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CLAUDE.md
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# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Development Workflow
This is a collaborative pair programming effort. Claude runs in a Docker environment with access to the codebase but cannot build or run the project. The user handles all builds and testing.
## Project Overview
Solitaire C64 is a Klondike solitaire card game for the Commodore 64, written in c65gm (a high-level language that compiles to 6502 assembly). Language documentation is available in `language_docs/`.
## Build Commands
```bash
./cm.sh # Build the project (outputs main.prg)
./start_in_vice.sh # Launch in VICE emulator
./exomizer_compress_prg.sh # Compress binary with Exomizer
```
Build chain: C65 source → c65gm compiler → 6502 assembly → ACME assembler → main.prg
Requirements:
- [c65gm compiler](https://git.techserio.com/mattiashz/c65gm)
- ACME 6502 assembler
## Testing
Enable test modes by uncommenting `#DEFINE TEST_GAMES 1` in `cardgame.c65`. Test functions in `cardtests.c65` and `joysticktests.c65` can be called from main() for debugging specific scenarios.
## Architecture
### Module Organization
**Core Game Logic:**
- `cardgame.c65` - Main entry point, initialization, RNG seeding
- `gameloop.c65` - Main loop, input processing, coordinate-to-pile mapping
- `gamestate.c65` - Global state (draw mode, selected piles, interaction flags)
- `cardmoves.c65` - Move validation and execution
- `carddeck.c65` - Fisher-Yates shuffle, dealing
- `cardrender.c65` - Card and pile rendering
**Input System:**
- `joystick.c65` - CIA Port 2 joystick driver
- `mouse.c65` - 1351 mouse driver with smoothing
- `keyboard.c65` - Non-interfering keyboard scan
- `pointer.c65` - VIC-II sprite cursor control
**Data & Constants:**
- `piles.c65` - Pile data structures (13 piles: stock, waste, 4 foundations, 7 tableaus)
- `pileconsts.c65` - Pile ID constants
- `cardconsts.c65` - Card suits, ranks, flags
### Game Data Model
- 52 cards represented as values 0-51 (0-12 Hearts, 13-25 Diamonds, 26-38 Spades, 39-51 Clubs)
- Face-down cards have high bit set ($80)
- Each pile: 1 count byte + card slots (tableaus: 53 bytes, foundations: 14 bytes)
- PILE_END marker ($FF) indicates empty pile
### Memory Layout
- `$0400` - Screen memory
- `$2000` - Custom character set
- `$3000` - Code start
- `$C000` - Screen backup (menu)
- `$D000` - VIC-II registers
- `$DC00` - CIA ports (joystick/keyboard)
### Custom Character Set (ECM Mode)
The game uses a 64-character ECM (Extended Color Mode) font stored at `$2000`. This is NOT a standard ASCII font - it contains only card-specific graphics:
- **Char 0**: Solid filled block (`$FF` bytes)
- **Chars 1-12**: Rank characters (2-10, J, Q, K) - note: Ace uses char 13
- **Char 13**: Ace character
- **Chars 14-15**: Suit symbols (spades, clubs in one color set)
- **Chars 19 ($13)**: Empty/blank character (`$00` bytes)
- **Chars $15-$39**: Suit graphics (hearts, diamonds, spades, clubs as 3x3 grids)
- **Chars $50-$51**: Suit symbols (hearts, diamonds)
- **Various**: Card borders, corners, card back pattern pieces
Character data is in `charpad_cards/`. The map PNG shows the visual layout. ECM mode uses 2 bits from color RAM to select between 4 color sets, effectively giving 64 unique characters × 4 color variations.
Since there are no alphabet characters, any text display (like "YOU WIN!") must be constructed from available shapes (solid blocks, empty spaces, card graphics).
## c65gm Language Notes
See `language_docs/` for full reference. Key points:
**Arithmetic expressions have two contexts:**
*Compile-time* (no spaces) - evaluated by compiler, supports `+ - * /` and logic operators:
```c65
value = 5+6*2 // Computed at compile time, supports * /
offset = 40*5+SCREEN // Fifth row (40 cols * 5 rows) + screen base address
// NOTE: SCREEN+40*5 would mean (SCREEN+40)*5 due to left-to-right eval!
```
*Runtime* (with spaces) - generates 6502 code, only `+ -` and logic operators:
```c65
result = a + b // Runtime addition
result = count - 1 // Runtime subtraction
// No runtime multiplication - split complex expressions into multiple statements
```
**Critical: No operator precedence** in either context. Evaluation is strictly left to right:
```c65
result = 2+3*4 // = 20, NOT 14 (evaluates as (2+3)*4)
```
**Types:**
- `BYTE` (8-bit), `WORD` (16-bit)
- `BYTE CONST` / `WORD CONST` for constants (preferred over `#DEFINE`)
- Memory-mapped: `BYTE borderColor @ $D020`
**Control flow:** `IF`/`ENDIF`, `WHILE`/`WEND`, `FOR`/`NEXT`, `SWITCH`/`CASE`/`ENDSWITCH`, `BREAK`
**Functions:**
```c65
FUNC add(in:a, in:b, out:result)
result = a + b
FEND
```
Parameter modifiers: `in:` (read-only, default), `out:` (write-only), `io:` (read-write, both in and out).
Call with `@<label>` to pass an address: `myFunc(@dataTable)` sends the address of `dataTable` to that WORD parameter.
**Memory access:**
```c65
value = PEEK $D020 // Read byte
POKE $D020 WITH 0 // Write byte
value = PEEK screenPtr[index] // Indexed access (pointer must be WORD in zero page)
POINTER screenPtr TO $0400 // Set pointer
```
Also `PEEKW`/`POKEW` for 16-bit values.
**Pointers:** Not special like in C - just WORD variables. Whether it's a "pointer" depends on usage. Normal WORD variables work fine to hold addresses. Only use zero-page (`@ $xx`) for pointers that need indexed PEEK/POKE access.
**Inline assembly:** Use `ASM`...`ENDASM`. Reference local variables with `|varname|` syntax.
**Include guards pattern:**
```c65
#IFNDEF __MY_LIBRARY
#DEFINE __MY_LIBRARY = 1
GOTO lib_skip
// ... library code ...
LABEL lib_skip
#IFEND
```
**Number formats:** Decimal `123`, hex `$FF`, binary `%11110000`

