examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 14:02:58 +00:00
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// sha256/sha_core.ne — SHA-256 block compression in NEScript.
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//
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// FIPS 180-4 §6.2 specifies a 256-bit hash computed over one or
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// more 512-bit (= 64-byte) message blocks. The compression of a
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// single block is the hot path; since our on-screen keyboard
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// restricts the input to 16 characters, every message fits in
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// one block after padding, so the driver below only needs to
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// process one block per Enter press.
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//
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// Representation: every 32-bit word is held as four consecutive
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// bytes, little-endian (LSB first). This choice lets the 6502
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// do 32-bit arithmetic by chaining its native `ADC`, `EOR`,
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// `AND`, `ROR`, and `LSR` instructions — each of which walks
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// one byte per cycle group and pushes the carry into the next.
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//
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// Every primitive operates on byte offsets into one of three
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// globally-visible byte arrays:
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// wk[64] — scratch: a..h and T1/T2/Σ/tmp (see constants.ne)
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// w[256] — 64 u32 message-schedule words, packed contig.
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// h_state[32] — 8 u32 persistent hash words
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//
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// K[i] and H_INIT[i] live in RAM as `var` arrays loaded from
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// the init_array initialiser at reset time (see constants.ne).
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// ── 32-bit byte primitives ──────────────────────────────────
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2026-04-16 16:03:10 +00:00
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//
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// Every primitive reads its destination and source offsets
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// via `{dst}` / `{src}` / `{w_ofs}` / … substitutions, which
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// resolve to the analyzer's per-function local slots. The
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// codegen's function prologue spills the `$04`/`$05` transport
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// slots into those same addresses on entry, so the values are
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// already live by the time the asm block runs.
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examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 14:02:58 +00:00
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// wk[dst..dst+4] = wk[src..src+4]
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fun cp_wk(dst: u8, src: u8) {
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asm {
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2026-04-16 16:03:10 +00:00
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LDX {dst}
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LDY {src}
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examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 14:02:58 +00:00
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LDA {wk},Y
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STA {wk},X
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INX
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INY
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LDA {wk},Y
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STA {wk},X
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INX
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INY
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LDA {wk},Y
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STA {wk},X
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INX
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INY
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LDA {wk},Y
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STA {wk},X
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}
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}
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// wk[dst..dst+4] ^= wk[src..src+4]
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fun xor_wk(dst: u8, src: u8) {
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asm {
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2026-04-16 16:03:10 +00:00
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LDX {dst}
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LDY {src}
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examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 14:02:58 +00:00
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LDA {wk},X
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EOR {wk},Y
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STA {wk},X
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INX
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INY
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LDA {wk},X
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EOR {wk},Y
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STA {wk},X
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INX
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INY
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LDA {wk},X
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EOR {wk},Y
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STA {wk},X
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INX
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INY
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LDA {wk},X
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EOR {wk},Y
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STA {wk},X
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}
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}
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// wk[dst..dst+4] &= wk[src..src+4]
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fun and_wk(dst: u8, src: u8) {
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asm {
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2026-04-16 16:03:10 +00:00
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LDX {dst}
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LDY {src}
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examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 14:02:58 +00:00
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LDA {wk},X
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AND {wk},Y
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STA {wk},X
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INX
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INY
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LDA {wk},X
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AND {wk},Y
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STA {wk},X
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INX
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INY
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LDA {wk},X
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AND {wk},Y
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STA {wk},X
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INX
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INY
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LDA {wk},X
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AND {wk},Y
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STA {wk},X
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}
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}
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// wk[dst..dst+4] += wk[src..src+4] (chained ADC for carry)
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fun add_wk(dst: u8, src: u8) {
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asm {
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2026-04-16 16:03:10 +00:00
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LDX {dst}
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LDY {src}
|
examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 14:02:58 +00:00
|
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CLC
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LDA {wk},X
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ADC {wk},Y
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STA {wk},X
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INX
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INY
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LDA {wk},X
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ADC {wk},Y
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
INY
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
ADC {wk},Y
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
INY
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
ADC {wk},Y
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// wk[dst..dst+4] = ~wk[dst..dst+4] (bitwise NOT, in place)
|
|
|
|
|
|
fun not_wk(dst: u8) {
|
|
|
|
|
|
asm {
|
2026-04-16 16:03:10 +00:00
|
|
|
|
LDX {dst}
|
examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 14:02:58 +00:00
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
EOR #$FF
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
EOR #$FF
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
EOR #$FF
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
EOR #$FF
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Rotate wk[dst..dst+4] right by 1 bit, in place. Treat the
|
|
|
|
|
|
// 4-byte little-endian value as one 32-bit integer. A right-
|
|
|
|
|
|
// rotation pulls bit 0 of the LSB into bit 31 of the MSB. The
|
|
|
|
|
|
// ROR chain below first captures bit 0 of the LSB into the
|
|
|
|
|
|
// carry (via LSR A on a non-destructive copy), then runs ROR
|
|
|
|
|
|
// MSB, byte 2, byte 1, LSB in that order — each ROR pulls the
|
|
|
|
|
|
// previous byte's bit 0 into the next byte's bit 7.
