Add screen mirroring, watch input, splash screen, and architecture docs
Mirrors the C64 text screen to the Pebble watch (with game-specific umlaut handling), adds a SELECT-triggered key wheel for sending navigation input back to the emulator, shows a splash screen on watch launch, and documents the resulting end-to-end architecture.
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# Architecture
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This document describes the current runtime architecture of the two apps in this
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repo: the **Pebble watch app** and the **Android companion app**. For build/install
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commands, see `CLAUDE.md`.
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## 1. System overview
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Three processes cooperate across two devices. **Core for Pebble** is a separate
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app on the phone (not part of this repo) that bridges Bluetooth AppMessage traffic
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to a JS runtime; our companion app talks to it only via loopback HTTP.
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```mermaid
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graph LR
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subgraph Watch["Pebble Time 2 (watch)"]
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WatchC["Watch app (C)<br/>splash / main / wheel windows"]
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end
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subgraph Phone["Android phone"]
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CFP["Core for Pebble<br/>(PebbleKit JS runtime, separate app)"]
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subgraph Companion["Companion app process"]
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HTTP["NanoHTTPD server :8888"]
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UI["MainActivity / UI<br/>C64DisplayView, C64KeyboardView"]
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JNI["JNI bridge<br/>vice_jni.c"]
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VICE["VICE C64 core<br/>(own pthread)"]
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end
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end
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WatchC <-->|Bluetooth AppMessage| CFP
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CFP <-->|HTTP loopback 127.0.0.1:8888| HTTP
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HTTP --> UI
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UI --> JNI
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JNI <--> VICE
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```
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## 2. Pebble watch app
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`SchwertUndMagieOnPebbleWatchApp/src/c/SchwertUndMagieOnPebbleFrontend.c` is a
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single-file C watchapp built around three `Window`s on a shared stack, plus
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`src/pkjs/index.js` running inside Core for Pebble.
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```mermaid
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stateDiagram-v2
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[*] --> Splash
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Splash --> Main: 1800ms timer\n(window_stack_remove splash)
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Main --> Wheel: SELECT\n(push wheel)
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Wheel --> Main: SELECT (send + pop)\nor BACK (cancel, pop)
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```
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- **Splash** — `BitmapLayer` showing `resources/splash.png`, centered, black
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backdrop. Pushed *on top of* the already-pushed Main window at startup (not
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in place of an empty stack — removing the last window on the stack kills the
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app), then removed by an `AppTimer` after 1.8s.
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- **Main** — a `ScrollLayer` wrapping a `TextLayer` that mirrors the C64 text
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screen. UP/DOWN are claimed entirely by the ScrollLayer's built-in click
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config (pan only); SELECT is added via `scroll_layer_set_callbacks()`'s
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`click_config_provider` hook and opens the wheel. Content height is
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recomputed via `graphics_text_layout_get_content_size()` every time new
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screen text arrives, since wrapped height varies frame to frame.
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- **Wheel** — a single large `TextLayer` cycling through a curated,
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navigation-only key set: `1`–`9`, `0`, `RETURN`, `SPACE` (movement in this
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game is mostly done with number keys). UP/DOWN rotate the index, SELECT
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sends the highlighted label and pops back to Main, BACK cancels for free
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(default window-pop behavior, left unsubscribed).
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### AppMessage protocol
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| Key | Value | Direction | Payload |
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|---|---|---|---|
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| `TIME` | 0 | — | Unused (legacy; originally the clock, replaced by `SCREEN`) |
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| `COMMAND` | 1 | watch → phone | Wheel item label: one of `1`..`9`, `0`, `RETURN`, `SPACE` |
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| `SCREEN` | 2 | phone → watch | UTF-8 C64 screen text, 40×25 cells, `\n` per row |
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Numeric keys are hardcoded identically in the C app and `index.js` — symbolic
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key resolution from `package.json`'s `messageKeys` is unreliable with Core for
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Pebble. The watch's AppMessage inbox is opened at 2200 bytes to fit the
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worst-case screen payload (40×25 cells × up to 2 UTF-8 bytes for umlaut
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overrides, + 25 newlines).