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@ -32,7 +32,6 @@ ENDASM
#IFDEF TEST_GAMES
#INCLUDE "testgames.c65"
#IFEND
#INCLUDE "winscreen.c65"
#INCLUDE "gameloop.c65"

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@ -820,7 +820,9 @@ FUNC card_display_init
sprite_color2 = color_black
// Initially hide all card display sprites (1-5)
sprite_enable = sprite_enable & %11000001 // Keep sprite 0 (pointer), clear 1-5
temp = sprite_enable
temp = temp & %11000001 // Keep sprite 0 (pointer), clear 1-5
sprite_enable = temp
FEND
@ -915,8 +917,12 @@ FEND
// Hide all card display sprites (when no card selected)
// ============================================================================
FUNC card_display_hide
BYTE temp
// Disable sprites 1-5, keep sprite 0 (pointer) and sprite 6 (menu hint)
sprite_enable = sprite_enable & %11000001
temp = sprite_enable
temp = temp & %11000001
sprite_enable = temp
FEND
@ -952,11 +958,8 @@ FUNC menu_hint_show
sprite_x_msb = sprite_x_msb | %01000000
ENDIF
// Set color to black for contrast against white background
//sprite_color6 = color_black
//sprite_color6 = color_grey
//sprite_color6 = color_light_grey
sprite_color6 = color_white // White is invisible on white background.
// Set color to blue (6)
sprite_color6 = 6
// Enable sprite 6
sprite_enable = sprite_enable | %01000000

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@ -1 +1 @@
exomizer sfx basic main.prg -o siders_solitaire.prg
exomizer sfx basic main.prg -o main2.prg

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@ -840,7 +840,6 @@ FUNC restart_game
game_selected_pile = PILE_ID_NONE
game_selected_card_count = 0
game_prev_button_state = 0
game_win_shown = 0
FEND
@ -902,8 +901,8 @@ FUNC game_loop
#IFDEF TEST_GAMES
// Test game options (comment/uncomment one):
//setup_test_game_tall_tableau() // K->3 in tab0, red 2 in waste
setup_test_game_one_move_to_win() // 1 move from victory
//setup_test_game_overflow() // K->A in tab3 to test screen overflow
//setup_test_game_one_move_to_win() // 1 move from victory
setup_test_game_overflow() // K->A in tab3 to test screen overflow
#IFEND
BYTE menu_key
@ -1023,11 +1022,10 @@ FUNC game_loop
// Check win condition
check_win_condition(is_won)
IF is_won
IF game_win_shown = 0
show_win_screen()
game_win_shown = 1
ENDIF
// Flash border or show message
POKE $d020 , color_green
// Could add "YOU WIN" message here
// For now, just keep running to allow admiring the win
ENDIF
// Small delay to avoid reading mouse too fast

