Phase 10: Fix all 28 code review bugs
Critical fixes: - Screen RAM relocated from to (VIC register collision) - RST8 preserved in vic_setup_mcm() (raster IRQ line 311 stability) - random source armed with NOISE waveform (WAIT duration variety) - Makefile now has real file rule (run-vice works from clean) - .PHONY lists corrected Medium fixes: - DRAW fault timeout >= 500 (was > 500) - Counter minimum now 001 (init to 0, increment before render) - WAIT duration upper bound 250 (was 249) - Border strobe 4 frames (was 5) - GAMEOVER shows final score, reset on TITLE entry - ADSR decay comments corrected - clear_color_ram() redundant loop removed - memmap_setup() redundant MMAP_RAM removed - Makefile: VICE/:0/c1541 checks, setsid pgrep, ensure-oscar64 - WAIT stinger uses voice 0 (protects voice 2 for RNG) Low fixes: - WHACKED references updated to Nyuller - font arrays use unsigned char - memmap_restore() documented as unused - PROG_C64.md banking table corrected - Makefile: clean @ prefix, help docs, OPT guard - Audio schedule off-by-one corrected (+1 frame/note)
This commit is contained in:
@@ -30,7 +30,7 @@ colors in the files are the colors the C64 will display):
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| File | Resolution | Used for |
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|------|------------|----------|
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| `source_images/screen_title.png` | 1390×1130 | Title screen — "WHACKED" logo, both characters facing off, sunset farm background. |
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| `source_images/screen_title.png` | 1390×1130 | Title screen — "Nyuller" logo, both characters facing off, sunset farm background. |
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| `source_images/screen_waiting1.png` | 1401×1123 | "Get ready" screen — the two characters glaring at each other in profile. |
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| `source_images/screen_waiting_2.png` | 1390×1130 | "Wait for it" screen — full-body shot of the two characters in their stances, same scene as the title but cropped. |
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| `source_images/screen_win_hare.png` | 1391×1131 | Hare won — Hare punching Scoot in the face mid-scooter. |
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@@ -20,14 +20,18 @@ SRC_DIR := $(ROOT)/src
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# --- oscar64 flags ----------------------------------------
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# Override with: make OPT=O3 (or O0/O1/O2/Os/g)
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OPT ?= O1
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OPT_FLAGS := -$(OPT)
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OPT_FLAGS := $(if $(OPT),-$(OPT))
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# --- VICE flags -------------------------------------------
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VICE_FLAGS := +confirmonexit -drive8type 1541
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# --- source files (for dependency tracking) ----------------
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SRC_FILES := $(wildcard $(SRC_DIR)/*.c)
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HDR_FILES := $(wildcard $(SRC_DIR)/*.h)
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# --- phony targets ----------------------------------------
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.PHONY: help compile run run-vice run-vice-cycle-exact \
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play play-cycle-exact kill clean ensure-build-dir
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.PHONY: help compile run run-vice run-vice-cycle \
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play play-cycle kill clean ensure-build-dir ensure-oscar64
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# ============================================================
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# help (default)
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@@ -63,6 +67,9 @@ help:
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@echo " nyuller.asm full 6502 listing"
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@echo " nyuller.map region/section/object placement"
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@echo " nyuller.lbl VICE monitor label commands"
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@echo " nyuller.int intermediate compiler output"
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@echo " nyuller.dbj intermediate compiler output"
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@echo " nyuller.csz intermediate compiler output"
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@echo ""
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@echo " VICE note: -drive8type 1541 is required for autostart to work."
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@echo " Without this flag the autostart LOAD\"*\",8,1 fails with ?DEVICE"
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@@ -81,10 +88,9 @@ ensure-build-dir:
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@mkdir -p "$(BUILD_DIR)"
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# ============================================================
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# compile
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# ensure-oscar64 — build the compiler if missing
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# ============================================================
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compile: ensure-build-dir
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@# Build the oscar64 compiler first if it doesn't exist.
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ensure-oscar64:
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@if [ ! -x "$(OSCAR64_BIN)" ]; then \
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echo "oscar64 compiler not found at $(OSCAR64_BIN); building it..."; \
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cd "$(OSCAR64_DIR)" && make -C make compiler; \
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@@ -94,22 +100,23 @@ compile: ensure-build-dir
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echo " try: cd $(OSCAR64_DIR) && make -C make compiler" >&2; \
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exit 1; \
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fi
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# ============================================================
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# $(PRG) — compile main.c → nyuller.prg
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# ============================================================
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$(PRG): $(SRC_FILES) $(HDR_FILES) | ensure-build-dir ensure-oscar64
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@echo "compiling $(SRC) with $(OSCAR64_BIN) -> $(BUILD_DIR)/"
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cd "$(SRC_DIR)" && "$(OSCAR64_BIN)" -i="$(OSCAR64_DIR)/include" -o="$(PRG)" $(OPT_FLAGS) "$(SRC)"
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# ============================================================
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# compile — convenience alias for $(PRG)
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# ============================================================
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compile: $(PRG)
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# ============================================================
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# run — oscar64 built-in emulator (headless, fast)
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# ============================================================
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run: ensure-build-dir
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@if [ ! -x "$(OSCAR64_BIN)" ]; then \
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echo "oscar64 compiler not found at $(OSCAR64_BIN); building it..."; \
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cd "$(OSCAR64_DIR)" && make -C make compiler; \
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fi
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@if [ ! -x "$(OSCAR64_BIN)" ]; then \
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echo "error: $(OSCAR64_BIN) is still missing after build" >&2; \
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echo " try: cd $(OSCAR64_DIR) && make -C make compiler" >&2; \
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exit 1; \
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fi
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run: ensure-build-dir ensure-oscar64
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@echo "running $(SRC) in oscar64's built-in emulator"
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cd "$(SRC_DIR)" && "$(OSCAR64_BIN)" -i="$(OSCAR64_DIR)/include" -o="$(PRG)" $(OPT_FLAGS) -e "$(SRC)"
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@@ -117,6 +124,8 @@ run: ensure-build-dir
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# run-vice — VICE x64 (foreground, blocks terminal)
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# ============================================================
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run-vice: $(D64)
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@command -v x64 >/dev/null 2>&1 || { echo "error: x64 not found in PATH" >&2; exit 1; }
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@[ -n "$$DISPLAY" ] || { echo "error: no \$DISPLAY" >&2; exit 1; }
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@echo "running nyuller in VICE x64 (blocking)"
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x64 $(VICE_FLAGS) -autostart "$(D64)"
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@@ -124,13 +133,17 @@ run-vice: $(D64)
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# run-vice-cycle — VICE x64sc (foreground, cycle-exact, slow)
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# ============================================================
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run-vice-cycle: $(D64)
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@command -v x64sc >/dev/null 2>&1 || { echo "error: x64sc not found in PATH" >&2; exit 1; }
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@[ -n "$$DISPLAY" ] || { echo "error: no \$DISPLAY" >&2; exit 1; }
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@echo "running nyuller in VICE x64sc (cycle-exact, blocking)"
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x64sc $(VICE_FLAGS) -autostart "$(D64)"
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# ============================================================
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# play — VICE x64 detached (returns to shell)
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# ============================================================
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play: compile $(D64)
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play: $(D64)
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@command -v x64 >/dev/null 2>&1 || { echo "error: x64 not found in PATH" >&2; exit 1; }
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@[ -n "$$DISPLAY" ] || { echo "error: no \$DISPLAY" >&2; exit 1; }
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@# Kill any previous VICE first.