|
|
|
|
|
|
fun rotr1_wk(dst: u8) {
|
|
|
|
|
|
asm {
|
2026-04-16 16:03:10 +00:00
|
|
|
|
LDX {dst}
|
examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 14:02:58 +00:00
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
LSR A
|
|
|
|
|
|
INX
|
|
|
|
|
|
INX
|
|
|
|
|
|
INX
|
|
|
|
|
|
ROR {wk},X
|
|
|
|
|
|
DEX
|
|
|
|
|
|
ROR {wk},X
|
|
|
|
|
|
DEX
|
|
|
|
|
|
ROR {wk},X
|
|
|
|
|
|
DEX
|
|
|
|
|
|
ROR {wk},X
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Rotate wk[dst..dst+4] right by 1 byte, in place.
|
|
|
|
|
|
// new[0] = old[1], new[1] = old[2],
|
|
|
|
|
|
// new[2] = old[3], new[3] = old[0]
|
|
|
|
|
|
fun byte_rotr_wk(dst: u8) {
|
|
|
|
|
|
asm {
|
2026-04-16 16:03:10 +00:00
|
|
|
|
LDX {dst}
|
examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 14:02:58 +00:00
|
|
|
|
LDY {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
DEX
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
INX
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
DEX
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
INX
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
DEX
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
TYA
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Rotate wk[dst..dst+4] right by `n` bits. Handles any n in
|
|
|
|
|
|
// 0..31 by first rotating whole bytes (each call is cheaper
|
|
|
|
|
|
// than 8 ROR chains) and then finishing with up to 7 single-
|
|
|
|
|
|
// bit ROR chains.
|
|
|
|
|
|
fun rotr_wk(dst: u8, n: u8) {
|
|
|
|
|
|
var rem: u8 = n
|
|
|
|
|
|
while rem >= 8 {
|
|
|
|
|
|
byte_rotr_wk(dst)
|
|
|
|
|
|
rem -= 8
|
|
|
|
|
|
}
|
|
|
|
|
|
while rem > 0 {
|
|
|
|
|
|
rotr1_wk(dst)
|
|
|
|
|
|
rem -= 1
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Shift wk[dst..dst+4] right by 1 bit (logical — top bit
|
|
|
|
|
|
// becomes 0).
|
|
|
|
|
|
fun shr1_wk(dst: u8) {
|
|
|
|
|
|
asm {
|
2026-04-16 16:03:10 +00:00
|
|
|
|
LDX {dst}
|
examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 14:02:58 +00:00
|
|
|
|
INX
|
|
|
|
|
|
INX
|
|
|
|
|
|
INX
|
|
|
|
|
|
LSR {wk},X
|
|
|
|
|
|
DEX
|
|
|
|
|
|
ROR {wk},X
|
|
|
|
|
|
DEX
|
|
|
|
|
|
ROR {wk},X
|
|
|
|
|
|
DEX
|
|
|
|
|
|
ROR {wk},X
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Shift wk[dst..dst+4] right by 1 byte, in place. The top
|
|
|
|
|
|
// byte becomes 0.
