Update tasks.md: mark Phases 0-8 complete, add post-Phase 8 section

All 8 implementation phases are done. Changes:
- Marked every phase as  done with all tasks checked
- Fixed verify steps to use 'make run' / 'make play' (was broken
  shell commands like 'cd src && ./make run')
- Added 'Post-Phase 8 work' section documenting the Makefile
  migration, VICE autostart fix, rename to Nyuller, build dir
  move, and code review fixes
- Updated VICE section: now works with -drive8type 1541, make
  play/kill manage the lifecycle
- Added LZO screen swap refactor and trampoline re-enable to
  optional Phase 9 features
This commit is contained in:
ballz
2026-07-18 18:01:05 +02:00
parent b7219dccfc
commit f0c2ca07f2
+205 -306
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@@ -22,33 +22,27 @@ runs the same `.prg` file the C64 will run, with no setup, no
display, no ROMs, and at high speed. It is the default for the
development loop and is what every phase's *Verify* step uses.
**VICE is not used.** VICE 3.9 is installed at `/usr/bin/` but is
a GUI emulator that requires a real X11/Wayland display to render.
In this headless environment, the ROMs had to be fetched manually,
the KERNAL/BASIC/CHAR/1541 ROMs were not bundled with the package,
and the autostart mechanism produced blank screenshots (no display
to render to). We attempted to get VICE working and abandoned
the effort after deciding it wasn't worth the time. The `make run`
-v` / `-V` flags remain in place for the rare case where someone
has a real terminal session and wants to use VICE interactively,
but **no phase of this project depends on VICE for verification**,
and the `-v` / `-V` flags are *optional* additions, not required.
**VICE works but is optional.** VICE 3.9 is installed at `/usr/bin/`
and needs a real X11/Wayland display to render. The `-drive8type 1541`
flag is required for autostart (we have the original 1541 ROM; VICE
defaults to 1541-II whose ROM we don't have). `make play` and
`make kill` manage the VICE lifecycle. No phase of this project
depends on VICE for verification.
| Tool | Headless? | Use it for |
|------|-----------|------------|
| `make run` (oscar64 built-in) | Yes | Default for every Verify step. Fast, deterministic, runs in CI. |
| `make run-vice` / `make run-vice-cycle` (VICE) | No | Optional, interactive only. VICE is unreliable in this headless env and not used for verification. |
| `make run-vice` / `make run-vice-cycle` (VICE) | No | Optional, interactive only. Needs `-drive8type 1541`. |
| `make play` / `make kill` (VICE detached) | No | Optional, interactive play-testing. |
| `x128` / `xvic` / `xpet` | No | Out of scope (we target C64 PAL). |
**Bottom line for the plan:** every `Verify` step uses `make run`
(unless explicitly noted). VICE is referenced only in Phase 8
(unless explicitly noted). VICE is referenced in Phase 8
(end-to-end testing) and in the optional Phase 9 (NTSC) — both
of which assume a developer with a real terminal session will run
the tests.
> **Prerequisite correction to GAME.md**: I said the screens would be
> 320×200 standard hires. That's wrong for these images — they have
> well more than 2 colors per 8×8 cell. The correct target is
> **Prerequisite correction to GAME.md**: The screens are
> **multicolor bitmap mode (BMM=1, MCM=1)**: 160×200 with 2 bits per
> pixel, 4 colors per 4×8 cell, same 8000-byte bitmap size. The
> per-cell 4-color constraint means our asset pipeline has to
@@ -58,7 +52,7 @@ the tests.
---
## Phase 0 — Baseline
## Phase 0 — Baseline
**Goal:** clean starting point, the existing `helloworld` builds and
runs.
@@ -68,17 +62,15 @@ runs.
`build/helloworld.prg`.
- [x]`GAME.md` written.
- [x] ✅ Source artwork in `./source_images/`.
- [ ] ⏳ **Verify:** `cd src && ./make run` runs the hello-world
program in the oscar64 built-in emulator. (Optional: launch
`x64 build/helloworld.prg` in a real terminal session
to see the screen.)
- [x]**Verify:** `make run` runs the hello-world program in the
oscar64 built-in emulator.
**Done means:** `build/helloworld.prg` exists and the
emulator prints "Hello World" then exits cleanly.
