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nescript/examples/sha256/state.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
// sha256/state.ne — global variables.
//
// Every piece of cross-handler state lives here so Entering,
// Computing, and Showing can share buffers (and, crucially, so
// the message buffer survives the state transition from
// Entering → Computing without being reinitialised).
// ── Cursor position on the keyboard ─────────────────────────
var kb_row: u8 = 0 // 0..KB_ROWS-1
var kb_col: u8 = 0 // 0..KB_COLS-1
// ── Input buffer + length ───────────────────────────────────
var msg: u8[16] // INPUT_MAX ASCII bytes
var msg_len: u8 = 0 // 0..INPUT_MAX
// ── SHA-256 working memory ──────────────────────────────────
//
// `h_state` holds the running hash (8 u32 words, little-endian);
// it's initialised from H_INIT on every new compression so users
// can run more than one hash per power-on. `w` is the 64-entry
// message schedule (256 bytes). `wk` is the scratch area that
// hosts the a..h registers plus T1/T2/Σ/tmp — see
// constants.ne for the byte offsets.
var h_state: u8[32]
var w: u8[256]
var wk: u8[64]
// ── Compression driver state ────────────────────────────────
//
// The compression is split across frames so the main loop never
// overruns vblank. `cp_phase` selects which block of work runs
// this frame; see computing_state.ne for the phase table.
var cp_phase: u8 = 0
// ── Input-idle timer ────────────────────────────────────────
//
// Incremented every frame while Entering sees no button presses.
// When it reaches AUTO_DELAY the state auto-types DEMO_TEXT and
// transitions to Computing, so the headless jsnes golden always
// captures a populated hash screen.
var idle_timer: u8 = 0
// Debounces repeat-fire for the face and special keys so one
// press is registered as one key press rather than one per frame
// held.
var debounce: u8 = 0
// ── Cursor blink ────────────────────────────────────────────
//
// The cursor sprite on the keyboard pulses at ~2 Hz. Also used
// by Showing to mark "PRESS B TO RESET".
var blink_timer: u8 = 0