# 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 `@