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examples/war: polish pass + README entry + plan close-out

End-of-implementation polish for the War example after the
compiler bugs were fixed:

- Title state now calls draw_big_war_banner instead of inlining
  12 draws — same pixel output, fewer lines.
- P_WAR_BURY redraws the previous round's face-up cards while
  the noise thumps fire so the table doesn't look empty for
  24 frames between the WAR banner and the new face-ups.
- Drop draw_word_war from render.ne (orphaned by the BIG WAR
  metasprite).
- Refresh comments in background.ne (now references the real
  felt tile) and deal_state.ne (drop the stale FRAMES_DEAL_STEP
  reference now that the deal pace is hard-coded at 2 frames).
- README.md and examples/README.md gain a war row.
- PLAN.md marks every implementation step complete and records
  the design revisions made along the way.
- Refresh the war audio hash to match the new ROM (the title
  screen helper change shifts one frame of pulse-2 timing
  enough to flip the FNV-1a). The frame-180 PNG is unchanged.

https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
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Claude 2026-04-15 16:08:03 +00:00
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@ -94,6 +94,7 @@ start Main
| [`sfx_pitch_envelope.ne`](examples/sfx_pitch_envelope.ne) | Per-frame pulse `pitch:` arrays — the audio tick walks the pitch envelope in lockstep with the volume envelope and writes `$4002` on every NMI for a frequency-sweeping siren tone |
| [`metasprite_demo.ne`](examples/metasprite_demo.ne) | `metasprite Hero { sprite: ..., dx: [...], dy: [...], frame: [...] }` declarative multi-tile groups — `draw Hero at: (x, y)` expands to one OAM slot per tile so 16×16 sprites stop needing four hand-written `draw` statements |
| [`platformer.ne`](examples/platformer.ne) | **End-to-end side-scroller** — custom CHR tileset, full background nametable, metasprite player with gravity/jump physics, wrap-around scrolling, stomp-or-die enemy collisions, live stomp-count HUD, pickup coins, user-declared SFX + music, and a Title → Playing → GameOver state machine with a proximity-based autopilot so the headless harness demonstrates the full gameplay loop (stomp, stomp, die, retry) inside six seconds |
| [`war.ne`](examples/war.ne) | **Production-quality card game** — a complete port of War split across `examples/war/*.ne`: title screen with a 0/1/2-player menu, animated deal, sliding face-up cards, deck-count HUD, "WAR!" tie-break with buried cards, victory screen with a fanfare, and a brisk 4/4 march on pulse 2. Pulls in nearly every NEScript subsystem (custom 88-tile sheet, felt nametable, 8-bit LFSR PRNG, queue-based decks, phase machine inside `Playing`, multiple sfx + music tracks). Building it surfaced five compiler bugs / limitations, all catalogued in [`examples/war/COMPILER_BUGS.md`](examples/war/COMPILER_BUGS.md) — two fixed in the same PR. |
## Compiler Commands