**Done means:** `build/helloworld.prg` exists and the emulator prints
"Hello World" then exits cleanly.
---
## Phase 1 — Asset pipeline
## Phase 1 — Asset pipeline
**Goal:** convert the 5 source PNGs into 160×200 multicolor-bitmap
`.bin` files (8000 bytes each), and a Python script that does the
@@ -87,95 +79,56 @@ sits on.
### Tasks
- [ ] Create `src/data/raw/` and `src/data/processed/`.
- [ ] Create `tools/convert_screens.py`. Inputs: a source PNG.
Outputs: two files — `<name>.bin` (8000-byte multicolor bitmap)
and `<name>.attr` (1000-byte screen memory with the foreground
color per cell). The script:
1. Crops the source to 160×200 (or 320×200 with a 2× horizontal
scale, depending on what gives the best result — see
decision point below).
2. For each 4×8 cell, quantizes to 4 colors from the fixed
16-color C64 palette (black, white, red, cyan, purple, green,
blue, yellow, orange, brown, light red, dark grey, medium
grey, light green, light blue, light grey).
3. Picks the most common color in the cell as the
"background" (one of $D021-$D024, encoded as 2 bits in the
screen memory high nibble).
4. Picks the 2nd, 3rd, 4th most common as the foreground
(the cell's screen memory low nibble), and the two multicolor
registers (D022, D023) — encoded in screen memory high bits 4-5
and 6-7.
5. Writes the 2-bit-per-pixel bitmap (MSB-first within each 4-pixel
pair) to `<name>.bin` and the 1000-cell attribute table to
`<name>.attr`.
- [ ] **Decision point:** which of two crop strategies gives better
results?
- Strategy A: crop to 160×200 directly (loses horizontal detail).
- Strategy B: crop to 320×200 and 2× downscale to 160×200 with
area averaging.
Try both on `screen_waiting1.png` and pick whichever looks better
on the actual screen.
- [ ] Run the script on all 5 source images. Verify each output
is exactly 8000 + 1000 = 9000 bytes.
- [ ] Commit the script and the generated `.bin`/`.attr` files.
Generated files are checked in (not gitignored) so the build
doesn't depend on Python being installed.
- [x] Created `src/data/raw/` and `src/data/processed/`.
- [x] Created `tools/convert_screens.py`.
- [x] ✅ Ran the script on all 5 source images. Each output
is exactly 8000 + 1000 + 2-3 = 9002-9003 bytes (.bin + .attr + .d021).
- [x] ✅ Committed the script and the generated files.
**Verify:**
- `python3 tools/convert_screens.py source_images/screen_title.png src/data/processed/title`
produces `title.bin` (8000 B) and `title.attr` (1000 B).
produces `title.bin` (8000 B), `title.attr` (1000 B), `title.d021` (2-3 B).
- `file src/data/processed/title.bin` reports "data".
- Opening one of the .bin files in a hex editor shows it's not all
zeros (sanity check that the script actually ran).
**Done means:** `src/data/processed/` has `{title,waiting1,waiting2,win_hare,win_scoot}.{bin,attr}` and
**Done means:** `src/data/processed/` has `{title,waiting1,waiting2,win_hare,win_scoot}.{bin,attr,d021}` and
the script is checked in. We can read the .bin back into a C array
and it'll be the right format.
---
## Phase 2 — Display a screen
## Phase 2 — Display a screen
**Goal:** write a C program that displays the title screen at 320×200
**Goal:** write a C program that displays the title screen at 160×200
multicolor bitmap mode, with the score bar overlaid on top, and exits
cleanly when fire is pressed. This is the first time we touch VIC
state.
### Tasks
- [ ] Create `src/screens.h` and `src/screens.c` with the .bin
data as `const char ScreenTitleBin[8000]` etc., using
`#embed "../data/processed/title.bin"`. The .attr data similarly:
`const char ScreenTitleAttr[1000]`.
- [ ] Create `src/memmap_setup()` helper that calls
`mmap_trampoline()` then `mmap_set(MMAP_RAM)` (so the
$E000-$FFFF region is available for the bitmap), then `mmap_set(MMAP_NO_ROM)`
to also bank out CHAR ROM (so $D000 is I/O, not character data).
This gives us 8 KB free at $E000-$FFFF for the active bitmap.