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@existing=$$(pgrep -f 'x64(sc)? \+confirmonexit.*nyuller\.d64' 2>/dev/null || true); \
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if [ -n "$$existing" ]; then \
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@@ -141,11 +154,13 @@ play: compile $(D64)
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fi
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@echo "launching VICE x64 in the background with $(D64)..."
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@setsid nohup x64 $(VICE_FLAGS) -autostart "$(D64)" \
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> "$(LOG)" 2>&1 < /dev/null & echo $$! > "$(PID_FILE)"
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> "$(LOG)" 2>&1 < /dev/null &
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@sleep 1
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@if kill -0 "$$(cat "$(PID_FILE)")" 2>/dev/null; then \
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@pid=$$(pgrep -f 'x64 \+confirmonexit.*nyuller\.d64' 2>/dev/null | head -1); \
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if [ -n "$$pid" ]; then \
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echo "$$pid" > "$(PID_FILE)"; \
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echo ""; \
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echo "VICE launched (PID $$(cat "$(PID_FILE)")). Look for the x64 window on your desktop."; \
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echo "VICE launched (PID $$pid). Look for the x64 window on your desktop."; \
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echo "Default keys: Port 1 (Hare) = Arrows + Right Shift (fire)"; \
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echo " Port 2 (Scoot) = W A S D + Left Ctrl (fire)"; \
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echo "Rebind under Settings → Input devices → Joystick settings."; \
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@@ -159,7 +174,9 @@ play: compile $(D64)
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# ============================================================
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# play-cycle — VICE x64sc detached (cycle-exact, returns to shell)
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# ============================================================
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play-cycle: compile $(D64)
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play-cycle: $(D64)
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@command -v x64sc >/dev/null 2>&1 || { echo "error: x64sc not found in PATH" >&2; exit 1; }
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@[ -n "$$DISPLAY" ] || { echo "error: no \$DISPLAY" >&2; exit 1; }
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@existing=$$(pgrep -f 'x64(sc)? \+confirmonexit.*nyuller\.d64' 2>/dev/null || true); \
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if [ -n "$$existing" ]; then \
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echo "killing previous VICE process(es): $$existing"; \
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@@ -169,11 +186,13 @@ play-cycle: compile $(D64)
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fi
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@echo "launching VICE x64sc in the background with $(D64)..."
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@setsid nohup x64sc $(VICE_FLAGS) -autostart "$(D64)" \
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> "$(LOG)" 2>&1 < /dev/null & echo $$! > "$(PID_FILE)"
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> "$(LOG)" 2>&1 < /dev/null &
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@sleep 1
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@if kill -0 "$$(cat "$(PID_FILE)")" 2>/dev/null; then \
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@pid=$$(pgrep -f 'x64sc \+confirmonexit.*nyuller\.d64' 2>/dev/null | head -1); \
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if [ -n "$$pid" ]; then \
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echo "$$pid" > "$(PID_FILE)"; \
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echo ""; \
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echo "VICE launched (PID $$(cat "$(PID_FILE)")). Look for the x64sc window on your desktop."; \
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echo "VICE launched (PID $$pid). Look for the x64sc window on your desktop."; \
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echo "Default keys: Port 1 (Hare) = Arrows + Right Shift (fire)"; \
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echo " Port 2 (Scoot) = W A S D + Left Ctrl (fire)"; \
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echo "Rebind under Settings → Input devices → Joystick settings."; \
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@@ -213,6 +232,7 @@ kill:
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# All c1541 calls are wrapped in `|| true` so the final
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# list-and-grep is the authoritative check.
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$(D64): $(PRG) | ensure-build-dir
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@command -v c1541 >/dev/null 2>&1 || { echo "error: c1541 not found" >&2; exit 1; }
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@echo "wrapping $(PRG) in $(D64) (VICE autostart needs a disk image)..."
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@c1541 -format ny,of d64 "$(D64)" >/dev/null 2>&1 || true
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@echo "write $(PRG)" | c1541 "$(D64)" >/dev/null 2>&1 || true
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@@ -228,7 +248,7 @@ $(D64): $(PRG) | ensure-build-dir
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# clean
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# ============================================================
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clean:
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rm -f "$(PRG)" "$(D64)" "$(BUILD_DIR)/nyuller.asm" "$(BUILD_DIR)/nyuller.map" \
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@rm -f "$(PRG)" "$(D64)" "$(BUILD_DIR)/nyuller.asm" "$(BUILD_DIR)/nyuller.map" \
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"$(BUILD_DIR)/nyuller.lbl" "$(BUILD_DIR)/nyuller.int" "$(BUILD_DIR)/nyuller.dbj" \
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"$(BUILD_DIR)/nyuller.csz" "$(PID_FILE)" "$(LOG)"
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@echo "cleaned build/"
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+3
-3
@@ -125,8 +125,8 @@ is also the CPU's bank-switch latch. The bit meanings:
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| Bit | Name | Effect |
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|-----|------|--------|
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| 0 | LORAM | 0=RAM at $A000-$BFFF, 1=BASIC ROM |
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| 1 | HIRAM | 0=RAM at $E000-$FFFF, 1=KERNAL ROM |
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| 0 | LORAM | Controls $A000-$BFFF (with HIRAM): 1+BASIC ROM visible |
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| 1 | HIRAM | 0=RAM at $E000-$FFFF, 1=KERNAL ROM. Also gates BASIC ROM. |
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| 2 | CHAREN | 0=CHAR ROM at $D000-$DFFF, 1=I/O (default) |
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| 3 | Cassette Data Out |
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| 4 | Cassette Switch Sense |
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@@ -156,7 +156,7 @@ prefetch), but you almost never need to.
