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https://github.com/imjasonh/nescript
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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
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50
examples/comparisons.ne
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50
examples/comparisons.ne
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// Comparisons — uses every comparison operator (==, !=, <, <=,
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// >, >=) to drive a different pip on screen. Each pip only
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// lights up when its corresponding comparison is true, so at
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// any given moment the set of visible pips is a direct readout
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// of which comparisons are passing.
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//
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// What this exercises end-to-end:
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// - All six comparison operators in `if` conditions
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// - Their lowering through `CmpKind::{Eq,Ne,Lt,LtEq,Gt,GtEq}`
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// in `src/codegen/ir_codegen.rs::gen_cmp`
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// - Each one correctly mapping to `BEQ`/`BNE`/`BCC`/`BCS` and
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// producing the expected truth value in a branch
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//
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// The `value` variable ramps from 0 to 255 so the six
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// comparisons against MIDPOINT (=128) all fire across one cycle.
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//
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// Build: cargo run -- build examples/comparisons.ne
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game "Comparisons" {
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mapper: NROM
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}
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const MIDPOINT: u8 = 128
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var value: u8 = 0
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on frame {
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// Slowly ramp through 0..255 and wrap. At the wrap the u8
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// overflow resets value to 0 — intentional, the pips will
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// re-animate.
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value += 1
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// Always-visible player sprite so the harness has at least
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// one solid OAM entry every frame. Its position reflects
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// the current ramp value — easy to read at a glance.
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draw Player at: (value, 120)
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// Each comparison drives a pip at a fixed X position along
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// the top. When its condition is true, the pip draws; when
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// false, the draw is skipped and the cursor's next slot
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// stays hidden from the OAM clear's $FE Y byte.
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if value == MIDPOINT { draw Pip at: ( 32, 16) }
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if value != MIDPOINT { draw Pip at: ( 64, 16) }
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if value < MIDPOINT { draw Pip at: ( 96, 16) }
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if value <= MIDPOINT { draw Pip at: (128, 16) }
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if value > MIDPOINT { draw Pip at: (160, 16) }
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if value >= MIDPOINT { draw Pip at: (192, 16) }
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}
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start Main
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93
examples/function_chain.ne
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93
examples/function_chain.ne
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// Function Chain — exercises a deep call graph with parameter
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// passing and return values across multiple user functions.
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//
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// The analyzer caps call depth at 8 (hard NES stack limit for
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// a cooperative compiler). This example chains five functions:
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//
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// frame -> compute -> scale -> clamp -> fold -> taper
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//
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// Each function takes its argument through the zero-page
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// parameter slots ($04-$07), computes a small transform, and
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// returns a value in A. The chained result is what drives the
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// player sprite's X position on screen each frame.
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//
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// What this exercises end-to-end:
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// - Five levels of nested `JSR` without stack corruption
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// - Parameter passing via `$04-$07` between callers
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// - Return value propagation through A
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// - `fun ... -> u8 { return ... }` — the full typed-function
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// shape, including an early `return` inside an `if`
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// - Interaction of function calls with handler-local vars
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// (the `out` result ends up in a local that drives draw)
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//
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// Build: cargo run -- build examples/function_chain.ne
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game "Fn Chain" {
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mapper: NROM
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}
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const SCREEN_MIN: u8 = 16
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const SCREEN_MAX: u8 = 232
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var tick: u8 = 0
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// Level 5: final transform — fold the input by reflecting any
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// overshoot back toward the middle. Pure function, returns u8.
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fun taper(v: u8) -> u8 {
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if v > 200 {
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return 200
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}
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return v
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}
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// Level 4: fold — bias the input toward the screen center.
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fun fold(v: u8) -> u8 {
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var biased: u8 = v
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if biased < SCREEN_MIN {
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biased = SCREEN_MIN
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}
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return taper(biased)
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}
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// Level 3: clamp to the visible screen band.
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fun clamp(v: u8) -> u8 {
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if v > SCREEN_MAX {
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return fold(SCREEN_MAX)
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}
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return fold(v)
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}
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// Level 2: scale the tick into a pixel position. Uses a shift
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// instead of multiply so we don't pull in the soft multiply.
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fun scale(t: u8) -> u8 {
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return clamp(t << 1)
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}
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// Level 1: top of the call chain. Takes the raw frame counter,
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// adds a small offset, and hands it to `scale`. The returned
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// value is the player's X position.
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fun compute(counter: u8) -> u8 {
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var shifted: u8 = counter
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shifted += 16
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return scale(shifted)
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}
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on frame {
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tick += 1
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// Single call site that triggers the whole chain. If any
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// link in the chain corrupts the param passing or stack,
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// the player sprite starts jittering or disappears.
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var x: u8 = compute(tick)
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// Player Y is fixed; X comes from the chain. Visually the
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// sprite sweeps across the screen as the chain holds.
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draw Player at: (x, 112)
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// Also draw a static reference marker so the smoke test
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// always has at least one visible sprite even if the chain
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// somehow returns 0.
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draw Marker at: (8, 8)
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}
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start Main
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112
examples/mmc3_per_state_split.ne
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examples/mmc3_per_state_split.ne
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// MMC3 Per-State Scanline Split — proves the compiler's per-state
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// IRQ dispatch and reload logic. Two states each own their own
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// `on scanline(N)` handler at a different scanline; pressing START
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// transitions between them. Because the MMC3 IRQ latch is
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// reloaded from the *current* state's scanline each frame (via
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// the `__ir_mmc3_reload` helper), the visible split line moves
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// when the state changes.