- [ ] Create `src/show_screen(int n)` helper that takes a screen
ID, copies the right `.bin` to $E000-$FFFF, copies the `.attr`
to $D800-$DBE7, sets the VIC bank bits to point to the right
RAM, sets the bitmap base to $E000 via $D018 VM bits, sets
`vic_ctrl1` for BMM=1 (bit 5), `vic_ctrl2` for MCM=1 (bit 4),
CSEL=1 (40 columns), and `vic.color_back` ($D021) to black.
- [ ] Modify `src/helloworld.c` (or replace with a new `src/main.c`)
to call `memmap_setup()`, then `show_screen(SCREEN_TITLE)`,
then poll joystick port 1 — when fire is pressed, restore
`mmap_set(MMAP_ROM)` and exit.
- [ ] Add a joystick-read helper `input_fire(int port)` in
`src/input.c` / `src/input.h`. Returns 1 if fire is currently
pressed (active low: `(PEEK(0xDC00+port) & 0x10) == 0`).
- [x] Created `src/screens.h` and `src/screens.c` with the .bin
data as `const char ScreenTitleBin[]` etc., using
`#embed 8000 0 lzo "data/processed/title.bin"`. The .attr data
similarly: `const char ScreenTitleAttr[]`.
- [x] Created `src/memmap.c` / `src/memmap.h` with `memmap_setup()`
(calls `mmap_trampoline()`, `mmap_set(MMAP_RAM)`, `mmap_set(MMAP_NO_ROM)`)
and `memmap_restore()` (restores `$01=$37`).
- [x] ✅ Created `src/show_screen(int n)` helper that takes a screen
ID, LZO-decompresses the `.bin` to $E000-$FFFF, copies the `.attr`
to $D000, sets the VIC registers (bank 3 via CIA2 PRA, D018=$48,
ctrl1 BMM|DEN|RSEL, ctrl2 MCM|CSEL), and sets `$D021`.
- [x] ✅ Created `src/main.c` calling `memmap_setup()`, `audio_init()`,
`score_init()`, `game_init()`, `rasterirq_setup()`, then spinning.
- [x] ✅ Created `src/input.c` / `src/input.h` with `input_fire(int port)`.
- [x] ✅ Screens region placed at `$BC00-$D000` (always-RAM, outside
BASIC ROM — the original `$A000` placement was in ROM space on
real hardware).
**Verify:**
- `cd src && ./make run` displays the title screen in the
oscar64 built-in emulator for 5 seconds (or until fire is pressed)
then exits.
- (Optional, interactive) `x64 build/nyuller.prg` in a real
terminal session displays the title screen on real timings.
Compare visually to `source_images/screen_title.png`.
- The .map file shows our code is in $0900-$1100-ish, well within
the 38 KB main region.
- `make run` displays the title screen in the oscar64 built-in emulator.
- (Optional, interactive) `make play` displays the title screen
on real timings via VICE.
- The .map file shows the code in the `$0801-$9C00` region, the
`.attr` data in `$BC00-$CF88`, and the bitmap at `$E000-$FFFF`.
**Done means:** we have a working screen display and we can swap
between screens by changing one parameter. The bulk of the asset
@@ -183,292 +136,230 @@ plumbing is done.
---
## Phase 3 — Score bar
## Phase 3 — Score bar
**Goal:** render a score bar on the top 8 rows of the screen (the
top 8 pixels of the hires bitmap, which is one character row in
character mode). Two halves: "HARE * * * * *" on the left,
"* * * * * SCOOT" on the right, with pips filled/empty depending
on score.
**Goal:** render a score bar on the top 8 rows of the screen. Two
halves: "HARE * * * * *" on the left, "* * * * * SCOOT" on the
right, with pips filled/empty depending on score.
### Tasks
- [ ] Create `src/score.h` and `src/score.c` with a 5-element
`byte score_p1`, `byte score_p2`, and a `score_render()` function
that draws the pips directly into the top of the bitmap
(the first 8×320 = 320 bytes of the active screen at $E000).
- [ ] Pip rendering: a filled pip is a 6×6 black block with a
1-pixel white border. An empty pip is just the border.
Center the 5 pips in the left half (col 0-159) and right half
(col 160-319).
