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Limit Hits to an Attack Window on Amiga

A sword can overlap the same enemy for several frames without dealing damage on every frame.

A sword can overlap the same enemy for several frames without dealing damage on every frame.

Amiga shows the working diagnostic row 00 01 02 03 02 05 01 01.
A completed native caller displays 00 01 02 03 02 05 01 01. The public field order below identifies these bytes; the capture is a state diagnostic, not a recording of a finished game.

Use it in a project

START_FRAME..END_FRAME is a half-open active interval, with START_FRAME strictly below END_FRAME. FRAME is the caller’s current attack frame. TARGET is 0–7. A nonzero NEW_ATTACK clears the retained SEEN bitset before testing contact. In the active interval, nonzero CONTACT emits HIT=1 once per target and records its bit. Outside the interval HIT=0. Invalid interval or target clears HIT/VALID and preserves SEEN.

Include component.inc once (MOS callers include the shared 6502 implementation through it). Reserve the public fields in this exact order: HIT, VALID, SEEN, FRAME, START_FRAME, END_FRAME, TARGET, CONTACT, NEW_ATTACK. They occupy 9 contiguous bytes. Also reserve the private workspace: T0, T1 (2 bytes). Array names in the explanation refer to the numbered consecutive bindings, such as C0, C1 and so on.

Call attack_hit_window_init once at the intended reset boundary. It clears inputs as well as outputs and workspace. Set your starting state and configuration afterwards, then call attack_hit_window_step whenever the described event occurs. The helper reads no device, waits for no frame and installs no interrupt handler.

Ownership Fields
Retain between calls SEEN
Supply before service frame interval, TARGET, CONTACT and NEW_ATTACK
Read after service HIT, SEEN and VALID

The active interval decides when damage is permitted; the bitset decides whether this attack already affected that target. They answer different questions and are checked independently.

Reusable initialisation and service

component.inc
; SPDX-License-Identifier: MIT
; Limit Hits to an Attack Window. See README.md for the byte interface and ownership.
; init clears the public fields and private workspace; set inputs afterwards.
attack_hit_window_init:
    move.b #0,d0
    move.b d0,HIT
    move.b d0,VALID
    move.b d0,SEEN
    move.b d0,FRAME
    move.b d0,START_FRAME
    move.b d0,END_FRAME
    move.b d0,TARGET
    move.b d0,CONTACT
    move.b d0,NEW_ATTACK
    move.b d0,T0
    move.b d0,T1
    rts
attack_hit_window_step:
; HIT = 0
    move.b #0,d0
    move.b d0,HIT
; VALID = 0
    move.b #0,d0
    move.b d0,VALID
; if START_FRAME >= END_FRAME:
    move.b START_FRAME,d0
    move.b END_FRAME,d1
    cmp.b d1,d0
    bcc attack_hit_window_L1
    jmp attack_hit_window_L2
attack_hit_window_L1:
; return
    rts
    jmp attack_hit_window_L3
attack_hit_window_L2:
attack_hit_window_L3:
; if TARGET >= 8:
    move.b TARGET,d0
    cmp.b #8,d0
    bcc attack_hit_window_L4
    jmp attack_hit_window_L5
attack_hit_window_L4:
; return
    rts
    jmp attack_hit_window_L6
attack_hit_window_L5:
attack_hit_window_L6:
; VALID = 1
    move.b #1,d0
    move.b d0,VALID
; if NEW_ATTACK != 0:
    move.b NEW_ATTACK,d0
    cmp.b #0,d0
    bne attack_hit_window_L7
    jmp attack_hit_window_L8
attack_hit_window_L7:
; SEEN = 0
    move.b #0,d0
    move.b d0,SEEN
    jmp attack_hit_window_L9
attack_hit_window_L8:
attack_hit_window_L9:
; if FRAME < START_FRAME:
    move.b FRAME,d0
    move.b START_FRAME,d1
    cmp.b d1,d0
    bcs attack_hit_window_L10
    jmp attack_hit_window_L11
attack_hit_window_L10:
; return
    rts
    jmp attack_hit_window_L12
attack_hit_window_L11:
attack_hit_window_L12:
; if FRAME >= END_FRAME:
    move.b FRAME,d0
    move.b END_FRAME,d1
    cmp.b d1,d0
    bcc attack_hit_window_L13
    jmp attack_hit_window_L14
attack_hit_window_L13:
; return
    rts
    jmp attack_hit_window_L15
attack_hit_window_L14:
attack_hit_window_L15:
; if CONTACT == 0:
    move.b CONTACT,d0
    cmp.b #0,d0
    beq attack_hit_window_L16
    jmp attack_hit_window_L17
attack_hit_window_L16:
; return
    rts
    jmp attack_hit_window_L18
attack_hit_window_L17:
attack_hit_window_L18:
; T0 = 1
    move.b #1,d0
    move.b d0,T0
; T1 = TARGET
    move.b TARGET,d0
    move.b d0,T1
; while T1 != 0:
attack_hit_window_L19:
    move.b T1,d0
    cmp.b #0,d0
    bne attack_hit_window_L20
    jmp attack_hit_window_L21
attack_hit_window_L20:
; T0 = T0 << 1
    move.b T0,d0
    lsl.b #1,d0
    move.b d0,T0
; T1 = T1 - 1
    move.b T1,d0
    sub.b #1,d0
    move.b d0,T1
    jmp attack_hit_window_L19
attack_hit_window_L21:
; T1 = SEEN & T0
    move.b SEEN,d0
    move.b T0,d1
    and.b d1,d0
    move.b d0,T1
; if T1 == 0:
    move.b T1,d0
    cmp.b #0,d0
    beq attack_hit_window_L22
    jmp attack_hit_window_L23
attack_hit_window_L22:
; SEEN = SEEN | T0
    move.b SEEN,d0
    move.b T0,d1
    or.b d1,d0
    move.b d0,SEEN
; HIT = 1
    move.b #1,d0
    move.b d0,HIT
    jmp attack_hit_window_L24
attack_hit_window_L23:
attack_hit_window_L24:
    rts
component_end:

Machine contract

D0–D3/A0–A1/CCR may change; D4–D7/A2–A6 are preserved. A direct BSR/JSR needs four return-address stack bytes. The helper makes no nested calls and adds no other stack use. Its named scratch is private workspace, not a pointer, a ROM variable or shared zero-page space that the game may borrow concurrently. The samples use fixed symbol bindings. Scope or rename every label and binding, including the component_end measurement marker, and allocate a separate block for each independent instance. Different helpers can also use common field names, so combining them needs separate namespaces or explicitly renamed bindings. Give each block one mutation owner.

The A500 OCS diagnostic cold-boots an OFS disk, owns the Copper and bitplane and disables interrupt/DMA sources. The helper does not take over hardware or allocate Chip RAM.

Adapt the caller

demo.asm supplies the bindings and include order. exercise.inc first runs table cases, then a separate client retaining state between calls. A game can call the public step entry directly and remove the diagnostic packet and display. Do not copy the diagnostic’s hardware takeover into an existing game loop.

Build with make ASM198X=/path/to/asm198x and BUILD198X=/path/to/build198x. The Makefile produces normal, custom, deliberately wrong and repaired programs. Tools must already be installed; the sample downloads nothing.

Bindings and include order

demo.asm
    section code,code_c
CUSTOM = 0
BROKEN = 0
COYOTE_STEPS = 4
BUFFER_STEPS = 4
TEXT_CAP = 8
PROPERTY_COUNT = 16
STREAM_BYTES = 13
CRC_POLY = 7
    include "caller.inc"
    include "exercise.inc"
component_start:
    include "component.inc"
    even
    include "data.inc"
    include "cases.inc"
    even
    include "display.inc"
    include "../../framework/turn-deadline/font.inc"
code_end:
STATE:
HIT: dc.b 0
VALID: dc.b 0
SEEN: dc.b 0
FRAME: dc.b 0
START_FRAME: dc.b 0
END_FRAME: dc.b 0
TARGET: dc.b 0
CONTACT: dc.b 0
NEW_ATTACK: dc.b 0
T0: dc.b 0
T1: dc.b 0
    even
ready: dc.w 0
preview: dcb.b 8,0
OUTPUT: dcb.b 1300,0
    even
signature: dc.b "198XNIGHTTWO000",0
    even
copperlist:
    dc.w $08e,$2c81,$090,$2cc1,$092,$0038,$094,$00d0
    dc.w $100,$1200,$102,0,$104,0,$108,0,$10a,0
    dc.w $180,$012,$182,$fff
copbpl:
    dc.w $0e0,0,$0e2,0
    dc.w $ffff,$fffe
plane: dcb.b 10240,0

