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)
9.4 KiB
Project context for Nyuller subagent
You are implementing one phase of a C64 game called "Nyuller." (quick-draw duel between a rabbit and a kid on a scooter, first to 5 wins). You will be given a specific phase task. This document is the context you need to do the work.
Project layout (read-only)
/home/ballz/work/teletype/nyuller/
├── oscar64/ # Oscar64 C cross-compiler (git submodule)
│ ├── bin/oscar64 # The compiler binary (built by make)
│ └── include/ # Runtime headers (c64/, c128/, gfx/, stdio.h, etc.)
├── docs/c64/ # Downloaded C64 reference material
│ ├── vic/ # VIC-II register map, graphics modes, cebix article
│ ├── cia/ # CIA 1 + CIA 2 register maps
│ ├── sid/ # SID register map, ADSR, filter
│ ├── kernal/ # KERNAL jump table, full PRG text
│ ├── memory/ # Memory map, zeropage, hardware internals
│ ├── interrupts/ # Raster IRQ, IRQ/NMI flow, joystick
│ ├── sprites/ # Sprite (MOB) programming
│ └── cpu/ # 6510 overview
├── OSCAR64.md # How the Oscar64 compiler works + C64 best practices
├── PROG_C64.md # C64 hardware reference (synthesized)
├── GAME.md # The game design spec
├── tasks.md # The phased implementation plan (your roadmap)
├── source_images/ # The 5 source PNGs for the game screens
└── src/ # YOUR CODE GOES HERE
├── helloworld.c # Existing minimal working program
├── build.sh # Legacy build script (replaced by Makefile)
└── build/ # Output directory (gitignored)
Build and test (this is the ONLY way to verify your work)
cd /home/ballz/work/teletype/nyuller
make # show help with all targets
make compile # compile → build/nyuller.prg
make run # compile + run in oscar64 emulator (HEADLESS, fast)
make play # compile + launch VICE in background
make kill # kill any detached VICE
The oscar64 built-in emulator (make run) is the only test tool. VICE
does not work in this headless environment (no display, blank
screenshots, manual ROM fetching). Do not waste time on VICE.
The run target runs the same .prg file the C64 will run, with no
setup, no ROMs, and at high speed.
make will auto-build the oscar64 compiler if it's missing.
It runs cd src && oscar64 -i=…/include -o=…/build/nyuller.prg main.c
to compile, and cd src && oscar64 -i=…/include -o=…/build/nyuller.prg -e main.c to run.
The build artifacts in build/ are: helloworld.prg (the C64 program),
helloworld.asm (6502 listing), helloworld.map (region/section/object
placement), helloworld.lbl (VICE monitor labels — still useful even
though we don't use VICE), helloworld.int (intermediate code).
CRITICAL: the 4-color-per-4×8-cell multicolor constraint
The 5 source PNGs have well more than 2 colors per 8×8 cell. They
must be displayed using multicolor bitmap mode (VIC-II
$D011 BMM=1, $D016 MCM=1): 160×200 with 2 bits per pixel, 4 colors
per 4×8 cell, same 8000-byte bitmap size. Per-cell only 4 colors are
available; the asset pipeline must quantize each 4×8 cell independently
to 4 colors from the 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).
The bitmap goes to 8 KB at $E000-$FFFF (or wherever the linker
places it after mmap_set(MMAP_RAM) + mmap_set(MMAP_NO_ROM)).
The 1000-byte attribute table (one entry per 4×8 cell, low nibble =
foreground color, high nibble = the 2-bit background register selector
$21-$24) goes to $D800-$DBE7.
C64 hardware facts you'll need
- CPU: MOS 6510 (6502 + 6-bit I/O port at $00/$01). 1 MHz PAL. Banks BASIC/KERNAL/CHAREN via writes to $01.
- VIC-II at $D000-$D3FF. 47 registers, mirrored every 64 bytes. The 16-color palette is fixed (see docs/c64/vic/vic_registers.md). The raster counter is 9 bits: $D012 is the low 8, bit 7 of $D011 is bit 8.
- SID (6581) at $D400-$D41C. 3 voices, ADSR envelopes, filter. Volatile freq registers, no NaN, master volume at $D418.
- CIA 1 at $DC00: keyboard, joystick, paddles, datasette,
IRQ timer. Joystick bytes are active-low: bit 4 = fire.
- Port 1 (right joystick, Hare) = $DC01
- Port 2 (left joystick, Scoot) = $DC00
- CIA 2 at $DD00: serial bus, RS-232, NMI, VIC bank bits (low 2 bits of PRA select one of 4 VIC banks).
- KERNAL at $E000-$FFFF. Jump table at $FF81-$FFF3. IRQ vector at $0314 (default → $EA31, the standard KERNAL ISR). NMI vector at $0318 (default → $FE47, the soft-reset / RESTORE handler).