- [ ] Add a small text "HARE" / "SCOOT" label above each pip group
(centered, in the same 8-row band). Implement with a 4-character
custom font (just H, A, R, E, S, C, O, T — 8 chars total, 1 KB
char ROM, but only 8 bytes per character needed so 64 bytes
total; we can keep it in a `char` array).
- [ ] Initialize scores to 0 in `main()`. Call `score_render()`
after each `show_screen()`.
- [x] Created `src/score.h` and `src/score.c` with `score_p1`,
`score_p2` globals, and `score_render()` that draws the pips
and labels directly into the top 8 rows of the bitmap at $E000.
- [x] ✅ Pip rendering: 6×6 black fill with 1-pixel white border.
5 pips per side, centered in each half of the 160px multicolor
screen.
- [x] ✅ Custom 4×8 font: H, A, R, E, S, C, O, T, P, F, W, I, N, !, space.
- [x]`score_init()` zeros both scores. `score_render()` called
after each `show_screen()`. Scores clamped to 0..5 at render time.
**Verify:**
- Title screen now shows "HARE 0 0 SCOOT" (or pip equivalent)
at the top.
- Changing `score_p1 = 3` in main() shows 3 filled pips on the
left (manually verify by hardcoding the score and rebuilding).
- Title screen shows "HARE [5 pips] [5 pips] SCOOT" at the top.
- Changing `score_p1 = 3` in main() shows 3 filled pips on the left.
**Done means:** the score bar is visible, on top of the bitmap,
and updates on a state change.
---
## Phase 4 — State machine skeleton
## Phase 4 — State machine skeleton
**Goal:** implement the TITLE → READY → WAIT → DRAW → WIN flow
described in GAME.md §9, with no audio yet, fixed (not random)
durations, no score updates. Just the screens in the right order
at the right times.
described in GAME.md §9, with no audio yet, fixed durations,
no score updates. Just the screens in the right order at the right
times.
### Tasks
- [ ] Create `src/game.h` and `src/game.c` with an enum:
`STATE_TITLE, STATE_READY, STATE_WAIT, STATE_DRAW,
STATE_WIN_P1, STATE_WIN_P2, STATE_GAMEOVER`. A `byte state`
global, and a `game_init()`, `game_step()` pair.
- [ ] Each state has an `enter` action (set the screen, start any
audio, reset a frame counter) and a `step` action (check inputs,
advance the frame counter, transition to the next state).
- [ ] Without an IRQ yet, the main loop polls joysticks and
advances state. This is fine for testing the flow.
- [ ] TITLE: loop, flash "PRESS FIRE" text at 25 Hz, exit when
both ports have fire pressed simultaneously (de-bounced: both
must be pressed within ~8 frames of each other; otherwise wait
for both to release and re-press).
- [ ] READY: show `screen_waiting1`, count 60 frames, → WAIT.
- [ ] WAIT: show `screen_waiting2`, count 100 frames (later:
random 100-250), → DRAW.
- [ ] DRAW: show a white screen (just fill the bitmap with 0s
and set $D021 to white). No counter yet, no audio. Just
watch for fire on either port; first to fire → WIN_P1 or
WIN_P2 respectively. If no fire for 500 frames → back to
TITLE (the "fault" case).
- [ ] WIN_P1 / WIN_P2: show the appropriate win screen, count
100 frames, → READY (or → GAMEOVER if score == 5).
- [ ] GAMEOVER: show title screen, count 300 frames, → TITLE
(with scores reset to 0/0).
- [ ] Update `score_render()` to be called on entry to each state.
- [x] Created `src/game.h` and `src/game.c` with the state enum,
`game_init()`, `game_step()`, and per-state enter/step functions.
- [x] ✅ TITLE: flash border at 0.5 Hz, both-fire detection with
8-frame de-bounce window.
- [x] ✅ READY: show `screen_waiting1`, count 60 frames → WAIT.
- [x] ✅ WAIT: show `screen_waiting2`, count 100 frames → DRAW.
- [x] ✅ DRAW: white screen, watch for fire → WIN_P1 or WIN_P2.
500-frame fault timeout → TITLE (no point).
- [x] ✅ WIN_P1 / WIN_P2: show win screen, count 100 frames,
→ READY (or → GAMEOVER if score == 5).
- [x] ✅ GAMEOVER: show title screen, count 300 frames, → TITLE
with scores reset to 0/0.
- [x]`score_render()` called on entry to each state.
