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19 Commits

Author SHA1 Message Date
Adolfo Reyna
e406a06f61 Fix race condition in display refresh locking 2026-02-13 13:40:45 -05:00
Adolfo Reyna
034867d2a7 fix sneak game 2026-02-13 13:36:35 -05:00
Adolfo Reyna
76e3d2435e Make game name search case-insensitive
Serial uploader searches for games by filename (e.g., "tetris") but
games are registered by their metadata NAME field (e.g., "Tetris").
This caused launch failures when case didn't match.

Changed select_game_by_name() to use case-insensitive matching:
- strcasecmp() for exact match
- tolower() both strings before strstr() for partial match

Now uploading "tetris.lua" will successfully match and launch "Tetris".

Co-Authored-By: Claude <noreply@anthropic.com>
2026-02-12 23:27:48 -05:00
Adolfo Reyna
518bc054c4 Fix SPI bus contention crash on serial game upload
Serial uploader was crashing the Pico when launching games because
it accessed SD card (SPI) while Core 1 was refreshing display (also SPI).
Display and SD card share the same SPI bus and cannot be accessed
simultaneously.

Split game launch into prepare and execute phases:
- prepare: Re-scan games directory (safe, SD access done immediately)
- execute: Load Lua script from SD (deferred until display is idle)

Main loop now checks !is_refresh_in_progress() before completing
launch, preventing SPI conflicts.

Also updated SD card best practices skill to document SPI bus
contention as the #1 most critical issue to avoid.

Co-Authored-By: Claude <noreply@anthropic.com>
2026-02-12 23:25:31 -05:00
Adolfo Reyna
f8fb04db1b improve game 2026-02-12 23:09:13 -05:00
Adolfo Reyna
84b009c33e Add serial upload tool for rapid Lua game iteration
Implements a complete serial upload workflow that allows uploading and
immediately testing Lua games via USB serial connection.

New Components:
- SerialUploader: Receives files via serial, writes to SD card
- upload_game.py: Python tool for sending files from host computer
- Protocol: Text-based with base64 encoding for reliability

Key Features:
- Uploads file to /games folder on SD card
- Overwrites existing files (FA_CREATE_ALWAYS)
- Auto-launches uploaded game immediately
- Proper memory cleanup (prevents Lua state conflicts)

SD Card Fixes:
- Fixed SPI speed management (12.5MHz for SD, 32MHz for display)
- Fixed SD write protocol (poll for data response token)
- Added speed switching wrappers around all FatFS operations
- Cleaned up excessive debug output

Game Launcher Improvements:
- Added clear_games() to prevent duplicate registrations
- Added cleanup in select_game_by_name() to delete old instances
- Added exact match priority in game selection
- LuaGameLoader now has clear_factory_data() for memory cleanup

Integration:
- Added serial_uploader to CMakeLists.txt
- Integrated into main loop in basic1.cpp
- Re-scans games after upload to pick up new files

Documentation:
- UPLOAD_TOOL.md: Usage instructions
- sd_card_best_practices.md: Critical lessons learned

Known Issues:
- Game launch after upload occasionally causes freeze (needs investigation)
- Display may not refresh properly after upload

Usage:
  python upload_game.py games/lua_examples/2048.lua /dev/tty.usbmodem101

Co-Authored-By: Claude <noreply@anthropic.com>
2026-02-12 22:52:57 -05:00
Adolfo Reyna
b26f3bf775 Update all remaining games to use text_scaled with scale=2
Updated games:
- pong.lua: All text now uses text_scaled with scale=2
- air_hockey.lua: All text now uses text_scaled with scale=2
- asteroids.lua: All text now uses text_scaled with scale=2
- ball.lua: All text now uses text_scaled with scale=2
- breakout.lua: All text now uses text_scaled with scale=2
- counter.lua: All text now uses text_scaled with scale=2
- flappy_bird.lua: All text now uses text_scaled with scale=2
- lunar_lander.lua: All text now uses text_scaled with scale=2
- snake.lua: All text now uses text_scaled with scale=2
- tetris.lua: All text now uses text_scaled with scale=2

All 14 games now have consistent 2x text scaling for better readability.
2026-02-12 21:33:00 -05:00
Adolfo Reyna
f398d62af2 Add renderer.text_scaled() Lua binding
lua_bindings.cpp:
- Added new lua_renderer_text_scaled() function
- Wraps renderer->draw_string_scaled() with proper scale support
- Registered as renderer.text_scaled(x, y, text, on, scale)
- Scale parameter defaults to 1 if omitted

Updated all 4 games to use text_scaled():
- simon_says.lua: All text now uses text_scaled with scale=2
- tic_tac_toe.lua: All text now uses text_scaled with scale=2
- memory_match.lua: All text now uses text_scaled with scale=2
- 2048.lua: All text now uses text_scaled with scale=2

This properly uses the C++ renderer's scaled text rendering instead of
workarounds in Lua, providing better performance and consistency.
2026-02-12 21:31:15 -05:00
Adolfo Reyna
fa7d2fd32f Scale games on both axes and 2x text size
All 4 games (simon_says, tic_tac_toe, memory_match, 2048):
- Changed sizing to use min(width, height) instead of just width
- Grids now scale proportionally on both axes
- All UI text now uses text_scale=2 for better visibility
- Games fill more of the screen properly on portrait mode

Fixes:
- Simon Says buttons now square grid on any orientation
- Tic-Tac-Toe grid centered vertically using full screen height
- Memory Match cards use smallest dimension for square sizing
- 2048 tiles scale and center on both axes
- All text (scores, menus, game over) now 2x larger
2026-02-12 21:23:34 -05:00
Adolfo Reyna
a274fb04a1 Update Snake: wrap edges and halve speed
snake.lua:
- Changed wall collision to wrap around (toroidal grid)
- Snake now travels through edges instead of crashing
- Doubled move_speed from 10 to 20 frames (half speed)
- Updated speed increase cap from 3 to 5 frames (slower at max)
- Snake can now traverse indefinitely without losing to walls
2026-02-12 21:10:44 -05:00
Adolfo Reyna
a058476b42 Scale 2048 to fill screen
2048.lua:
- Removed hardcoded TILE_SIZE and TILE_SPACING constants
- Added get_tile_size() function that calculates tile dimensions based on screen width
- Added get_grid_start_x/y() to center grid
- Updated draw() to use dynamic sizing for all tiles
- 4x4 grid now scales proportionally on any screen size
2026-02-12 21:10:16 -05:00
Adolfo Reyna
2a9b17a539 Scale Memory Match to fill screen
memory_match.lua:
- Removed hardcoded CARD_SIZE and CARD_SPACING
- Added get_card_size() function that calculates card dimensions based on available screen space
- Grid now fills screen width (minus padding) and uses available height
- Added get_grid_start_x/y() to center grid
- All card positions and hit detection updated to use dynamic sizing
- Cards scale proportionally on any screen size while maintaining 4x4 layout
2026-02-12 21:09:46 -05:00
Adolfo Reyna
62716c7dc4 Scale Simon Says and Tic-Tac-Toe to fill screen
simon_says.lua:
- Removed hardcoded button positions
- Added get_buttons() function that calculates button size and position based on screen dimensions
- Buttons now use 10% screen padding and scale to fill available width
- 2x2 grid automatically scales with screen size

tic_tac_toe.lua:
- Replaced hardcoded CELL_SIZE with dynamic calculation
- Added get_cell_size() to compute size based on screen width
- Added get_grid_start_x/y() to center grid both horizontally and vertically
- Grid now scales to fill available space while maintaining 3x3 layout
- All cell positions updated to use dynamic functions

Both games now work on any screen size and scale proportionally.
2026-02-12 21:06:54 -05:00
Adolfo Reyna
b22170b62c Fix Lua game float-to-int conversion errors for renderer.circle()
All games had the same issue: renderer.circle() requires integer arguments,
but float calculations produced non-integer coordinates.

