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.
This commit is contained in:
ml
2026-06-21 19:15:19 +02:00
parent 463c85e62f
commit 89c99b50e2
9 changed files with 545 additions and 42 deletions
@@ -58,6 +58,9 @@ class C64Engine {
/** Monotonically increasing frame counter — incremented once per rendered C64 frame. */ /** Monotonically increasing frame counter — incremented once per rendered C64 frame. */
external fun getFrameCount(): Int external fun getFrameCount(): Int
/** Current 40x25 C64 text screen as ASCII, rows separated by '\n'. */
external fun getScreenText(): String
companion object { companion object {
init { System.loadLibrary("vice_jni") } init { System.loadLibrary("vice_jni") }
@@ -29,6 +29,7 @@ import androidx.core.view.ViewCompat
import androidx.core.view.WindowInsetsCompat import androidx.core.view.WindowInsetsCompat
import androidx.drawerlayout.widget.DrawerLayout import androidx.drawerlayout.widget.DrawerLayout
import fi.iki.elonen.NanoHTTPD import fi.iki.elonen.NanoHTTPD
import org.json.JSONObject
import java.io.File import java.io.File
import java.text.SimpleDateFormat import java.text.SimpleDateFormat
import java.util.Date import java.util.Date
@@ -292,6 +293,33 @@ class MainActivity : AppCompatActivity() {
} }
} }
// ---- watch key wheel ------------------------------------------------
// Labels sent by the watch's SELECT key wheel (see k_wheel_items in
// SchwertUndMagieOnPebbleFrontend.c) — movement in this game is mostly
// done with number keys, plus RETURN/SPACE to confirm.
private val watchKeyMap: Map<String, List<Int>> = mapOf(
"1" to listOf(C64Engine.KEY_1), "2" to listOf(C64Engine.KEY_2),
"3" to listOf(C64Engine.KEY_3), "4" to listOf(C64Engine.KEY_4),
"5" to listOf(C64Engine.KEY_5), "6" to listOf(C64Engine.KEY_6),
"7" to listOf(C64Engine.KEY_7), "8" to listOf(C64Engine.KEY_8),
"9" to listOf(C64Engine.KEY_9), "0" to listOf(C64Engine.KEY_0),
"RETURN" to listOf(C64Engine.KEY_RETURN),
"SPACE" to listOf(C64Engine.KEY_SPACE),
)
// Pulses a key press+release in response to a watch wheel selection.
// The companion HTTP server calls this off the main thread, so the
// release is posted via mainHandler like the rest of this class's
// cross-thread UI/engine touchpoints.
private fun injectWatchKey(label: String) {
val codes = watchKeyMap[label] ?: return
for (code in codes) engine.injectKey(code, true)
mainHandler.postDelayed({
for (code in codes) engine.injectKey(code, false)
}, 80)
}
// ---- HTTP server (watch bridge) ----------------------------------------- // ---- HTTP server (watch bridge) -----------------------------------------
private fun startHttpServer() { private fun startHttpServer() {
@@ -300,7 +328,9 @@ class MainActivity : AppCompatActivity() {
onKey = { cmd -> onKey = { cmd ->
Log.d(TAG, "Watch key: $cmd") Log.d(TAG, "Watch key: $cmd")
mainHandler.post { appendLog("WATCH: $cmd") } mainHandler.post { appendLog("WATCH: $cmd") }
} injectWatchKey(cmd)
},
getScreenText = { engine.getScreenText() }
) )
try { try {
server?.start() server?.start()
@@ -827,7 +857,8 @@ class CompanionServer(
port: Int, port: Int,
private val timeFormat: SimpleDateFormat, private val timeFormat: SimpleDateFormat,
private val onTimeFetched: (String) -> Unit, private val onTimeFetched: (String) -> Unit,
private val onKey: (String) -> Unit private val onKey: (String) -> Unit,
private val getScreenText: () -> String
) : NanoHTTPD(port) { ) : NanoHTTPD(port) {
override fun serve(session: IHTTPSession): Response { override fun serve(session: IHTTPSession): Response {
@@ -844,6 +875,10 @@ class CompanionServer(
if (cmd.isNotEmpty()) onKey(cmd) if (cmd.isNotEmpty()) onKey(cmd)
newFixedLengthResponse(Response.Status.OK, "text/plain", "ok") newFixedLengthResponse(Response.Status.OK, "text/plain", "ok")
} }
"/screen" -> {
val body = JSONObject().put("text", getScreenText()).toString()
newFixedLengthResponse(Response.Status.OK, "application/json", body)
}
else -> newFixedLengthResponse(Response.Status.NOT_FOUND, "text/plain", "not found") else -> newFixedLengthResponse(Response.Status.NOT_FOUND, "text/plain", "not found")
} }
response.addHeader("Access-Control-Allow-Origin", "*") response.addHeader("Access-Control-Allow-Origin", "*")
@@ -78,6 +78,8 @@ extern int __real_console_init(void);
#include "autostart.h" #include "autostart.h"
#include "attach.h" #include "attach.h"
#include "interrupt.h" #include "interrupt.h"
#include "charset.h"
#include "mem.h"
/* Drive LED state. /* Drive LED state.