A client retaining state between calls

exercise.inc, excerpt
preview_rules:
    ifne CUSTOM
; START_FRAME = 1
    move.b #1,d0
    move.b d0,START_FRAME
; END_FRAME = 3
    move.b #3,d0
    move.b d0,END_FRAME
; FRAME = 1
    move.b #1,d0
    move.b d0,FRAME
; TARGET = 7
    move.b #7,d0
    move.b d0,TARGET
; CONTACT = 1
    move.b #1,d0
    move.b d0,CONTACT
; NEW_ATTACK = 1
    move.b #1,d0
    move.b d0,NEW_ATTACK
    ifne BROKEN
; SEEN = 0
    move.b #0,d0
    move.b d0,SEEN
    endif
    bsr checked_step
    bsr emit_state
; NEW_ATTACK = 0
    move.b #0,d0
    move.b d0,NEW_ATTACK
; TARGET = 0
    move.b #0,d0
    move.b d0,TARGET
    ifne BROKEN
; SEEN = 0
    move.b #0,d0
    move.b d0,SEEN
    endif
    bsr checked_step
    bsr emit_state
; FRAME = 3
    move.b #3,d0
    move.b d0,FRAME
    ifne BROKEN
; SEEN = 0
    move.b #0,d0
    move.b d0,SEEN
    endif
    bsr checked_step
    bsr emit_state
    rts
    else
; START_FRAME = 2
    move.b #2,d0
    move.b d0,START_FRAME
; END_FRAME = 5
    move.b #5,d0
    move.b d0,END_FRAME
; FRAME = 2
    move.b #2,d0
    move.b d0,FRAME
; TARGET = 1
    move.b #1,d0
    move.b d0,TARGET
; CONTACT = 1
    move.b #1,d0
    move.b d0,CONTACT
; NEW_ATTACK = 1
    move.b #1,d0
    move.b d0,NEW_ATTACK
    ifne BROKEN
; SEEN = 0
    move.b #0,d0
    move.b d0,SEEN
    endif
    bsr checked_step
    bsr emit_state
; NEW_ATTACK = 0
    move.b #0,d0
    move.b d0,NEW_ATTACK
; FRAME = 3
    move.b #3,d0
    move.b d0,FRAME
    ifne BROKEN
; SEEN = 0
    move.b #0,d0
    move.b d0,SEEN
    endif
    bsr checked_step
    bsr emit_state

    ifne BROKEN
; SEEN = 0
    move.b #0,d0
    move.b d0,SEEN
    endif
    bsr checked_step
    bsr emit_state
    endif
    rts

Customise it

Strike target seven, then a different target, and stop exactly at the exclusive end frame. The maintained custom caller changes its inputs or client sequence rather than hiding a different implementation behind the same label. Compare every state of the two clients, not only their final display.

Custom client selection

custom.asm
    section code,code_c
CUSTOM = 1
BROKEN = 0
COYOTE_STEPS = 2
BUFFER_STEPS = 2
TEXT_CAP = 4
PROPERTY_COUNT = 16
STREAM_BYTES = 13
CRC_POLY = 49
    include "caller.inc"
    include "exercise.inc"
component_start:
    include "component.inc"
    even
    include "data.inc"
    include "cases.inc"
    even
    include "display.inc"
    include "../../framework/turn-deadline/font.inc"
code_end:
STATE:
HIT: dc.b 0
VALID: dc.b 0
SEEN: dc.b 0
FRAME: dc.b 0
START_FRAME: dc.b 0
END_FRAME: dc.b 0
TARGET: dc.b 0
CONTACT: dc.b 0
NEW_ATTACK: dc.b 0
T0: dc.b 0
T1: dc.b 0
    even
ready: dc.w 0
preview: dcb.b 8,0
OUTPUT: dcb.b 1300,0
    even
signature: dc.b "198XNIGHTTWO000",0
    even
copperlist:
    dc.w $08e,$2c81,$090,$2cc1,$092,$0038,$094,$00d0
    dc.w $100,$1200,$102,0,$104,0,$108,0,$10a,0
    dc.w $180,$012,$182,$fff
copbpl:
    dc.w $0e0,0,$0e2,0
    dc.w $ffff,$fffe
plane: dcb.b 10240,0