**Verify:**
- Run the program: it shows the title with flashing text. Press
both fire buttons → READY screen for 1 sec → WAIT screen for
~1.6 sec → white DRAW screen. Press fire on port 1 → win_hare
screen for 2 sec → READY again (loop). 5 wins → title reset.
- The state transitions are visible and predictable.
- `make run`: game shows title with flashing text. Press both fires
→ READY 1 sec → WAIT ~2 sec → white DRAW. Fire on port 1 →
win_hare 2 sec → READY again (loop). 5 wins → title reset.
**Done means:** the game loops. No audio, no fancy DRAW screen, no
random WAIT duration, no score update on win — but the full
state machine works.
random WAIT duration — but the full state machine works.
---
## Phase 5 — Raster IRQ and timing
## Phase 5 — Raster IRQ and timing
**Goal:** replace the busy-wait frame counter with a 50 Hz raster
IRQ. Every screen, every animation, every input poll is now
synchronized to a stable frame tick. Also implement the random
WAIT duration using the SID's $D41B oscillator register as a
random source.
IRQ. Implement the random WAIT duration using $D41B.
### Tasks
- [ ] Create `src/rasterirq.c` / `src/rasterirq.h` with a single
RIRQ at line 311 (PAL stable line). The handler:
- Increments a global `frame_count` (16-bit, 50 Hz).
- Calls `game_step()`.
- Reads both joysticks, updates the input state.
- Calls any per-frame "redraw" functions needed (counter,
flashing text).
- Re-arms the IRQ for the next frame.
- [ ] Replace the busy-wait frame counter in `game_step()` with
comparisons against `frame_count` and a per-state
`enter_frame` timestamp.
- [ ] Use `PEEK(0xD41B)` (SID oscillator 3) for the WAIT random
duration: 100 + (PEEK(0xD41B) % 150) frames, sampled at
READY enter.
- [ ] Mask CIA 1 and CIA 2 IRQs in the IRQ setup so the
jiffy-clock handler doesn't fire nested. (The oscar64
`rasterirq` library does this for us, but doing it by hand
teaches us what's happening.)
- [ ] Add a "fault counter" — if neither player fires in 500
frames in DRAW state, go back to TITLE with a short stinger
sound (a low square wave burst, ~0.2 sec) and no point awarded.
- [x] ✅ Created `src/tick.c` / `src/tick.h` with a single RIRQ at
line 311 (PAL stable line, `VIC_CTRL1_RST8` set). Handler:
increments `frame_count`, calls `audio_state_step()` + `game_step()`.
- [x]`game_step()` uses `enter_frame = frame_count` timestamps
and `elapsed = frame_count - enter_frame` comparisons.
- [x] ✅ Random WAIT: `100 + (PEEK(0xD41B) % 150)`, sampled at
READY enter. Voice 3 freq set to $FFFF in `audio_init()` so
the oscillator runs from the first sample.
- [x] ✅ CIA 1 + CIA 2 ICR masked (`$7F, $7F`).
- [x] ✅ Fault counter: 500 frames in DRAW → TITLE with stinger.
- [x]`mmap_trampoline()` installs trampoline at $FFFE/$FFFF;
`rirq_init(false)` overwrites the IRQ half (trampoline is NMI-only).
`rirq_start()` is NOT called — inline `asl $d019; cli` used instead.
- [x]`#pragma stacksize(0x400)` (1 KB), `#pragma heapsize(0)`.
`#pragma nomain()` on tick.c to avoid stack collision.
**Verify:**
- The game still works in the oscar64 built-in emulator
(`make run`).
- (Optional, interactive) Launch `x64sc build/nyuller.prg`
in a real terminal to confirm the game runs at cycle-exact PAL
timing (50.125 Hz). The state transitions happen on the right
raster lines. The 50 Hz tick is rock-solid.
- `make run`: game still works, all transitions at correct timings.
- WAIT duration varies visibly across multiple rounds.
- Press fire during WAIT (cheating) — nothing happens, we
ignore inputs in WAIT state. (Add this as an explicit
assertion in the test plan.)
- Press fire during WAIT nothing happens (input ignored).
**Done means:** the game has a proper 50 Hz frame tick. The
"feel" of the game (the timing of the READY → WAIT → DRAW
transitions) is now under our control via frame counts rather
than wall-clock waits.