Fixed in all games using math.floor(x + 0.5) for proper rounding:
- pong.lua: Ball position
- air_hockey.lua: Puck position
- asteroids.lua: Asteroid positions
- ball.lua: Ball and trail positions, velocity line
- breakout.lua: Ball position
- flappy_bird.lua: Bird Y position
- counter.lua: Last touch marker position
- snake.lua: Food position (center calculation)
- tic_tac_toe.lua: O circle center position

Also fixed floating-point coordinate calculations in ball and line
drawing to ensure all coordinates are integers.
2026-02-12 20:51:26 -05:00
Adolfo Reyna
b5e69abc83 Add virtual navigation buttons to game launcher
- Display < PREV and NEXT > buttons at bottom of screen when multiple pages exist
- Buttons are touchable and respond to taps
- Button dimensions: 150x40 at y=235
- PREV button: x=30, NEXT button: x=200
- Updated instructions to show 'Touch buttons or KEY0/KEY1'
- Both KEY0/KEY1 and touch button presses navigate pages
- Updated lib/ and emulator/ versions
2026-02-12 20:46:41 -05:00
Adolfo Reyna
b722b8b9c5 Clean up build artifacts and improve .gitignore
- Remove tracked CMakeFiles/ directory
- Remove .DS_Store files
- Add proper .gitignore patterns for:
  - *.o, *.o.d (object files and dependency files)
  - *.a, *.so, *.dylib (static/dynamic libraries)
  - CMakeFiles/ (CMake build directory)
  - emulator/build/ (build output)
  - .DS_Store (macOS metadata)
2026-02-12 20:42:56 -05:00
Adolfo Reyna
38ffdac749 Add pagination to game launcher - 4 games per page
- GameLauncher now displays only 4 games per page to keep menu in bounds
- Added page navigation with page indicator (Page X/Y)
- KEY0 navigates between pages and within page
- KEY1 selects the highlighted game
- Touch selection works on current page only
- Helper methods: get_total_pages(), get_page_start_index(), get_page_end_index()
- Updated both lib/ and emulator/ versions for consistency
2026-02-12 20:39:38 -05:00
Adolfo Reyna
50793ac535 feat: add final 4 games for basic1 console
- 2048: Grid merging, directional movement, score tracking, win/draw detection
- Tic-Tac-Toe: Minimax AI opponent, perfect play, win detection
- Lunar Lander: Gravity + thrust physics, fuel management, landing validation
- Air Hockey: Refined paddle physics, puck acceleration, goal detection

All games tested for state transitions, collision logic, and win conditions.
Suite now complete with 10 classic games ready for SD card deployment.
2026-02-12 19:40:42 -05:00
Adolfo Reyna
53a2fb046b feat: add 6 lua games for basic1 console
- Pong: 2-player paddle and ball game with spin mechanics
- Flappy Bird: gravity physics, obstacle avoidance
- Breakout: paddle control, brick grid, collision detection
- Simon Says: sequence memory, animation timing
- Memory Match: pair matching, flip animations, grid layout
- Tetris: falling blocks, grid system, line clearing
- Asteroids: vector math, rotation, projectiles, enemy spawning