|
|
|
|
|
|
fun byte_shr_wk(dst: u8) {
|
|
|
|
|
|
asm {
|
2026-04-16 16:03:10 +00:00
|
|
|
|
LDX {dst}
|
examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 14:02:58 +00:00
|
|
|
|
INX
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
DEX
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
INX
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
DEX
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
INX
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
DEX
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
LDA #0
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Shift wk[dst..dst+4] right by `n` bits (logical).
|
|
|
|
|
|
fun shr_wk(dst: u8, n: u8) {
|
|
|
|
|
|
var rem: u8 = n
|
|
|
|
|
|
while rem >= 8 {
|
|
|
|
|
|
byte_shr_wk(dst)
|
|
|
|
|
|
rem -= 8
|
|
|
|
|
|
}
|
|
|
|
|
|
while rem > 0 {
|
|
|
|
|
|
shr1_wk(dst)
|
|
|
|
|
|
rem -= 1
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ── Cross-array primitives ──────────────────────────────────
|
|
|
|
|
|
|
|
|
|
|
|
// wk[dst..dst+4] = w[w_ofs..w_ofs+4]
|
|
|
|
|
|
fun cp_w_to_wk(dst: u8, w_ofs: u8) {
|
|
|
|
|
|
asm {
|
2026-04-16 16:03:10 +00:00
|
|
|
|
LDX {dst}
|
|
|
|
|
|
LDY {w_ofs}
|
examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 14:02:58 +00:00
|
|
|
|
LDA {w},Y
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
INY
|
|
|
|
|
|
LDA {w},Y
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
INY
|
|
|
|
|
|
LDA {w},Y
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
INY
|
|
|
|
|
|
LDA {w},Y
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// wk[dst..dst+4] += w[w_ofs..w_ofs+4]
|
|
|
|
|
|
fun add_w_to_wk(dst: u8, w_ofs: u8) {
|
|
|
|
|
|
asm {
|
2026-04-16 16:03:10 +00:00
|
|
|
|
LDX {dst}
|
|
|
|
|
|
LDY {w_ofs}
|
examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 14:02:58 +00:00
|
|
|
|
CLC
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
ADC {w},Y
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
INY
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
ADC {w},Y
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
INY
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
ADC {w},Y
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
INY
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
ADC {w},Y
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// w[w_ofs..w_ofs+4] = wk[src..src+4]
|
|
|
|
|
|
fun cp_wk_to_w(w_ofs: u8, src: u8) {
|
|
|
|
|
|
asm {
|
2026-04-16 16:03:10 +00:00
|
|
|
|
LDX {src}
|
|
|
|
|
|
LDY {w_ofs}
|
examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 14:02:58 +00:00
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
STA {w},Y
|
|
|
|
|
|
INX
|
|
|
|
|
|
INY
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
STA {w},Y
|
|
|
|
|
|
INX
|
|
|
|
|
|
INY
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
STA {w},Y
|
|
|
|
|
|
INX
|
|
|
|
|
|
INY
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
STA {w},Y
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// h_state[h_ofs..h_ofs+4] += wk[src..src+4]
|
|
|
|
|
|
fun add_wk_to_h(h_ofs: u8, src: u8) {
|
|
|
|
|
|
asm {
|
2026-04-16 16:03:10 +00:00
|
|
|
|
LDX {h_ofs}
|
|
|
|
|
|
LDY {src}
|
examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 14:02:58 +00:00
|
|
|
|
CLC
|
|
|
|
|
|
LDA {h_state},X
|
|
|
|
|
|
ADC {wk},Y
|
|
|
|
|
|
STA {h_state},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
INY
|
|
|
|
|
|
LDA {h_state},X
|
|
|
|
|
|
ADC {wk},Y
|
|
|
|
|
|
STA {h_state},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
INY
|
|
|
|
|
|
LDA {h_state},X
|
|
|
|
|
|
ADC {wk},Y
|
|
|
|
|
|
STA {h_state},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
INY
|
|
|
|
|
|
LDA {h_state},X
|
|
|
|
|
|
ADC {wk},Y
|
|
|
|
|
|
STA {h_state},X
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// wk[dst..dst+4] += _K_BYTES[k_ofs..k_ofs+4]
|
|
|
|
|
|
fun add_k_to_wk(dst: u8, k_ofs: u8) {
|
|
|
|
|
|
asm {
|
2026-04-16 16:03:10 +00:00
|
|
|
|
LDX {dst}
|
|
|
|
|
|
LDY {k_ofs}
|
examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 14:02:58 +00:00
|
|
|
|
CLC
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
ADC {_K_BYTES},Y
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
INY
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
ADC {_K_BYTES},Y
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
INY
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
ADC {_K_BYTES},Y
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
INX
|
|
|
|
|
|
INY
|
|
|
|
|
|
LDA {wk},X
|
|
|
|
|
|
ADC {_K_BYTES},Y
|
|
|
|
|
|
STA {wk},X
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ── σ and Σ helpers ─────────────────────────────────────────
|
|
|
|
|
|
//
|
|
|
|
|
|
// Each Σ/σ function writes its 32-bit result at wk[OFS_SIG].
