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platformer: end-to-end side-scroller demo + three runtime bug fixes

Adds `examples/platformer.ne`, a full side-scrolling game that
exercises nearly every subsystem of the compiler in one program:
custom CHR tileset, 32×30 background nametable with per-region
attribute palettes, 2×2 metasprite hero with gravity/jump physics,
wrap-around horizontal scrolling, moving enemies, coin pickups,
user-declared SFX + music, and a Title → Playing state machine
with autopilot so the headless jsnes harness captures real
gameplay at frame 180. Tile art + nametable are generated by
`scripts/gen_platformer_tiles.rs` (`cargo run --bin gen_platformer_tiles`).

Building this out uncovered three independent runtime bugs that
together made the example render as black-on-black smileys. All
three are fixed in this commit:

1. **`gen_init` enabled sprite rendering before the linker's
   initial palette/background load runs.** The PPU's v-register
   auto-increments on every `$2007` write *during active
   rendering*, so the palette load (32 B) and nametable load
   (1024 B) were scrambled past the first ~72 bytes — every
   existing program with a `background Level { ... }` block was
   silently rendering zero-filled VRAM. Fix: leave `PPU_MASK = 0`
   at the end of `gen_init` and emit a new `gen_enable_rendering`
   call *after* all initial VRAM writes complete.

2. **Audio tick corrupted `ZP_CURRENT_STATE`.** The audio
   driver's period-table lookup reused `$02/$03` as a temporary
   indirect pointer with a comment claiming the slots were free
   because the tick doesn't call mul/div. But `$03` is also
   `ZP_CURRENT_STATE` used by the state dispatch loop, so every
   music note silently overwrote the state index with the high
   byte of `__period_table` (`0xC5` in the platformer ROM),
   wedging the state machine forever. Fix: `gen_nmi` now PHAs
   `$02/$03` on entry and PLA-restores them on exit, and the
   audio tick JSR moves inside that save/restore window (it used
   to be spliced by the linker *before* the register saves, so
   even A/X/Y were technically being trashed pre-save). Only
   `audio_demo`'s audio hash shifts (its note timings move a few
   cycles); every other golden is unchanged.

3. **Sub-palette mirroring footgun.** Writing a 32-byte palette
   blob sequentially causes the sprite sub-palettes' "index 0"
   slots at `$3F10/$3F14/$3F18/$3F1C` to clobber the background
   universal colour at `$3F00/$3F04/$3F08/$3F0C` via NES hardware
   mirroring. The example's palette sets all eight first bytes
   to `$22` (sky blue) for this reason; `docs/future-work.md`
   picks up a TODO to warn on inconsistent first-byte values in
   the analyzer.

Also:

- `docs/platformer.gif` — 6-second recording of the example
  running in jsnes, generated by the new
  `tests/emulator/record_gif.mjs` puppeteer helper (encodes via
  `gifenc`, committed as a dev-dependency under
  `tests/emulator/package.json`).
- README / examples/README tables and the 497-test count are
  updated to cover the new example.

https://claude.ai/code/session_01BcCcHi6FUmTh8jC7UgkA3A
This commit is contained in:
Claude 2026-04-13 13:04:26 +00:00
parent 958f41d340
commit 688d9afcec
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16 changed files with 1171 additions and 25 deletions

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@ -4,6 +4,17 @@ version = "0.1.0"
edition = "2021"
description = "A statically-typed compiler for NES game development"
license = "MIT"
default-run = "nescript"
[[bin]]
name = "nescript"
path = "src/main.rs"
# One-shot tile / nametable generator for examples/platformer.ne. Kept in-tree
# (rather than as a Python script) so the repo stays single-language.
[[bin]]
name = "gen_platformer_tiles"
path = "scripts/gen_platformer_tiles.rs"
[dependencies]
clap = { version = "4", features = ["derive"] }