Chapter 14 — Shared Game Architecture

This chapter will explain the common layer shared by the Tetro and Pacmo programs.

Planned coverage:

  • target entry files and include order
  • shared hardware facts: ports, colours, key codes, dimensions
  • scan tick as the hardware heartbeat
  • framebuffer helpers
  • LCD primitives and screen scripts
  • seven-segment score/HUD helpers
  • sound service and game-local sound wrappers
  • what belongs in shared code and what stays game-specific

This chapter exists because the two case studies are large enough that their common foundation deserves its own explanation.