|
|
|
|
|
|
// OFS_TMP is used internally as scratch. Callers must not
|
|
|
|
|
|
// pass `src` == OFS_SIG / OFS_TMP.
|
|
|
|
|
|
|
|
|
|
|
|
// Σ0(src) = rotr(src, 2) ^ rotr(src, 13) ^ rotr(src, 22)
|
|
|
|
|
|
fun big_sigma0(src: u8) {
|
|
|
|
|
|
cp_wk(OFS_SIG, src)
|
|
|
|
|
|
rotr_wk(OFS_SIG, 2)
|
|
|
|
|
|
cp_wk(OFS_TMP, src)
|
|
|
|
|
|
rotr_wk(OFS_TMP, 13)
|
|
|
|
|
|
xor_wk(OFS_SIG, OFS_TMP)
|
|
|
|
|
|
cp_wk(OFS_TMP, src)
|
|
|
|
|
|
rotr_wk(OFS_TMP, 22)
|
|
|
|
|
|
xor_wk(OFS_SIG, OFS_TMP)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Σ1(src) = rotr(src, 6) ^ rotr(src, 11) ^ rotr(src, 25)
|
|
|
|
|
|
fun big_sigma1(src: u8) {
|
|
|
|
|
|
cp_wk(OFS_SIG, src)
|
|
|
|
|
|
rotr_wk(OFS_SIG, 6)
|
|
|
|
|
|
cp_wk(OFS_TMP, src)
|
|
|
|
|
|
rotr_wk(OFS_TMP, 11)
|
|
|
|
|
|
xor_wk(OFS_SIG, OFS_TMP)
|
|
|
|
|
|
cp_wk(OFS_TMP, src)
|
|
|
|
|
|
rotr_wk(OFS_TMP, 25)
|
|
|
|
|
|
xor_wk(OFS_SIG, OFS_TMP)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// σ0(src) = rotr(src, 7) ^ rotr(src, 18) ^ (src >> 3)
|
|
|
|
|
|
fun small_sigma0(src: u8) {
|
|
|
|
|
|
cp_wk(OFS_SIG, src)
|
|
|
|
|
|
rotr_wk(OFS_SIG, 7)
|
|
|
|
|
|
cp_wk(OFS_TMP, src)
|
|
|
|
|
|
rotr_wk(OFS_TMP, 18)
|
|
|
|
|
|
xor_wk(OFS_SIG, OFS_TMP)
|
|
|
|
|
|
cp_wk(OFS_TMP, src)
|
|
|
|
|
|
shr_wk(OFS_TMP, 3)
|
|
|
|
|
|
xor_wk(OFS_SIG, OFS_TMP)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// σ1(src) = rotr(src, 17) ^ rotr(src, 19) ^ (src >> 10)
|
|
|
|
|
|
fun small_sigma1(src: u8) {
|
|
|
|
|
|
cp_wk(OFS_SIG, src)
|
|
|
|
|
|
rotr_wk(OFS_SIG, 17)
|
|
|
|
|
|
cp_wk(OFS_TMP, src)
|
|
|
|
|
|
rotr_wk(OFS_TMP, 19)
|
|
|
|
|
|
xor_wk(OFS_SIG, OFS_TMP)
|
|
|
|
|
|
cp_wk(OFS_TMP, src)
|
|
|
|
|
|
shr_wk(OFS_TMP, 10)
|
|
|
|
|
|
xor_wk(OFS_SIG, OFS_TMP)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ── Block-level helpers ─────────────────────────────────────
|
|
|
|
|
|
|
|
|
|
|
|
// Copy H_INIT[0..32] into h_state[0..32]. Used at the start of
|
|
|
|
|
|
// every hash so the driver can be re-run on a new message
|
|
|
|
|
|
// after the user clears the input.