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//
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// What this exercises end-to-end:
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// - MMC3 scanline IRQ firing at the latched line
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// - `__ir_mmc3_reload` walking the dispatch table to pick the
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// latch value for the new state after a transition
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// - `__irq_user` dispatching to the right per-state handler
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// - scroll writes from inside an IRQ handler landing before the
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// PPU renders the next visible scanline
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//
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// Controls:
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// START — toggle between Upper-split and Lower-split states
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//
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// Build: cargo run -- build examples/mmc3_per_state_split.ne
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game "MMC3 Split" {
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mapper: MMC3
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mirroring: horizontal
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}
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// Scroll values for the two halves of the screen. `frame_scroll`
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// drifts every frame so the split is easy to see in motion — the
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// top half scrolls right, the bottom scrolls left.
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var top_scroll: u8 = 0
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var bottom_scroll: u8 = 0
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// Tiny debouncer so one press of START doesn't cycle through the
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// states multiple times per frame.
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var debounce: u8 = 0
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// Shared drift counter — primarily for observability (the split
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// animation works from `top_scroll` / `bottom_scroll` directly).
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var _frame_counter: u8 = 0
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state Upper {
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on enter {
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// When we arrive, reset the scroll so the split is easy
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// to see from the first frame onward.
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top_scroll = 0
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bottom_scroll = 0
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}
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on frame {
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_frame_counter += 1
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top_scroll += 1
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bottom_scroll -= 1
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// Initial scroll for the TOP half. The scanline handler
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// below will rewrite scroll midway through the frame.
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scroll(top_scroll, 0)
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// Draw a marker at the top half and a player sprite in
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// the bottom half so the split position is visually
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// obvious.
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draw Marker at: (40, 40)
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draw Player at: (120, 140)
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if debounce > 0 {
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debounce -= 1
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}
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if button.start and debounce == 0 {
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transition Lower
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debounce = 30
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}
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}
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// Split at line 80 — the top 80 rows use `top_scroll`, the
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// rest use `bottom_scroll`.
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on scanline(80) {
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scroll(bottom_scroll, 0)
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}
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}
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state Lower {
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on enter {
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top_scroll = 0
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bottom_scroll = 0
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}
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on frame {
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_frame_counter += 1
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top_scroll += 1
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bottom_scroll -= 1
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scroll(top_scroll, 0)
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draw Marker at: (40, 40)
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draw Player at: (120, 140)
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if debounce > 0 {
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debounce -= 1
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}
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if button.start and debounce == 0 {
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transition Upper
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debounce = 30
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}
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}
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// Split at line 160 — lower split, so the top 160 rows use
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// `top_scroll` and only the last ~80 rows use `bottom_scroll`.
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on scanline(160) {
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scroll(bottom_scroll, 0)
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}
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}
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start Upper
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74
examples/two_player.ne
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examples/two_player.ne
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// Two Player — proves the compiler can read both NES controllers.
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//
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// Player 1 input goes through `button.*` (the implicit default,
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// equivalent to `p1.button.*`); player 2 input goes through
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// `p2.button.*`. The language guide mentions both; until this
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// example, no runtime test actually exercised player 2.
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//
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// What this exercises end-to-end:
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// - `p2.button.up/down/left/right/a` reads from the player-2
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// ZP slot ($08) rather than player 1 ($01)
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// - The runtime's NMI controller poll reads both $4016 and
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// $4017 per frame and shifts the bits into $01 and $08
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// - Two independently-controlled sprites sharing a frame
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// handler's OAM cursor
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//
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// Controls:
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// D-pad, A/B — player 1 moves red sprite
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// p2.D-pad, — player 2 moves blue sprite
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// p2.A/B — p2 shoots "bullets" (visual marker)
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//
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// Build: cargo run -- build examples/two_player.ne
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game "Two Player" {
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mapper: NROM
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}
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var p1x: u8 = 64
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var p1y: u8 = 112
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var p2x: u8 = 192
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var p2y: u8 = 112
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// A simple "shot" indicator for each player — when any button is
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// pressed this frame, we light up a pixel near the player.
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var p1_shot: u8 = 0
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var p2_shot: u8 = 0
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on frame {
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// Player 1 — uses the implicit prefix.
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if button.left { p1x -= 1 }
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if button.right { p1x += 1 }
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if button.up { p1y -= 1 }
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if button.down { p1y += 1 }
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if button.a or button.b {
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p1_shot = 1
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} else {
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p1_shot = 0
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}
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// Player 2 — explicit `p2.` prefix.
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if p2.button.left { p2x -= 1 }
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if p2.button.right { p2x += 1 }
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if p2.button.up { p2y -= 1 }
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if p2.button.down { p2y += 1 }
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if p2.button.a or p2.button.b {
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p2_shot = 1
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} else {
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p2_shot = 0
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}
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// Draw each player, and a shot indicator above their head
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// whenever they're holding a face button. Using separate
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// `draw` statements so each gets its own OAM slot via the
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// runtime cursor.
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draw Player1 at: (p1x, p1y)
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draw Player2 at: (p2x, p2y)
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if p1_shot == 1 {
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draw Shot at: (p1x, p1y - 8)
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}
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if p2_shot == 1 {
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draw Shot at: (p2x, p2y - 8)
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}
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}
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start Main
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