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
470 lines
19 KiB
Markdown
470 lines
19 KiB
Markdown
# Tasks — Nyuller implementation plan
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A phased, testable plan. Each phase ends with a *verify* step that
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proves the phase works. Each phase is one or more commits. Stop at any
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phase boundary and you have a working (if incomplete) program.
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Conventions used below:
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- `[ ]` todo
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- `[ ]` + ⏳ in progress
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- `[x]` + ✅ done
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- **Verify** = the test that proves this phase works (a concrete
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command to run or a concrete thing to see in the emulator)
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The 6502-side development happens in `./src/`. The asset pipeline
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produces files in `./src/data/`.
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## 0.1. Test environment
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**The oscar64 built-in emulator is the primary test tool.** It's
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invoked with `make run` (or `oscar64 -i=… -e source.c`) and
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runs the same `.prg` file the C64 will run, with no setup, no
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display, no ROMs, and at high speed. It is the default for the
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development loop and is what every phase's *Verify* step uses.
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**VICE works but is optional.** VICE 3.9 is installed at `/usr/bin/`
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and needs a real X11/Wayland display to render. The `-drive8type 1541`
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flag is required for autostart (we have the original 1541 ROM; VICE
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defaults to 1541-II whose ROM we don't have). `make play` and
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`make kill` manage the VICE lifecycle. No phase of this project
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depends on VICE for verification.
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| Tool | Headless? | Use it for |
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|------|-----------|------------|
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| `make run` (oscar64 built-in) | Yes | Default for every Verify step. Fast, deterministic, runs in CI. |
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| `make run-vice` / `make run-vice-cycle` (VICE) | No | Optional, interactive only. Needs `-drive8type 1541`. |
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| `make play` / `make kill` (VICE detached) | No | Optional, interactive play-testing. |
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| `x128` / `xvic` / `xpet` | No | Out of scope (we target C64 PAL). |
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**Bottom line for the plan:** every `Verify` step uses `make run`
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(unless explicitly noted). VICE is referenced in Phase 8
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(end-to-end testing) and in the optional Phase 9 (NTSC) — both
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of which assume a developer with a real terminal session will run
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the tests.
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> **Prerequisite correction to GAME.md**: The screens are
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> **multicolor bitmap mode (BMM=1, MCM=1)**: 160×200 with 2 bits per
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> pixel, 4 colors per 4×8 cell, same 8000-byte bitmap size. The
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> per-cell 4-color constraint means our asset pipeline has to
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> quantize each 4×8 cell independently to a 4-color subset of the
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> 16-color palette. This is the single biggest design decision in
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> the project; the rest of the plan assumes it.
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---
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## Phase 0 — Baseline ✅
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**Goal:** clean starting point, the existing `helloworld` builds and
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runs.
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- [x] ✅ Repo initialized, oscar64 is a submodule at `./oscar64/`.
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- [x] ✅ `src/helloworld.c` + `make compile` produce
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`build/helloworld.prg`.
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- [x] ✅ `GAME.md` written.
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- [x] ✅ Source artwork in `./source_images/`.
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- [x] ✅ **Verify:** `make run` runs the hello-world program in the
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oscar64 built-in emulator.
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**Done means:** `build/helloworld.prg` exists and the emulator prints
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"Hello World" then exits cleanly.
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---
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## Phase 1 — Asset pipeline ✅
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**Goal:** convert the 5 source PNGs into 160×200 multicolor-bitmap
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`.bin` files (8000 bytes each), and a Python script that does the
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conversion deterministically. This is the foundation everything else
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sits on.
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### Tasks
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- [x] ✅ Created `src/data/raw/` and `src/data/processed/`.
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- [x] ✅ Created `tools/convert_screens.py`.
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- [x] ✅ Ran the script on all 5 source images. Each output
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is exactly 8000 + 1000 + 2-3 = 9002-9003 bytes (.bin + .attr + .d021).
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- [x] ✅ Committed the script and the generated files.
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**Verify:**
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- `python3 tools/convert_screens.py source_images/screen_title.png src/data/processed/title`
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produces `title.bin` (8000 B), `title.attr` (1000 B), `title.d021` (2-3 B).
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- `file src/data/processed/title.bin` reports "data".
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**Done means:** `src/data/processed/` has `{title,waiting1,waiting2,win_hare,win_scoot}.{bin,attr,d021}` and
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the script is checked in. We can read the .bin back into a C array
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and it'll be the right format.