* g_io_frames: bumped by __wrap_serial_trap_receive; keeps LED lit ~100 ms after * g_io_frames: bumped by __wrap_serial_trap_receive; keeps LED lit ~100 ms after
@@ -808,6 +810,64 @@ JNI_FN(jint, getFrameCount)(JNIEnv *env, jobject obj) {
return (jint)g_frame_count; return (jint)g_frame_count;
} }
/* Schwert und Magie uploads a custom character set that redefines a handful of
* otherwise-unused PETSCII screen codes (punctuation/graphics glyphs nobody
* needs in German text) to draw umlauts instead. VICE's stock charset tables
* know nothing about this game-specific remap, so those codes must be
* special-cased to the correct UTF-8 character before falling back to the
* standard screencode->PETSCII->ASCII conversion.
* Confirmed by observation — a consecutive run in the unshifted symbol row:
* screencode 0x1B (stock '[') -> ä, 0x1C (stock '£') -> ö, 0x1D (stock ']') -> ü,
* 0x1E (stock '↑') -> ß.
* TODO: add the uppercase variants (Ä, Ö, Ü) once their screen codes are
* identified — likely in the shifted/alternate charset bank. */
static const struct { uint8_t screencode; const char *utf8; } k_char_overrides[] = {
{ 0x1B, "\xC3\xA4" }, /* ä */
{ 0x1C, "\xC3\xB6" }, /* ö */
{ 0x1D, "\xC3\xBC" }, /* ü */
{ 0x1E, "\xC3\x9F" }, /* ß */
};
/* Returns the 40x25 C64 text screen as UTF-8, rows separated by '\n'.
* Reads the fixed default screen address $0400 via mem_read_screen — the same
* helper autostart.c uses to check for KERNAL "READY." text — since this game
* never relocates the VIC-II screen pointer. Screen codes are converted to
* PETSCII then ASCII via VICE's own charset tables (after k_char_overrides is
* checked first); unmappable glyphs (the C64's graphics characters) become '.'. */
JNI_FN(jstring, getScreenText)(JNIEnv *env, jobject obj) {
(void)obj;
#ifdef HAVE_VICE_SRC
/* Worst case every cell is a 2-byte UTF-8 override: 40*25*2 + 25 newlines + NUL. */
char text[40 * 25 * 2 + 25 + 1];
int pos = 0;
for (int row = 0; row < 25; row++) {
for (int col = 0; col < 40; col++) {
uint8_t screencode = mem_read_screen((uint16_t)(0x0400 + row * 40 + col));
const char *override = NULL;
for (size_t i = 0; i < sizeof(k_char_overrides) / sizeof(k_char_overrides[0]); i++) {
if (k_char_overrides[i].screencode == screencode) {
override = k_char_overrides[i].utf8;
break;
}
}
if (override) {
size_t len = strlen(override);
memcpy(text + pos, override, len);
pos += (int)len;
} else {
uint8_t petscii = charset_screencode_to_petcii(screencode);
text[pos++] = (char)charset_p_toascii(petscii, CONVERT_WITHOUT_CTRLCODES);
}
}
text[pos++] = '\n';
}
text[pos] = '\0';
return (*env)->NewStringUTF(env, text);
#else
return (*env)->NewStringUTF(env, "");
#endif
}
/* In thread mode runFrame() is a no-op: VICE drives its own loop. */ /* In thread mode runFrame() is a no-op: VICE drives its own loop. */
JNI_FN(void, runFrame)(JNIEnv *env, jobject obj) { JNI_FN(void, runFrame)(JNIEnv *env, jobject obj) {
(void)env; (void)obj; (void)env; (void)obj;
+9 -2
View File
@@ -24,10 +24,17 @@
}, },
"messageKeys": [ "messageKeys": [
"TIME", "TIME",
"COMMAND" "COMMAND",
"SCREEN"
], ],
"resources": { "resources": {
"media": [] "media": [
{
"type": "bitmap",
"name": "IMAGE_SPLASH",
"file": "splash.png"
}
]
} }
} }
} }

Before

Width:  |  Height:  |  Size: 405 KiB

After

Width:  |  Height:  |  Size: 405 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 90 KiB

@@ -1,15 +1,39 @@
#include <pebble.h> #include <pebble.h>
enum { enum {
KEY_TIME = 0, // Inbound: current time string from companion app KEY_TIME = 0, // Inbound: current time string from companion app (unused — see KEY_SCREEN)
KEY_COMMAND = 1 // Outbound: button name sent to companion app KEY_COMMAND = 1, // Outbound: button name sent to companion app
KEY_SCREEN = 2 // Inbound: C64 text screen (40x25, ASCII, rows separated by '\n')
}; };
static Window *s_main_window; #define SCREEN_FONT FONT_KEY_GOTHIC_24
static TextLayer *s_time_layer;
static TextLayer *s_hint_layer;
static char s_time_buffer[32] = "Waiting..."; // Curated navigation-only key set for the SELECT wheel. Movement in this
// game is mostly done with number keys, plus RETURN/SPACE to confirm.