All games follow API conventions with state machines, touch input,
frame-based animation, and persistent game.vars state management.
2026-02-12 19:18:51 -05:00
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# SD Card Best Practices for RP2350 + FatFS
This document captures critical best practices for working with SD card operations in this project, based on lessons learned during development.
## 1. SPI Bus Contention (CRITICAL)
### ⚠️ CRITICAL: Display and SD Card Share the Same SPI Bus
**The display and SD card use the same SPI bus and CANNOT be accessed simultaneously.** Attempting to do so will cause the Pico to crash or behave unpredictably.
### Real-World Example: Game Launch Crash
The serial uploader originally crashed when launching games because:
1. `SerialUploader::launch_game()` writes file to SD (SPI)
2. Immediately calls `select_game_by_name()`
3. `LuaGame::load_script()` reads from SD (SPI)
4. **Meanwhile**, Core 1 is refreshing the display (also SPI)
5. **CRASH** due to simultaneous SPI access
### Solution: Wait for Display to Be Idle
Before any SD card operation that isn't already protected, ensure no display refresh is in progress:
```cpp
// In main loop:
if (serial_uploader.wants_to_launch_game() && !is_refresh_in_progress()) {
// Safe to launch now - no SPI conflict with display
bool game_launched = serial_uploader.complete_launch();
// ...
}
```
### Key Patterns for Avoiding Contention
**Pattern 1: Check `is_refresh_in_progress()` before SD operations**
```cpp
if (!is_refresh_in_progress()) {
uint prev_speed = sd_card_set_spi_speed();
// SD card operations
sd_card_restore_spi_speed(prev_speed);
}
```
**Pattern 2: Split operations into "prepare" and "execute" phases**
```cpp
// Phase 1: Prepare (safe, no SD access)
void prepare_operation() {
state = READY_TO_EXECUTE;
}
// Phase 2: Execute (only when !is_refresh_in_progress())
bool execute_operation() {
uint prev_speed = sd_card_set_spi_speed();
// SD card operations here
sd_card_restore_spi_speed(prev_speed);
}
```
**Pattern 3: Keep main loop responsive**
```cpp
while (1) {
// Check if we need to do SD operation
if (needs_sd_operation && !is_refresh_in_progress()) {
perform_sd_operation();
}
// Don't sleep if waiting for SD operation window
bool stay_awake = pending_refresh || needs_sd_operation;
if (!stay_awake) {
__wfi(); // Sleep until interrupt
}
}
```
### When This Matters Most
- **Game loading**: Reading Lua scripts from SD during game launch
- **Serial uploads**: Writing files and immediately loading them
- **Save/load operations**: Writing game state to SD
- **Directory scanning**: Re-scanning games while display is active
### The Core Architecture
This project uses **dual-core display refresh**:
- **Core 0**: Main logic, input processing, game updates, SD card operations
- **Core 1**: Display refresh (writes framebuffer to display via SPI)
Core 1 runs asynchronously, so you must explicitly check `is_refresh_in_progress()` before SD operations.
## 2. SPI Speed Management
### Critical Rule: Always Set SD Card Speed Before Operations
The display and SD card share the same SPI bus but operate at different speeds:
- **Display**: 32 MHz (fast)
- **SD Card**: 12.5 MHz (slower, more reliable)
**ALWAYS wrap SD card operations with speed switching:**
```cpp
// Save current speed and switch to SD card speed
uint prev_speed = sd_card_set_spi_speed();
// ... SD card operations here ...
// f_open(), f_write(), f_read(), f_readdir(), etc.
// Restore previous speed for display
sd_card_restore_spi_speed(prev_speed);
```
### Why This Matters
Running SD card operations at the wrong SPI speed causes:
- Unreliable reads/writes
- Corrupted data
- `FR_DISK_ERR` errors from FatFS
- Hardware-level protocol failures (0xFF data responses)
### Where Speed Switching is Already Handled
These functions handle SPI speed internally (you don't need to wrap them):
- `LuaGameLoader::register_all_games()`
- All functions in `sd_card.c` (low-level operations)
### Where You MUST Handle Speed Switching
Any code that calls FatFS functions directly:
- `f_open()`, `f_close()`
- `f_read()`, `f_write()`
- `f_opendir()`, `f_readdir()`, `f_closedir()`
- `f_stat()`, `f_mkdir()`, `f_unlink()`
- `f_getfree()`, `f_sync()`
## 2. SD Card Write Protocol
### The Data Response Polling Issue
When writing to SD card with `CMD24` (write single block), the data response token may not arrive immediately. You must poll for it:
```cpp
// After sending data block and CRC:
uint8_t response = 0xFF;
for (int i = 0; i < 10; i++) {
response = sd_card_transfer(0xFF);
if (response != 0xFF) {
break; // Got the response
}
}
// Check if data was accepted
if ((response & 0x1F) != SD_DATA_ACCEPTED) {
// Write failed
}
```
**Why:** The SD card may need a few clock cycles before sending the data response token. Reading only once may return 0xFF (no response yet).
### Wait for Card Ready After CMD24
After sending the write command and before sending data:
```cpp
// After CMD24 command:
uint8_t ready_byte;
do {
ready_byte = sd_card_transfer(0xFF);
timeout_count++;
if (timeout_count > 1000) {
return false; // Timeout
}
} while (ready_byte != 0xFF);
```
This ensures the card is ready to receive the data block.
## 3. FatFS Best Practices
### Always Check Return Codes
```cpp
FRESULT fr = f_open(&fil, path, FA_CREATE_ALWAYS | FA_WRITE);
if (fr != FR_OK) {
printf("ERROR: f_open failed: %d\n", fr);
// Clean up and return
return false;
}
```
Common FatFS error codes:
- `FR_OK (0)`: Success
- `FR_DISK_ERR (1)`: Low-level disk error (often SPI speed issue)
- `FR_NOT_READY (3)`: Card not initialized
- `FR_NO_FILE (4)`: File not found
- `FR_NO_PATH (5)`: Path not found
- `FR_EXIST (8)`: File/directory already exists
### Use FA_CREATE_ALWAYS to Overwrite
For rapid iteration (like our serial uploader):
```cpp
f_open(&fil, path, FA_CREATE_ALWAYS | FA_WRITE);
```
This overwrites existing files, perfect for development.
### Write in Chunks for Large Files
For files larger than 512 bytes, write in chunks:
```cpp
const uint32_t CHUNK_SIZE = 512;
uint32_t total_written = 0;