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---
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## Phase 2 — Display a screen ✅
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**Goal:** write a C program that displays the title screen at 160×200
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multicolor bitmap mode, with the score bar overlaid on top, and exits
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cleanly when fire is pressed. This is the first time we touch VIC
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state.
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### Tasks
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- [x] ✅ Created `src/screens.h` and `src/screens.c` with the .bin
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data as `const char ScreenTitleBin[]` etc., using
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`#embed 8000 0 lzo "data/processed/title.bin"`. The .attr data
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similarly: `const char ScreenTitleAttr[]`.
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- [x] ✅ Created `src/memmap.c` / `src/memmap.h` with `memmap_setup()`
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(calls `mmap_trampoline()`, `mmap_set(MMAP_RAM)`, `mmap_set(MMAP_NO_ROM)`)
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and `memmap_restore()` (restores `$01=$37`).
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- [x] ✅ Created `src/show_screen(int n)` helper that takes a screen
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ID, LZO-decompresses the `.bin` to $E000-$FFFF, copies the `.attr`
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to $D000, sets the VIC registers (bank 3 via CIA2 PRA, D018=$48,
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ctrl1 BMM|DEN|RSEL, ctrl2 MCM|CSEL), and sets `$D021`.
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- [x] ✅ Created `src/main.c` calling `memmap_setup()`, `audio_init()`,
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`score_init()`, `game_init()`, `rasterirq_setup()`, then spinning.
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- [x] ✅ Created `src/input.c` / `src/input.h` with `input_fire(int port)`.
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- [x] ✅ Screens region placed at `$BC00-$D000` (always-RAM, outside
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BASIC ROM — the original `$A000` placement was in ROM space on
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real hardware).
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**Verify:**
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- `make run` displays the title screen in the oscar64 built-in emulator.
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- (Optional, interactive) `make play` displays the title screen
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on real timings via VICE.
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- The .map file shows the code in the `$0801-$9C00` region, the
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`.attr` data in `$BC00-$CF88`, and the bitmap at `$E000-$FFFF`.
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**Done means:** we have a working screen display and we can swap
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between screens by changing one parameter. The bulk of the asset
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plumbing is done.
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---
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## Phase 3 — Score bar ✅
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**Goal:** render a score bar on the top 8 rows of the screen. Two
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halves: "HARE * * * * *" on the left, "* * * * * SCOOT" on the
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right, with pips filled/empty depending on score.
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### Tasks
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- [x] ✅ Created `src/score.h` and `src/score.c` with `score_p1`,
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`score_p2` globals, and `score_render()` that draws the pips
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and labels directly into the top 8 rows of the bitmap at $E000.
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- [x] ✅ Pip rendering: 6×6 black fill with 1-pixel white border.
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5 pips per side, centered in each half of the 160px multicolor
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screen.
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- [x] ✅ Custom 4×8 font: H, A, R, E, S, C, O, T, P, F, W, I, N, !, space.
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- [x] ✅ `score_init()` zeros both scores. `score_render()` called
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after each `show_screen()`. Scores clamped to 0..5 at render time.
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**Verify:**
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- Title screen shows "HARE [5 pips] [5 pips] SCOOT" at the top.
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- Changing `score_p1 = 3` in main() shows 3 filled pips on the left.
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**Done means:** the score bar is visible, on top of the bitmap,
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and updates on a state change.
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---
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## Phase 4 — State machine skeleton ✅
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**Goal:** implement the TITLE → READY → WAIT → DRAW → WIN flow
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described in GAME.md §9, with no audio yet, fixed durations,
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no score updates. Just the screens in the right order at the right
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times.
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### Tasks
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- [x] ✅ Created `src/game.h` and `src/game.c` with the state enum,
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`game_init()`, `game_step()`, and per-state enter/step functions.
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- [x] ✅ TITLE: flash border at 0.5 Hz, both-fire detection with
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8-frame de-bounce window.
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- [x] ✅ READY: show `screen_waiting1`, count 60 frames → WAIT.
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- [x] ✅ WAIT: show `screen_waiting2`, count 100 frames → DRAW.
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- [x] ✅ DRAW: white screen, watch for fire → WIN_P1 or WIN_P2.
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500-frame fault timeout → TITLE (no point).
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- [x] ✅ WIN_P1 / WIN_P2: show win screen, count 100 frames,
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→ READY (or → GAMEOVER if score == 5).
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- [x] ✅ GAMEOVER: show title screen, count 300 frames, → TITLE
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with scores reset to 0/0.
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- [x] ✅ `score_render()` called on entry to each state.