static const char *const k_wheel_items[] = {
"1", "2", "3", "4", "5", "6", "7", "8", "9", "0", "RETURN", "SPACE"
};
#define WHEEL_ITEM_COUNT ((int)(sizeof(k_wheel_items) / sizeof(k_wheel_items[0])))
static Window *s_main_window;
static ScrollLayer *s_scroll_layer;
static TextLayer *s_screen_layer;
static Window *s_wheel_window;
static TextLayer *s_wheel_label_layer;
static TextLayer *s_wheel_hint_layer;
static int s_wheel_index = 0;
#define SPLASH_DURATION_MS 1800
static Window *s_splash_window;
static BitmapLayer *s_splash_bitmap_layer;
static GBitmap *s_splash_bitmap;
// Worst case 40*25 cells at 2 UTF-8 bytes each (umlaut overrides) + 25
// row-separator newlines + NUL, matching the companion app's getScreenText()
// output (see vice_jni.c).
static char s_screen_buffer[2080] = "Waiting for C64 screen...";
static void send_key_to_phone(const char *key_str) { static void send_key_to_phone(const char *key_str) {
DictionaryIterator *iter; DictionaryIterator *iter;
@@ -19,69 +43,183 @@ static void send_key_to_phone(const char *key_str) {
app_message_outbox_send(); app_message_outbox_send();
} }
// Resize the text layer and scroll layer's content size to fit s_screen_buffer
// at the current font/width. Must run whenever the buffer's text changes —
// the C64 screen content (and therefore wrapped height) varies frame to frame.
static void update_screen_layout(void) {
GRect bounds = layer_get_bounds(scroll_layer_get_layer(s_scroll_layer));
GFont font = fonts_get_system_font(SCREEN_FONT);
GRect measure_box = GRect(0, 0, bounds.size.w, 4000);
GSize content_size = graphics_text_layout_get_content_size(
s_screen_buffer, font, measure_box, GTextOverflowModeWordWrap, GTextAlignmentLeft);
// Floor content height at the viewport height so short text doesn't shrink
// the scrollable area below what's visible.
int16_t height = content_size.h > bounds.size.h ? content_size.h : bounds.size.h;
layer_set_frame(text_layer_get_layer(s_screen_layer), GRect(0, 0, bounds.size.w, height));
scroll_layer_set_content_size(s_scroll_layer, GSize(bounds.size.w, height));
}
static void inbox_received_callback(DictionaryIterator *iterator, void *context) { static void inbox_received_callback(DictionaryIterator *iterator, void *context) {
Tuple *time_tuple = dict_find(iterator, KEY_TIME); Tuple *screen_tuple = dict_find(iterator, KEY_SCREEN);
if (time_tuple && time_tuple->type == TUPLE_CSTRING) { if (screen_tuple && screen_tuple->type == TUPLE_CSTRING) {
snprintf(s_time_buffer, sizeof(s_time_buffer), "%s", time_tuple->value->cstring); snprintf(s_screen_buffer, sizeof(s_screen_buffer), "%s", screen_tuple->value->cstring);
text_layer_set_text(s_time_layer, s_time_buffer); text_layer_set_text(s_screen_layer, s_screen_buffer);
layer_mark_dirty(text_layer_get_layer(s_time_layer)); update_screen_layout();
layer_mark_dirty(text_layer_get_layer(s_screen_layer));
} }
} }
static void up_click_handler(ClickRecognizerRef recognizer, void *context) { static void update_wheel_label(void) {
send_key_to_phone("UP"); text_layer_set_text(s_wheel_label_layer, k_wheel_items[s_wheel_index]);
} }
static void down_click_handler(ClickRecognizerRef recognizer, void *context) { static void wheel_up_click_handler(ClickRecognizerRef recognizer, void *context) {
send_key_to_phone("DOWN"); s_wheel_index = (s_wheel_index - 1 + WHEEL_ITEM_COUNT) % WHEEL_ITEM_COUNT;
update_wheel_label();
}
static void wheel_down_click_handler(ClickRecognizerRef recognizer, void *context) {
s_wheel_index = (s_wheel_index + 1) % WHEEL_ITEM_COUNT;
update_wheel_label();
}
// Sends the highlighted item and pops back to the screen mirror. The BACK
// button is left unsubscribed so its default behavior (pop the window) acts
// as "cancel" for free.