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| $0300-$03FF | More KERNAL/BASIC pointers; **$0314-$0315 = IRQ vector, $0316-$0317 = BRK vector, $0318-$0319 = NMI vector** |
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| $0400-$07FF | Screen RAM (1000 bytes for the 40×25 text screen) |
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| $0800-$9FFF | Free BASIC program storage (38911 bytes) |
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| $A000-$BFFF | BASIC ROM (8 KB, visible iff LORAM=1) |
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| $A000-$BFFF | BASIC ROM (8 KB, visible iff LORAM=1 AND HIRAM=1) |
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| $C000-$CFFF | Free for ML programs |
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| $D000-$D3FF | VIC-II registers (47 of them, mirrored every 64 bytes) |
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| $D400-$D7FF | SID registers (mirrored every 32 bytes; not on C128) |
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@@ -139,7 +139,7 @@ $21-$24) goes to $D800-$DBE7.
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| Element | Value |
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|---------|-------|
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| Title screen | `source_images/screen_title.png` — full-screen image with "WHACKED" logo |
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| Title screen | `source_images/screen_title.png` — full-screen image with "Nyuller" logo |
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| Waiting 1 | `source_images/screen_waiting1.png` — 1.2 sec, "ping" jingle |
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| Waiting 2 | `source_images/screen_waiting_2.png` — random 2-5 sec, suspense music |
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| DRAW | white screen, big counter incrementing each frame, sharp stab |
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+3
-3
@@ -72,9 +72,9 @@ total), DRAW noise (4 frames — checks `>= 4` which also lines up
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correctly), WAIT retrigger cadence (the `mod 16` checks produce the
|
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right 16-frame cycles).
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|
||||
**Decision:** Cosmetic. Not worth the schedule risk of changing
|
||||
`audio_step++` to the end of the function (would need to verify
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||||
all 5 state schedules still work).
|
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**Decision:** Fixed. Adjusted schedule frame numbers: WIN now uses
|
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11-frame notes (total 44 frames = 0.88s), GAMEOVER uses 31-frame
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notes (total 155 frames = 3.1s).
|
||||
|
||||
## 4. `docs/c64/vic/graphics_modes.md` has wrong color mapping (Review 7)
|
||||
|
||||
|
||||
+77
-72
@@ -20,12 +20,12 @@
|
||||
// sounds on frames 8-15, 24-31, ...).
|
||||
// STATE_DRAW voice 2 noise, attack=0, decay=1, sustain=0,
|
||||
// release=2; gated on for 4 frames.
|
||||
// STATE_WIN_* voice 0 triangle C5-E5-G5-C6 arpeggio, 10 frames
|
||||
// per note (~0.8s total); voice 1 triangle a major
|
||||
// STATE_WIN_* voice 0 triangle C5-E5-G5-C6 arpeggio, 11 frames
|
||||
// per note (~0.88s total); voice 1 triangle a major
|
||||
// third below (A4, C5, E5, A5) with sustain=4 to
|
||||
// keep it "very quiet".
|
||||
// STATE_GAMEOVER voice 0 triangle G4-C5-E5-G5-C6 fanfare, 30
|
||||
// frames per note (~3s total); voice 1 sustained C4
|
||||
// STATE_GAMEOVER voice 0 triangle G4-C5-E5-G5-C6 fanfare, 31
|
||||
// frames per note (~3.1s total); voice 1 sustained C4
|
||||
// (a perfect fifth below G4) throughout.
|
||||
//
|
||||
// **No leakage between states.** audio_state_enter() calls
|
||||
@@ -58,7 +58,7 @@ static byte audio_state;
|
||||
|
||||
// Per-state frame counter. Reset to 0 on each audio_state_enter()
|
||||
// call and incremented at the start of each audio_state_step() call.
|
||||
// 16 bits is enough for the longest cue (GAMEOVER is 150 frames).
|
||||
// 16 bits is enough for the longest cue (GAMEOVER is 155 frames).
|
||||
static unsigned short audio_step;
|
||||
|
||||
// Fault stinger counter. > 0 means the stinger is currently playing
|
||||
@@ -100,19 +100,24 @@ void audio_init(void)
|
||||
// wrote freq=0 to all 3 voices, which leaves the oscillator
|
||||
// stopped and $D41B stuck at 0 — so the first round of every
|
||||
// session would always get the same (deterministic) WAIT
|
||||
// duration. Set voice 3's freq to max so the oscillator runs
|
||||
// and $D41B is properly random from the very first sample.
|
||||
// duration. Set voice 3's freq to max and select the NOISE
|
||||
// waveform (required for the LFSR to run) so $D41B is properly
|
||||
// random from the very first sample. No GATE bit → silent.
|
||||
sid.voices[2].freq = 0xffff;
|
||||
sid.voices[2].ctrl = SID_CTRL_NOISE;
|
||||
}
|
||||
|
||||
void audio_stop(void)
|
||||
{
|
||||
// Gate off all 3 voices and clear their registers. Cheap to do
|
||||
// (24 bytes of writes) and guarantees no audio leakage when a
|
||||
// state transitions out.
|
||||
// Gate off voices 0-1 and clear their registers. Voice 3
|
||||
// (index 2) is exempt from freq/ctrl zeroing because the game
|
||||
// uses its LFSR as a random source ($D41B). Setting ctrl to
|
||||
// SID_CTRL_NOISE without GATE keeps it silent while the
|
||||
// oscillator keeps running — zeroing freq/ctrl would freeze
|
||||
// the LFSR and make $D41B return 0 every time.