while (total_written < total_size) {
uint32_t chunk_size = min(CHUNK_SIZE, total_size - total_written);
UINT bytes_written;
fr = f_write(&fil, buffer + total_written, chunk_size, &bytes_written);
if (fr != FR_OK || bytes_written != chunk_size) {
// Handle error
break;
}
total_written += bytes_written;
}
```
### Always Sync and Close
```cpp
f_sync(&fil); // Ensure data is written to card
f_close(&fil); // Close file and update directory
```
Skipping `f_sync()` can lead to data loss if power is lost.
## 4. Memory Management
### Clean Up After Re-scanning
When re-scanning games (like after upload), clean up old data:
```cpp
// Clear game launcher entries
game_launcher->clear_games();
// Clear Lua game factory data
LuaGameLoader::clear_factory_data();
// Re-scan
LuaGameLoader::register_all_games(game_launcher);
```
**Why:** Without cleanup, you get duplicate registrations and memory leaks.
### Delete Old Game Instances Before Creating New Ones
```cpp
if (selected_game) {
delete selected_game;
selected_game = nullptr;
}
// Now create new game
selected_game = factory(width, height, renderer, gui, input_manager);
```
**Critical for Lua games:** Each LuaGame has a Lua state. Not cleaning up the old one before creating a new one causes conflicts and freezes.
## 5. Debugging Tips
### Add Targeted Debug Output
When debugging SD operations, add prints at key points:
```cpp
printf("✓ Wrote %u bytes to %s\n", bytes_written, filepath);
```
But avoid spamming the console - it slows down operations significantly.
### Check Hardware Layer First
If FatFS returns `FR_DISK_ERR`, the issue is usually at the hardware level:
1. Check SPI speed (most common issue)
2. Check SD card write protection
3. Check physical SD card connection
4. Verify SD card is properly initialized
### Use Root Directory for Testing
When debugging writes, test with root directory first:
```cpp
FIL test_file;
if (f_open(&test_file, "/test.txt", FA_CREATE_ALWAYS | FA_WRITE) == FR_OK) {
printf("Root write OK\n");
f_close(&test_file);
f_unlink("/test.txt");
}
```
This isolates directory-related issues.
## 6. Common Pitfalls
### ❌ DON'T: Access SD Card During Display Refresh (MOST CRITICAL)
```cpp
// BAD - Will crash the Pico!
void launch_game() {
scan_games(); // Reads SD card
selected_game = create_game(); // Reads Lua script from SD
}
// Called directly without checking if display is refreshing
```
### ✅ DO: Wait for Display to Be Idle
```cpp
// GOOD - Wait for safe window
if (!is_refresh_in_progress()) {
uint prev_speed = sd_card_set_spi_speed();
scan_games();
selected_game = create_game();
sd_card_restore_spi_speed(prev_speed);
}
```
### ❌ DON'T: Forget SPI Speed Management
```cpp
// BAD - Will fail or be unreliable
f_open(&fil, "/games/test.lua", FA_WRITE);
```
### ✅ DO: Always Switch Speeds
```cpp
// GOOD
uint prev_speed = sd_card_set_spi_speed();
f_open(&fil, "/games/test.lua", FA_WRITE);
// ... operations ...
sd_card_restore_spi_speed(prev_speed);
```
### ❌ DON'T: Assume Immediate Data Response
```cpp
// BAD - May get 0xFF (no response yet)
uint8_t response = sd_card_transfer(0xFF);
if (response != 0x05) {
// Might incorrectly fail
}
```
### ✅ DO: Poll for Data Response
```cpp
// GOOD - Poll until response arrives
uint8_t response = 0xFF;
for (int i = 0; i < 10; i++) {
response = sd_card_transfer(0xFF);
if (response != 0xFF) break;
}
```
### ❌ DON'T: Skip Error Checking
```cpp
// BAD
f_write(&fil, buffer, size, &bytes_written);
f_close(&fil);
```
### ✅ DO: Check Every Return Value
```cpp
// GOOD
if (f_write(&fil, buffer, size, &bytes_written) != FR_OK) {
printf("Write failed\n");
f_close(&fil);
return false;
}
```
### ❌ DON'T: Create New Games Without Cleanup
```cpp
// BAD - Memory leak and Lua state conflicts
selected_game = new LuaGame(...);
```
### ✅ DO: Clean Up First
```cpp
// GOOD
if (selected_game) {
delete selected_game;
selected_game = nullptr;
}
selected_game = new LuaGame(...);
```
## 7. Serial Upload Pattern
The serial uploader demonstrates the complete pattern:
```cpp
bool SerialUploader::write_file_to_sd() {
// 1. Validate input
if (!file_buffer || bytes_received == 0) return false;
// 2. Set SD card SPI speed
uint prev_speed = sd_card_set_spi_speed();
// 3. Ensure directory exists
f_mkdir("/games");
// 4. Open file (overwrite mode for iteration)
FIL fil;
FRESULT fr = f_open(&fil, filepath, FA_CREATE_ALWAYS | FA_WRITE);
if (fr != FR_OK) {
sd_card_restore_spi_speed(prev_speed);
return false;
}
// 5. Write in chunks
const uint32_t CHUNK_SIZE = 512;
uint32_t total_written = 0;
while (total_written < bytes_received) {
uint32_t chunk = min(CHUNK_SIZE, bytes_received - total_written);
UINT written;
fr = f_write(&fil, file_buffer + total_written, chunk, &written);
if (fr != FR_OK || written != chunk) {
f_close(&fil);
sd_card_restore_spi_speed(prev_speed);
return false;
}
total_written += written;
}
// 6. Sync and close
f_sync(&fil);
f_close(&fil);
// 7. Restore display SPI speed
sd_card_restore_spi_speed(prev_speed);
return true;
}
```
## 9. Testing Checklist
When implementing new SD card functionality:
- [ ] **SPI bus contention checked** - verify `!is_refresh_in_progress()` before SD operations
- [ ] SPI speed switching is in place
- [ ] All FatFS return codes are checked
- [ ] Files are properly closed after operations
- [ ] Memory is cleaned up (no leaks)
- [ ] Error messages are informative
- [ ] Tested with both small and large files
- [ ] Tested overwriting existing files
- [ ] Tested with non-existent directories
- [ ] Verified data integrity (read back after write)
## Summary
The most important rules:
1. **⚠️ CRITICAL: Avoid SPI bus contention** - Check `!is_refresh_in_progress()` before SD operations (display and SD share SPI bus)
2. **Always manage SPI speed** around FatFS operations
3. **Poll for SD card responses** - don't assume immediate response
4. **Check error codes** on every operation
5. **Clean up memory** before creating new game instances
6. **Write in chunks** for large files
7. **Sync before closing** to ensure data is written
Following these practices will save hours of debugging SD card issues!

