mirror of
https://github.com/imjasonh/nescript
synced 2026-07-08 17:06:04 +00:00
142 lines
5.6 KiB
Markdown
142 lines
5.6 KiB
Markdown
|
|
# Pong — Implementation Plan
|
|||
|
|
|
|||
|
|
A production-quality Pong example for NEScript in the same vein as
|
|||
|
|
`examples/war.ne`. This is the living plan: each step is checked off
|
|||
|
|
as it completes, and any mid-flight design changes land in the
|
|||
|
|
"Design revisions" section at the bottom.
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## 1. Scope & quality bar
|
|||
|
|
|
|||
|
|
- **Title screen**: big "PONG" banner (later milestones), 3-option menu
|
|||
|
|
(CPU VS CPU / 1 PLAYER / 2 PLAYERS), cursor, blinking "PRESS A"
|
|||
|
|
prompt, brisk title march, autopilot to CPU VS CPU after
|
|||
|
|
`TITLE_AUTO_FRAMES` with no input so the headless golden capture
|
|||
|
|
reaches gameplay.
|
|||
|
|
- **Gameplay**: two paddles, smooth ball physics, proper hit-angle
|
|||
|
|
deflection, responsive controls, dashed center line, two-digit
|
|||
|
|
score HUD above each side.
|
|||
|
|
- **Powerups**: three types that spawn periodically, bounce around
|
|||
|
|
the playfield, and apply an effect when caught by a paddle:
|
|||
|
|
1. **LONG** — catching paddle extends from 24→40 px for the next
|
|||
|
|
`LONG_PADDLE_HITS` paddle hits.
|
|||
|
|
2. **FAST** — catching paddle's next hit doubles the ball's x
|
|||
|
|
velocity for that ball's remaining life.
|
|||
|
|
3. **MULTI** — catching paddle's next hit spawns two extra balls
|
|||
|
|
at the hit point (so 1→3 balls, each scores independently).
|
|||
|
|
- **Victory**: first to `WIN_SCORE` points. Big "PLAYER N WINS"
|
|||
|
|
banner, fanfare, auto-return to title.
|
|||
|
|
- **Audio**: every feel event gets a dedicated sfx, plus a title
|
|||
|
|
march and a victory fanfare.
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## 2. File layout
|
|||
|
|
|
|||
|
|
```
|
|||
|
|
examples/pong.ne top-level: game decl, palette, Tileset, includes, start
|
|||
|
|
examples/pong/PLAN.md this document
|
|||
|
|
examples/pong/constants.ne layout + gameplay + powerup + phase constants
|
|||
|
|
examples/pong/assets.ne Tileset sprite block (every custom CHR tile)
|
|||
|
|
examples/pong/audio.ne sfx + music declarations
|
|||
|
|
examples/pong/state.ne all mutable globals
|
|||
|
|
examples/pong/rng.ne 8-bit Galois LFSR
|
|||
|
|
examples/pong/render.ne draw_paddle, draw_ball, draw_score, draw_word_* helpers
|
|||
|
|
examples/pong/input.ne paddle_step(side) — unified human + CPU paddle update
|
|||
|
|
examples/pong/ball.ne multi-ball physics (update, paddle & wall collision)
|
|||
|
|
examples/pong/powerup.ne powerup spawn, bounce, catch, apply
|
|||
|
|
examples/pong/title_state.ne state Title + menu
|
|||
|
|
examples/pong/serve_state.ne state Serve (brief pause before launch)
|
|||
|
|
examples/pong/play_state.ne state Playing (phase machine)
|
|||
|
|
examples/pong/victory_state.ne state Victory
|
|||
|
|
```
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## 3. Hardware budget
|
|||
|
|
|
|||
|
|
### Sprite budget per frame (max 64 OAM slots)
|
|||
|
|
|
|||
|
|
| Entity | Sprites | Notes |
|
|||
|
|
|----------------------|---------|--------------------------------|
|
|||
|
|
| Left paddle | 3-5 | 3 in normal, 5 in long mode |
|
|||
|
|
| Right paddle | 3-5 | same |
|
|||
|
|
| Active balls | 1-3 | up to `MAX_BALLS = 3` |
|
|||
|
|
| Powerup | 0-1 | one slot when active |
|
|||
|
|
| Center-line dashes | ~7 | 1 tile every 32 px, at x = 124 |
|
|||
|
|
| HUD score digits | 4 | 2 digits per side |
|
|||
|
|
| **Steady-state max** | ~24 | well under 64 |
|
|||
|
|
|
|||
|
|
### Sprite-per-scanline check (W0109 budget = 8)
|
|||
|
|
|
|||
|
|
Paddles are at x = 16 and x = 232, separated by 216 px. The ball and
|
|||
|
|
powerup live in the middle of the playfield; center-line dashes live
|
|||
|
|
at x = 124. HUD digits live at y = 16 (above the playfield). Worst
|
|||
|
|
case scanline hits one paddle-tile + ball + powerup + center-line
|
|||
|
|
dash = 4 sprites. Comfortable.