|
||||
sid.voices[0].ctrl = 0;
|
||||
sid.voices[1].ctrl = 0;
|
||||
sid.voices[2].ctrl = 0;
|
||||
sid.voices[2].ctrl = SID_CTRL_NOISE;
|
||||
sid.voices[0].attdec = 0;
|
||||
sid.voices[1].attdec = 0;
|
||||
sid.voices[2].attdec = 0;
|
||||
@@ -121,7 +126,7 @@ void audio_stop(void)
|
||||
sid.voices[2].susrel = 0;
|
||||
sid.voices[0].freq = 0;
|
||||
sid.voices[1].freq = 0;
|
||||
sid.voices[2].freq = 0;
|
||||
sid.voices[2].freq = 0xffff;
|
||||
sid.voices[0].pwm = 0;
|
||||
sid.voices[1].pwm = 0;
|
||||
sid.voices[2].pwm = 0;
|
||||
@@ -241,7 +246,7 @@ void audio_state_enter(int state)
|
||||
|
||||
case STATE_READY:
|
||||
// Ping-ping: triangle A4 then A5, 8 frames each.
|
||||
// ADSR: attack=0 (2ms), decay=9 (~114ms), no
|
||||
// ADSR: attack=0 (2ms), decay=4 (~114ms), no
|
||||
// sustain, release=0 (6ms). With sustain=0 the
|
||||
// envelope drops to 0 once decay finishes, but
|
||||
// audio_state_step() retriggers the gate every 8
|
||||
@@ -283,7 +288,7 @@ void audio_state_enter(int state)
|
||||
// pitch is taken from voice 3's oscillator
|
||||
// frequency (a SID hardware quirk); we set the
|
||||
// freq to max for a "hissy" stab. ADSR:
|
||||
// attack=0, decay=1 (6ms), sustain=0, release=2.
|
||||
// attack=0, decay=0 (6ms), sustain=0, release=2.
|
||||
// Sustain=0 means the envelope drops to 0 almost
|
||||
// immediately, but the gate is held on for 4
|
||||
// frames so the noise is at full volume the whole
|
||||
@@ -304,8 +309,8 @@ void audio_state_enter(int state)
|
||||
// it "very quiet" per the spec.
|
||||
// ADSR: attack=0, decay=9 (~114ms), sustain=15
|
||||
// (voice 0) or 4 (voice 1), release=15. Note
|
||||
// durations are 10 frames per note — total 40
|
||||
// frames = 0.8s at 50 Hz.
|
||||
// durations are 11 frames per note — total 44
|
||||
// frames = 0.88s at 50 Hz.
|
||||
audio_setup_voice(0, NOTE_C5, SID_CTRL_TRI,
|
||||
SID_ATK_2 | SID_DKY_114,
|
||||
(15 << 4) | 0x0f,
|
||||
@@ -322,8 +327,8 @@ void audio_state_enter(int state)
|
||||
case STATE_GAMEOVER:
|
||||
// Voice 0: triangle G4-C5-E5-G5-C6 fanfare.
|
||||
// Voice 1: sustained C4 (a perfect fifth below
|
||||
// G4) throughout. Note durations are 30 frames
|
||||
// — total 150 frames = 3.0s at 50 Hz.
|
||||
// G4) throughout. Note durations are 31 frames
|
||||
// — total 155 frames = 3.1s at 50 Hz.
|
||||
// ADSR: attack=0, decay=9, sustain=15, release=15
|
||||
// (a long held chord that rings out).
|
||||
audio_setup_voice(0, NOTE_G4, SID_CTRL_TRI,
|
||||
@@ -413,63 +418,63 @@ void audio_state_step(int state)
|
||||
|
||||
case STATE_WIN_P1:
|
||||
case STATE_WIN_P2:
|
||||
// Arpeggio every 10 frames. Both voices
|
||||
// advance in lockstep. Voice 0 plays the
|
||||
// melody (C5, E5, G5, C6); voice 1 plays
|
||||
// the same notes a major third below
|
||||
// (A4, C5, E5, A5). At frame 40 we gate
|
||||
// both off (end of cue).
|
||||
if (audio_step == 10) {
|
||||
audio_gate_off(0, SID_CTRL_TRI);
|
||||
sid.voices[0].freq = NOTE_E5;
|
||||
audio_gate_on(0, SID_CTRL_TRI);
|
||||
audio_gate_off(1, SID_CTRL_TRI);
|
||||
sid.voices[1].freq = NOTE_C5;
|
||||
audio_gate_on(1, SID_CTRL_TRI);
|
||||
} else if (audio_step == 20) {
|
||||
audio_gate_off(0, SID_CTRL_TRI);
|
||||
sid.voices[0].freq = NOTE_G5;
|
||||
audio_gate_on(0, SID_CTRL_TRI);
|
||||
audio_gate_off(1, SID_CTRL_TRI);
|
||||
sid.voices[1].freq = NOTE_E5;
|
||||
audio_gate_on(1, SID_CTRL_TRI);
|
||||
} else if (audio_step == 30) {
|
||||
audio_gate_off(0, SID_CTRL_TRI);
|
||||
sid.voices[0].freq = NOTE_C6;
|
||||
audio_gate_on(0, SID_CTRL_TRI);
|
||||
audio_gate_off(1, SID_CTRL_TRI);
|
||||
sid.voices[1].freq = NOTE_A5;
|
||||
audio_gate_on(1, SID_CTRL_TRI);
|
||||
} else if (audio_step >= 40) {
|
||||
audio_gate_off(0, SID_CTRL_TRI);
|
||||
audio_gate_off(1, SID_CTRL_TRI);
|
||||
}
|
||||
// Arpeggio every 11 frames. Both voices
|
||||
// advance in lockstep. Voice 0 plays the
|
||||
// melody (C5, E5, G5, C6); voice 1 plays
|
||||
// the same notes a major third below
|
||||
// (A4, C5, E5, A5). At frame 44 we gate
|
||||
// both off (end of cue).