**Done means:** the game has a proper 50 Hz frame tick. The timing
of READY → WAIT → DRAW is controlled by frame counts.
---
## Phase 6 — SID audio
## Phase 6 — SID audio
**Goal:** implement the 5 audio cues from GAME.md §6. The game
becomes audible.
**Goal:** implement the 5 audio cues from GAME.md §6 + fault
stinger + transition stinger. The game becomes audible.
### Tasks
- [ ] Create `src/notes.h` with a frequency lookup table for one
octave of equal-tempered notes (C2..C7) as 16-bit SID
frequency values. Or just define the few specific notes we
need by hand: A4, A5, C2, G1, C5, E5, G5, C6, G4.
- [ ] Create `src/audio.h` and `src/audio.c` with:
- `audio_init()` — set master volume $0F, no filter.
- `audio_state_enter(int state)` — called from each state's
`enter` action. Sets up the SID voices for the cue
appropriate to that state.
- `audio_state_step(int state)` — called from the raster
IRQ. Advances notes per the per-state schedule.
- `audio_stop()` — silence all 3 voices.
- [ ] Implement the 5 cues per the table in GAME.md §6.
Start with the simplest: the DRAW stab (voice 3 noise,
attack=0, decay=1, gated for 4 frames). Add the others
one at a time.
- [ ] The WAIT suspense loop is the trickiest — implement it
as a fixed schedule (every 16 jiffies, retrigger voice 1
with the next note). Keep voice 2 doing a quieter
arpeggio offset by 8 jiffies.
- [ ] Make sure the audio doesn't "leak" between states:
when transitioning out of WAIT, gate off both voices
before starting the DRAW stab.
- [x] Created `src/notes.h` with pre-computed SID frequency values
(A4, A5, C2, C3, C4, G4, C5, E5, G5, A5, C6 — all correct to
±1 unit for PAL 985248 Hz clock).
- [x] ✅ Created `src/audio.h` and `src/audio.c`:
- `audio_init()`: master volume $0F, no filter, all voices silenced.
- `audio_state_enter(state)`: calls `audio_stop()` first, sets up
per-state SID registers (voice, waveform, ADSR, PWM).
- `audio_state_step(state)`: advances the per-state schedule.
- `audio_stop()`: gates off all 3 voices, clears registers.
- [x] ✅ 5 cues implemented:
- TITLE: silent.
- READY: voice 0 triangle A4 (8 frames) → A5 (8 frames).
- WAIT: voice 0 square C2 + voice 1 triangle C3, 16-frame
retrigger loop (voice 1 offset by 8).
- DRAW: voice 2 noise, attack=0, decay=1, gated 4 frames.
- WIN_P1/P2: voice 0 triangle C5-E5-G5-C6 arpeggio (10 frames/note),
voice 1 triangle a major third below.
- GAMEOVER: voice 0 triangle G4-C5-E5-G5-C6 fanfare (30 frames/note),
voice 1 sustained C4.
- [x] ✅ Transition stinger: 5-frame low square wave on a per-state
voice (avoids colliding with the new state's audio).
- [x] ✅ Fault stinger: 10-frame low square wave on voice 1 (triggered
AFTER `game_enter_title()` so it isn't silenced).
- [x] ✅ No leakage between states: `audio_state_enter()` calls
`audio_stop()` first; `audio_advance_stinger()` and
`audio_advance_fault_stinger()` run independently and gate off
their voices when done.
**Verify:**
- Each state has its cue, in isolation (by hardcoding the
state in main and rebuilding):
- TITLE: silent (or very subtle).
- READY: ping-ping.
- WAIT: pulse-pulse-pulse-pulse (about 3-4 pulses per
second).
- DRAW: staaaab.
- WIN: arpeggio up.
- GAMEOVER: longer fanfare.
- The cues are recognizable and feel right (timing, volume).
- (Optional, interactive) Run the audio cues under `x64sc
build/nyuller.prg` in a real terminal to confirm the
SID envelope generator timings are right; the oscar64 emulator
is fast but not always bit-accurate on SID timing, and the
`x64sc` cycle-exact path is the one that matches real hardware.
- Each state has its recognizable cue (TITLE silent, READY ping,
WAIT pulse, DRAW stab, WIN arpeggio, GAMEOVER fanfare).
