All references updated:
- src/build.sh: PRG=nyuller.prg, D64=nyuller.d64, disk name 'ny',
all grep/pgrep patterns updated, all comments updated
- All 10 header files: include guards WHACK_HARE_* → NYULLER_*
- C source comments: 'Whack Hare!' → 'Nyuller'
- README.md: updated build command output path
- GAME.md: title updated
- tasks.md: all whack_hare.prg → nyuller.prg
- src/AGENT_CONTEXT.md: project name updated
- tools/convert_screens.py: project name updated
Build artifacts renamed: whack_hare.* → nyuller.*, whack.d64 → nyuller.d64
Note: title screen image (source_images/screen_title.png) still shows
'WHACKED' logo — that's a visual asset, not a code reference.
Add draw.c/draw.h with draw_render_counter(value): renders a 0..999
counter as 3 seven-segment-style digits, each 3 cells wide x 8 cells
tall (1 cell per segment), centered on the white DRAW screen at row 8,
columns 15-23. On segments write 0xFF bitmap + color RAM 0 (black);
off segments write 0x00 bitmap (white from $D021).
Wire into game.c:
- game_enter_draw resets draw_counter = 0 and calls draw_render_counter(0).
- game_step_draw increments draw_counter (cap 999) and re-renders each
frame, before the existing fire-detection and fault logic.
- Flash effect: for the first 4 frames of DRAW, $D020 strobes between
black and white, then settles to white (matches the white screen).
No audio or other behavior changes.