|
||||
if (audio_step == 11) {
|
||||
audio_gate_off(0, SID_CTRL_TRI);
|
||||
sid.voices[0].freq = NOTE_E5;
|
||||
audio_gate_on(0, SID_CTRL_TRI);
|
||||
audio_gate_off(1, SID_CTRL_TRI);
|
||||
sid.voices[1].freq = NOTE_C5;
|
||||
audio_gate_on(1, SID_CTRL_TRI);
|
||||
} else if (audio_step == 22) {
|
||||
audio_gate_off(0, SID_CTRL_TRI);
|
||||
sid.voices[0].freq = NOTE_G5;
|
||||
audio_gate_on(0, SID_CTRL_TRI);
|
||||
audio_gate_off(1, SID_CTRL_TRI);
|
||||
sid.voices[1].freq = NOTE_E5;
|
||||
audio_gate_on(1, SID_CTRL_TRI);
|
||||
} else if (audio_step == 33) {
|
||||
audio_gate_off(0, SID_CTRL_TRI);
|
||||
sid.voices[0].freq = NOTE_C6;
|
||||
audio_gate_on(0, SID_CTRL_TRI);
|
||||
audio_gate_off(1, SID_CTRL_TRI);
|
||||
sid.voices[1].freq = NOTE_A5;
|
||||
audio_gate_on(1, SID_CTRL_TRI);
|
||||
} else if (audio_step >= 44) {
|
||||
audio_gate_off(0, SID_CTRL_TRI);
|
||||
audio_gate_off(1, SID_CTRL_TRI);
|
||||
}
|
||||
break;
|
||||
|
||||
case STATE_GAMEOVER:
|
||||
// Fanfare every 30 frames on voice 0; voice 1
|
||||
// sustains C4 throughout the entire cue and is
|
||||
// only gated off at the end (frame 150+).
|
||||
if (audio_step == 30) {
|
||||
audio_gate_off(0, SID_CTRL_TRI);
|
||||
sid.voices[0].freq = NOTE_C5;
|
||||
audio_gate_on(0, SID_CTRL_TRI);
|
||||
} else if (audio_step == 60) {
|
||||
audio_gate_off(0, SID_CTRL_TRI);
|
||||
sid.voices[0].freq = NOTE_E5;
|
||||
audio_gate_on(0, SID_CTRL_TRI);
|
||||
} else if (audio_step == 90) {
|
||||
audio_gate_off(0, SID_CTRL_TRI);
|
||||
sid.voices[0].freq = NOTE_G5;
|
||||
audio_gate_on(0, SID_CTRL_TRI);
|
||||
} else if (audio_step == 120) {
|
||||
audio_gate_off(0, SID_CTRL_TRI);
|
||||
sid.voices[0].freq = NOTE_C6;
|
||||
audio_gate_on(0, SID_CTRL_TRI);
|
||||
} else if (audio_step >= 150) {
|
||||
audio_gate_off(0, SID_CTRL_TRI);
|
||||
audio_gate_off(1, SID_CTRL_TRI);
|
||||
}
|
||||
// Fanfare every 31 frames on voice 0; voice 1
|
||||
// sustains C4 throughout the entire cue and is
|
||||
// only gated off at the end (frame 155+).
|
||||
if (audio_step == 31) {
|
||||
audio_gate_off(0, SID_CTRL_TRI);
|
||||
sid.voices[0].freq = NOTE_C5;
|
||||
audio_gate_on(0, SID_CTRL_TRI);
|
||||
} else if (audio_step == 62) {
|
||||
audio_gate_off(0, SID_CTRL_TRI);
|
||||
sid.voices[0].freq = NOTE_E5;
|
||||
audio_gate_on(0, SID_CTRL_TRI);
|
||||
} else if (audio_step == 93) {
|
||||
audio_gate_off(0, SID_CTRL_TRI);
|
||||
sid.voices[0].freq = NOTE_G5;
|
||||
audio_gate_on(0, SID_CTRL_TRI);
|
||||
} else if (audio_step == 124) {
|
||||
audio_gate_off(0, SID_CTRL_TRI);
|
||||
sid.voices[0].freq = NOTE_C6;
|
||||
audio_gate_on(0, SID_CTRL_TRI);
|
||||
} else if (audio_step >= 155) {
|
||||
audio_gate_off(0, SID_CTRL_TRI);
|
||||
audio_gate_off(1, SID_CTRL_TRI);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
+2
-2
@@ -26,7 +26,7 @@
|
||||
// to use the font, but the banner is a separate concern: it doesn't
|
||||
// touch the score bar's labels or pips, and it renders below the
|
||||
// score bar (row 1) or in the body of the screen (rows 2+).
|
||||
extern const char font[FONT_COUNT][8];
|
||||
extern const unsigned char font[FONT_COUNT][8];
|
||||
|
||||
// Pixel-pair expansion table (same as score.c). Each 4-bit font
|
||||
// nibble is expanded to a byte where each "1" becomes "11" and each
|
||||
@@ -41,7 +41,7 @@ static const char expand4[16] = {
|
||||
// — duplicated here so banner.c is self-contained.
|
||||
#define BM_BASE ((char *)0xE000)
|
||||
#define CRAM_BASE ((char *)0xD800)
|
||||
#define SMEM_BASE ((char *)0xD000)
|
||||
#define SMEM_BASE ((char *)0xC400)
|
||||
#define CELLS_PER_ROW 40
|
||||
#define BYTES_PER_CELL 8
|
||||
#define BYTES_PER_ROW 320
|
||||
|
||||
+20
-19
@@ -106,7 +106,7 @@ static unsigned short draw_counter;
|
||||
//
|
||||
// STATE_TITLE -> voice 0 (TITLE is silent; voice 1+2 free)
|
||||
// STATE_READY -> voice 1 (READY uses voice 0 only; voice 1+2 free)
|
||||
// STATE_WAIT -> voice 2 (WAIT uses voice 0+1; voice 2 free)
|
||||
// STATE_WAIT -> voice 0 (WAIT uses voice 0+1; voice 2 is the RNG source)
|
||||
// STATE_DRAW -> voice 0 (DRAW uses voice 2 for noise; voice 0+1 free)
|
||||
// STATE_WIN_P1/P2 -> voice 2 (WIN uses voice 0+1; voice 2 free)
|
||||
// STATE_GAMEOVER -> voice 2 (GAMEOVER uses voice 0+1; voice 2 free)
|
||||
@@ -120,7 +120,7 @@ static byte stinger_voice_for_state(byte s)
|
||||
switch (s) {
|
||||
case STATE_TITLE: return 0;
|
||||
case STATE_READY: return 1;
|
||||
case STATE_WAIT: return 2;
|
||||
case STATE_WAIT: return 0;
|
||||
case STATE_DRAW: return 0;
|
||||
case STATE_WIN_P1:
|
||||
case STATE_WIN_P2: return 2;
|
||||
@@ -162,6 +162,8 @@ static byte last_winner;
|
||||
static void game_enter_title(void)
|
||||
{
|
||||
show_screen(SCREEN_TITLE);
|
||||
score_p1 = 0;
|
||||
score_p2 = 0;
|
||||
score_render();
|
||||
// "PRESS FIRE" prompt: drawn in row 1 (below the score bar) of
|
||||
// the title screen. Re-rendered on every TITLE entry so it
|
||||
@@ -190,10 +192,10 @@ static void game_enter_ready(void)
|
||||
banner_clear(1);
|
||||
enter_frame = frame_count;
|
||||
// Sample SID oscillator 3 ($D41B) for the upcoming WAIT duration.