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**Verify:**
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- `make run`: game shows title with flashing text. Press both fires
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→ READY 1 sec → WAIT ~2 sec → white DRAW. Fire on port 1 →
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win_hare 2 sec → READY again (loop). 5 wins → title reset.
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**Done means:** the game loops. No audio, no fancy DRAW screen, no
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random WAIT duration — but the full state machine works.
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---
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## Phase 5 — Raster IRQ and timing ✅
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**Goal:** replace the busy-wait frame counter with a 50 Hz raster
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IRQ. Implement the random WAIT duration using $D41B.
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### Tasks
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- [x] ✅ Created `src/tick.c` / `src/tick.h` with a single RIRQ at
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line 311 (PAL stable line, `VIC_CTRL1_RST8` set). Handler:
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increments `frame_count`, calls `audio_state_step()` + `game_step()`.
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- [x] ✅ `game_step()` uses `enter_frame = frame_count` timestamps
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and `elapsed = frame_count - enter_frame` comparisons.
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- [x] ✅ Random WAIT: `100 + (PEEK(0xD41B) % 150)`, sampled at
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READY enter. Voice 3 freq set to $FFFF in `audio_init()` so
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the oscillator runs from the first sample.
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- [x] ✅ CIA 1 + CIA 2 ICR masked (`$7F, $7F`).
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- [x] ✅ Fault counter: 500 frames in DRAW → TITLE with stinger.
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- [x] ✅ `mmap_trampoline()` installs trampoline at $FFFE/$FFFF;
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`rirq_init(false)` overwrites the IRQ half (trampoline is NMI-only).
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`rirq_start()` is NOT called — inline `asl $d019; cli` used instead.
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- [x] ✅ `#pragma stacksize(0x400)` (1 KB), `#pragma heapsize(0)`.
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`#pragma nomain()` on tick.c to avoid stack collision.
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**Verify:**
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- `make run`: game still works, all transitions at correct timings.
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- WAIT duration varies visibly across multiple rounds.
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- Press fire during WAIT → nothing happens (input ignored).
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**Done means:** the game has a proper 50 Hz frame tick. The timing
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of READY → WAIT → DRAW is controlled by frame counts.
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---
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## Phase 6 — SID audio ✅
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**Goal:** implement the 5 audio cues from GAME.md §6 + fault
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stinger + transition stinger. The game becomes audible.
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### Tasks
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- [x] ✅ Created `src/notes.h` with pre-computed SID frequency values
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(A4, A5, C2, C3, C4, G4, C5, E5, G5, A5, C6 — all correct to
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±1 unit for PAL 985248 Hz clock).
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- [x] ✅ Created `src/audio.h` and `src/audio.c`:
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- `audio_init()`: master volume $0F, no filter, all voices silenced.
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- `audio_state_enter(state)`: calls `audio_stop()` first, sets up
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per-state SID registers (voice, waveform, ADSR, PWM).
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- `audio_state_step(state)`: advances the per-state schedule.
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- `audio_stop()`: gates off all 3 voices, clears registers.
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- [x] ✅ 5 cues implemented:
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- TITLE: silent.
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- READY: voice 0 triangle A4 (8 frames) → A5 (8 frames).
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- WAIT: voice 0 square C2 + voice 1 triangle C3, 16-frame
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retrigger loop (voice 1 offset by 8).
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- DRAW: voice 2 noise, attack=0, decay=1, gated 4 frames.
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- WIN_P1/P2: voice 0 triangle C5-E5-G5-C6 arpeggio (10 frames/note),
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voice 1 triangle a major third below.
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- GAMEOVER: voice 0 triangle G4-C5-E5-G5-C6 fanfare (30 frames/note),
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voice 1 sustained C4.
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- [x] ✅ Transition stinger: 5-frame low square wave on a per-state
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voice (avoids colliding with the new state's audio).
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- [x] ✅ Fault stinger: 10-frame low square wave on voice 1 (triggered
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AFTER `game_enter_title()` so it isn't silenced).
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- [x] ✅ No leakage between states: `audio_state_enter()` calls
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`audio_stop()` first; `audio_advance_stinger()` and
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`audio_advance_fault_stinger()` run independently and gate off
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their voices when done.
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**Verify:**
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- Each state has its recognizable cue (TITLE silent, READY ping,
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WAIT pulse, DRAW stab, WIN arpeggio, GAMEOVER fanfare).
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- State transitions produce a brief stinger.
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- DRAW fault produces a 10-frame stinger.
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**Done means:** the game has sound. This is the phase where
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the game becomes "the game" rather than "a tech demo".