- Color RAM at $D800-$DBE7: 4-bit wide (low nibble only).
- Character ROM at $D000-$DFFF in banks 0 and 2; can be relocated to RAM by changing $D018.
- PAL timing: 312 lines, 50 Hz. The "stable raster" line for IRQs is line 311 (right after vertical blank, before any badlines).
- Badlines cost 40 cycles every 8 text lines. Cycle-accurate code has to know this.
Oscar64 patterns to use
mmap_trampoline()once at startup, thenmmap_set(MMAP_RAM)to bank out BASIC + KERNAL (gives you ~38 KB contiguous RAM at $0900-$A000).mmap_set(MMAP_NO_ROM)also banks out CHAR ROM ($D000 becomes I/O, not char data — needed for the bitmap at $E000).#pragma region(name, start, end, , , {sections})to remap memory (you probably won't need this for the first pass — the default layout works).#pragma stacksize(N)and#pragma heapsize(N)to size those.#pragma compile("foo.c")is what#include <stdio.h>etc. use to drag in implementation files. You never list multiple.cfiles on the command line; the headers do it.__assume(x < 8)etc. to give the optimizer value-range hints. Helps the 6502 backend use 8-bit ops instead of 16-bit.__stripedqualifier for arrays where the 6502's lack of indirect-with-offset hurts.p""prefix for PETSCII string literals (not ASCII). The C64's char ROM is not ASCII.__hwinterruptfor ISRs (saves A/X/Y, exits with RTI).__nativefor a function you want to force to native 6502 code.__zeropagefor global variables you want placed in ZP (or use-Ozto auto-place).- The runtime headers in
./oscar64/include/are the right way to touch hardware:#include <c64/vic.h>(VIC-II struct at $D000),#include <c64/cia.h>(joystick reading helpers),#include <c64/memmap.h>(mmap_set, mmap_trampoline),#include <c64/rasterirq.h>(raster IRQ API — use this, don't write your own IRQ handler from scratch),#include <c64/sprites.h>(sprite setup, alignment),#include <gfx/bitmap.h>(hires drawing helpers),#include <stdio.h>/<conio.h>for text I/O.
Game-specific design (full version in GAME.md)
| Element | Value |
|---|---|
| Title screen | source_images/screen_title.png — full-screen image with "Nyuller" logo |
| Waiting 1 | source_images/screen_waiting1.png — 1.2 sec, "ping" jingle |
| Waiting 2 | source_images/screen_waiting_2.png — random 2-5 sec, suspense music |
| DRAW | white screen, big counter incrementing each frame, sharp stab |
| Win Hare | source_images/screen_win_hare.png — Hare won (player 1) |
| Win Scoot | source_images/screen_win_scoot.png — Scoot won (player 2) |
| Score bar | top 8 pixels of the screen, "HARE 0..0 SCOOT" (5 pips per side) |
| Match | first to 5 wins, then reset to title |
| Player 1 (Hare) | left side, joystick port 1, fire = (PEEK(0xDC01) & 0x10) == 0 |
| Player 2 (Scoot) | right side, joystick port 2, fire = (PEEK(0xDC00) & 0x10) == 0 |
| State machine | TITLE → READY → WAIT → DRAW → WIN_P1/P2 → (back to READY or GAMEOVER) |
| Game timer | 50 Hz PAL, line 311 for the raster IRQ |
| Random | use PEEK(0xD41B) (SID oscillator 3, effectively random) |
Commit conventions
- One commit per phase, with a clear
Phase N: <summary>prefix. - Don't commit generated build artifacts in
build/(gitignored). - Generated data files (e.g.
src/data/processed/*.bin) are checked in so the build doesn't depend on Python being installed.
What to do if you get stuck
- Re-read the relevant section of
OSCAR64.md,PROG_C64.md,GAME.md, ortasks.md(your phase section). - Look at the Oscar64 samples:
../oscar64/samples/. They're small, focused, and have working patterns. Good ones to look at:../oscar64/samples/memmap/allmem.c— mmap_set usage../oscar64/samples/rasterirq/colorbars.c— raster IRQ../oscar64/samples/memmap/easyflash.c— memory layout../oscar64/samples/hires/lines.c— hires drawing../oscar64/samples/sprites/— sprite setup
- Look at the runtime headers you need to use:
ls /home/ballz/work/teletype/nyuller/oscar64/include/c64/etc. - Read the relevant docs/c64/ file for the chip you're working on.
- Do NOT spend time on VICE, xvfb, environment setup, or anything not in this project. The build environment is set up.
Output for this phase
When you're done, report back:
- What you built (1-2 sentence summary)
- The output of
make run(proves it compiled and runs) - The git commit hash and one-line summary
- Any concerns or follow-up work for the next phase