Docs! Getting ready for more platforms.
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# AGI port — session handoff
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This document captures the state of the AGI interpreter port as of
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2026-05-15. Hand it to a fresh Claude Code session to pick up where
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the previous one left off.
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## Project context
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JoeyLib is a unified C game-dev library targeting Apple IIgs (perf
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floor / reference), Amiga, Atari ST, MS-DOS. The AGI port is a
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from-scratch reimplementation of Sierra's Adventure Game Interpreter
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v2 on top of JoeyLib's surface / draw / input APIs. Written from
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public AGI format specs only -- NOT derived from ScummVM / NAGI /
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Sarien (those are GPL'd; JoeyLib is not).
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Test data: KQ3 v2, locally installed at
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`examples/agi/gamedata/kq3/`. The user owns the game and is not
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distributing it; gamedata is gitignored.
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## Current phase
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**Phase 1 sub-D** (callback-driven rendering): verified working.
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Logic.0 + room 45 init paint KQ3's title screen on every supported
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port. Ego sprite (VIEW 0, Graham) draws on top with priority masking,
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WASD/arrow keys move him, ESC quits.
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What's next: **Phase 1 sub-E** (input + animation opcodes). The
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title screen does not auto-advance because the VM still stubs ~150
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opcodes including `wait`, `set.menu`, `accept.input`, animation
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timers, etc. Real KQ3 progression past the title requires implementing
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enough of those to let logic.45 complete its intro and call new.room.
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Phase 2 sub-A onward: parser, NPC actors, sound (NTP / PSG).
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## What works (verified)
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- Resource loader (LOGDIR / PICDIR / VIEWDIR / SNDDIR / VOL.x)
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- PIC decoder (visual + priority planes, flood fill, vector draw)
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- VIEW decoder (cel parse + RLE blit + priority masking + mirror)
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- LOGIC VM: 256 vars, 256 flags, 8-deep call stack
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- Real handlers: arithmetic (0x00-0x11), OP_IF (0xFF), OP_GOTO
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(0xFE), OP_NEW_ROOM (0x12/0x13), OP_LOAD_LOGIC (0x14/0x15),
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OP_CALL (0x16/0x17), OP_LOAD_PIC (0x18), OP_DRAW_PIC (0x19),
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OP_SHOW_PIC (0x1A), OP_DISCARD_PIC (0x1B), OP_OVERLAY_PIC (0x1C)
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- All ~180 other action opcodes are stubs (skip their arg bytes
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via `kActionArgBytes[256]` table)
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- Host callbacks: fetchLogic / loadPic / drawPic / showPic /
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discardPic / overlayPic
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- Per-platform save-under for the ego sprite (no full-stage memcpy
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per frame; IIgs uses MVN-based codegen)
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- Cross-platform binary works on all 4 ports (`AGI.EXE`,
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`AGI.PRG`, `Agi`, IIgs `AGI`)
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## What does NOT work
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- **Title screen never advances.** Stubs the input / timer opcodes
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the title uses. Workaround: starting-room override (argv[2]).
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- **No NPC actors.** animate.obj / set.cel / set.loop are stubs.
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- **No parser.** said() and the word-tokenize opcodes are stubs.
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- **No sound.** Phase 3 work.
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- **IIgs run path for AGI** is not wired. `scripts/run-agi.sh iigs`
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prints an explicit "not yet wired" message describing the missing
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disk-packager work (need bigger 2mg volume + case-folded ProDOS
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names + game-data argument to `package-disk.sh`).
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- **ST / Amiga can't pass argv.** Hatari `--auto` and Amiga
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startup-sequence don't forward args, so the starting-room override
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only works on DOS. ST / Amiga AGI starts at the title screen.
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Fix needs either a config-file stage (`ROOM.TXT` read at startup)
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or enough title opcodes for the title to advance naturally.
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## How to test
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```bash
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source toolchains/env.sh
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# Host-side parsers + VM (fast iteration, no emulator)
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./scripts/test-agi.sh
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# Cross-platform binary in DOSBox
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./scripts/run-agi.sh dos # title screen
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./scripts/run-agi.sh dos kq3 1 # jump to room 1
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./scripts/run-agi.sh dos kq3 3 # jump to room 3
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# Other platforms (no argv support yet, always title)
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./scripts/run-agi.sh atarist
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./scripts/run-agi.sh amiga
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./scripts/run-agi.sh iigs # prints "not wired" message
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```
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## Files touched (this session)
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New:
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- `src/core/random.c` — xorshift32 PRNG (jlRandom / jlRandomRange / jlRandomSeed)
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- `examples/agi/*.c` — agi.c, agiRes.c, agiPic.c, agiView.c, agiVm.c
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- `examples/agi/agi.h` — all AGI types + public API
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- `tests/agi/*.c` — testAgiRes / testAgiPic / testAgiView / testAgiVm / testAgiPipeline
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- `scripts/test-agi.sh` — host-build runner for all five tests
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- `scripts/run-agi.sh` — cross-platform emulator launcher (dos | amiga | atarist | iigs)
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Modified:
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- `include/joey/core.h` — random prototypes
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- `include/joey/platform.h` — auto-detect from compiler defines
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- `.gitignore` — examples/agi/gamedata/
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- All four make/*.mk — added agi to EXAMPLES list
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## Architectural decisions worth remembering
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### Render loop: save-under, not full stage copy
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The naive per-frame `jlSurfaceCopy(stage, gBackdrop)` is 32 KB of
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memcpy + present overhead -- not acceptable on a 2.8 MHz IIgs. The
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current code:
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1. `cbShowPic` paints the picture onto the stage ONCE and snapshots
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it as `gBackdrop`. Sets `gPicReady = true` and invalidates any
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prior ego save-under.