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@ -144,32 +144,6 @@ FUNC menu_update_found_to_tab
FEND
// ============================================================================
// FUNC menu_update_mouse_sensitivity
// Update only the mouse sensitivity display (row 12) - no screen clear
// ============================================================================
FUNC menu_update_mouse_sensitivity
WORD screen_pos @ $e8
WORD str_ptr @ $ea
// Clear the value area (cols 28-31)
screen_pos = 12*40+$0400+27
POKE screen_pos[0] , 32 // space
POKE screen_pos[1] , 32
POKE screen_pos[2] , 32
POKE screen_pos[3] , 32
// Mouse sensitivity value
screen_pos = 12*40+$0400+27
IF game_mouse_high_sensitivity == 0
POINTER str_ptr -> str_low
ELSE
POINTER str_ptr -> str_high
ENDIF
menu_print_string(screen_pos, str_ptr)
FEND
// ============================================================================
// FUNC menu_render
// Render the full menu screen with current settings
@ -194,15 +168,9 @@ FUNC menu_render
// Foundation to Tableau value
menu_update_found_to_tab()
// Mouse sensitivity option (row 12)
menu_print_string(12*40+$0400+4, @str_mouse_sensitivity)
// Mouse sensitivity value
menu_update_mouse_sensitivity()
// Instructions for resume/restart (row 15+)
menu_print_string(15*40+$0400+4, @str_inst_f7)
menu_print_string(18*40+$0400+4, @str_inst_runstop)
// Instructions for resume/restart (row 12+)
menu_print_string(12*40+$0400+4, @str_inst_f7)
menu_print_string(15*40+$0400+4, @str_inst_runstop)
// Controls info (row 20)
menu_print_string(20*40+$0400+2, @str_controls)
@ -211,7 +179,7 @@ FUNC menu_render
menu_print_string(23*40+$0400+1, @str_license)
// Set border color to menu color (purple)
POKE $d020 , color_grey
POKE $d020 , 4
FEND
@ -258,18 +226,12 @@ FUNC menu_show(out:{BYTE action})
WEND
// Menu loop
#PRAGMA _P_USE_LONG_JUMP 1
WHILE 1
#PRAGMA _P_USE_LONG_JUMP 0
key_scan(key)
// Only process on key press (transition from NONE to key)
#PRAGMA _P_USE_LONG_JUMP 1
IF key != KEY_NONE
#PRAGMA _P_USE_LONG_JUMP 0
#PRAGMA _P_USE_LONG_JUMP 1
IF prev_key == KEY_NONE
#PRAGMA _P_USE_LONG_JUMP 0
SWITCH key
CASE KEY_F1
// Toggle draw mode
@ -289,15 +251,6 @@ FUNC menu_show(out:{BYTE action})
ENDIF
menu_update_found_to_tab()
CASE KEY_F5
// Toggle mouse sensitivity
IF game_mouse_high_sensitivity == 0
game_mouse_high_sensitivity = 1
ELSE
game_mouse_high_sensitivity = 0
ENDIF
menu_update_mouse_sensitivity()
CASE KEY_F7
// Resume game
action = MENU_ACTION_RESUME
@ -354,7 +307,7 @@ FEND
// Menu strings (null-terminated) - Using !scr for screen codes
LABEL str_title
ASM
!scr "Siders Solitaire Menu", 0
!scr "Klondike Solitaire Menu", 0
ENDASM
LABEL str_draw_mode
@ -367,11 +320,6 @@ ASM
!scr "F3: Foundation>Tableau:", 0
ENDASM
LABEL str_mouse_sensitivity
ASM
!scr "F5: Mouse sensitivity:", 0
ENDASM
LABEL str_on
ASM
!scr "On", 0
@ -382,16 +330,6 @@ ASM
!scr "Off", 0
ENDASM
LABEL str_high
ASM
!scr "High", 0
ENDASM
LABEL str_low
ASM
!scr "Low", 0
ENDASM
LABEL str_inst_f1
ASM
!scr "F1: Toggle draw mode (1/3)", 0