|
||||
// 100 + (sid.random % 150) frames = 2.0..5.0 sec at 50 Hz. This
|
||||
// 100 + (sid.random % 151) frames = 2.0..5.0 sec at 50 Hz. This
|
||||
// register is the SID's voice 3 oscillator low byte, which is
|
||||
// driven by an LFSR and effectively random between reads.
|
||||
wait_duration_frames = 100 + (sid.random % 150);
|
||||
wait_duration_frames = 100 + (sid.random % 151);
|
||||
vic.color_border = 0;
|
||||
audio_state_enter(STATE_READY);
|
||||
// 5-frame transition stinger on voice 1 (free in READY).
|
||||
@@ -222,14 +224,15 @@ static void game_enter_draw(void)
|
||||
draw_was_pressed[0] = input_fire(1); // Hare — capture current state
|
||||
draw_was_pressed[1] = input_fire(0); // Scoot — so holding from WAIT
|
||||
// doesn't auto-win
|
||||
// Reset the per-frame counter and render "001" once. The
|
||||
// bitmap was cleared to 0 and $D021 was set to white by
|
||||
// show_white_screen(), so this draws black "001" digits on the
|
||||
// Reset the per-frame counter to 0 and render "000" once.
|
||||
// The bitmap was cleared to 0 and $D021 was set to white by
|
||||
// show_white_screen(), so this draws black "000" digits on the
|
||||
// white background. game_step_draw() will then increment the
|
||||
// counter and re-render each frame. The spec (GAME.md §3 step
|
||||
// 4) says the counter starts at 001, not 000.
|
||||
draw_counter = 1;
|
||||
draw_render_counter(1);
|
||||
// counter and re-render each frame. A perfect 1-frame draw
|
||||
// therefore reports "001" (counter is incremented to 1 before
|
||||
// the fire check runs).
|
||||
draw_counter = 0;
|
||||
draw_render_counter(0);
|
||||
audio_state_enter(STATE_DRAW);
|
||||
// 5-frame transition stinger on voice 0 (voice 2 is the noise stab).
|
||||
audio_play_stinger(stinger_voice_for_state(STATE_DRAW), STINGER_DURATION);
|
||||
@@ -265,13 +268,11 @@ static void game_enter_win_p2(void)
|
||||
|
||||
static void game_enter_gameover(void)
|
||||
{
|
||||
// Show the title screen, but with the scores reset to 0/0 (the
|
||||
// score bar makes this visually obvious: it's the title screen
|
||||
// with an empty score bar). The winner banner ("HARE WINS!" or
|
||||
// "SCOOT WINS!") is rendered into row 1 below the score bar.
|
||||
// Show the title screen with the final scores still displayed
|
||||
// (5 : x or x : 5) and the winner banner ("HARE WINS!" or
|
||||
// "SCOOT WINS!") in row 1 below the score bar. Scores are not
|
||||
// reset here — they reset on the next TITLE entry.
|
||||
show_screen(SCREEN_TITLE);
|
||||
score_p1 = 0;
|
||||
score_p2 = 0;
|
||||
score_render();
|
||||
// "HARE WINS!" or "SCOOT WINS!" — driven by last_winner set in
|
||||
// game_enter_win_p1/p2. show_screen(SCREEN_TITLE) just
|
||||
@@ -374,7 +375,7 @@ static void game_step_draw(void)
|
||||
// strobe creates a brief visible "flash" at the start of the
|
||||
// round (4 frames at 50 Hz = ~80 ms). After the flash the
|
||||
// border matches the white screen and disappears visually.
|
||||
if (elapsed < 5)
|
||||
if (elapsed < 4)
|
||||
vic.color_border = (elapsed & 1) ? 0 : 1;
|
||||
else
|
||||
vic.color_border = 1;
|
||||
@@ -390,7 +391,7 @@ static void game_step_draw(void)
|
||||
// 500-frame fault timeout (10 sec at 50 Hz). If neither player
|
||||
// fires in 10 sec, abort the round, trigger a short stinger on
|
||||
// SID voice 1, and go back to TITLE. No point awarded.
|
||||
if (elapsed > 500) {
|
||||
if (elapsed >= 500) {
|
||||
state = STATE_TITLE;
|
||||
game_enter_title();
|
||||
// Trigger the stinger AFTER audio_state_enter(TITLE)
|
||||
|
||||
+4
-1
@@ -3,10 +3,13 @@
|
||||
void memmap_setup(void)
|
||||
{
|
||||
mmap_trampoline();
|
||||
mmap_set(MMAP_RAM);
|
||||
mmap_set(MMAP_NO_ROM);
|
||||
}
|
||||
|
||||
// memmap_restore() — intentionally unused. The game runs an infinite
|
||||
// main loop and is designed to run until power-off. If a graceful exit
|
||||
// path is ever added (e.g. NMI handler or RUN/STOP key), call this
|
||||
// before returning to BASIC so the memory config matches user expectations.
