolor waiting screen
- Win → displays NUFLI win screen
- Gameover → displays NUFLI gameover screen
---
## Phase 10 — Code review fixes (pending)
Findings from the second round of 4-agent parallel code review.