|
|
|
|
|
|
fun reset_hash_state() {
|
|
|
|
|
|
var i: u8 = 0
|
|
|
|
|
|
while i < 32 {
|
|
|
|
|
|
h_state[i] = H_INIT[i]
|
|
|
|
|
|
i += 1
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Build the 64-byte padded message block directly into
|
|
|
|
|
|
// w[0..63]. `msg[0..msg_len]` is the ASCII input; padding
|
|
|
|
|
|
// follows FIPS 180-4 §5.1.1:
|
|
|
|
|
|
//
|
|
|
|
|
|
// pad[0..msg_len] = msg[0..msg_len]
|
|
|
|
|
|
// pad[msg_len] = 0x80
|
|
|
|
|
|
// pad[msg_len+1..56] = 0
|
|
|
|
|
|
// pad[56..62] = 0 (high 48 bits of length)
|
|
|
|
|
|
// pad[62..64] = message length in bits, big-endian
|
|
|
|
|
|
//
|
|
|
|
|
|
// Since msg_len ≤ 16 the bit length fits in 8 bits (max 128),
|
|
|
|
|
|
// so only the very last byte of the block is nonzero for the
|
|
|
|
|
|
// length field. The loader also byte-swaps each 4-byte word so
|
|
|
|
|
|
// our little-endian internal layout matches SHA-256's big-
|
|
|
|
|
|
// endian word order.
|
|
|
|
|
|
fun build_padded_block() {
|
|
|
|
|
|
// Step 1: zero the whole block.
|
|
|
|
|
|
var i: u8 = 0
|
|
|
|
|
|
while i < 64 {
|
|
|
|
|
|
w[i] = 0
|
|
|
|
|
|
i += 1
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Step 2: copy the ASCII message bytes into the block,
|
|
|
|
|
|
// reversing byte order within each 4-byte group so the
|
|
|
|
|
|
// "big-endian word" becomes our "little-endian word". The
|
|
|
|
|
|
// byte index inside each word flips: 0↔3, 1↔2, 2↔1, 3↔0.
|
|
|
|
|
|
i = 0
|
|
|
|
|
|
while i < msg_len {
|
|
|
|
|
|
var word_idx: u8 = i & 0xFC // i rounded down to 4
|
|
|
|
|
|
var byte_idx: u8 = i & 0x03 // 0..3
|
|
|
|
|
|
var w_ofs: u8 = word_idx + (3 - byte_idx) // byte-swap within word
|
|
|
|
|
|
w[w_ofs] = msg[i]
|
|
|
|
|
|
i += 1
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Step 3: append the 0x80 end-of-message marker at the
|
|
|
|
|
|
// byte-swapped position for `msg_len`.
|
|
|
|
|
|
var pad_word: u8 = msg_len & 0xFC
|
|
|
|
|
|
var pad_byte: u8 = msg_len & 0x03
|
|
|
|
|
|
var pad_ofs: u8 = pad_word + (3 - pad_byte)
|
|
|
|
|
|
w[pad_ofs] = 0x80
|
|
|
|
|
|
|
|
|
|
|
|
// Step 4: write the 64-bit big-endian length into bytes
|
|
|
|
|
|
// 56..63 of the block. The SHA-256 view puts the MSB at
|
|
|
|
|
|
// b_56 and the LSB at b_63; since `msg_len` ≤ 16, the bit
|
|
|
|
|
|
// length is ≤ 128 and fits in a single byte. That byte is
|
|
|
|
|
|
// b_63, which under our byte-swap-within-word convention
|
|
|
|
|
|
// lands at w[60] (= word 15 byte 0 = u32 LSB).
