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nescript/examples/sha256.ne

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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
// SHA-256 Hasher — a full interactive SHA-256 implementation for the NES.
//
// The user types a short ASCII message on an on-screen keyboard, hits
// the ENTER key, and the NES computes the SHA-256 hash of the input
// and displays the 64-character hex digest at the bottom of the screen.
//
// The hashing core is implemented in pure NEScript with inline
// assembly for the 32-bit primitives (copy, XOR, add, rotate-right,
// shift-right) — the whole algorithm fits in about 400 lines of
// source and compresses one 64-byte block in ~15 frames. Since the
// keyboard restricts input to 16 ASCII characters, every message
// fits in a single block, so the final hash appears well under a
// second after the user presses ENTER.
//
// The source is split across examples/sha256/*.ne:
//
// examples/sha256.ne — this file, top-level
// examples/sha256/constants.ne — tile indices + layout
// examples/sha256/assets.ne — the Tileset sprite
// examples/sha256/background.ne — keyboard nametable
// examples/sha256/state.ne — globals
// examples/sha256/sha_core.ne — SHA-256 primitives +
// block compression
// examples/sha256/render.ne — helpers that drive the
// OAM shadow buffer
// examples/sha256/keyboard.ne — keyboard dispatch table
// examples/sha256/entering_state.ne — Entering state (typing)
// examples/sha256/computing_state.ne — Computing state
// (runs the block
// compression across
// frames)
// examples/sha256/showing_state.ne — Showing state (renders
// the 64-hex-char digest)
//
// Controls:
// D-pad — move the cursor on the keyboard.
// A — type the key under the cursor. The keys
// labelled ← and ↵ are backspace and enter;
// pressing A on ↵ starts the compression.
// B — backspace (same as moving to ← + A).
// SELECT — clear the input buffer (from any state).
//
// Autopilot: if the user doesn't press a key for ~1 second after
// reset the program auto-types "NES" and presses enter, so the
// headless jsnes golden captures a completed hash rather than an
// empty keyboard. The SHA-256 of "NES" is
// AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D —
// the exact string that should appear at the bottom of the golden.
//
// Build: cargo run --release -- build examples/sha256.ne
// Output: examples/sha256.nes
game "SHA-256 Hasher" {
mapper: NROM
mirroring: horizontal
}
// ── Palette ──────────────────────────────────────────────────
//
// A "terminal" look: dark slate background, cyan for the keyboard
// and labels, amber for the input text the user is typing, and
// bright white for the hash digest. Three of the four bg sub-
// palettes are populated so the attribute table can colour-code
// the INPUT, KEYBOARD, and HASH sections of the screen.
palette Main {
universal: dk_blue // deep slate background
bg0: [dk_gray, lt_gray, white] // default / labels / keyboard
bg1: [dk_olive, olive, yellow] // INPUT section (amber)
bg2: [dk_teal, teal, aqua] // HASH section (cyan)
bg3: [dk_gray, dk_red, red] // reserved accents
sp0: [dk_red, yellow, white] // cursor + dynamic text
sp1: [dk_olive, olive, yellow] // reserved (input overlay)
sp2: [dk_teal, teal, aqua] // reserved (hash overlay)
sp3: [dk_gray, lt_gray, white] // reserved
}
// Pull in everything else. Order matters for symbol visibility:
// constants → assets → background → state → sha core → render →
// keyboard dispatch → each state handler.
include "sha256/constants.ne"
include "sha256/assets.ne"
include "sha256/background.ne"
include "sha256/state.ne"
include "sha256/sha_core.ne"
include "sha256/render.ne"
include "sha256/keyboard.ne"
include "sha256/entering_state.ne"
include "sha256/computing_state.ne"
include "sha256/showing_state.ne"
start Entering