Files
nyuller/README.md
T
ballz d78eb976cf Rename game from Whack Hare! to Nyuller
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.
2026-07-18 15:48:50 +02:00

72 lines
2.7 KiB
Markdown

# nyuller
A C64 programming project using [Oscar64](https://github.com/drmortalwombat/oscar64)
as the cross-compiler. Oscar64 is checked in as a git submodule under
`./oscar64/`.
## Layout
```
.
├── oscar64/ # Oscar64 cross-compiler (git submodule)
├── build/ # Build output (gitignored)
├── docs/c64/ # Low-level C64 reference (memory map, VIC, CIA, SID, …)
├── src/ # Your C code
│ ├── helloworld.c
│ └── build.sh # Compile + run helper
├── OSCAR64.md # Notes on the Oscar64 compiler internals
└── PROG_C64.md # Notes on programming the C64 hardware
```
## First-time setup
```sh
# 1. Clone with submodules:
git clone --recurse-submodules <this-repo-url>
# Or, if you already cloned without --recurse-submodules:
git submodule update --init --recursive
```
## Building
```sh
cd src
./build.sh # compile main.c → build/nyuller.prg (-O1)
./build.sh -e # run in oscar64's built-in emulator (headless, fast)
./build.sh -p # PLAY: launch VICE in background (see build.sh --help)
./build.sh -v # run in VICE x64 (foreground, blocks terminal)
./build.sh -V # run in VICE x64sc (cycle-exact, foreground)
./build.sh --kill # kill any detached VICE process
./build.sh -c # just compile
./build.sh -O3 # release build (auto-ZP, outliner, aggressive inlining)
```
`build.sh` will build the oscar64 compiler automatically the first time
(it runs `make -C make compiler` inside `./oscar64/` if
`./oscar64/bin/oscar64` doesn't exist yet).
**Default test tool is the oscar64 built-in emulator** (`-e`): it
runs headless, needs no ROMs, no display, and is fast. Every `Verify`
step in `tasks.md` uses this.
**VICE 3.9 is installed** at `/usr/bin/` (`x64`, `x64sc`, `x128`,
`xvic`, `xpet`) and is available via `-v` / `-V`. It is a GUI
emulator and **needs a real X11 / Wayland display to render** — it
won't produce useful screenshots in this headless environment.
Use it from a real terminal session for interactive play-testing
and cycle-exact validation of raster IRQ and SID timing; don't
expect to script it.
## Documentation
- `PROG_C64.md` — how the C64 hardware actually works, from a low-level
programming perspective. Start here if you want to understand what's
going on under the hood.
- `OSCAR64.md` — how the Oscar64 compiler works internally, plus a C64-
specific section on how to use it well (memory model, bank switching,
raster IRQs, common mistakes).
- `docs/c64/` — downloaded reference material: the full Commodore 64
Programmer's Reference Guide text, Christian Bauer's canonical VIC-II
paper, and per-chip reference notes.