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build
!.vscode/*
build*/
*.o
*.o.d
*.a
*.so
*.dylib
CMakeFiles/
*.cmake
emulator/build/
.DS_Store

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@@ -48,6 +48,7 @@ add_executable(basic1
basic1.cpp
lib/input_manager.cpp
lib/game_launcher.cpp
lib/serial_uploader.cpp
games/tic_tac_toe.cpp
games/demo_game.cpp
games/monopoly/monopoly_game.cpp

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GAMES_PLAN.md Normal file
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# basic1 Lua Games Implementation Plan
## Overview
Build a collection of games for the basic1 homemade console, implementing them sequentially based on complexity and learning value.
## Game List & Priority
### Tier 1: Foundational (Start Here)
These teach core mechanics and are quick wins.
1. **Flappy Bird** ✅ DONE
- Mechanics: Gravity, collision, scrolling obstacles
- Complexity: Low
- Time Estimate: 1-2 hours
- Learning: Gravity physics, obstacle spawning, game states
- API Usage: Circle/rect drawing, gravity math, simple event handling
2. **Breakout/Brick Breaker** ✅ DONE
- Mechanics: Ball physics, paddle control, grid destruction
- Complexity: Low-Medium
- Time Estimate: 2-3 hours
- Learning: Collision detection, grid management, ball reflection angles
- API Usage: Rect grids, ball physics (similar to Pong), score tracking
3. **Simon Says** ✅ DONE
- Mechanics: Color sequence memory, pattern growing
- Complexity: Low
- Time Estimate: 1-2 hours
- Learning: State management, sequence arrays, timing
- API Usage: Rect drawing, button input, frame timing
### Tier 2: Medium Difficulty (Build After Tier 1)
These combine mechanics and add complexity.
4. **Tetris** ✅ DONE
- Mechanics: Falling pieces, rotation, line clearing, gravity
- Complexity: Medium
- Time Estimate: 4-5 hours
- Learning: Grid-based movement, rotation matrices, collision
- API Usage: Rect grid system, complex state tracking, rapid updates
5. **Asteroids** ✅ DONE
- Mechanics: Spaceship control, rotation, projectiles, spawning
- Complexity: Medium
- Time Estimate: 3-4 hours
- Learning: Vector math, object pooling, spawn waves
- API Usage: Line drawing, rotation math, multiple entity management
### Tier 3: Advanced (Polish & Challenge)
These build on previous learnings.
6. **Memory/Matching Game** ✅ DONE
- Mechanics: Tile flipping, pair matching, timer
- Complexity: Medium
- Time Estimate: 2-3 hours
- Learning: Hidden state management, animations
- API Usage: Grid layout, simple animations
7. **Air Hockey** ✅ DONE
- Mechanics: 2-player, ball physics, faster pace than Pong
- Complexity: Medium
- Time Estimate: 2-3 hours
- Learning: Improved physics, AI paddle (optional)
- API Usage: Ball physics refinement, smooth controls
### Tier 4: Polish & Variants
Once core games work, extend with variants or features.
8. **2048** ✅ DONE
- Mechanics: Grid merging, swipe logic, exponential growth
- Complexity: Medium
- Time Estimate: 3-4 hours
- Learning: Swipe detection, grid animation, merge logic
- API Usage: Grid rendering, touch gesture interpretation
9. **Tic-Tac-Toe** ✅ DONE
- Mechanics: Grid selection, AI opponent (minimax)
- Complexity: Low-Medium
- Time Estimate: 2-3 hours
- Learning: Game tree search, AI logic
- API Usage: Grid UI, event handling, win detection
10. **Lunar Lander** ✅ DONE
- Mechanics: Thrust, rotation, gravity, soft landing
- Complexity: Medium-High
- Time Estimate: 3-4 hours
- Learning: Advanced physics, control feel
- API Usage: Vector math, acceleration, fuel management
## Implementation Strategy
**Per Game:**
1. Write game file in `/Users/adolforeyna/Projects/basic1/games/lua_examples/`
2. Test locally if possible, or prepare for SD card deployment
3. Document key mechanics in comments
4. Update this plan with completion status
5. Save daily progress to `memory/YYYY-MM-DD.md`
**Patterns to Reuse:**
- State machine (MENU → PLAYING → GAME_OVER)
- `game.vars` for all state
- `game.set_frame_updates(true)` for animation
- Touch input handling (left/right screen halves for 2-player, center for single)
**Testing Checklist (per game):**
- [ ] Initializes without crashes
- [ ] Main gameplay loop works
- [ ] Input is responsive
- [ ] Collision detection accurate
- [ ] Score/state tracking correct
- [ ] Game over condition triggers
- [ ] Restart from menu works
## Notes
- Monochrome display = simple visuals, focus on mechanics
- Touch controls are the primary input
- Frame-based animation keeps things smooth
- Each game builds on previous learnings
- Start simple, layer complexity progressively
---
**Current Status:** All 10 games complete. Ready for SD card deployment.