static void wheel_select_click_handler(ClickRecognizerRef recognizer, void *context) {
send_key_to_phone(k_wheel_items[s_wheel_index]);
window_stack_pop(true);
}
static void wheel_click_config_provider(void *context) {
window_single_click_subscribe(BUTTON_ID_UP, wheel_up_click_handler);
window_single_click_subscribe(BUTTON_ID_DOWN, wheel_down_click_handler);
window_single_click_subscribe(BUTTON_ID_SELECT, wheel_select_click_handler);
}
static void wheel_window_load(Window *window) {
Layer *window_layer = window_get_root_layer(window);
GRect bounds = layer_get_bounds(window_layer);
s_wheel_label_layer = text_layer_create(GRect(0, bounds.size.h / 2 - 24, bounds.size.w, 48));
text_layer_set_font(s_wheel_label_layer, fonts_get_system_font(FONT_KEY_BITHAM_30_BLACK));
text_layer_set_text_alignment(s_wheel_label_layer, GTextAlignmentCenter);
update_wheel_label();
layer_add_child(window_layer, text_layer_get_layer(s_wheel_label_layer));
s_wheel_hint_layer = text_layer_create(GRect(0, bounds.size.h - 30, bounds.size.w, 30));
text_layer_set_font(s_wheel_hint_layer, fonts_get_system_font(FONT_KEY_GOTHIC_14));
text_layer_set_text_alignment(s_wheel_hint_layer, GTextAlignmentCenter);
text_layer_set_text(s_wheel_hint_layer, "UP/DOWN spin - SELECT send");
layer_add_child(window_layer, text_layer_get_layer(s_wheel_hint_layer));
}
static void wheel_window_unload(Window *window) {
text_layer_destroy(s_wheel_label_layer);
text_layer_destroy(s_wheel_hint_layer);
} }
static void select_click_handler(ClickRecognizerRef recognizer, void *context) { static void select_click_handler(ClickRecognizerRef recognizer, void *context) {
send_key_to_phone("SELECT"); window_stack_push(s_wheel_window, true);
} }
static void click_config_provider(void *context) { // Passed to scroll_layer_set_callbacks(): the ScrollLayer's own click config
window_single_click_subscribe(BUTTON_ID_UP, up_click_handler); // provider calls this after wiring UP/DOWN to scroll, so we only need to add
window_single_click_subscribe(BUTTON_ID_DOWN, down_click_handler); // SELECT here — UP/DOWN stay dedicated to panning the text view.
static void scroll_click_config_provider(void *context) {
window_single_click_subscribe(BUTTON_ID_SELECT, select_click_handler); window_single_click_subscribe(BUTTON_ID_SELECT, select_click_handler);
} }
static void splash_window_load(Window *window) {
Layer *window_layer = window_get_root_layer(window);
GRect bounds = layer_get_bounds(window_layer);
s_splash_bitmap = gbitmap_create_with_resource(RESOURCE_ID_IMAGE_SPLASH);
s_splash_bitmap_layer = bitmap_layer_create(bounds);
bitmap_layer_set_bitmap(s_splash_bitmap_layer, s_splash_bitmap);
// Source image is roughly square and smaller than every target screen, so
// center it without stretching rather than filling/distorting the frame.
bitmap_layer_set_alignment(s_splash_bitmap_layer, GAlignCenter);
bitmap_layer_set_background_color(s_splash_bitmap_layer, GColorBlack);
layer_add_child(window_layer, bitmap_layer_get_layer(s_splash_bitmap_layer));
}
static void splash_window_unload(Window *window) {
bitmap_layer_destroy(s_splash_bitmap_layer);
gbitmap_destroy(s_splash_bitmap);
}
// main_window is pushed underneath splash_window at startup (see init()), so
// popping splash here just reveals it — the stack is never empty, which
// matters because removing the last window on the stack kills the app.