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---
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## Phase 7 — DRAW screen and the counter ✅
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**Goal:** the white DRAW screen shows a big counter incrementing
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each frame, with a flash effect, tied to the raster IRQ.
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### Tasks
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- [x] ✅ Created `src/draw.c` / `src/draw.h` with `draw_render_counter(int value)`.
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7-segment-style digits rendered as 4×8 multicolor cells in
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the bitmap. 3 digits, starting at cell (15, 8).
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- [x] ✅ Counter initialized to 1 (per spec "starts at 001"),
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incremented per frame in `game_step_draw()`, capped at 999.
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- [x] ✅ Border flash: first 4 frames of DRAW show a white border
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strobe (W/B/W/B/W pattern), then white.
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- [x] ✅ `show_white_screen()` fills $E000-$FFFF with 0s, clears
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color RAM, sets VIC to MCM bitmap mode with white background.
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**Verify:**
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- DRAW screen: white background, border strobes for 4 frames,
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then a 3-digit counter ticks up from 001 each frame.
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- Counter caps at 999 and stays there.
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- No flicker (counter updates happen in the raster IRQ).
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**Done means:** the DRAW screen looks right and feels right.
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---
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## Phase 8 — Polish and end-to-end test ✅
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**Goal:** the game is fully playable from power-on to match-end,
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with no rough edges.
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### Tasks
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- [x] ✅ TITLE: "PRESS FIRE" text flashes (0.5 Hz: 50 on, 50 off).
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Uses the extended custom font (P, F, R, E, S, space).
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- [x] ✅ WIN_P1/P2: "HARE WINS!" / "SCOOT WINS!" banner replaces
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the flashing prompt on row 1. Uses the same custom font
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(W, I, N, !).
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- [x] ✅ GAMEOVER: shows winner banner, 300 frames → TITLE with
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scores reset to 0/0.
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- [x] ✅ Brief transition stinger (0.1 sec) on every state change.
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- [x] ✅ Full end-to-end test: 10+ random full matches, no crashes,
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no hangs, no stuck audio.
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- [x] ✅ Build with `-O3`: .prg works identically (same timing).
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- [x] ✅ .prg is 51,081 bytes — fits in 202 blocks (≤ 51,308 bytes).
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- [x] ✅ DRAW cheat protection: `draw_was_pressed[]` initialized
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from `input_fire()` on entry, not zero. Holding fire from WAIT
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doesn't auto-win.
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- [x] ✅ 7-agent code review: fixed screens region (BASIC ROM → RAM),
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DRAW cheat, first-round random, build.sh bugs (-v/-p, --kill
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regex, c1541 verification). See `src/KNOWN_ISSUES.md` for
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deferred items (LZO-in-IRQ tearing, trampoline footgun,
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audio schedule off-by-one).
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**Verify:**
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- `make run`: game plays end-to-end on real timings.
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- A typical match takes 30-60 seconds.
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- No crashes, no hangs, no leftover sound.
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- .prg fits in 202 blocks.
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**Done means:** the game ships.
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---
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## Post-Phase 8 work
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These items were done after Phase 8 was marked complete:
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- [x] ✅ `./src/build.sh` replaced by `./Makefile` (GNU make).
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Targets: help (default), compile, run, run-vice, run-vice-cycle,
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play, play-cycle, kill, clean. Optimization via `make OPT=O3`.
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- [x] ✅ `-drive8type 1541` added to VICE launches (required for
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autostart; without it, `?DEVICE NOT PRESENT`).
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- [x] ✅ Game renamed from "Whack Hare!" to "Nyuller" (all source,
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headers, docs, build scripts).
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- [x] ✅ Build output moved from `src/build/` to `./build/` (repo root).
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- [x] ✅ Code review fixes applied (see commit `31cbe00`):
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- Screens region moved from `$A000` (BASIC ROM) to `$BC00` (RAM).
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- `draw_was_pressed[]` initialized from `input_fire()`.
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- `audio_init()` sets voice 3 freq to `$FFFF` (random from frame 1).
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- Build script: mutual exclusion, c1541 verification, --kill regex.
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---
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## Phase 9 — (Optional) extra features
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Pick from these based on time and interest. None of these are
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required for the game to be done.
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- [ ] **NTSC support.** 60 Hz, 263 lines, stable raster line
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~261. Different frame counts, different note frequencies
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(the SID clock is the same; the game just runs 20% faster).
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Maybe a `-tm=ntsc` build target.
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- [ ] **A "draw too early" penalty.** If a player presses fire
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during WAIT (not DRAW), they lose the round. The other
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player gets a free point. Adds strategic depth.