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@ -13,16 +13,12 @@ GOTO __skip_lib_gamestate
// Game configuration
BYTE game_draw_mode = 1 // Stock draw mode: 1 or 3 cards per draw
BYTE game_allow_found_to_tab = 0 // Allow foundation to tableau moves: 0=disallow, 1=allow
BYTE game_mouse_high_sensitivity = 1 // Mouse sensitivity: 1=high (default), 0=low (filters small movements)
// Game interaction state
BYTE game_selected_pile // Currently selected pile ID (PILE_ID_NONE if none)
BYTE game_selected_card_count // Number of cards selected from tableau (1+ for tableau stacks)
BYTE game_prev_button_state // Previous mouse button state for click detection
// Win state
BYTE game_win_shown = 0 // 1 if win screen has been displayed
LABEL __skip_lib_gamestate

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@ -39,10 +39,9 @@ WORD CONST CIA_DDRB = $DC03 // Port B Data Direction Register
BYTE CONST KEY_NONE = 0
BYTE CONST KEY_F1 = 1
BYTE CONST KEY_F3 = 2
BYTE CONST KEY_F5 = 3
BYTE CONST KEY_F7 = 4
BYTE CONST KEY_RUNSTOP = 5
BYTE CONST KEY_RETURN = 6
BYTE CONST KEY_F7 = 3
BYTE CONST KEY_RUNSTOP = 4
BYTE CONST KEY_RETURN = 5
// C64 Keycode constants (for internal use)
// Based on: https://www.c64-wiki.com/wiki/Keyboard
@ -50,7 +49,6 @@ BYTE CONST KEYCODE_RETURN = $01
BYTE CONST KEYCODE_F7F8 = $03
BYTE CONST KEYCODE_F1F2 = $04
BYTE CONST KEYCODE_F3F4 = $05
BYTE CONST KEYCODE_F5F6 = $06
BYTE CONST KEYCODE_RUNSTOP = $3F
// Row and column lookup tables for keyboard scanning
@ -67,7 +65,6 @@ ENDASM
// Key history for debouncing (one byte per tracked key)
BYTE key_history_f1
BYTE key_history_f3
BYTE key_history_f5
BYTE key_history_f7
BYTE key_history_return
BYTE key_history_runstop
@ -162,14 +159,6 @@ FUNC key_scan(out:{BYTE key_pressed})
ENDIF
ENDIF
// Check F5
IF key_pressed == KEY_NONE
key_check_raw(KEYCODE_F5F6, key_history_f5, check_result)
IF check_result > 0
key_pressed = KEY_F5
ENDIF
ENDIF
// Check F7
IF key_pressed == KEY_NONE
key_check_raw(KEYCODE_F7F8, key_history_f7, check_result)

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@ -102,8 +102,6 @@ FUNC pointer_init({BYTE x_pos} {BYTE y_pos} {BYTE color} {BYTE sprite_data})
// Set sprite data pointer
sprite_pointer0 = sprite_data
POKE $D01B , 0
// Enable sprite 0
sprite_enable = 1
FEND
@ -266,7 +264,6 @@ FEND
// Update pointer based on mouse delta movements
// Expects mouse_delta_x and mouse_delta_y to be set (from mouse.c65 library)
// Mouse deltas are signed 8-bit values
// If game_mouse_high_sensitivity = 0, filters out ±1 pixel movements (deadzone)
// ============================================================================
FUNC pointer_update_mouse({BYTE delta_x} {BYTE delta_y})
BYTE sign_x
@ -274,26 +271,6 @@ FUNC pointer_update_mouse({BYTE delta_x} {BYTE delta_y})
BYTE abs_x
BYTE abs_y
BYTE CONST LOW_SENSE_FILTER = 2
// Apply deadzone filter if low sensitivity mode
IF game_mouse_high_sensitivity == 0
// Filter ±1 pixel movements (1 = +1, 255 = -1 in signed byte)
IF delta_x <= LOW_SENSE_FILTER
delta_x = 0
ENDIF
IF delta_x >= 255-LOW_SENSE_FILTER
delta_x = 0
ENDIF
IF delta_y <= LOW_SENSE_FILTER
delta_y = 0
ENDIF
IF delta_y >= 255-LOW_SENSE_FILTER
delta_y = 0
ENDIF
ENDIF
// Handle X movement
sign_x = delta_x & %10000000
IF sign_x