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2. Per frame: `jlSpriteRestoreUnder` the last-frame ego rect (puts
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clean backdrop bytes back), `jlSpriteSaveUnder` the new ego rect,
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then `agiViewDraw` paints the cel with priority masking.
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3. Placeholder sprite for save-under is 4x5 tiles = 32x40 stage
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pixels, sized to cover any AGI v2 ego cel. Compiled via
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`jlSpriteCompile` so save/restore use the platform's compiled
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fast path (MVN block-copy on IIgs, etc.) instead of the C
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interpreter fallback.
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Per-frame memory traffic: ~1.3 KB save+restore vs ~32 KB full copy.
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### VM throttling
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AGI's native cycle is ~6 Hz. Running logic.0 every frame (60 Hz) is
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6800-byte switch dispatcher × 60 = ~400k opcodes/sec for nothing.
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`agi.c` now runs runVmCycle once every 10 frames (~6 Hz on 60 Hz
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refresh, ~5 Hz on 50 Hz PAL). Input polling, ego movement, render
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still run at full refresh -- only the bytecode interp is throttled.
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Startup pumps the VM until `gPicReady` (or 32 cycles) so the user
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never sees a flash of COLOR_MISSING before the first room paints.
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### VIEW mirror handling
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Sierra's encoder writes `mirror=1, src=N` on BOTH loops in a mirror
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pair, where N is the lower-numbered loop. `agiView.c:resolveMirror`
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must only treat a cel as mirrored when `src != current_loop`. KQ3
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view 0 hit this directly: both loop 0 (right) and loop 1 (left) had
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`mirror=1, src=0`, and our original code flipped both -- so pressing
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left and right both faced left. Fixed.
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### Starting-room override
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`agi.c` argv[2] = starting room number 1..255. When set,
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`runVmCycle`'s NEW_ROOM handler substitutes the override for
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`vm.newRoomId` on the FIRST NEW_ROOM halt only (one-shot). Lets the
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user skip past KQ3's title room (45) into the actual game. Once the
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override fires, subsequent transitions go through unchanged.
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`scripts/run-agi.sh` accepts `<platform> [game] [room]` and forwards
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the room to DOS via dosbox `-c "AGI.EXE . <room>"`. ST and Amiga
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can't pass argv via autostart so their AGI starts at the title.
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### Default game dir is "." not "agidemo"
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`resolveGameDir` defaults to "." (CWD). On platforms whose autostart
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can't pass argv (Hatari, AmigaDOS), `run-agi.sh` stages the AGI
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binary plus the v2 game data files (LOGDIR / PICDIR / etc.) flat in
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a temp directory and points the emulator at it; AGI runs from CWD =
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that temp dir and finds the data files relative to "./".
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## Likely next-step work
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The user's natural next ask is "implement enough title opcodes to
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let KQ3's title screen auto-advance." That probably means:
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- `wait` (cycle.time gate)
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- `input.line` / `accept.input`
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- Animation timers: `cycle.time`, `current.loop`, etc.
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- `set.menu` / `disable.item` (KQ3 title shows a menu)
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Alternative path: skip the title work and implement enough core
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opcodes to make a gameplay room functional. animate.obj,
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set.view.v, set.cel, set.loop, position, draw, erase. That gets us
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walking around KQ3 room 1 (Manannan's house) with Graham instead
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of a static title.
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The user should pick which to prioritize.
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## Memory entries you should know about
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The repo's auto-memory at
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`~/.claude/projects/-home-scott-claude-joeylib/memory/` includes
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JoeyLib-wide context (CMake quirks, IIgs toolchain gotchas, perf
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constraints) plus `project_joeylib_agi_plan.md` which describes the
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overall AGI port plan. All persist into the next session
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automatically; no need to reload.
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Specifically relevant to the AGI port:
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- `project_joeylib_agi_plan.md` — overall plan, 3-4 month estimate
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- AGI code uses a manual `parseArgU8` instead of atoi to keep the
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IIgs link budget small.
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- `project_perf_directive.md` — IIgs is the perf floor; every
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other target must match or beat it
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- `feedback_iigs_speed.md` — IIgs must be absolute fastest
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technically possible; the save-under decision was made under
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this constraint.
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## Git / user preferences
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- The user manages git themselves -- do NOT commit / push / branch
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on JoeyLib without explicit ask (see memory
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`feedback_git.md`).
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- Always `source toolchains/env.sh` before any `make` -- the user
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has added that to .claude/settings.local.json allow list.
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- DJGPP / llvm-mos / vasm / m68k-atari-mint paths come from env.sh.
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- The user does NOT need hand-holding -- they're an expert C dev.
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Skip excessive explanation; describe what was done and move on.
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