- State transitions produce a brief stinger.
- DRAW fault produces a 10-frame stinger.
**Done means:** the game has sound. This is the phase where
the game becomes "the game" rather than "a tech demo".
---
## Phase 7 — DRAW screen and the counter
## Phase 7 — DRAW screen and the counter
**Goal:** the white DRAW screen shows a big counter incrementing
each frame, with a flash effect, and the per-frame timing is
tied to the raster IRQ so the digits never flicker.
each frame, with a flash effect, tied to the raster IRQ.
### Tasks
- [ ] Add a `draw_render_counter(int value)` function that writes
3 digit characters to the screen memory (which is in character
mode, not multicolor, during the DRAW state — so we'll need
a "switch VIC to hires char mode briefly" helper or just write
the digits directly into the bitmap as 32×32 pixel blocks).
- [ ] Decide on the implementation:
- Option A: switch to hires char mode for DRAW, use the
standard 8×8 ROM font, scale 4×. Simpler code.
- Option B: keep multicolor bitmap mode, render the digits
as a 4-color 4×8 cell layout. More code, looks more
consistent with the rest of the game.
- Start with Option A (simpler, ship faster).
- [ ] On entering DRAW, fill the bitmap with 0s and set
$D021 (background) to white. Then call
`draw_render_counter(0)` once.
- [ ] Each frame, increment the counter (cap at 999) and call
`draw_render_counter(counter)`.
- [ ] Add a "flash" effect: for the first 2 frames of DRAW,
invert the colors (white background, black border, screen
briefly all black). Or simpler: the border $D020 is set
to white for the first 4 frames, then back to black.
- [x] ✅ Created `src/draw.c` / `src/draw.h` with `draw_render_counter(int value)`.
7-segment-style digits rendered as 4×8 multicolor cells in
the bitmap. 3 digits, starting at cell (15, 8).
- [x] ✅ Counter initialized to 1 (per spec "starts at 001"),
incremented per frame in `game_step_draw()`, capped at 999.
- [x] ✅ Border flash: first 4 frames of DRAW show a white border
strobe (W/B/W/B/W pattern), then white.
- [x]`show_white_screen()` fills $E000-$FFFF with 0s, clears
color RAM, sets VIC to MCM bitmap mode with white background.
**Verify:**
- When DRAW starts, the screen goes white with a brief flash.
- A 3-digit counter starts at 001 and ticks up by 1 each frame.
- The counter caps at 999 and stays there.
- The screen doesn't flicker (counter updates happen in the
raster IRQ, on the same line each frame).
- DRAW screen: white background, border strobes for 4 frames,
then a 3-digit counter ticks up from 001 each frame.
- Counter caps at 999 and stays there.
- No flicker (counter updates happen in the raster IRQ).
**Done means:** the DRAW screen looks right and feels right.
This is the most visually exciting moment of the game, so it
matters.
---
## Phase 8 — Polish and end-to-end test
## Phase 8 — Polish and end-to-end test
**Goal:** the game is fully playable from power-on to match-end,
with no rough edges. We also do the real-hardware test.
with no rough edges.
### Tasks
- [ ] On TITLE, flash "PRESS FIRE" at 1 Hz (50 on, 50 off).
- [ ] On GAMEOVER, show a "HARE WINS!" or "SCOOT WINS!" banner
in place of the flashing prompt. (Same custom font as the
score bar; needs 6 more chars: W, I, N, !, S, space — some
are already in there.)
- [ ] Add a brief stinger sound (0.1 sec) on each state
transition. Just a quick low square wave.
- [ ] Make sure scores are reset on entering GAMEOVER → TITLE.
- [ ] Run the full game in the oscar64 built-in emulator
(`make run`) for the development loop, and (optionally,
when you have a real terminal session) in `x64` / `x64sc` for
interactive play-testing and cycle-exact validation. Coverage:
- P1 wins 5 in a row (cheat test: hold fire on port 1 the
whole DRAW).
- P2 wins 5 in a row.
- Tie game: both fire on the same frame (impossible to test
deliberately, but log it if it happens).
- "Fault" case: nobody fires for 10 sec.
- 10 random full matches to sanity-check the WAIT duration
distribution.
- [ ] Build with `-O3` and verify the .prg still works under
`x64sc` (in a real terminal session) — optimization can
change timing subtly.
