joeylib2/docs/Portability.adoc
2026-09-26 21:02:41 -05:00

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== Writing Portable Code
A JoeyLib program that follows the rules in this chapter compiles and behaves
the same on all five machines. Most of the rules exist because one particular
target cannot do something the others can, and the Apple IIgs is usually that
target.
=== The Rules, in Short
. Use `jlAlloc` for anything large, never `malloc`.
. Never assume a frame rate. Ask `jlFrameHz()` or use `jlMillisElapsed()`.
. Never assume colour 0 is anything but black.
. Compile your sprites before you draw them.
. Keep large objects out of function-local variables on the IIgs.
. Use `jlRandom`, not `rand`, when identical behaviour across ports matters.
. Keep file names short, uppercase-safe and 8.3-compatible.
. Do not mix save-under with clean-buffer erasing in the same screen region.
. Pick one of the audio layers per scene, not two.
The rest of this chapter explains each one.
=== Memory
This is the rule that catches everyone. *The C heap on the IIgs is tiny.* It
lives in bank 0, and a single `malloc` is capped at roughly 32 KB -- often far
less in practice, because the clang libc heap on that port can be a few hundred
bytes. A program that `malloc`s a 32000-byte buffer works on four targets and
fails on the reference one.
Use the library allocator, which is backed by each platform's native allocator
(the Memory Manager on the IIgs):
[source,c]
----
uint8_t *buffer = (uint8_t *)jlAlloc(32000);
if (buffer == NULL) {
// handle it -- this genuinely can fail on a stock machine
}
// ...
jlFree(buffer);
----
`jlAlloc` does *not* zero the memory it returns.
For bulk copies, prefer `jlMemCopy` over `memcpy`. It has the same contract
(no overlap) but the IIgs implements it as `MVN` block moves at 7 cycles per
byte instead of a libc byte loop, split correctly at bank boundaries.
==== Large Local Variables
On the IIgs, a large function-local variable in a deep call chain can silently
overflow the soft stack and crash -- roughly 2 KB is enough to do it, and the
trigger is call depth rather than anything the compiler warns about. Make big
buffers `static`, or allocate them with `jlAlloc`:
[source,c]
----
// DANGEROUS on the IIgs, especially deep in a call chain:
void renderScene(void) {
uint8_t scratch[2048];
// ...
}
// Safe everywhere:
void renderScene(void) {
static uint8_t scratch[2048];
// ...
}
----
=== Timing
Covered in <<_frame_rate_independence>>, and worth repeating because it is the
second most common portability bug: the targets run at 50, 60 and 70 Hz. Scale
by `jlFrameHz()` or work from `jlMillisElapsed()`.
`jlFrameCount()` is a 16-bit counter, so you must poll it faster than twice the
frame rate or you will miss edges, and it wraps roughly every 18 minutes at
60 Hz.
=== Colour and the Palette
Colour 0 is black in every palette on every platform, and `jlPaletteSet`
silently rewrites entry 0 to `$000` no matter what you pass. Do not design
artwork that needs colour 0 to be something else -- you have 15 free colours per
palette, and 16 palettes to switch between per scanline.
Colour 0 is also the transparent colour for sprites. A sprite pixel of colour 0
is never drawn. If you need an opaque rectangle, use the tile operations, which
have both opaque and masked forms.
=== Sprites
Two rules.
*Compile before drawing.* `jlSpriteDraw` never compiles on demand. An
uncompiled sprite runs through the interpreter at roughly 1/40th the speed, and
nothing warns you.
*Align your backup buffers.* Give any `jlSpriteBackupT` backing array 2-byte
alignment, by declaring it `uint16_t` or with an alignment attribute. An odd
buffer address routes save and restore onto slow interpreted paths on the
planar ports, because the 68000 cannot perform word accesses at odd addresses.
[source,c]
----
// Right: 2-byte aligned by construction.
static uint16_t gBacking[JOEY_SPRITE_BACKUP_BYTES(4, 4) / 2];
// Risky: may land on an odd address.
static uint8_t gBacking[JOEY_SPRITE_BACKUP_BYTES(4, 4)];
----
Note also that on the planar ports the region a save-under actually captures is
the *16-pixel-aligned window* containing the sprite, not the sprite rectangle.
`jlSpriteSaveUnder` reports the true geometry in the backup structure's
`x`, `width`, `height` and `sizeBytes` fields. It is that recorded window you
must not overwrite before restoring.