|
||||
void memmap_restore(void)
|
||||
{
|
||||
mmap_set(MMAP_ROM);
|
||||
|
||||
+2
-2
@@ -33,7 +33,7 @@ byte score_p2 = 0;
|
||||
// Index (also see CHAR_* macros in score.h):
|
||||
// 0=H, 1=A, 2=R, 3=E, 4=S, 5=C, 6=O, 7=T (score bar labels)
|
||||
// 8=P, 9=F, 10=W, 11=I, 12=N, 13=!, 14=' ', 15=reserved
|
||||
static const char font[FONT_COUNT][8] = {
|
||||
static const unsigned char font[FONT_COUNT][8] = {
|
||||
// 0 H (1 0 0 1) × 3, (1 1 1 1), (1 0 0 1) × 4
|
||||
{ 0x90, 0x90, 0x90, 0xF0, 0x90, 0x90, 0x90, 0x90 },
|
||||
// 1 A (0 1 1 0), (1 0 0 1) × 2, (1 1 1 1), (1 0 0 1) × 4
|
||||
@@ -131,7 +131,7 @@ static const char pip_empty[16] = {
|
||||
#define CELLS_PER_ROW 40
|
||||
#define BYTES_PER_CELL 8
|
||||
#define SCORE_BITMAP_BASE ((char *)0xE000)
|
||||
#define SCORE_SCREEN_BASE ((char *)0xD000)
|
||||
#define SCORE_SCREEN_BASE ((char *)0xC400)
|
||||
#define SCORE_CRAM_BASE ((char *)0xD800)
|
||||
|
||||
// Cell indices for the labels and pip groups (see score.h for diagram).
|
||||
|
||||
+8
-11
@@ -140,7 +140,6 @@ static void clear_color_ram(void)
|
||||
{
|
||||
__asm {
|
||||
lda #0
|
||||
ldx #4
|
||||
ldy #0
|
||||
L0: sta $d800, y
|
||||
sta $d900, y
|
||||
@@ -148,21 +147,19 @@ static void clear_color_ram(void)
|
||||
sta $db00, y
|
||||
iny
|
||||
bne L0
|
||||
dex
|
||||
bne L0
|
||||
}
|
||||
}
|
||||
|
||||
// Configure the VIC for multicolor bitmap mode pointing at the data
|
||||
// at $D000 (screen memory) and $E000 (bitmap). Same config for all
|
||||
// 5 game screens + the white screen; only the per-screen pixel data
|
||||
// and per-screen d021 color differ.
|
||||
// at $C400 (screen memory, VIC offset $0400) and $E000 (bitmap). Same
|
||||
// config for all 5 game screens + the white screen; only the per-screen
|
||||
// pixel data and per-screen d021 color differ.
|
||||
static void vic_setup_mcm(void)
|
||||
{
|
||||
vic.ctrl1 = VIC_CTRL1_BMM | VIC_CTRL1_DEN | VIC_CTRL1_RSEL;
|
||||
vic.ctrl1 = VIC_CTRL1_RST8 | VIC_CTRL1_BMM | VIC_CTRL1_DEN | VIC_CTRL1_RSEL;
|
||||
vic.ctrl2 = VIC_CTRL2_MCM | VIC_CTRL2_CSEL;
|
||||
cia2.pra = (cia2.pra & 0xfc) | 0x00;
|
||||
vic.memptr = 0x48;
|
||||
vic.memptr = 0x18;
|
||||
}
|
||||
|
||||
// --- public API: show_screen() -----------------------------------------
|
||||
@@ -173,12 +170,12 @@ void show_screen(int n)
|
||||
const struct ScreenDef *s = &screens[n];
|
||||
|
||||
// 1. Decompress the 8 KB bitmap into $E000-$FFFF and copy the 1 KB
|
||||
// screen memory into $D000-$D3E7. Both happen while the VIC
|
||||
// screen memory into $C400-$C7E7. Both happen while the VIC
|
||||
// is still in its old mode (or, on the very first call, in
|
||||
// whatever state memmap_setup() left it). We do the attr
|
||||
// copy first so the visible region stays coherent for as long
|
||||
// as possible during the bitmap decompression.
|
||||
copy_bytes(s->attr, (char *)0xD000, 1000);
|
||||
copy_bytes(s->attr, (char *)0xC400, 1000);
|
||||
oscar_expand_lzo((char *)0xE000, s->lzo);
|
||||
|
||||
// 2. Clear color RAM (the "11" color per cell; we don't have
|
||||
@@ -209,7 +206,7 @@ void show_white_screen(void)
|
||||
|
||||
// Clear screen memory for tidiness. The top 40 cells are
|
||||
// overwritten by score_render() right after this returns.
|
||||
char *sm = (char *)0xD000;
|
||||
char *sm = (char *)0xC400;
|
||||
for (unsigned i = 0; i < 1000; i++)
|
||||
sm[i] = 0;
|
||||
|
||||
|
||||
+3
-3
@@ -21,7 +21,7 @@
|
||||
// the VIC to display them.
|
||||
//
|
||||
// Memory layout used here (after memmap_setup()):
|
||||
// $D000-$D3E7 — screen memory (1000 bytes; the "color attributes")
|
||||
// $C400-$C7E7 — screen memory (1000 bytes; the "color attributes")
|
||||
// Per cebix-vic-article §3.7.3.4, in multicolor bitmap
|
||||
// mode the screen memory byte holds the "01" color in
|
||||
// its high nibble and the "10" color in its low
|
||||
@@ -40,7 +40,7 @@
|
||||
// ctrl1 = BMM | DEN | RSEL (multicolor bitmap, display on, 25 rows,
|
||||
// no vertical scroll)
|
||||
// ctrl2 = MCM | CSEL (multicolor, 40 columns, no horiz scroll)
|
||||
// memptr (D018) = 0x48 (screen at $D000, bitmap at $E000 within
|
||||
// memptr (D018) = 0x18 (screen at $0400, bitmap at $E000 within
|
||||
// the selected 16K VIC bank)
|
||||
//
|
||||
// Calling show_screen() with an unsupported ID is a no-op.
|
||||
@@ -54,7 +54,7 @@ void show_screen(int n);
|
||||
// Implementation:
|
||||
// 1. Fill the 8 KB bitmap at $E000-$FFFF with 0x00 so every pixel is
|
||||
// a "00" code (which uses $D021).
|
||||
// 2. Clear the 1 KB screen memory at $D000-$D3E7 (so any leftover
|
||||
// 2. Clear the 1 KB screen memory at $C400-$C7E7 (so any leftover
|
||||
// "01" / "10" cell values are 0, in case the bitmap ever contains
|
||||
// a non-zero pixel).
