mirror of
https://github.com/imjasonh/nescript
synced 2026-07-08 00:45:38 +00:00
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
This commit is contained in:
parent
a757336681
commit
7899714af1
9 changed files with 336 additions and 0 deletions
93
examples/function_chain.ne
Normal file
93
examples/function_chain.ne
Normal file
|
|
@ -0,0 +1,93 @@
|
|||
// 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
|
||||
Loading…
Add table
Add a link
Reference in a new issue