151
UPLOAD_TOOL.md Normal file
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@@ -0,0 +1,151 @@
# Lua Game Upload Tool
Rapidly upload and execute Lua games on your RP2350 via USB serial for quick iteration during development!
## Features
- Upload Lua game files directly to the SD card via USB serial
- Automatically launches the uploaded game immediately
- No need to manually swap SD cards or restart the device
- Perfect for rapid game development and testing
## Requirements
### Computer Side
- Python 3.x
- pyserial library: `pip install pyserial`
### RP2350 Side
- Firmware must be built with serial uploader support (already included)
- SD card inserted and formatted (FAT32)
- USB connection to computer
## Usage
### 1. Connect Your Device
Connect your RP2350 to your computer via USB. The device will appear as a serial port:
- **Linux/Mac**: Usually `/dev/ttyACM0` or `/dev/ttyUSB0`
- **Windows**: Usually `COM3`, `COM4`, etc.
### 2. Upload a Lua Game
Basic usage:
```bash
python upload_game.py my_game.lua
```
Specify a custom serial port:
```bash
python upload_game.py my_game.lua /dev/ttyACM0 # Linux/Mac
python upload_game.py my_game.lua COM3 # Windows
```
The script will:
1. Read your Lua file
2. Upload it to the RP2350 via serial
3. Save it to `/games/<filename>.lua` on the SD card
4. Automatically launch the game!
### 3. View Available Serial Ports
Run the script without arguments to see available ports:
```bash
python upload_game.py
```
## Example Workflow
```bash
# Edit your game
vim snake.lua
# Upload and test (the game starts immediately!)
python upload_game.py snake.lua
# Make changes
vim snake.lua
# Upload again (instantly replaces and restarts)
python upload_game.py snake.lua
```
## Protocol Details
The tool uses a simple text-based protocol over USB serial:
```
UPLOAD <filename> <size_in_bytes>
<base64_encoded_file_content>
END
```
**Response:**
```
OK <bytes_written>
LAUNCHED <game_name>
```
## Troubleshooting
### "No serial port found"
- Make sure your device is connected via USB
- Check if the device appears in your system (use `ls /dev/tty*` on Linux/Mac)
- On Linux, you may need to add your user to the `dialout` group: `sudo usermod -a -G dialout $USER`
### "Permission denied"
On Linux/Mac, you may need permissions to access the serial port:
```bash
sudo chmod 666 /dev/ttyACM0 # Quick fix
# OR
sudo usermod -a -G dialout $USER && newgrp dialout # Permanent fix
```
### "Upload failed" or "ERROR" messages
- Make sure the SD card is properly inserted and formatted (FAT32)
- Check that there's enough space on the SD card
- Verify the Lua file is valid (syntax errors will appear when game launches)
### Game doesn't appear or launch
- Check the serial output from the RP2350 for error messages
- Ensure the Lua file has proper metadata comments at the top:
```lua
-- NAME: My Game
-- DESCRIPTION: A fun game
```
## Tips for Rapid Development
1. **Use a serial terminal** alongside uploads to see debug output:
```bash
screen /dev/ttyACM0 115200
```
2. **Create a watch script** to auto-upload on file changes:
```bash
while inotifywait -e modify my_game.lua; do
python upload_game.py my_game.lua
done
```
3. **Use printf() in Lua** for debugging:
```lua
function update(event)
print("Event type: " .. event.type)
-- your code here
end
```
## File Size Limits
- Maximum file size: 64 KB
- This should be plenty for most Lua games
- If you need more, consider splitting assets or code
## Related Files
- `lib/serial_uploader.h` - C++ header for serial upload handler
- `lib/serial_uploader.cpp` - C++ implementation
- `upload_game.py` - Python upload script
Happy game development! 🎮

View File

@@ -58,6 +58,7 @@ extern "C" {
#include "demo_game.h"
#include "monopoly_game.h"
#include "lua_game_loader.h"
#include "serial_uploader.h"
// Binary info for RP2350 - ensures proper boot image structure
@@ -87,7 +88,7 @@ void core1_entry() {
while (1) {
// Wait for refresh request
if (refresh_requested && refresh_buffer && refresh_display) {
refresh_in_progress = true;
// refresh_in_progress is already set by Core 0 to lock the buffer
// Get local copies for safe access
LowLevelDisplay* display = refresh_display;
@@ -99,7 +100,7 @@ void core1_entry() {
// Clear flags
refresh_requested = false;
refresh_in_progress = false;
refresh_in_progress = false; // Unlock buffer for Core 0
}
// Small delay to avoid busy-waiting
@@ -123,6 +124,10 @@ bool refresh_screen_async(const uint8_t *buffer, LowLevelDisplay* display) {
return false;
}
// Lock the buffer immediately on Core 0 to prevent race condition
// Core 1 will unlock it (set to false) when done
refresh_in_progress = true;
// Queue refresh on Core 1
refresh_buffer = buffer;
refresh_display = display;
@@ -437,6 +442,10 @@ int main()
// Create GameLauncher
GameLauncher launcher(V_WIDTH, V_HEIGHT, &renderer, &gui, &input_manager);
// Create SerialUploader for rapid game iteration
SerialUploader serial_uploader(&launcher);
printf("Serial uploader initialized\n");
// Register available games
launcher.register_game("Tic-Tac-Toe", "Classic 2-player game",
[](uint16_t w, uint16_t h, LowLevelRenderer* r, LowLevelGUI* g, InputManager* im) -> Game* {
@@ -563,10 +572,28 @@ int main()
const uint32_t TARGET_FRAME_TIME_MS = 33; // 1000ms / 30fps ≈ 33ms
uint32_t last_frame_time = 0;
bool needs_refresh = false; // Track if screen needs redraw
while (1) {
// 0. Process serial uploads (for rapid game iteration)
serial_uploader.process();
// If serial uploader wants to launch a game, wait until it's safe (no display refresh)
if (serial_uploader.wants_to_launch_game() && !is_refresh_in_progress()) {
// Safe to launch now - no SPI conflict with display
bool game_launched = serial_uploader.complete_launch();
if (game_launched) {
// A new game was uploaded and launched - trigger redraw
needs_refresh = true;
current_game = launcher.get_selected_game();
// Note: game is already initialized by select_game_by_name()
}
}
// Determine if we should sleep or stay awake for updates
bool stay_awake = false;
if (pending_refresh) stay_awake = true;
if (serial_uploader.wants_to_launch_game()) stay_awake = true; // Don't sleep while waiting to launch
if (launcher.is_game_selected()) {
Game* g = launcher.get_selected_game();
@@ -581,7 +608,6 @@ int main()
}
InputEvent input = {INPUT_NONE, 0, 0, 0, 0, 0, false};
bool needs_refresh = false;
// 1. Process button input first (higher priority)
input = input_manager.process_button_input();

View File

@@ -6,6 +6,8 @@
#include "diskio.h"
#include "sd_card.h"
#include <string.h>
#include <stdio.h>
#include <stdbool.h>
/* Definitions of physical drive number for each drive */
#define DEV_SD 0 /* SD card */
@@ -21,7 +23,7 @@ DSTATUS disk_status (
if (pdrv != DEV_SD) return STA_NOINIT;
// Assume SD card is always initialized after sd_card_init() is called
return 0; // OK
return 0; // OK - not write protected, not removed
}
/*-----------------------------------------------------------------------*/
@@ -76,7 +78,10 @@ DRESULT disk_write (
if (pdrv != DEV_SD) return RES_PARERR;
for (UINT i = 0; i < count; i++) {
if (!sd_card_write_block(sector + i, (uint8_t*)(buff + (i * 512)))) {
bool result = sd_card_write_block(sector + i, (uint8_t*)(buff + (i * 512)));
if (!result) {
printf("ERROR disk_write failed at sector %lu\n", (unsigned long)(sector + i));
return RES_ERROR;
}
}
@@ -131,6 +136,11 @@ DRESULT disk_ioctl (
res = RES_OK;
break;
case CTRL_TRIM:
// Inform device that data on the block of sectors is no longer used (optional)
res = RES_OK;
break;
default:
res = RES_PARERR;
}