=== Randomness
`rand()` differs wildly between C libraries, so a procedurally generated level
would not match across ports. `jlRandom` is xorshift32 and produces
*bit-identical* output on every platform for a given seed:
[source,c]
----
jlRandomSeed(12345);
uint16_t roll = jlRandomRange(6); // 0..5, same everywhere
----
A seed of 0 is remapped to 1, because xorshift cannot escape the all-zero
state. This generator is fine for games and useless for cryptography.
=== Files
Two directories sit beside the executable, and the library prefixes them for
you:
* `DATA/` -- read-only game content, opened with `jlDataOpen`
* `SAVES/` -- writable saves and preferences, via the `jlSave*` calls
Pass bare names: `jlDataOpen("levels/title.dat", "rb")`, never
`"DATA/levels/title.dat"`.
Keep names portable across the retro filesystems this library targets: *at most
8 characters plus a short extension, letters and digits only*, so they satisfy
both ProDOS and DOS 8.3. Do not rely on case being preserved.
A failed save is not fatal -- the calls report failure and your program should
degrade gracefully, because on some volumes `SAVES/` simply is not writable.
=== Audio
JoeyLib gives you three sound layers, and on two platforms they share physical
hardware:
[cols="2,5", options="header"]
|===
|Layer |What it is
|Module playback
|`jlAudioPlayMod` -- four-channel Protracker `.MOD`, mixed in software on
DOS and ST, hardware-replayed on Amiga and IIgs.
|Chip tracker
|`jlMusicPlay` -- a portable event stream driving three tone voices plus
noise, at register-write cost with no CPU mixing.
|Voices and effects
|`jlAudioVoice`, `jlAudioNoise`, `jlAudioPlaySfx` and the streaming forms.
|===
[WARNING]
====
On the Atari ST and Amiga, the tone voices *are* the same hardware the module
player drives. While a `.MOD` is playing, `jlAudioVoice` writes fight the
player's register writes and lose. Choose the module layer or the voice and
tracker layer *per scene*, not both at once.
====
The chip tracker is the portable choice for music. It costs almost nothing on
every port -- unlike `.MOD` playback, which needs real CPU mixing and is
marginal on the ST.
On the IIgs, `jlAudioVoice` and `jlAudioNoise` require `jlAudioInit` (they ride
the tracker engine's DOC path) and behave as retriggered one-shots of about
80 ms, so a note held longer must be re-asserted roughly once a frame. On DOS,
ST and Amiga those two calls are direct hardware programming and work without
`jlAudioInit`.
A failed `jlAudioInit` is *not* fatal. `jlInit` still succeeds and every audio
call becomes a silent no-op, so a program need not treat missing sound as an
error.
=== Per-Platform Behaviour Summary
The API is uniform; these are the places where what you get differs.
[cols="2,2,2,2,2,2", options="header"]
|===
|Feature |IIgs |Amiga |Atari ST |MS-DOS |X68000
|Frame rate
|60 Hz
|50 Hz (PAL)
|60 Hz (NTSC)
|70 Hz
|60 Hz
|Pixel storage
|chunky 4bpp
|planar
|planar, interleaved
|chunky 4bpp
|text-plane planar
|Stereo pan
|all three
|left and right
|ignored (mono)
|ignored (mono)
|ignored
|`jlAudioTone`
|DOC oscillator
|Paula
|YM2149
|PIT counter 2
|-
|Joystick
|analog, auto-disables
|digital
|digital
|digital
|digital
|Keyboard layout
|machine's own
|machine's own
|machine's own
|fixed US
|machine's own
|Serial ports
|modem, printer, slot card
|`serial.device`
|Modem port
|COM1..COM4
|-
|===
The joystick row deserves a note: the IIgs port *auto-disables* joystick
polling after a short window with no stick detected, because polling costs
about 3 ms per frame there. It does not re-probe on its own. If a user plugs a
stick in while the program is running, you must call `jlJoystickReset` to
resume polling.
=== A Portability Checklist
Before you call a program portable, confirm:
* [ ] No `malloc` of anything over a few hundred bytes -- use `jlAlloc`.
* [ ] No large function-local arrays; they are `static` or heap.
* [ ] Movement and animation scale with `jlFrameHz()` or `jlMillisElapsed()`.
* [ ] `jlInputPoll()` is called exactly once per frame.
* [ ] `jlAudioFrameTick()` is called every frame.
* [ ] Every sprite is compiled during loading.
* [ ] Sprite backup buffers are 2-byte aligned and sized with the macro.
* [ ] Save file names are 8.3-safe.
* [ ] Only one audio layer is active per scene.
* [ ] `jlShutdown()` runs on every exit path.
* [ ] The program has actually been run on all five targets, not just built.
That last item is the one that matters. All five ports have emulator run
scripts under `scripts/`, and building successfully proves considerably less
than running.