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nescript/examples/mmc3_per_state_split.ne

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examples: 4 new programs covering MMC3 + other e2e gaps Four new examples bring total coverage to 18/18 ROMs through the jsnes smoke test: - mmc3_per_state_split.ne — two states, each with their own `on scanline(N)` handler at a different line (80 vs 160). Pressing START transitions between them. Verifies the per-state MMC3 IRQ dispatch: the `__ir_mmc3_reload` helper CMPs `current_state` on every NMI and writes the right latch value to `$C000`/`$C001`, and `__irq_user` runs the current state's handler when the counter fires. This is the first example that exercises the per-state reload logic at runtime, not just at compile-time. - two_player.ne — exercises `p2.button.*` reads alongside the default (P1) `button.*`. Two independently-moveable sprites sharing a single frame handler and the runtime OAM cursor. The runtime's NMI controller poll already reads both `$4016` and `$4017`, but until this example no runtime test actually looked at `$08` (the P2 input byte). - function_chain.ne — five-deep user-function call chain (`frame -> compute -> scale -> clamp -> fold -> taper`) with parameter passing through ZP `$04-$07` and return values through A. Early returns inside nested `if`s, handler-local result var, mixed shift + additive transforms. Catches any regression in: JSR stack discipline, param slot layout, RTS stack unwinding, return-value flow, or the analyzer's call-graph / max-depth computation. - comparisons.ne — one `if` per comparison operator (`==`, `!=`, `<`, `<=`, `>`, `>=`) gated on a u8 ramping through 0..255. Each `if` drives a pip sprite at a fixed column. Exercises every `CmpKind::*` case in the IR codegen's `gen_cmp`, catching regressions in branch-opcode selection (BEQ/BNE/BCC/BCS) and inverted-branch peephole folding. Smoke test deltas (all 18/18 pass, with per-example floors): comparisons 208 (floor 150) function_chain 104 (floor 100) mmc3_per_state_split 104 (floor 80) two_player 104 (floor 100) `tests/emulator/run_examples.mjs` gets new `EXAMPLE_FLOORS` entries for each, with notes describing the expected content so a regression prints a helpful reason. cargo test (313 unit + 37 integration), cargo fmt --check, cargo clippy --release -- -D warnings all clean. https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
2026-04-12 20:48:31 +00:00
// MMC3 Per-State Scanline Split — proves the compiler's per-state
// IRQ dispatch and reload logic. Two states each own their own
// `on scanline(N)` handler at a different scanline; pressing START
// transitions between them. Because the MMC3 IRQ latch is
// reloaded from the *current* state's scanline each frame (via
// the `__ir_mmc3_reload` helper), the visible split line moves
// when the state changes.
//
// What this exercises end-to-end:
// - MMC3 scanline IRQ firing at the latched line
// - `__ir_mmc3_reload` walking the dispatch table to pick the
// latch value for the new state after a transition
// - `__irq_user` dispatching to the right per-state handler
// - scroll writes from inside an IRQ handler landing before the
// PPU renders the next visible scanline
//
// Controls:
// START — toggle between Upper-split and Lower-split states
//
// Build: cargo run -- build examples/mmc3_per_state_split.ne
game "MMC3 Split" {
mapper: MMC3
mirroring: horizontal
}
// Scroll values for the two halves of the screen. `frame_scroll`
// drifts every frame so the split is easy to see in motion — the
// top half scrolls right, the bottom scrolls left.
var top_scroll: u8 = 0
var bottom_scroll: u8 = 0
// Tiny debouncer so one press of START doesn't cycle through the
// states multiple times per frame.
var debounce: u8 = 0
// Shared drift counter — primarily for observability (the split
// animation works from `top_scroll` / `bottom_scroll` directly).
var _frame_counter: u8 = 0
state Upper {
on enter {
// When we arrive, reset the scroll so the split is easy
// to see from the first frame onward.
top_scroll = 0
bottom_scroll = 0
}
on frame {
_frame_counter += 1
top_scroll += 1
bottom_scroll -= 1
// Initial scroll for the TOP half. The scanline handler
// below will rewrite scroll midway through the frame.
scroll(top_scroll, 0)
// Draw a marker at the top half and a player sprite in
// the bottom half so the split position is visually
// obvious.
draw Marker at: (40, 40)
draw Player at: (120, 140)
if debounce > 0 {
debounce -= 1
}
if button.start and debounce == 0 {
transition Lower
debounce = 30
}
}
// Split at line 80 — the top 80 rows use `top_scroll`, the
// rest use `bottom_scroll`.
on scanline(80) {
scroll(bottom_scroll, 0)
}
}
state Lower {
on enter {
top_scroll = 0
bottom_scroll = 0
}
on frame {
_frame_counter += 1
top_scroll += 1
bottom_scroll -= 1
scroll(top_scroll, 0)
draw Marker at: (40, 40)
draw Player at: (120, 140)
if debounce > 0 {
debounce -= 1
}
if button.start and debounce == 0 {
transition Upper
debounce = 30
}
}
// Split at line 160 — lower split, so the top 160 rows use
// `top_scroll` and only the last ~80 rows use `bottom_scroll`.
on scanline(160) {
scroll(bottom_scroll, 0)
}
}
start Upper