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@@ -1,5 +1,5 @@
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SFML_DIR:PATH=/opt/homebrew/lib/cmake/SFML
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SFML_DOC_DIR:PATH=/opt/homebrew/share/doc/SFML
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basic1_emulator_BINARY_DIR:STATIC=/Users/adolforeyna/Projects/basic1/emulator
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@@ -241,7 +244,7 @@ CMAKE_ADDR2LINE-ADVANCED:INTERNAL=1
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CMAKE_HOME_DIRECTORY:INTERNAL=/Users/adolforeyna/Projects/basic1/emulator
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# define PLATFORM_ID "SCO_SV"
#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX)
# define PLATFORM_ID "ULTRIX"
#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX)
# define PLATFORM_ID "Xenix"
#elif defined(__WATCOMC__)
# if defined(__LINUX__)
# define PLATFORM_ID "Linux"
# elif defined(__DOS__)
# define PLATFORM_ID "DOS"
# elif defined(__OS2__)
# define PLATFORM_ID "OS2"
# elif defined(__WINDOWS__)
# define PLATFORM_ID "Windows3x"
# elif defined(__VXWORKS__)
# define PLATFORM_ID "VxWorks"
# else /* unknown platform */
# define PLATFORM_ID
# endif
#elif defined(__INTEGRITY)
# if defined(INT_178B)
# define PLATFORM_ID "Integrity178"
# else /* regular Integrity */
# define PLATFORM_ID "Integrity"
# endif
# elif defined(_ADI_COMPILER)
# define PLATFORM_ID "ADSP"
#else /* unknown platform */
# define PLATFORM_ID
#endif
/* For windows compilers MSVC and Intel we can determine
the architecture of the compiler being used. This is because
the compilers do not have flags that can change the architecture,
but rather depend on which compiler is being used
*/
#if defined(_WIN32) && defined(_MSC_VER)
# if defined(_M_IA64)
# define ARCHITECTURE_ID "IA64"
# elif defined(_M_ARM64EC)
# define ARCHITECTURE_ID "ARM64EC"
# elif defined(_M_X64) || defined(_M_AMD64)
# define ARCHITECTURE_ID "x64"
# elif defined(_M_IX86)
# define ARCHITECTURE_ID "X86"
# elif defined(_M_ARM64)
# define ARCHITECTURE_ID "ARM64"
# elif defined(_M_ARM)
# if _M_ARM == 4
# define ARCHITECTURE_ID "ARMV4I"
# elif _M_ARM == 5
# define ARCHITECTURE_ID "ARMV5I"
# else
# define ARCHITECTURE_ID "ARMV" STRINGIFY(_M_ARM)
# endif
# elif defined(_M_MIPS)
# define ARCHITECTURE_ID "MIPS"
# elif defined(_M_SH)
# define ARCHITECTURE_ID "SHx"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__WATCOMC__)
# if defined(_M_I86)
# define ARCHITECTURE_ID "I86"
# elif defined(_M_IX86)
# define ARCHITECTURE_ID "X86"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC)
# if defined(__ICCARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__ICCRX__)
# define ARCHITECTURE_ID "RX"
# elif defined(__ICCRH850__)
# define ARCHITECTURE_ID "RH850"
# elif defined(__ICCRL78__)
# define ARCHITECTURE_ID "RL78"
# elif defined(__ICCRISCV__)
# define ARCHITECTURE_ID "RISCV"
# elif defined(__ICCAVR__)
# define ARCHITECTURE_ID "AVR"
# elif defined(__ICC430__)
# define ARCHITECTURE_ID "MSP430"
# elif defined(__ICCV850__)
# define ARCHITECTURE_ID "V850"
# elif defined(__ICC8051__)
# define ARCHITECTURE_ID "8051"
# elif defined(__ICCSTM8__)
# define ARCHITECTURE_ID "STM8"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__ghs__)
# if defined(__PPC64__)
# define ARCHITECTURE_ID "PPC64"
# elif defined(__ppc__)
# define ARCHITECTURE_ID "PPC"
# elif defined(__ARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__x86_64__)
# define ARCHITECTURE_ID "x64"
# elif defined(__i386__)
# define ARCHITECTURE_ID "X86"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__clang__) && defined(__ti__)
# if defined(__ARM_ARCH)
# define ARCHITECTURE_ID "ARM"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
#elif defined(__TI_COMPILER_VERSION__)
# if defined(__TI_ARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__MSP430__)
# define ARCHITECTURE_ID "MSP430"
# elif defined(__TMS320C28XX__)
# define ARCHITECTURE_ID "TMS320C28x"
# elif defined(__TMS320C6X__) || defined(_TMS320C6X)
# define ARCHITECTURE_ID "TMS320C6x"
# else /* unknown architecture */
# define ARCHITECTURE_ID ""
# endif
# elif defined(__ADSPSHARC__)
# define ARCHITECTURE_ID "SHARC"
# elif defined(__ADSPBLACKFIN__)
# define ARCHITECTURE_ID "Blackfin"
#elif defined(__TASKING__)
# if defined(__CTC__) || defined(__CPTC__)
# define ARCHITECTURE_ID "TriCore"
# elif defined(__CMCS__)
# define ARCHITECTURE_ID "MCS"
# elif defined(__CARM__) || defined(__CPARM__)
# define ARCHITECTURE_ID "ARM"
# elif defined(__CARC__)
# define ARCHITECTURE_ID "ARC"
# elif defined(__C51__)
# define ARCHITECTURE_ID "8051"
# elif defined(__CPCP__)
# define ARCHITECTURE_ID "PCP"
# else
# define ARCHITECTURE_ID ""
# endif
#elif defined(__RENESAS__)
# if defined(__CCRX__)
# define ARCHITECTURE_ID "RX"
# elif defined(__CCRL__)
# define ARCHITECTURE_ID "RL78"
# elif defined(__CCRH__)
# define ARCHITECTURE_ID "RH850"
# else
# define ARCHITECTURE_ID ""
# endif
#else
# define ARCHITECTURE_ID
#endif
/* Convert integer to decimal digit literals. */
#define DEC(n) \
('0' + (((n) / 10000000)%10)), \
('0' + (((n) / 1000000)%10)), \
('0' + (((n) / 100000)%10)), \
('0' + (((n) / 10000)%10)), \
('0' + (((n) / 1000)%10)), \
('0' + (((n) / 100)%10)), \
('0' + (((n) / 10)%10)), \
('0' + ((n) % 10))
/* Convert integer to hex digit literals. */
#define HEX(n) \
('0' + ((n)>>28 & 0xF)), \
('0' + ((n)>>24 & 0xF)), \
('0' + ((n)>>20 & 0xF)), \
('0' + ((n)>>16 & 0xF)), \
('0' + ((n)>>12 & 0xF)), \
('0' + ((n)>>8 & 0xF)), \
('0' + ((n)>>4 & 0xF)), \
('0' + ((n) & 0xF))
/* Construct a string literal encoding the version number. */
#ifdef COMPILER_VERSION
char const* info_version = "INFO" ":" "compiler_version[" COMPILER_VERSION "]";
/* Construct a string literal encoding the version number components. */
#elif defined(COMPILER_VERSION_MAJOR)
char const info_version[] = {
'I', 'N', 'F', 'O', ':',
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[',
COMPILER_VERSION_MAJOR,
# ifdef COMPILER_VERSION_MINOR
'.', COMPILER_VERSION_MINOR,
# ifdef COMPILER_VERSION_PATCH
'.', COMPILER_VERSION_PATCH,
# ifdef COMPILER_VERSION_TWEAK
'.', COMPILER_VERSION_TWEAK,
# endif
# endif
# endif
']','\0'};
#endif
/* Construct a string literal encoding the internal version number. */
#ifdef COMPILER_VERSION_INTERNAL
char const info_version_internal[] = {
'I', 'N', 'F', 'O', ':',
'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_',
'i','n','t','e','r','n','a','l','[',
COMPILER_VERSION_INTERNAL,']','\0'};
#elif defined(COMPILER_VERSION_INTERNAL_STR)
char const* info_version_internal = "INFO" ":" "compiler_version_internal[" COMPILER_VERSION_INTERNAL_STR "]";
#endif
/* Construct a string literal encoding the version number components. */
#ifdef SIMULATE_VERSION_MAJOR
char const info_simulate_version[] = {
'I', 'N', 'F', 'O', ':',
's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[',
SIMULATE_VERSION_MAJOR,
# ifdef SIMULATE_VERSION_MINOR
'.', SIMULATE_VERSION_MINOR,
# ifdef SIMULATE_VERSION_PATCH
'.', SIMULATE_VERSION_PATCH,
# ifdef SIMULATE_VERSION_TWEAK
'.', SIMULATE_VERSION_TWEAK,
# endif
# endif
# endif
']','\0'};
#endif
/* Construct the string literal in pieces to prevent the source from
getting matched. Store it in a pointer rather than an array
because some compilers will just produce instructions to fill the
array rather than assigning a pointer to a static array. */
char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]";
char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]";
#define C_STD_99 199901L
#define C_STD_11 201112L
#define C_STD_17 201710L
#define C_STD_23 202311L
#ifdef __STDC_VERSION__
# define C_STD __STDC_VERSION__
#endif
#if !defined(__STDC__) && !defined(__clang__) && !defined(__RENESAS__)
# if defined(_MSC_VER) || defined(__ibmxl__) || defined(__IBMC__)
# define C_VERSION "90"
# else
# define C_VERSION
# endif
#elif C_STD > C_STD_17
# define C_VERSION "23"
#elif C_STD > C_STD_11
# define C_VERSION "17"
#elif C_STD > C_STD_99
# define C_VERSION "11"
#elif C_STD >= C_STD_99
# define C_VERSION "99"
#else
# define C_VERSION "90"
#endif
const char* info_language_standard_default =
"INFO" ":" "standard_default[" C_VERSION "]";
const char* info_language_extensions_default = "INFO" ":" "extensions_default["
#if (defined(__clang__) || defined(__GNUC__) || defined(__xlC__) || \
defined(__TI_COMPILER_VERSION__) || defined(__RENESAS__)) && \
!defined(__STRICT_ANSI__)
"ON"
#else
"OFF"
#endif
"]";
/*--------------------------------------------------------------------------*/
#ifdef ID_VOID_MAIN
void main() {}
#else
# if defined(__CLASSIC_C__)
int main(argc, argv) int argc; char *argv[];
# else
int main(int argc, char* argv[])
# endif
{
int require = 0;
require += info_compiler[argc];
require += info_platform[argc];
require += info_arch[argc];
#ifdef COMPILER_VERSION_MAJOR
require += info_version[argc];
#endif
#if defined(COMPILER_VERSION_INTERNAL) || defined(COMPILER_VERSION_INTERNAL_STR)
require += info_version_internal[argc];
#endif
#ifdef SIMULATE_ID
require += info_simulate[argc];
#endif
#ifdef SIMULATE_VERSION_MAJOR
require += info_simulate_version[argc];
#endif
#if defined(__CRAYXT_COMPUTE_LINUX_TARGET)
require += info_cray[argc];
#endif
require += info_language_standard_default[argc];
require += info_language_extensions_default[argc];
(void)argv;
return require;
}
#endif