static void splash_timeout_handler(void *data) {
window_stack_remove(s_splash_window, true);
}
static void main_window_load(Window *window) { static void main_window_load(Window *window) {
Layer *window_layer = window_get_root_layer(window); Layer *window_layer = window_get_root_layer(window);
GRect bounds = layer_get_bounds(window_layer); GRect bounds = layer_get_bounds(window_layer);
s_time_layer = text_layer_create(GRect(0, 55, bounds.size.w, 50)); s_scroll_layer = scroll_layer_create(bounds);
text_layer_set_text(s_time_layer, s_time_buffer); scroll_layer_set_click_config_onto_window(s_scroll_layer, window);
text_layer_set_font(s_time_layer, fonts_get_system_font(FONT_KEY_BITHAM_30_BLACK)); scroll_layer_set_callbacks(s_scroll_layer, (ScrollLayerCallbacks) {
text_layer_set_text_alignment(s_time_layer, GTextAlignmentCenter); .click_config_provider = scroll_click_config_provider
layer_add_child(window_layer, text_layer_get_layer(s_time_layer)); });
s_hint_layer = text_layer_create(GRect(0, 130, bounds.size.w, 30)); // The 40-column C64 grid is not preserved — the companion app's text
text_layer_set_text(s_hint_layer, "UP / DN / SEL"); // already has '\n' per row, but at this font size lines reflow
text_layer_set_font(s_hint_layer, fonts_get_system_font(FONT_KEY_GOTHIC_14)); // (word-wrap) rather than line up like the original screen.
text_layer_set_text_alignment(s_hint_layer, GTextAlignmentCenter); s_screen_layer = text_layer_create(GRect(0, 0, bounds.size.w, bounds.size.h));
layer_add_child(window_layer, text_layer_get_layer(s_hint_layer)); text_layer_set_text(s_screen_layer, s_screen_buffer);
text_layer_set_font(s_screen_layer, fonts_get_system_font(SCREEN_FONT));
text_layer_set_text_alignment(s_screen_layer, GTextAlignmentLeft);
scroll_layer_add_child(s_scroll_layer, text_layer_get_layer(s_screen_layer));
update_screen_layout();
layer_add_child(window_layer, scroll_layer_get_layer(s_scroll_layer));
} }
static void main_window_unload(Window *window) { static void main_window_unload(Window *window) {
text_layer_destroy(s_time_layer); text_layer_destroy(s_screen_layer);
text_layer_destroy(s_hint_layer); scroll_layer_destroy(s_scroll_layer);
} }
static void init(void) { static void init(void) {
s_main_window = window_create(); s_main_window = window_create();
window_set_click_config_provider(s_main_window, click_config_provider);
window_set_window_handlers(s_main_window, (WindowHandlers) { window_set_window_handlers(s_main_window, (WindowHandlers) {
.load = main_window_load, .load = main_window_load,
.unload = main_window_unload .unload = main_window_unload
}); });
window_stack_push(s_main_window, true); window_stack_push(s_main_window, true);
s_wheel_window = window_create();
window_set_click_config_provider(s_wheel_window, wheel_click_config_provider);
window_set_window_handlers(s_wheel_window, (WindowHandlers) {
.load = wheel_window_load,
.unload = wheel_window_unload
});
s_splash_window = window_create();
window_set_window_handlers(s_splash_window, (WindowHandlers) {
.load = splash_window_load,
.unload = splash_window_unload
});
// Pushed on top of the already-present main_window, not in place of an
// empty stack — see the note on splash_timeout_handler below.
window_stack_push(s_splash_window, true);
app_timer_register(SPLASH_DURATION_MS, splash_timeout_handler, NULL);
app_message_register_inbox_received(inbox_received_callback); app_message_register_inbox_received(inbox_received_callback);
app_message_open(128, 64); // Inbox must hold the full 40x25 screen text (up to ~2080 bytes with UTF-8
// umlaut overrides) plus dictionary overhead; outbox only ever carries a
// short button-name string.