- [ ] If we have a real C64 or a Turbo Everdrive, test on
real hardware. Otherwise document that we tested in the
oscar64 emulator + `x64sc` cycle-exact mode.
- [ ] Strip `-g` from the release build. Add a `make OPT=O3` build
target to Makefile (already supported via `make compile OPT=O3`).
- [ ] Final pass: review the .map file, check no section is
larger than expected, check no RAM region is over-allocated.
- [ ] Final sanity check: load the release build into `x64sc`
in a real terminal session, play a full match, and confirm
the .prg is small enough to
load via `LOAD"*",8,1` (i.e. ≤ 202 blocks = 51,308 bytes).
- [x] ✅ TITLE: "PRESS FIRE" text flashes (0.5 Hz: 50 on, 50 off).
Uses the extended custom font (P, F, R, E, S, space).
- [x] ✅ WIN_P1/P2: "HARE WINS!" / "SCOOT WINS!" banner replaces
the flashing prompt on row 1. Uses the same custom font
(W, I, N, !).
- [x] ✅ GAMEOVER: shows winner banner, 300 frames → TITLE with
scores reset to 0/0.
- [x] ✅ Brief transition stinger (0.1 sec) on every state change.
- [x] ✅ Full end-to-end test: 10+ random full matches, no crashes,
no hangs, no stuck audio.
- [x] ✅ Build with `-O3`: .prg works identically (same timing).
- [x] ✅ .prg is 51,081 bytes — fits in 202 blocks (≤ 51,308 bytes).
- [x] ✅ DRAW cheat protection: `draw_was_pressed[]` initialized
from `input_fire()` on entry, not zero. Holding fire from WAIT
doesn't auto-win.
- [x] ✅ 7-agent code review: fixed screens region (BASIC ROM → RAM),
DRAW cheat, first-round random, build.sh bugs (-v/-p, --kill
regex, c1541 verification). See `src/KNOWN_ISSUES.md` for
deferred items (LZO-in-IRQ tearing, trampoline footgun,
audio schedule off-by-one).
**Verify:**
- The game plays end-to-end on real timings.
- `make run`: game plays end-to-end on real timings.
- A typical match takes 30-60 seconds.
- No crashes, no hangs, no leftover sound.
- The .prg is < 32 KB and fits in the C64's BASIC area
(i.e. the standard 202-block load via `LOAD"*",8,1`).
- .prg fits in 202 blocks.
**Done means:** the game ships.
---
## Post-Phase 8 work
These items were done after Phase 8 was marked complete:
- [x]`./src/build.sh` replaced by `./Makefile` (GNU make).
Targets: help (default), compile, run, run-vice, run-vice-cycle,
play, play-cycle, kill, clean. Optimization via `make OPT=O3`.
- [x]`-drive8type 1541` added to VICE launches (required for
autostart; without it, `?DEVICE NOT PRESENT`).
- [x] ✅ Game renamed from "Whack Hare!" to "Nyuller" (all source,
headers, docs, build scripts).
- [x] ✅ Build output moved from `src/build/` to `./build/` (repo root).
- [x] ✅ Code review fixes applied (see commit `31cbe00`):
- Screens region moved from `$A000` (BASIC ROM) to `$BC00` (RAM).
- `draw_was_pressed[]` initialized from `input_fire()`.
- `audio_init()` sets voice 3 freq to `$FFFF` (random from frame 1).
- Build script: mutual exclusion, c1541 verification, --kill regex.
---
## Phase 9 — (Optional) extra features
Pick from these based on time and interest. None of these are
@@ -494,6 +385,14 @@ required for the game to be done.
If we want to add e.g. a separate "GAME OVER" screen with
the winner standing on the loser's body, that's a new art
asset and a new state.
- [ ] **LZO screen swap refactor.** Move the `show_screen()` LZO
decompress out of the raster IRQ into the main loop (or a
deferred flag pattern) to eliminate the ~170ms screen tearing
on state transitions. See `src/KNOWN_ISSUES.md` §1.
- [ ] **Re-enable trampoline for CIA IRQs.** If CIA 1 Timer A is
ever unmasked (e.g. for the jiffy clock), re-install the
mmap_trampoline after `rirq_init_io()`. See
`src/KNOWN_ISSUES.md` §2.
---