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nescript/examples/function_chain.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
// Function Chain — exercises a deep call graph with parameter
// passing and return values across multiple user functions.
//
// The analyzer caps call depth at 8 (hard NES stack limit for
// a cooperative compiler). This example chains five functions:
//
// frame -> compute -> scale -> clamp -> fold -> taper
//
// Each function takes its argument through the zero-page
// parameter slots ($04-$07), computes a small transform, and
// returns a value in A. The chained result is what drives the
// player sprite's X position on screen each frame.
//
// What this exercises end-to-end:
// - Five levels of nested `JSR` without stack corruption
// - Parameter passing via `$04-$07` between callers
// - Return value propagation through A
// - `fun ... -> u8 { return ... }` — the full typed-function
// shape, including an early `return` inside an `if`
// - Interaction of function calls with handler-local vars
// (the `out` result ends up in a local that drives draw)
//
// Build: cargo run -- build examples/function_chain.ne
game "Fn Chain" {
mapper: NROM
}
const SCREEN_MIN: u8 = 16
const SCREEN_MAX: u8 = 232
var tick: u8 = 0
// Level 5: final transform — fold the input by reflecting any
// overshoot back toward the middle. Pure function, returns u8.
fun taper(v: u8) -> u8 {
if v > 200 {
return 200
}
return v
}
// Level 4: fold — bias the input toward the screen center.
fun fold(v: u8) -> u8 {
var biased: u8 = v
if biased < SCREEN_MIN {
biased = SCREEN_MIN
}
return taper(biased)
}
// Level 3: clamp to the visible screen band.
fun clamp(v: u8) -> u8 {
if v > SCREEN_MAX {
return fold(SCREEN_MAX)
}
return fold(v)
}
// Level 2: scale the tick into a pixel position. Uses a shift
// instead of multiply so we don't pull in the soft multiply.
fun scale(t: u8) -> u8 {
return clamp(t << 1)
}
// Level 1: top of the call chain. Takes the raw frame counter,
// adds a small offset, and hands it to `scale`. The returned
// value is the player's X position.
fun compute(counter: u8) -> u8 {
var shifted: u8 = counter
shifted += 16
return scale(shifted)
}
on frame {
tick += 1
// Single call site that triggers the whole chain. If any
// link in the chain corrupts the param passing or stack,
// the player sprite starts jittering or disappears.
var x: u8 = compute(tick)
// Player Y is fixed; X comes from the chain. Visually the
// sprite sweeps across the screen as the chain holds.
draw Player at: (x, 112)
// Also draw a static reference marker so the smoke test
// always has at least one visible sprite even if the chain
// somehow returns 0.
draw Marker at: (8, 8)
}
start Main