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## 3. Android companion app
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```mermaid
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graph TD
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Main["Main/UI thread<br/>Choreographer vsync loop, touch events"]
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Vice["VICE thread<br/>main_program() → maincpu_mainloop()"]
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Http["NanoHTTPD worker thread(s)<br/>one per request"]
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StdoutT["stdout reader thread"]
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StderrT["stderr reader thread"]
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Audio["OpenSL ES callback thread"]
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Main -->|"captureFrame(): reads g_framebuf"| Vice
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Main -->|"injectKey(): writes keyboard matrix"| Vice
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Http -->|"onKey → injectWatchKey → injectKey"| Vice
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Http -->|"getScreenText(): reads C64 RAM"| Vice
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Vice -->|"writes g_framebuf, drains pending queues"| Main
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Vice -->|stdout/stderr pipes| StdoutT
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Vice -->|stdout/stderr pipes| StderrT
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Vice -->|sound ring buffer| Audio
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```
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- **Main/UI thread** — `MainActivity`'s `Choreographer.postFrameCallback` loop
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drives rendering: on every hardware vsync it calls `display.captureFrame(engine)`
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(copies VICE's 320×200 ARGB framebuffer into a Bitmap) and `invalidate()`.
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VICE itself runs continuously and asynchronously in its own thread, decoupled
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from this vsync sampling. Touch input (`C64KeyboardView`, disk drawer
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buttons) and NanoHTTPD callbacks (marshaled via `mainHandler`) also run here.
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- **VICE thread** (`vice_thread` in `vice_jni.c`) — runs `main_program()` →
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`maincpu_mainloop()`, VICE's own CPU/VICII loop. `video_canvas_refresh()` is
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our hook into this loop, called once per rendered region: it drains
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mutex-guarded pending-operation queues (disk autostart/attach, hard reset,
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snapshot save/load) written from the UI or HTTP threads, then renders into
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`g_framebuf`.
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- **NanoHTTPD worker thread(s)** — `CompanionServer` (in `MainActivity.kt`)
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serves `/time`, `/key?cmd=`, `/screen` to Core for Pebble's JS. `onKey` and
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`getScreenText` call directly into the JNI layer from this thread (see
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§5 on tolerated races).
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- **stdout/stderr reader threads** — pipe VICE's redirected stdout/stderr to
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Logcat under tag `ViceJNI`, prefixed `VICE: `.
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- **OpenSL ES callback thread** — pulls PCM samples from a ring buffer filled
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by VICE's registered `android` sound driver.
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### Key source files
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| File | Role |
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|---|---|
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| `MainActivity.kt` | UI, Choreographer render loop, NanoHTTPD server, disk drawer, watch key wheel → `injectKey` mapping |
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| `C64Engine.kt` | JNI external-function declarations + C64 keyboard matrix constants |
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| `C64DisplayView.kt` | Double-buffered View blitting the 320×200 ARGB framebuffer |
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| `C64KeyboardView.kt` | On-screen virtual C64 keyboard (multi-touch, sticky shift) |
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| `vice_jni.c` | VICE integration: thread management, video/sound drivers, pending-op queues, snapshot CPU-trap dispatch, `getScreenText()` |
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## 4. Data flows
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### 4.1 Screen mirror (VICE → watch)
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```mermaid
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sequenceDiagram
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participant VICE as VICE thread
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participant JNI as vice_jni.c
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participant HTTP as NanoHTTPD /screen
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participant JS as PebbleKit JS
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participant Watch as Watch app (KEY_SCREEN)
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loop every 1s
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JS->>HTTP: GET /screen
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HTTP->>JNI: getScreenText()
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JNI->>VICE: mem_read_screen($0400..$07E7)
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JNI-->>HTTP: UTF-8 text (40x25, \n per row)
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HTTP-->>JS: {"text": "..."}
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JS->>Watch: AppMessage KEY_SCREEN
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Watch->>Watch: update ScrollLayer/TextLayer
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end
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```
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`getScreenText()` reads C64 screen RAM at the fixed default address `$0400`
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(same assumption `autostart.c` makes when checking for KERNAL "READY." text —
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this game never relocates the VIC-II screen pointer) and converts each
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screencode → PETSCII → ASCII via VICE's own `charset.c` tables. The game
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uploads a **custom character set** that redefines a consecutive run of
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otherwise-unused screencodes to draw German umlauts; a small override table in
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`getScreenText()` catches these and emits proper UTF-8 before falling through
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to the standard conversion:
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| Screencode | Stock glyph | Overridden to |
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|---|---|---|
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| `0x1B` | `[` | ä |
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| `0x1C` | `£` | ö |
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| `0x1D` | `]` | ü |
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| `0x1E` | `↑` | ß |
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### 4.2 On-screen keyboard input (phone touch → VICE)
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```mermaid
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sequenceDiagram
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participant User
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participant KB as C64KeyboardView
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participant Main as MainActivity
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participant JNI as vice_jni.c
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participant VICE as VICE keyboard matrix
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User->>KB: touch down/up on key
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KB->>Main: onKeyEvent(key, pressed)
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Main->>JNI: engine.injectKey(code, pressed) (per code, for composites)
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JNI->>VICE: keyboard_set_keyarr(row, col, pressed)
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```
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Composite keys (e.g. ↑ = LSHIFT + CUR_UD) carry a list of codes; all are
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pressed/released together.
