# 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. ![System overview diagram](diagrams/system-overview.png) ## 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. ![Watch app window stack state diagram](diagrams/watch-window-stack.png) - **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 ![Companion app thread diagram](diagrams/companion-threads.png) - **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) ![Screen mirror sequence diagram](diagrams/screen-mirror-flow.png) `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) ![On-screen keyboard input sequence diagram](diagrams/keyboard-input-flow.png) 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) ![Watch key wheel input sequence diagram](diagrams/watch-wheel-input-flow.png) ### 4.4 Snapshot save/load (CPU-trap register sync) ![Snapshot save/load CPU-trap sequence diagram](diagrams/snapshot-save-load-flow.png) 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. --- Diagrams are rendered PNGs under `diagrams/`; each has a matching `.mmd` Mermaid source in the same folder. To regenerate one after editing its source: ```bash npx @mermaid-js/mermaid-cli -i diagrams/.mmd -o diagrams/.png -b white -s 3 ```