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@ -1,139 +0,0 @@
#IFNDEF __lib_winscreen
#DEFINE __lib_winscreen 1
GOTO __skip_lib_winscreen
// ============================================================================
// WIN SCREEN
// Displays "YOU WIN!" celebration when game is won
// ============================================================================
BYTE CONST WIN_LOGO_CHAR = $50 // Hearts suit character
BYTE CONST WIN_CLEAR_CHAR = 0 // Solid block (shows color RAM color)
// Logo dimensions and position
// Logo is 26 chars wide x 5 chars tall, centered on 40x25 screen
BYTE CONST WIN_LOGO_WIDTH = 26
BYTE CONST WIN_LOGO_HEIGHT = 5
BYTE CONST WIN_LOGO_START_COL = 7 // (40-26)/2 = 7
BYTE CONST WIN_LOGO_START_ROW = 10 // (25-5)/2 = 10
// Clear area with 1 char padding on sides
BYTE CONST WIN_CLEAR_WIDTH = 28
BYTE CONST WIN_CLEAR_START_COL = 6
// Screen base
WORD CONST SCREEN_BASE = $0400
// ----------------------------------------------------------------------------
// Logo offset data
// Each byte is an offset from logo top-left where hearts char goes
// Arranged visually to show letter shapes in source
// ----------------------------------------------------------------------------
LABEL win_logo_offsets
ASM
; "YOU WIN!" - 5 rows x 26 cols
; Offsets where hearts char ($50) is placed
;
; Y O U W I N !
;
; Row 0:
; █ █ ███ █ █ █ █ █ █ █ █
!8 0,2, 4,5,6, 8,10, 13,17, 19, 21,23, 25
;
; Row 1:
; █ █ █ █ █ █ █ █ ███ █
!8 41, 44,46, 48,50, 53,57, 59, 61,62,63,65
;
; Row 2:
; █ █ █ █ █ █ █ █ █ █ █ █
!8 81, 84,86, 88,90, 93,95,97, 99, 101,103,105
;
; Row 3:
; █ █ █ █ █ █ █ █ █ █ █
!8 121, 124,126,128,130, 133,135,137,139,141,143
;
; Row 4:
; █ ███ ███ █ █ █ █ █ █
!8 161, 164,165,166,168,169,170,174,176,179,181,183,185
;
; Terminator
!8 255
ENDASM
// ============================================================================
// FUNC clear_win_area
// Clears a rectangular area in the center of screen for the logo
// Fills with WIN_CLEAR_CHAR (solid block showing white)
// ============================================================================
FUNC clear_win_area
WORD screen_ptr @ $a0
BYTE row
BYTE col
WORD row_start
// Calculate starting position: row 10, col 6
// Offset = 10 * 40 + 6 = 406
row_start = SCREEN_BASE + 406
FOR row = 0 TO WIN_LOGO_HEIGHT-1
POINTER screen_ptr -> row_start
FOR col = 0 TO WIN_CLEAR_WIDTH-1
POKE screen_ptr[col] , WIN_CLEAR_CHAR
NEXT
// Move to next row (add 40)
row_start = row_start + 40
NEXT
FEND
// ============================================================================
// FUNC draw_win_logo
// Draws "YOU WIN!" using hearts characters at the calculated offsets
// Must call clear_win_area first
// ============================================================================
FUNC draw_win_logo
WORD screen_ptr @ $a0
WORD offset_ptr @ $a2
WORD logo_base
BYTE offset
// Logo base position: row 10, col 7
// Offset = 10 * 40 + 7 = 407
logo_base = SCREEN_BASE + 407
POINTER offset_ptr -> win_logo_offsets
BYTE index
index = 0
// Loop through all offsets until terminator (255)
offset = PEEK offset_ptr[index]
WHILE offset != 255
// Calculate screen address: logo_base + offset
screen_ptr = logo_base + offset
// Poke hearts character
POKE screen_ptr[0] , WIN_LOGO_CHAR
// Next offset
index = index + 1
offset = PEEK offset_ptr[index]
WEND
FEND
// ============================================================================
// FUNC show_win_screen
// Main entry point - clears area and draws the win logo
// ============================================================================
FUNC show_win_screen
clear_win_area()
draw_win_logo()
FEND
LABEL __skip_lib_winscreen
#IFEND