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.