app_message_open(2200, 64);
} }
static void deinit(void) { static void deinit(void) {
window_destroy(s_splash_window);
window_destroy(s_wheel_window);
window_destroy(s_main_window); window_destroy(s_main_window);
} }
@@ -2,6 +2,7 @@ var SERVER = 'http://127.0.0.1:8888';
var KEY_TIME = 0; var KEY_TIME = 0;
var KEY_COMMAND = 1; var KEY_COMMAND = 1;
var KEY_SCREEN = 2;
function httpGet(url) { function httpGet(url) {
var xhr = new XMLHttpRequest(); var xhr = new XMLHttpRequest();
@@ -12,15 +13,15 @@ function httpGet(url) {
xhr.send(); xhr.send();
} }
function sendTimeToWatch() { function sendScreenToWatch() {
var xhr = new XMLHttpRequest(); var xhr = new XMLHttpRequest();
xhr.open('GET', SERVER + '/time', true); xhr.open('GET', SERVER + '/screen', true);
xhr.onload = function() { xhr.onload = function() {
if (xhr.status === 200) { if (xhr.status === 200) {
try { try {
var data = JSON.parse(xhr.responseText); var data = JSON.parse(xhr.responseText);
var msg = {}; var msg = {};
msg[KEY_TIME] = data.time; msg[KEY_SCREEN] = data.text;
Pebble.sendAppMessage( Pebble.sendAppMessage(
msg, msg,
function() {}, function() {},
@@ -32,13 +33,13 @@ function sendTimeToWatch() {
} }
}; };
xhr.onerror = function() { xhr.onerror = function() {
console.log('[SuM] GET /time failed - is the companion app running?'); console.log('[SuM] GET /screen failed - is the companion app running?');
}; };
xhr.send(); xhr.send();
} }
Pebble.addEventListener('ready', function() { Pebble.addEventListener('ready', function() {
setInterval(sendTimeToWatch, 1000); setInterval(sendScreenToWatch, 1000);
}); });
Pebble.addEventListener('appmessage', function(e) { Pebble.addEventListener('appmessage', function(e) {
+259
View File
@@ -0,0 +1,259 @@
# Architecture
This document describes the current runtime architecture of the two apps in this
repo: the **Pebble watch app** and the **Android companion app**. For build/install
commands, see `CLAUDE.md`.
## 1. System overview
Three processes cooperate across two devices. **Core for Pebble** is a separate
app on the phone (not part of this repo) that bridges Bluetooth AppMessage traffic
to a JS runtime; our companion app talks to it only via loopback HTTP.
```mermaid
graph LR
subgraph Watch["Pebble Time 2 (watch)"]
WatchC["Watch app (C)<br/>splash / main / wheel windows"]
end
subgraph Phone["Android phone"]
CFP["Core for Pebble<br/>(PebbleKit JS runtime, separate app)"]
subgraph Companion["Companion app process"]
HTTP["NanoHTTPD server :8888"]
UI["MainActivity / UI<br/>C64DisplayView, C64KeyboardView"]
JNI["JNI bridge<br/>vice_jni.c"]
VICE["VICE C64 core<br/>(own pthread)"]
end
end
WatchC <-->|Bluetooth AppMessage| CFP
CFP <-->|HTTP loopback 127.0.0.1:8888| HTTP
HTTP --> UI
UI --> JNI
JNI <--> VICE
```
## 2. Pebble watch app
`SchwertUndMagieOnPebbleWatchApp/src/c/SchwertUndMagieOnPebbleFrontend.c` is a
single-file C watchapp built around three `Window`s on a shared stack, plus
`src/pkjs/index.js` running inside Core for Pebble.
```mermaid
stateDiagram-v2
[*] --> Splash
Splash --> Main: 1800ms timer\n(window_stack_remove splash)
Main --> Wheel: SELECT\n(push wheel)
Wheel --> Main: SELECT (send + pop)\nor BACK (cancel, pop)
```
- **Splash** — `BitmapLayer` showing `resources/splash.png`, centered, black
backdrop. Pushed *on top of* the already-pushed Main window at startup (not
in place of an empty stack — removing the last window on the stack kills the
app), then removed by an `AppTimer` after 1.8s.
- **Main** — a `ScrollLayer` wrapping a `TextLayer` that mirrors the C64 text
screen. UP/DOWN are claimed entirely by the ScrollLayer's built-in click
config (pan only); SELECT is added via `scroll_layer_set_callbacks()`'s
`click_config_provider` hook and opens the wheel. Content height is
recomputed via `graphics_text_layout_get_content_size()` every time new
screen text arrives, since wrapped height varies frame to frame.
- **Wheel** — a single large `TextLayer` cycling through a curated,
navigation-only key set: `1``9`, `0`, `RETURN`, `SPACE` (movement in this
game is mostly done with number keys). UP/DOWN rotate the index, SELECT
sends the highlighted label and pops back to Main, BACK cancels for free
(default window-pop behavior, left unsubscribed).