|
||||
// 3. Clear the 1 KB color RAM at $D800-$DBE7.
|
||||
|
||||
@@ -465,13 +465,14 @@ Findings from the second round of 4-agent parallel code review.
|
||||
frames"; spec says "4-frame stab".
|
||||
**Fix:** change `< 5` to `< 4`, or update comment/spec to "5".
|
||||
|
||||
- [ ] **GAMEOVER resets scores immediately, spec says show final
|
||||
- [x] **GAMEOVER resets scores immediately, spec says show final
|
||||
score** — `game_enter_gameover` (game.c:273-274) resets
|
||||
`score_p1 = score_p2 = 0` on entry. GAME.md §3 step 7 implies
|
||||
the GAMEOVER screen should show the final score (5 : x) with a
|
||||
winner banner; scores should only reset when returning to TITLE.
|
||||
**Fix:** move score reset from `game_enter_gameover` to
|
||||
`game_enter_title` (or to the GAMEOVER→TITLE transition).
|
||||
**Fixed:** removed reset from `game_enter_gameover`, added to `game_enter_title`.
|
||||
|
||||
- [ ] **ADSR decay comments inconsistent with constants** —
|
||||
`src/audio.c:244` says "decay=9 (~114ms)" but uses
|
||||
@@ -500,11 +501,11 @@ Findings from the second round of 4-agent parallel code review.
|
||||
window to pre-clear screen RAM (would help the screen-RAM
|
||||
critical bug above).
|
||||
|
||||
- [ ] **Makefile: no VICE binary check** — `make run-vice`,
|
||||
- [x] **Makefile: no VICE binary check** — `make run-vice`,
|
||||
`make play`, etc. don't check if `x64`/`x64sc` is in PATH.
|
||||
Old `build.sh` had `command -v "$PLAY_VICE"`.
|
||||
**Fix:** add `@command -v x64 >/dev/null 2>&1 || { echo "error: x64 not found" >&2; exit 1; }`
|
||||
to each VICE target.
|
||||
to each VICE target. **Fixed:** added checks to all four VICE targets.
|
||||
|
||||
- [ ] **Makefile: no `$DISPLAY` check** — old `build.sh` warned
|
||||
on missing `$DISPLAY` for foreground VICE and errored for
|
||||
@@ -513,7 +514,7 @@ Findings from the second round of 4-agent parallel code review.
|
||||
**Fix:** add `@[ -n "$$DISPLAY" ] || { echo "error: no \$DISPLAY" >&2; exit 1; }`
|
||||
to VICE GUI targets.
|
||||
|
||||
- [ ] **Makefile: `setsid` PID capture is fragile** —
|
||||
- [x] **Makefile: `setsid` PID capture is fragile** —
|
||||
`$$!` captures the `setsid` wrapper PID, not the `x64` child.
|
||||
`setsid` forks and the parent exits, so the PID file often
|
||||
points to a dead process. `make kill` uses `pgrep` (correct),
|
||||
@@ -534,12 +535,9 @@ Findings from the second round of 4-agent parallel code review.
|
||||
**Fix:** add `@command -v c1541 >/dev/null 2>&1 || { echo "error: c1541 not found" >&2; exit 1; }`
|
||||
at the top of the `$(D64)` recipe.
|
||||
|
||||
- [ ] **Makefile: oscar64-build guard duplicated** — the
|
||||
"build oscar64 if missing" block appears in both `compile`
|
||||
and `run` recipes (Makefile:88-96 and 104-112). DRY
|
||||
violation.
|
||||
**Fix:** extract an `ensure-oscar64` phony target; have
|
||||
`compile` and `run` (and `$(PRG)`) depend on it.
|
||||
- [x] **Makefile: oscar64-build guard duplicated** —
|
||||
**Fixed:** `ensure-oscar64` phony target exists (Makefile:90-99);
|
||||
`$(PRG)` and `run` both depend on it. No duplication.
|
||||
|
||||
- [ ] **WAIT transition stinger uses voice 2 (the RNG source)** —
|
||||
`src/game.c:123` picks voice 2 for the WAIT stinger. This
|
||||
@@ -560,12 +558,13 @@ Findings from the second round of 4-agent parallel code review.
|
||||
`src/score.c:36`, `src/banner.c:29`. Bytes like 0x90, 0xF0 are
|
||||
signed; math is masked by `& 0x0F` so behavior is correct, but
|
||||
`unsigned char` would be cleaner.
|
||||
- [ ] **`memmap_restore()` is dead code** — never called; main
|
||||
- [x] **`memmap_restore()` is dead code** — never called; main
|
||||
loop is infinite. Document as intentional or wire up an exit
|
||||
path (e.g. NMI handler).
|
||||
- [ ] **PROG_C64.md banking table is oversimplified** — says
|
||||
path (e.g. NMI handler). **Fixed:** added comment documenting it's
|
||||
intentionally unused (game runs until power-off).
|
||||
- [x] **PROG_C64.md banking table is oversimplified** — says
|
||||
"LORAM 0=RAM, 1=BASIC ROM" but BASIC actually requires
|
||||
LORAM=1 AND HIRAM=1. The `$BC00` fix relies on HIRAM=0.
|
||||
LORAM=1 AND HIRAM=1. The `$BC00` fix relies on HIRAM=0. **Fixed:** updated banking table and memory map to clarify LORAM+HIRAM requirement.
|
||||
- [ ] **Makefile: `clean` first line lacks `@` prefix** —
|
||||
echoes the long `rm -f ...` command. Minor inconsistency.
|
||||
- [ ] **Makefile: undocumented intermediate files** —
|
||||
@@ -573,7 +572,7 @@ Findings from the second round of 4-agent parallel code review.
|
||||
but `help` doesn't list them as output files.
|
||||
- [ ] **Makefile: `make OPT=` (empty) produces `-` flag** —
|
||||
edge case. Guard with `OPT_FLAGS := $(if $(OPT),-$(OPT))`.
|
||||
- [ ] **Audio schedule off-by-one** (already documented in
|
||||
- [x] **Audio schedule off-by-one** (already documented in
|
||||
KNOWN_ISSUES.md #3) — WIN/GAMEOVER notes are 1 frame short per
|
||||
note (~10% deviation). Cosmetic.
|
||||
|
||||
|
||||
Reference in New Issue
Block a user