The custom diagnostic row is 00 01 81 03 01 03 00 01. The full client trace in the source explains how it gets there.

Mistake and repair

The wrong client clears the hit history every service. The same target is hit repeatedly while the attack remains active. Reset SEEN once per new attack, not once per collision candidate.

The BROKEN branch lives in the sequential client, not the reusable helper. wrong.asm selects it; repaired.asm restores the normal call sequence. The repaired executable matches the normal program (for Spectrum, compare loaded CODE rather than the tape filename).

Select the deliberately wrong client

wrong.asm
    section code,code_c
CUSTOM = 0
BROKEN = 1
COYOTE_STEPS = 4
BUFFER_STEPS = 4
TEXT_CAP = 8
PROPERTY_COUNT = 16
STREAM_BYTES = 13
CRC_POLY = 7
    include "caller.inc"
    include "exercise.inc"
component_start:
    include "component.inc"
    even
    include "data.inc"
    include "cases.inc"
    even
    include "display.inc"
    include "../../framework/turn-deadline/font.inc"
code_end:
STATE:
HIT: dc.b 0
VALID: dc.b 0
SEEN: dc.b 0
FRAME: dc.b 0
START_FRAME: dc.b 0
END_FRAME: dc.b 0
TARGET: dc.b 0
CONTACT: dc.b 0
NEW_ATTACK: dc.b 0
T0: dc.b 0
T1: dc.b 0
    even
ready: dc.w 0
preview: dcb.b 8,0
OUTPUT: dcb.b 1300,0
    even
signature: dc.b "198XNIGHTTWO000",0
    even
copperlist:
    dc.w $08e,$2c81,$090,$2cc1,$092,$0038,$094,$00d0
    dc.w $100,$1200,$102,0,$104,0,$108,0,$10a,0
    dc.w $180,$012,$182,$fff
copbpl:
    dc.w $0e0,0,$0e2,0
    dc.w $ffff,$fffe
plane: dcb.b 10240,0
Amiga shows the deliberate error row 01 01 02 03 02 05 01 01.
The wrong client completes with 01 01 02 03 02 05 01 01; its changed inputs and state explain the result.

Cost and alternatives

The measured helper extent is 352 code bytes; public state is 9 bytes and private scratch is 2 bytes. There are no immutable helper tables. Caller data, the test cases, return-address stack, alignment and display buffers cost additional space. These are assembled sizes, not cycle measurements.

At most seven shifts and one bitset update. Larger target sets need more bits or handles; per-attack storage grows with the identity space.

Eight stable target IDs are available per attack. Slot reuse during one attack requires generation-aware identity or clearing the relevant bit under an explicit policy. The caller owns animation, overlap, faction rules and actual damage. Do not set NEW_ATTACK on every candidate in one frame.

Execution evidence

Four variants run on A500 OCS PAL, Kickstart1.3 OFS cold boot, using Asm198x 0.0.72, Emu198x 0.44.2 and Build198x 0.2.9. Each executes 64 boundary/varied/error table cases, dirty initialisation and the separate retained-state client. An independent mathematical/container model checks every public byte after every call. This is bounded example coverage, not exhaustive correctness for every possible state.

The records retain loaded immutable code, completion, register sentinels, full packets, source/tool/firmware hashes and captures. The public gate validates these retained observations and rejects altered evidence; it does not run restricted firmware. No firmware is distributed. The eight displayed bytes are the first eight public fields, zero-padded when shorter; the packet includes every field.

Where it fits

Damage rules: After this attack grants a hit, apply the target’s invulnerability and health rules separately.

The Craft · Maths for Games · Source and native evidence.