|
|
|
|
|
|
w[60] = msg_len << 3
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ── Schedule and round steps ────────────────────────────────
|
|
|
|
|
|
//
|
|
|
|
|
|
// `schedule_one` computes w[i] from the earlier four entries;
|
|
|
|
|
|
// `round_one` runs one SHA-256 iteration against the current
|
|
|
|
|
|
// a..h at wk[0..31]. Both are written as plain NEScript so the
|
|
|
|
|
|
// compression driver can loop over them one step at a time
|
|
|
|
|
|
// between `wait_frame`s.
|
|
|
|
|
|
|
|
|
|
|
|
// Compute w[i] = σ1(w[i-2]) + w[i-7] + σ0(w[i-15]) + w[i-16].
|
|
|
|
|
|
// `w_byte` is the byte offset of w[i] inside the w[] array,
|
|
|
|
|
|
// i.e. `4 * i`.
|
|
|
|
|
|
fun schedule_one(w_byte: u8) {
|
|
|
|
|
|
// Temp accumulator lives at OFS_T1. Seed with w[i-16].
|
|
|
|
|
|
cp_w_to_wk(OFS_T1, w_byte - 64) // w[i-16]
|
|
|
|
|
|
add_w_to_wk(OFS_T1, w_byte - 28) // + w[i-7]
|
|
|
|
|
|
|
|
|
|
|
|
// Load w[i-15] into OFS_T2, then apply σ0 into OFS_SIG.
|
|
|
|
|
|
cp_w_to_wk(OFS_T2, w_byte - 60)
|
|
|
|
|
|
small_sigma0(OFS_T2) // SIG = σ0(T2)
|
|
|
|
|
|
add_wk(OFS_T1, OFS_SIG)
|
|
|
|
|
|
|
|
|
|
|
|
// Load w[i-2] into OFS_T2, then apply σ1 into OFS_SIG.
|
|
|
|
|
|
cp_w_to_wk(OFS_T2, w_byte - 8)
|
|
|
|
|
|
small_sigma1(OFS_T2) // SIG = σ1(T2)
|
|
|
|
|
|
add_wk(OFS_T1, OFS_SIG)
|
|
|
|
|
|
|
|
|
|
|
|
// Store T1 back into w[i].
|
|
|
|
|
|
cp_wk_to_w(w_byte, OFS_T1)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Ch(e, f, g) = (e & f) ^ (~e & g). Writes to wk[OFS_SIG].
|
|
|
|
|
|
// Uses wk[OFS_TMP] as scratch (clobbered).
|
|
|
|
|
|
fun ch_into_sig() {
|
|
|
|
|
|
cp_wk(OFS_SIG, OFS_E)
|
|
|
|
|
|
and_wk(OFS_SIG, OFS_F) // SIG = e & f
|
|
|
|
|
|
cp_wk(OFS_TMP, OFS_E)
|
|
|
|
|
|
not_wk(OFS_TMP) // TMP = ~e
|
|
|
|
|
|
and_wk(OFS_TMP, OFS_G) // TMP = ~e & g
|
|
|
|
|
|
xor_wk(OFS_SIG, OFS_TMP) // SIG = ch
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Maj(a, b, c) = (a & b) ^ (a & c) ^ (b & c). Writes to
|
|
|
|
|
|
// wk[OFS_SIG]. Uses wk[OFS_TMP] as scratch (clobbered).
|
|
|
|
|
|
fun maj_into_sig() {
|
|
|
|
|
|
cp_wk(OFS_SIG, OFS_A)
|
|
|
|
|
|
and_wk(OFS_SIG, OFS_B) // SIG = a & b
|
|
|
|
|
|
cp_wk(OFS_TMP, OFS_A)
|
|
|
|
|
|
and_wk(OFS_TMP, OFS_C) // TMP = a & c
|
|
|
|
|
|
xor_wk(OFS_SIG, OFS_TMP) // SIG = (a&b) ^ (a&c)
|
|
|
|
|
|
cp_wk(OFS_TMP, OFS_B)
|
|
|
|
|
|
and_wk(OFS_TMP, OFS_C) // TMP = b & c
|
|
|
|
|
|
xor_wk(OFS_SIG, OFS_TMP) // SIG = maj
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Run one SHA-256 compression round. `kw_byte` is the byte
|
|
|
|
|
|
// offset shared by K[i] and w[i] (both tables hold 32-bit
|
|
|
|
|
|
// words at 4 bytes each, so their i-th entries sit at byte
|
|
|
|
|
|
// 4*i).
