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nescript/examples/palette_brightness_demo.ne

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compiler: PRNG / edge input / palette fade / AxROM / CNROM / FCEUX labels Closes seven of the cc65/nesdoug parity gaps catalogued in docs/future-work.md in a single pass. All of the new features are gated on marker labels so programs that don't use them produce byte-identical ROM output (every pre-existing committed .nes file round-trips unchanged). Language / runtime additions: - `rand8()` / `rand16()` / `seed_rand(u16)` intrinsics backed by a 16-bit Galois LFSR (~30 bytes of runtime, ~40 cycles per draw). Reset path seeds state to 0xACE1 so the first draw is useful even without explicit seeding. - `p1.button.a.pressed` / `.released` edge-triggered input via a new ReadInputEdge IR op plus an NMI-side prev-frame snapshot into $07E6/$07E7, gated on the `__edge_input_used` marker. - `set_palette_brightness(level)` builtin mapping levels 0..8 to PPU mask emphasis bytes (`$2001`) for neslib-style screen fades. - `mapper: AxROM` (iNES 7) with automatic 32 KB PRG padding so emulators that enforce mapper-7's 32 KB page size boot cleanly. - `mapper: CNROM` (iNES 3) with a reset-time CHR bank 0 select. - `--fceux-labels <prefix>` CLI flag emitting per-bank `.nl` label files and a `.ram.nl` file for FCEUX's debugger. Tests + examples: - Five new example programs with committed .nes ROMs and pixel+audio goldens: prng_demo, edge_input_demo, palette_brightness_demo, axrom_simple, cnrom_simple. - Seven integration tests covering JSR emission, the omitted-when-unused invariant, the NMI prev-input snapshot, the correct mapper numbers for AxROM/CNROM, and negative tests for unknown button names and bad rand8 arity. - `is_intrinsic()` now runs in expression-position Call paths too, so `var x = rand8(1, 2)` errors at compile time instead of silently dropping the extra arguments.
2026-04-18 18:13:18 +00:00
// Palette brightness demo — cycle through the 9 brightness levels
// every ~20 frames. Exercises the `set_palette_brightness` builtin,
// which writes PPU mask emphasis bits for cheap neslib-style fades.
game "Palette Brightness Demo" {
mapper: NROM
}
var frame: u8 = 0
var level: u8 = 4 // normal
on frame {
frame += 1
// Every 20 frames, bump the brightness level. Roll back to 0
// at 9 so we cycle through the full 0..8 range.
if frame >= 20 {
frame = 0
level += 1
if level >= 9 {
level = 0
}
set_palette_brightness(level)
}
draw Ball at: (120, 100)
}
start Main