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- [ ] **A practice mode.** Press fire on a keyboard key (e.g.
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SPACE) at the title to start a single-player mode where
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you have to react to the DRAW signal. High score = how
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fast you press.
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- [ ] **A "best of N" mode.** Instead of first to 5, configurable
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best of 3, 5, 7, 9.
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- [ ] **Sidetrack from the article:** digit scaling with
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dithering. A custom 2-color dithered font for the counter
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that looks more "C64" than the ROM font.
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- [ ] **More art.** The five source screens are the minimum.
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If we want to add e.g. a separate "GAME OVER" screen with
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the winner standing on the loser's body, that's a new art
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asset and a new state.
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- [ ] **LZO screen swap refactor.** Move the `show_screen()` LZO
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decompress out of the raster IRQ into the main loop (or a
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deferred flag pattern) to eliminate the ~170ms screen tearing
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on state transitions. See `src/KNOWN_ISSUES.md` §1.
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- [ ] **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.
|
||
|
||
---
|
||
|
||
## Risks and unknowns
|
||
|
||
Things that might trip us up, in rough order of likelihood:
|
||
|
||
1. **The 4-color-per-4×8-cell multicolor constraint is going to
|
||
hurt.** The source images have a lot of color variation.
|
||
The conversion script has to be smart about which 4 colors
|
||
it picks for each cell. A naive quantizer will produce
|
||
muddy results. Budget time for iterating on the script.
|
||
|
||
2. **The SID 6581 is non-deterministic for timing-critical music.**
|
||
The note schedule in WAIT is jiffy-accurate, but the SID's
|
||
envelope generator adds a tiny bit of jitter. Test on the
|
||
emulator first (which is bit-perfect), then on real hw.
|
||
|
||
3. **The raster IRQ handler is cycle-sensitive.** If we have a
|
||
bug that lets the handler overrun its line budget, the
|
||
next IRQ fires late and everything drifts. The fix is
|
||
always: measure with `-O3 -g`, look at the .asm, and
|
||
optimize the hot path. We have the Oscar64
|
||
`rasterirq` library for the boilerplate; the hot path
|
||
is just the few state-machine branches.
|
||
|
||
4. **`mmap_set` while the KERNAL trampoline is in use.** If we
|
||
call `mmap_set` from inside a raster IRQ (we won't, but
|
||
a bug might), the KERNAL ISR will read the wrong bank
|
||
when it tries to update the jiffy clock. The fix: never
|
||
call `mmap_set` from an ISR; do all banking at
|
||
startup, before the IRQ is enabled.
|
||
|
||
5. **The `p""` PETSCII prefix matters in conio.h too.** If we
|
||
forget to mark a string as PETSCII, it'll print garbage.
|
||
Easy to fix but easy to forget.
|
||
|
||
6. **Color RAM updates are slow if we do them cell-by-cell.**
|
||
The score bar rendering does a few hundred byte writes
|
||
to $D800+. That's fine in the raster IRQ (it's not the
|
||
badline line), but if the score bar grows we should
|
||
consider pre-shifting the color RAM with a `memcpy` from
|
||
a per-state color table.
|
||
|
||
7. **The DRAW counter might flicker if we don't time it right.**
|
||
The 3 cells in screen memory are at $04xx; updating them
|
||
in the IRQ handler at line 311 is fine, but if the user
|
||
enables `-O3` and the optimizer moves the write to a
|
||
different line, we get mid-screen garbage. Pin the
|
||
counter update to a known-good line (line 311 in the
|
||
IRQ handler, which fires *before* the visible area on
|
||
the next frame).
|
||
|
||
---
|
||
|
||
## Commit cadence
|
||
|
||
Roughly one commit per phase, with intermediate commits as
|
||
phases get big. Suggested commit messages:
|
||
|
||
```
|
||
Phase 0: repo skeleton + helloworld baseline
|
||
Phase 1: asset pipeline (Python script + 5 processed .bin files)
|
||
Phase 2: display the title screen (mmap, vic, screen swap)
|
||
Phase 3: score bar (pips + labels)
|
||
Phase 4: state machine skeleton (no audio, no random)
|
||
Phase 5: raster IRQ + frame timing
|
||
Phase 6: SID audio (5 cues)
|
||
Phase 7: DRAW screen + counter
|
||
Phase 8: polish and end-to-end test
|
||
```
|
||
|
||
Within a phase, break up by file: "Phase 2: add memmap_setup and
|
||
show_screen helpers" before "Phase 2: wire into main.c".
|