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### 4.3 Watch key wheel input (watch → VICE)
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```mermaid
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sequenceDiagram
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participant Watch
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participant JS as PebbleKit JS
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participant HTTP as NanoHTTPD /key
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participant Main as MainActivity
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participant JNI as vice_jni.c
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Watch->>Watch: SELECT opens wheel; UP/DOWN rotate; SELECT confirms
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Watch->>JS: AppMessage KEY_COMMAND = "<label>"
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JS->>HTTP: GET /key?cmd=<label>
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HTTP->>Main: onKey(cmd)
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Main->>Main: watchKeyMap[cmd] → codes
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Main->>JNI: injectKey(code, true) for each code
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Main->>Main: postDelayed 80ms
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Main->>JNI: injectKey(code, false) for each code
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```
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### 4.4 Snapshot save/load (CPU-trap register sync)
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```mermaid
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sequenceDiagram
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participant UI as MainActivity (save/load button)
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participant Pending as g_pending_save_state / g_pending_load_state
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participant Refresh as video_canvas_refresh (VICE thread)
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participant Trap as interrupt_maincpu_trigger_trap
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participant CPU as 6510core.c DO_INTERRUPT(IK_TRAP)
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UI->>Pending: saveState(path) / loadState(path) [mutex-guarded]
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Refresh->>Pending: drain pending path next frame
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Refresh->>Trap: schedule save_state_trap / load_state_trap
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CPU->>CPU: EXPORT_REGISTERS()
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CPU->>Trap: run trap function
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Trap->>Trap: machine_write_snapshot() / machine_read_snapshot()
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CPU->>CPU: IMPORT_REGISTERS()
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Note over CPU: reg_pc now matches the saved/restored maincpu_regs.pc
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```
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Both save and load **must** run inside a CPU trap. `maincpu_mainloop()` keeps
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CPU registers as stack-local variables (`reg_pc`, `reg_a`, ...), syncing them
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with the global `maincpu_regs` struct only via `EXPORT_REGISTERS()` /
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`IMPORT_REGISTERS()` inside `DO_INTERRUPT`. Calling `machine_write_snapshot`/
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`machine_read_snapshot` directly from `video_canvas_refresh()` (outside a trap)
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would read/write a stale `maincpu_regs.pc` — the snapshot would record (or
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restore) the wrong program counter, leaving the CPU executing from the wrong
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address after a load even though screen/CIA/SID state all looked correct.
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### 4.5 Disk load / attach / reset
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`loadDisk()` (full reset + autostart, used for A-side episode disks) and
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`attachDisk()` (hot-swap, used for B-side/hero disks) both just write a path
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into a mutex-guarded pending buffer; `video_canvas_refresh()` drains it on the
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VICE thread and calls `autostart_disk()` or `file_system_attach_disk()`
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accordingly — disk and reset APIs, like snapshot APIs, must only be called
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from the VICE thread.
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## 5. Tolerated cross-thread races
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Two JNI calls are invoked directly from non-VICE threads with no locking:
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`injectKey()` (writes the keyboard matrix from the UI thread *or* an HTTP
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worker thread) and `getScreenText()` (reads screen RAM from an HTTP worker
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thread). Both are deliberate: a keyboard matrix write or a screen-text read
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racing with the VICE thread can produce at most one stale byte for one frame,
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which self-corrects on the next poll/keypress — acceptable for display and
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input purposes. This is a different category from §4.4: snapshot register
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sync is correctness-critical (a wrong PC corrupts execution permanently), so
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it goes through the CPU trap; keyboard/display reads are not, so they don't.
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