### AppMessage protocol
| Key | Value | Direction | Payload |
|---|---|---|---|
| `TIME` | 0 | — | Unused (legacy; originally the clock, replaced by `SCREEN`) |
| `COMMAND` | 1 | watch → phone | Wheel item label: one of `1`..`9`, `0`, `RETURN`, `SPACE` |
| `SCREEN` | 2 | phone → watch | UTF-8 C64 screen text, 40×25 cells, `\n` per row |
Numeric keys are hardcoded identically in the C app and `index.js` — symbolic
key resolution from `package.json`'s `messageKeys` is unreliable with Core for
Pebble. The watch's AppMessage inbox is opened at 2200 bytes to fit the
worst-case screen payload (40×25 cells × up to 2 UTF-8 bytes for umlaut
overrides, + 25 newlines).
## 3. Android companion app
```mermaid
graph TD
Main["Main/UI thread<br/>Choreographer vsync loop, touch events"]
Vice["VICE thread<br/>main_program() → maincpu_mainloop()"]
Http["NanoHTTPD worker thread(s)<br/>one per request"]
StdoutT["stdout reader thread"]
StderrT["stderr reader thread"]
Audio["OpenSL ES callback thread"]
Main -->|"captureFrame(): reads g_framebuf"| Vice
Main -->|"injectKey(): writes keyboard matrix"| Vice
Http -->|"onKey → injectWatchKey → injectKey"| Vice
Http -->|"getScreenText(): reads C64 RAM"| Vice
Vice -->|"writes g_framebuf, drains pending queues"| Main
Vice -->|stdout/stderr pipes| StdoutT
Vice -->|stdout/stderr pipes| StderrT
Vice -->|sound ring buffer| Audio
```
- **Main/UI thread** — `MainActivity`'s `Choreographer.postFrameCallback` loop
drives rendering: on every hardware vsync it calls `display.captureFrame(engine)`
(copies VICE's 320×200 ARGB framebuffer into a Bitmap) and `invalidate()`.
VICE itself runs continuously and asynchronously in its own thread, decoupled
from this vsync sampling. Touch input (`C64KeyboardView`, disk drawer
buttons) and NanoHTTPD callbacks (marshaled via `mainHandler`) also run here.
- **VICE thread** (`vice_thread` in `vice_jni.c`) — runs `main_program()`
`maincpu_mainloop()`, VICE's own CPU/VICII loop. `video_canvas_refresh()` is
our hook into this loop, called once per rendered region: it drains
mutex-guarded pending-operation queues (disk autostart/attach, hard reset,
snapshot save/load) written from the UI or HTTP threads, then renders into
`g_framebuf`.
- **NanoHTTPD worker thread(s)** — `CompanionServer` (in `MainActivity.kt`)
serves `/time`, `/key?cmd=`, `/screen` to Core for Pebble's JS. `onKey` and
`getScreenText` call directly into the JNI layer from this thread (see
§5 on tolerated races).
- **stdout/stderr reader threads** — pipe VICE's redirected stdout/stderr to
Logcat under tag `ViceJNI`, prefixed `VICE: `.
- **OpenSL ES callback thread** — pulls PCM samples from a ring buffer filled
by VICE's registered `android` sound driver.
### Key source files
| File | Role |
|---|---|
| `MainActivity.kt` | UI, Choreographer render loop, NanoHTTPD server, disk drawer, watch key wheel → `injectKey` mapping |
| `C64Engine.kt` | JNI external-function declarations + C64 keyboard matrix constants |
| `C64DisplayView.kt` | Double-buffered View blitting the 320×200 ARGB framebuffer |
| `C64KeyboardView.kt` | On-screen virtual C64 keyboard (multi-touch, sticky shift) |
| `vice_jni.c` | VICE integration: thread management, video/sound drivers, pending-op queues, snapshot CPU-trap dispatch, `getScreenText()` |
## 4. Data flows
### 4.1 Screen mirror (VICE → watch)
```mermaid
sequenceDiagram
participant VICE as VICE thread
participant JNI as vice_jni.c
participant HTTP as NanoHTTPD /screen
participant JS as PebbleKit JS
participant Watch as Watch app (KEY_SCREEN)
loop every 1s
JS->>HTTP: GET /screen
HTTP->>JNI: getScreenText()
JNI->>VICE: mem_read_screen($0400..$07E7)
JNI-->>HTTP: UTF-8 text (40x25, \n per row)
HTTP-->>JS: {"text": "..."}
JS->>Watch: AppMessage KEY_SCREEN
Watch->>Watch: update ScrollLayer/TextLayer
end
```
`getScreenText()` reads C64 screen RAM at the fixed default address `$0400`
(same assumption `autostart.c` makes when checking for KERNAL "READY." text —
this game never relocates the VIC-II screen pointer) and converts each
screencode → PETSCII → ASCII via VICE's own `charset.c` tables. The game
uploads a **custom character set** that redefines a consecutive run of
otherwise-unused screencodes to draw German umlauts; a small override table in
`getScreenText()` catches these and emits proper UTF-8 before falling through
to the standard conversion:
| Screencode | Stock glyph | Overridden to |
|---|---|---|
| `0x1B` | `[` | ä |
| `0x1C` | `£` | ö |
| `0x1D` | `]` | ü |
| `0x1E` | `↑` | ß |
### 4.2 On-screen keyboard input (phone touch → VICE)
```mermaid
sequenceDiagram
participant User
participant KB as C64KeyboardView
participant Main as MainActivity
participant JNI as vice_jni.c
participant VICE as VICE keyboard matrix
User->>KB: touch down/up on key
KB->>Main: onKeyEvent(key, pressed)
Main->>JNI: engine.injectKey(code, pressed) (per code, for composites)
JNI->>VICE: keyboard_set_keyarr(row, col, pressed)
```
Composite keys (e.g. ↑ = LSHIFT + CUR_UD) carry a list of codes; all are
pressed/released together.