View File

@@ -1 +0,0 @@
#include <AvailabilityMacros.h>

View File

@@ -1,949 +0,0 @@
/* This source file must have a .cpp extension so that all C++ compilers
recognize the extension without flags. Borland does not know .cxx for
example. */
#ifndef __cplusplus
# error "A C compiler has been selected for C++."
#endif
#if !defined(__has_include)
/* If the compiler does not have __has_include, pretend the answer is
always no. */
# define __has_include(x) 0
#endif
/* Version number components: V=Version, R=Revision, P=Patch
Version date components: YYYY=Year, MM=Month, DD=Day */
#if defined(__INTEL_COMPILER) || defined(__ICC)
# define COMPILER_ID "Intel"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
# if defined(__GNUC__)
# define SIMULATE_ID "GNU"
# endif
/* __INTEL_COMPILER = VRP prior to 2021, and then VVVV for 2021 and later,
except that a few beta releases use the old format with V=2021. */
# if __INTEL_COMPILER < 2021 || __INTEL_COMPILER == 202110 || __INTEL_COMPILER == 202111
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER/100)
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER/10 % 10)
# if defined(__INTEL_COMPILER_UPDATE)
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER_UPDATE)
# else
# define COMPILER_VERSION_PATCH DEC(__INTEL_COMPILER % 10)
# endif
# else
# define COMPILER_VERSION_MAJOR DEC(__INTEL_COMPILER)
# define COMPILER_VERSION_MINOR DEC(__INTEL_COMPILER_UPDATE)
/* The third version component from --version is an update index,
but no macro is provided for it. */
# define COMPILER_VERSION_PATCH DEC(0)
# endif
# if defined(__INTEL_COMPILER_BUILD_DATE)
/* __INTEL_COMPILER_BUILD_DATE = YYYYMMDD */
# define COMPILER_VERSION_TWEAK DEC(__INTEL_COMPILER_BUILD_DATE)
# endif
# if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
# endif
# if defined(__GNUC__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
# elif defined(__GNUG__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
# endif
# if defined(__GNUC_MINOR__)
# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
# endif
# if defined(__GNUC_PATCHLEVEL__)
# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
# endif
#elif (defined(__clang__) && defined(__INTEL_CLANG_COMPILER)) || defined(__INTEL_LLVM_COMPILER)
# define COMPILER_ID "IntelLLVM"
#if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
#endif
#if defined(__GNUC__)
# define SIMULATE_ID "GNU"
#endif
/* __INTEL_LLVM_COMPILER = VVVVRP prior to 2021.2.0, VVVVRRPP for 2021.2.0 and
* later. Look for 6 digit vs. 8 digit version number to decide encoding.
* VVVV is no smaller than the current year when a version is released.
*/
#if __INTEL_LLVM_COMPILER < 1000000L
# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/100)
# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 10)
#else
# define COMPILER_VERSION_MAJOR DEC(__INTEL_LLVM_COMPILER/10000)
# define COMPILER_VERSION_MINOR DEC(__INTEL_LLVM_COMPILER/100 % 100)
# define COMPILER_VERSION_PATCH DEC(__INTEL_LLVM_COMPILER % 100)
#endif
#if defined(_MSC_VER)
/* _MSC_VER = VVRR */
# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100)
# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100)
#endif
#if defined(__GNUC__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUC__)
#elif defined(__GNUG__)
# define SIMULATE_VERSION_MAJOR DEC(__GNUG__)
#endif
#if defined(__GNUC_MINOR__)
# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__)
#endif
#if defined(__GNUC_PATCHLEVEL__)
# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__)
#endif
#elif defined(__PATHCC__)
# define COMPILER_ID "PathScale"
# define COMPILER_VERSION_MAJOR DEC(__PATHCC__)
# define COMPILER_VERSION_MINOR DEC(__PATHCC_MINOR__)
# if defined(__PATHCC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__PATHCC_PATCHLEVEL__)
# endif
#elif defined(__BORLANDC__) && defined(__CODEGEARC_VERSION__)
# define COMPILER_ID "Embarcadero"
# define COMPILER_VERSION_MAJOR HEX(__CODEGEARC_VERSION__>>24 & 0x00FF)
# define COMPILER_VERSION_MINOR HEX(__CODEGEARC_VERSION__>>16 & 0x00FF)
# define COMPILER_VERSION_PATCH DEC(__CODEGEARC_VERSION__ & 0xFFFF)
#elif defined(__BORLANDC__)
# define COMPILER_ID "Borland"
/* __BORLANDC__ = 0xVRR */
# define COMPILER_VERSION_MAJOR HEX(__BORLANDC__>>8)
# define COMPILER_VERSION_MINOR HEX(__BORLANDC__ & 0xFF)
#elif defined(__WATCOMC__) && __WATCOMC__ < 1200
# define COMPILER_ID "Watcom"
/* __WATCOMC__ = VVRR */
# define COMPILER_VERSION_MAJOR DEC(__WATCOMC__ / 100)
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
# if (__WATCOMC__ % 10) > 0
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
# endif
#elif defined(__WATCOMC__)
# define COMPILER_ID "OpenWatcom"
/* __WATCOMC__ = VVRP + 1100 */
# define COMPILER_VERSION_MAJOR DEC((__WATCOMC__ - 1100) / 100)
# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10)
# if (__WATCOMC__ % 10) > 0
# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10)
# endif
#elif defined(__SUNPRO_CC)
# define COMPILER_ID "SunPro"
# if __SUNPRO_CC >= 0x5100
/* __SUNPRO_CC = 0xVRRP */
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>12)
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xFF)
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF)
# else
/* __SUNPRO_CC = 0xVRP */
# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>8)
# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xF)
# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF)
# endif
#elif defined(__HP_aCC)
# define COMPILER_ID "HP"
/* __HP_aCC = VVRRPP */
# define COMPILER_VERSION_MAJOR DEC(__HP_aCC/10000)
# define COMPILER_VERSION_MINOR DEC(__HP_aCC/100 % 100)
# define COMPILER_VERSION_PATCH DEC(__HP_aCC % 100)
#elif defined(__DECCXX)
# define COMPILER_ID "Compaq"
/* __DECCXX_VER = VVRRTPPPP */
# define COMPILER_VERSION_MAJOR DEC(__DECCXX_VER/10000000)
# define COMPILER_VERSION_MINOR DEC(__DECCXX_VER/100000 % 100)
# define COMPILER_VERSION_PATCH DEC(__DECCXX_VER % 10000)
#elif defined(__IBMCPP__) && defined(__COMPILER_VER__)
# define COMPILER_ID "zOS"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__open_xl__) && defined(__clang__)
# define COMPILER_ID "IBMClang"
# define COMPILER_VERSION_MAJOR DEC(__open_xl_version__)
# define COMPILER_VERSION_MINOR DEC(__open_xl_release__)
# define COMPILER_VERSION_PATCH DEC(__open_xl_modification__)
# define COMPILER_VERSION_TWEAK DEC(__open_xl_ptf_fix_level__)
# define COMPILER_VERSION_INTERNAL_STR __clang_version__
#elif defined(__ibmxl__) && defined(__clang__)
# define COMPILER_ID "XLClang"
# define COMPILER_VERSION_MAJOR DEC(__ibmxl_version__)
# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__)
# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__)
# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__)
#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ >= 800
# define COMPILER_ID "XL"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ < 800
# define COMPILER_ID "VisualAge"
/* __IBMCPP__ = VRP */
# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100)
# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10)
# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10)
#elif defined(__NVCOMPILER)
# define COMPILER_ID "NVHPC"
# define COMPILER_VERSION_MAJOR DEC(__NVCOMPILER_MAJOR__)
# define COMPILER_VERSION_MINOR DEC(__NVCOMPILER_MINOR__)
# if defined(__NVCOMPILER_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__NVCOMPILER_PATCHLEVEL__)
# endif
#elif defined(__PGI)
# define COMPILER_ID "PGI"
# define COMPILER_VERSION_MAJOR DEC(__PGIC__)
# define COMPILER_VERSION_MINOR DEC(__PGIC_MINOR__)
# if defined(__PGIC_PATCHLEVEL__)
# define COMPILER_VERSION_PATCH DEC(__PGIC_PATCHLEVEL__)
# endif
#elif defined(__clang__) && defined(__cray__)
# define COMPILER_ID "CrayClang"
# define COMPILER_VERSION_MAJOR DEC(__cray_major__)
# define COMPILER_VERSION_MINOR DEC(__cray_minor__)
# define COMPILER_VERSION_PATCH DEC(__cray_patchlevel__)
# define COMPILER_VERSION_INTERNAL_STR __clang_version__
#elif defined(_CRAYC)
# define COMPILER_ID "Cray"
# define COMPILER_VERSION_MAJOR DEC(_RELEASE_MAJOR)
# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR)
#elif defined(__TI_COMPILER_VERSION__)
# define COMPILER_ID "TI"
/* __TI_COMPILER_VERSION__ = VVVRRRPPP */
# define COMPILER_VERSION_MAJOR DEC(__TI_COMPILER_VERSION__/1000000)
# define COMPILER_VERSION_MINOR DEC(__TI_COMPILER_VERSION__/1000 % 1000)
# define COMPILER_VERSION_PATCH DEC(__TI_COMPILER_VERSION__ % 1000)
#elif defined(__CLANG_FUJITSU)
# define COMPILER_ID "FujitsuClang"
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
# define COMPILER_VERSION_INTERNAL_STR __clang_version__
#elif defined(__FUJITSU)
# define COMPILER_ID "Fujitsu"
# if defined(__FCC_version__)
# define COMPILER_VERSION __FCC_version__
# elif defined(__FCC_major__)
# define COMPILER_VERSION_MAJOR DEC(__FCC_major__)
# define COMPILER_VERSION_MINOR DEC(__FCC_minor__)
# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__)
# endif
# if defined(__fcc_version)
# define COMPILER_VERSION_INTERNAL DEC(__fcc_version)
# elif defined(__FCC_VERSION)
# define COMPILER_VERSION_INTERNAL DEC(__FCC_VERSION)
# endif
#elif defined(__ghs__)
# define COMPILER_ID "GHS"
/* __GHS_VERSION_NUMBER = VVVVRP */
# ifdef __GHS_VERSION_NUMBER
# define COMPILER_VERSION_MAJOR DEC(__GHS_VERSION_NUMBER / 100)
# define COMPILER_VERSION_MINOR DEC(__GHS_VERSION_NUMBER / 10 % 10)
# define COMPILER_VERSION_PATCH DEC(__GHS_VERSION_NUMBER % 10)
# endif
#elif defined(__TASKING__)
# define COMPILER_ID "Tasking"
# define COMPILER_VERSION_MAJOR DEC(__VERSION__/1000)
# define COMPILER_VERSION_MINOR DEC(__VERSION__ % 100)
# define COMPILER_VERSION_INTERNAL DEC(__VERSION__)
#elif defined(__ORANGEC__)
# define COMPILER_ID "OrangeC"
# define COMPILER_VERSION_MAJOR DEC(__ORANGEC_MAJOR__)
# define COMPILER_VERSION_MINOR DEC(__ORANGEC_MINOR__)
# define COMPILER_VERSION_PATCH DEC(__ORANGEC_PATCHLEVEL__)
#elif defined(__RENESAS__)
# define COMPILER_ID "Renesas"
/* __RENESAS_VERSION__ = 0xVVRRPP00 */
# define COMPILER_VERSION_MAJOR HEX(__RENESAS_VERSION__ >> 24 & 0xFF)
# define COMPILER_VERSION_MINOR HEX(__RENESAS_VERSION__ >> 16 & 0xFF)
# define COMPILER_VERSION_PATCH HEX(__RENESAS_VERSION__ >> 8 & 0xFF)
#elif defined(__SCO_VERSION__)
# define COMPILER_ID "SCO"
#elif defined(__ARMCC_VERSION) && !defined(__clang__)
# define COMPILER_ID "ARMCC"
#if __ARMCC_VERSION >= 1000000
/* __ARMCC_VERSION = VRRPPPP */
# define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/1000000)
# define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 100)
# define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
#else
/* __ARMCC_VERSION = VRPPPP */
# define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/100000)
# define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 10)
# define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000)
#endif
#elif defined(__clang__) && defined(__apple_build_version__)
# define COMPILER_ID "AppleClang"
# if defined(_MSC_VER)
# define SIMULATE_ID "MSVC"
# endif
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