|
|
|
|
|
|
fun round_one(kw_byte: u8) {
|
|
|
|
|
|
// T1 = h + Σ1(e) + Ch(e,f,g) + K[i] + W[i]
|
|
|
|
|
|
cp_wk(OFS_T1, OFS_H)
|
|
|
|
|
|
big_sigma1(OFS_E) // SIG = Σ1(e)
|
|
|
|
|
|
add_wk(OFS_T1, OFS_SIG)
|
|
|
|
|
|
|
|
|
|
|
|
ch_into_sig() // SIG = ch
|
|
|
|
|
|
add_wk(OFS_T1, OFS_SIG)
|
|
|
|
|
|
|
|
|
|
|
|
add_k_to_wk(OFS_T1, kw_byte) // T1 += K[i]
|
|
|
|
|
|
add_w_to_wk(OFS_T1, kw_byte) // T1 += W[i]
|
|
|
|
|
|
|
|
|
|
|
|
// T2 = Σ0(a) + Maj(a,b,c). Compute Σ0(a) into SIG, stash
|
|
|
|
|
|
// in T2, then replace SIG with Maj and add into T2.
|
|
|
|
|
|
big_sigma0(OFS_A) // SIG = Σ0(a)
|
|
|
|
|
|
cp_wk(OFS_T2, OFS_SIG)
|
|
|
|
|
|
maj_into_sig() // SIG = maj
|
|
|
|
|
|
add_wk(OFS_T2, OFS_SIG)
|
|
|
|
|
|
|
|
|
|
|
|
// Shift registers: h=g, g=f, f=e, e=d+T1, d=c, c=b, b=a,
|
|
|
|
|
|
// a=T1+T2. Done in an order that avoids stomping live
|
|
|
|
|
|
// data (always write the later slot before reading the
|
|
|
|
|
|
// earlier).
|
|
|
|
|
|
cp_wk(OFS_H, OFS_G)
|
|
|
|
|
|
cp_wk(OFS_G, OFS_F)
|
|
|
|
|
|
cp_wk(OFS_F, OFS_E)
|
|
|
|
|
|
cp_wk(OFS_E, OFS_D)
|
|
|
|
|
|
add_wk(OFS_E, OFS_T1)
|
|
|
|
|
|
cp_wk(OFS_D, OFS_C)
|
|
|
|
|
|
cp_wk(OFS_C, OFS_B)
|
|
|
|
|
|
cp_wk(OFS_B, OFS_A)
|
|
|
|
|
|
cp_wk(OFS_A, OFS_T1)
|
|
|
|
|
|
add_wk(OFS_A, OFS_T2)
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Initialise a..h from h_state. Called once before the 64
|
|
|
|
|
|
// rounds start (inside Computing's on_enter).
|
|
|
|
|
|
fun init_abcdefgh() {
|
|
|
|
|
|
var i: u8 = 0
|
|
|
|
|
|
while i < 32 {
|
|
|
|
|
|
wk[i] = h_state[i]
|
|
|
|
|
|
i += 1
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Fold wk[A..H] back into h_state with eight 32-bit adds —
|
|
|
|
|
|
// the "H_i' = H_i + a_i" step at the end of block compression.
|
|
|
|
|
|
fun fold_abcdefgh() {
|
|
|
|
|
|
add_wk_to_h(0, OFS_A)
|
|
|
|
|
|
add_wk_to_h(4, OFS_B)
|
|
|
|
|
|
add_wk_to_h(8, OFS_C)
|
|
|
|
|
|
add_wk_to_h(12, OFS_D)
|
|
|
|
|
|
add_wk_to_h(16, OFS_E)
|
|
|
|
|
|
add_wk_to_h(20, OFS_F)
|
|
|
|
|
|
add_wk_to_h(24, OFS_G)
|
|
|
|
|
|
add_wk_to_h(28, OFS_H)
|
|
|
|
|
|
}
|