|
|||
|
|
|
|||
|
|
### Tile budget (max 256)
|
|||
|
|
|
|||
|
|
| Group | Tiles |
|
|||
|
|
|-----------------------------|-------|
|
|||
|
|
| A-Z alphabet (8×8) | 26 |
|
|||
|
|
| 0-9 digits (8×8) | 10 |
|
|||
|
|
| BIG PONG banner (4 × 2×2) | 16 |
|
|||
|
|
| Paddle (top/mid/bot caps) | 3 |
|
|||
|
|
| Ball | 1 |
|
|||
|
|
| Cursor arrow | 1 |
|
|||
|
|
| Center-line dash | 1 |
|
|||
|
|
| Powerup icons (L, F, M) | 3 |
|
|||
|
|
| **Total** | ~61 |
|
|||
|
|
|
|||
|
|
### RAM budget
|
|||
|
|
|
|||
|
|
| Structure | Bytes |
|
|||
|
|
|-----------------------|-------|
|
|||
|
|
| Paddle state (× 2) | ~16 |
|
|||
|
|
| Ball state (× 3) | ~24 |
|
|||
|
|
| Powerup state | ~10 |
|
|||
|
|
| Scores + mode + phase | ~12 |
|
|||
|
|
| RNG + timers + misc | ~12 |
|
|||
|
|
| **Total** | ~74 |
|
|||
|
|
|
|||
|
|
All well within the NEScript 1280-byte general RAM ceiling.
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## 4. Milestones
|
|||
|
|
|
|||
|
|
- [x] **M1** — Skeleton & title screen
|
|||
|
|
- [x] **M2** — Paddles with input and clamping; HUD scores
|
|||
|
|
- [x] **M3** — Single-ball physics (serve, bounce, score-out)
|
|||
|
|
- [x] **M4** — Multi-ball via parallel ball_* arrays (structural — arrays loop from M3)
|
|||
|
|
- [x] **M5** — CPU paddle AI; title mode pick dispatch
|
|||
|
|
- [x] **M6** — Long-paddle powerup plumbing (draw + collision wired in M3)
|
|||
|
|
- [x] **M7** — Fast-ball + multi-ball-on-next-hit flags
|
|||
|
|
- [x] **M8** — Powerup entity (spawn, bounce, catch, apply)
|
|||
|
|
- [x] **M9** — Victory state + fanfare
|
|||
|
|
- [x] **M10** — Audio + polish pass
|
|||
|
|
- [x] **M11** — Golden capture + README/examples/README entries
|
|||
|
|
- [ ] **M12** — Compiler bug cleanup (revert workarounds where fixable)
|
|||
|
|
- [ ] **M13** — Thorough code review pass
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## 5. Design decisions (locked in M1)
|
|||
|
|
|
|||
|
|
- `WIN_SCORE = 7`
|
|||
|
|
- `MAX_BALLS = 3`
|
|||
|
|
- Paddle height: 24 px normal, 40 px long
|
|||
|
|
- Ball base speed: 1 px/frame on each axis; FAST doubles x to 2
|
|||
|
|
- Powerup spawn cadence: every `POWERUP_SPAWN_FRAMES` (~240) frames
|
|||
|
|
- Powerups bounce off all four walls, catchable by either paddle
|
|||
|
|
- CPU AI: 1 px/frame toward ball y, 4-frame reaction lag, ±4 px miss zone
|
|||
|
|
- Default autopilot mode: CPU VS CPU (so the golden harness captures gameplay)
|
|||
|
|
|
|||
|
|
---
|
|||
|
|
|
|||
|
|
## 6. Design revisions
|
|||
|
|
|
|||
|
|
(empty — record any mid-flight changes here)
|