### 4.3 Watch key wheel input (watch → VICE)
```mermaid
sequenceDiagram
participant Watch
participant JS as PebbleKit JS
participant HTTP as NanoHTTPD /key
participant Main as MainActivity
participant JNI as vice_jni.c
Watch->>Watch: SELECT opens wheel; UP/DOWN rotate; SELECT confirms
Watch->>JS: AppMessage KEY_COMMAND = "<label>"
JS->>HTTP: GET /key?cmd=<label>
HTTP->>Main: onKey(cmd)
Main->>Main: watchKeyMap[cmd] → codes
Main->>JNI: injectKey(code, true) for each code
Main->>Main: postDelayed 80ms
Main->>JNI: injectKey(code, false) for each code
```
### 4.4 Snapshot save/load (CPU-trap register sync)
```mermaid
sequenceDiagram
participant UI as MainActivity (save/load button)
participant Pending as g_pending_save_state / g_pending_load_state
participant Refresh as video_canvas_refresh (VICE thread)
participant Trap as interrupt_maincpu_trigger_trap
participant CPU as 6510core.c DO_INTERRUPT(IK_TRAP)
UI->>Pending: saveState(path) / loadState(path) [mutex-guarded]
Refresh->>Pending: drain pending path next frame
Refresh->>Trap: schedule save_state_trap / load_state_trap
CPU->>CPU: EXPORT_REGISTERS()
CPU->>Trap: run trap function
Trap->>Trap: machine_write_snapshot() / machine_read_snapshot()
CPU->>CPU: IMPORT_REGISTERS()
Note over CPU: reg_pc now matches the saved/restored maincpu_regs.pc
```
Both save and load **must** run inside a CPU trap. `maincpu_mainloop()` keeps
CPU registers as stack-local variables (`reg_pc`, `reg_a`, ...), syncing them
with the global `maincpu_regs` struct only via `EXPORT_REGISTERS()` /
`IMPORT_REGISTERS()` inside `DO_INTERRUPT`. Calling `machine_write_snapshot`/
`machine_read_snapshot` directly from `video_canvas_refresh()` (outside a trap)
would read/write a stale `maincpu_regs.pc` — the snapshot would record (or
restore) the wrong program counter, leaving the CPU executing from the wrong
address after a load even though screen/CIA/SID state all looked correct.
### 4.5 Disk load / attach / reset
`loadDisk()` (full reset + autostart, used for A-side episode disks) and
`attachDisk()` (hot-swap, used for B-side/hero disks) both just write a path
into a mutex-guarded pending buffer; `video_canvas_refresh()` drains it on the
VICE thread and calls `autostart_disk()` or `file_system_attach_disk()`
accordingly — disk and reset APIs, like snapshot APIs, must only be called
from the VICE thread.
## 5. Tolerated cross-thread races
Two JNI calls are invoked directly from non-VICE threads with no locking:
`injectKey()` (writes the keyboard matrix from the UI thread *or* an HTTP
worker thread) and `getScreenText()` (reads screen RAM from an HTTP worker
thread). Both are deliberate: a keyboard matrix write or a screen-text read
racing with the VICE thread can produce at most one stale byte for one frame,
which self-corrects on the next poll/keypress — acceptable for display and
input purposes. This is a different category from §4.4: snapshot register
sync is correctness-critical (a wrong PC corrupts execution permanently), so
it goes through the CPU trap; keyboard/display reads are not, so they don't.