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@ -36,6 +36,7 @@ Open any `.nes` file in an NES emulator ([Mesen](https://www.mesen.ca/), [FCEUX]
| `metasprite_demo.ne` | declarative multi-tile sprites | A 16×16 hero sprite split into a `metasprite Hero { sprite: Hero16, dx: [...], dy: [...], frame: [...] }` declaration. `draw Hero at: (px, py)` then expands to one `DrawSprite` op per tile in the IR lowering, each with its dx/dy added to the user's anchor point and the frame offset by the underlying sprite's base tile. The codegen needs no metasprite-specific support — it sees N regular draws and the OAM cursor allocator handles the slots. |
| `nested_structs.ne` | nested struct fields, array struct fields, chained literals | Two `Hero` instances each carry a `Vec2` position and a `u8[4]` inventory. Exercises `hero.pos.x` chained access, `hero.inv[i]` array-field access, and chained struct-literal initializers (`Hero { pos: Vec2 { x: ..., y: ... }, inv: [...] }`). |
| `platformer.ne` | **every subsystem** | End-to-end side-scrolling demo: custom CHR tileset, full 32×30 nametable with per-region attribute palettes, 2×2 metasprite hero with gravity/jump physics, wrap-around horizontal scrolling, stomp-or-die enemy collisions with a live stomp-count HUD, coin pickups, user-declared SFX + music, and a Title → Playing → GameOver state machine with a proximity-based autopilot so the headless harness cycles through stomp, stomp, die, and retry inside six seconds. Regenerate the tile art with `cargo run --bin gen_platformer_tiles`. |
| `war.ne` | **production-quality card game**, multi-file source layout | A complete port of the card game War, split across `examples/war/*.ne` files and pulled in via `include` directives. Title screen with a 0/1/2-player menu (cursor sprite, blinking PRESS A, brisk 4/4 march on pulse 2), a 50-frame deal animation, a deep `Playing` state with an inner phase machine (`P_WAIT_A`/`P_FLY_A`/.../`P_WAR_BANNER`/`P_WAR_BURY`/`P_CHECK`), card-conserving queue-based decks built on a 200-iteration random-swap shuffle, a "WAR!" tie-break that buries 3+1 face-down cards per player and plays a noise-channel thump per bury, and a victory screen with the builtin fanfare. The first NEScript example to use a top-level file as a thin shell that `include`s ~12 component files; building it surfaced and fixed two compiler bugs (E0506 too-many-params, and the IR-lowering `wide_hi` leak across functions). The remaining limitations and workarounds are catalogued in [`war/COMPILER_BUGS.md`](war/COMPILER_BUGS.md). |
## Emulator Controls

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@ -177,31 +177,81 @@ Game modes (`0`/`1`/`2` players) are captured by two `bool` flags
## 7. Implementation steps
The checkboxes below are updated as each step lands. A step is only
marked complete after the compiler still produces a working ROM and
the change visibly does what it's supposed to.
All steps complete. The order they actually shipped in is below
(the original 12-step plan got compressed once the early steps
turned up enough compiler bugs to demand investigation in
parallel).
- [ ] Step 1: Skeleton — top-level file, empty included files, compiles.
- [ ] Step 2: Palette, felt background, card-back tiles, static card
rendered on the table.
- [ ] Step 3: Card-face tiles (ranks, suits, big pips) + draw_card_face
helper showing all 13 ranks × 4 suits.
- [ ] Step 4: Deck data structures, RNG, shuffle, init + HUD digit
rendering.
- [ ] Step 5: Title state (WAR banner, 3-option menu, cursor, music,
autopilot).
- [ ] Step 6: Deal state (animated deal + flip sfx).
- [ ] Step 7: Play state phase machine with card animations and sfx.
- [ ] Step 8: War tie-break (banner + bury animation + WarFlash).
- [ ] Step 9: Victory state (winner banner + fanfare + auto-return).
- [ ] Step 10: Polish pass (timing, readability, sfx/music tuning).
- [ ] Step 11: Rebuild war.nes, capture goldens, verify diff.
- [ ] Step 12: Update README.md and examples/README.md.
- [ ] Code review pass: read every file end-to-end, fix mistakes.
- [x] Step 1: Skeleton — top-level file, every included file
filled with a real implementation, compiles cleanly.
- [x] Step 2: Felt background — replaced the builtin-smiley
grid with a custom `TILE_FELT_BG` cross-hatch tile.
- [x] Step 3: Card art — bold rank glyphs (1 tile each), small
corner suits, big centre pip halves, card-back lattice,
card frame helpers (`draw_card_face` / `draw_card_back`).
- [x] Step 4: Deck data structures — circular buffers with
front/count cursors, packed `(rank << 4) | suit` cards,
Galois LFSR PRNG, bounded random-swap shuffle, deal/split.
- [x] Step 5: Title state — BIG WAR banner, "CARD GAME"
subtitle, 3-line menu with cursor, blinking PRESS A,
title-music + autopilot.
- [x] Step 6: Deal state — animated deal with FlipCard sfx and
growing deck-back stacks.
- [x] Step 7: Play state phase machine — `match phase` over the
11 P_* phases, fly animation that doesn't overshoot, win
cues, debounced human input.
- [x] Step 8: War tie-break — BIG WAR banner reused as a
strobing flash, ThudDown noise sfx for each buried card,
pot grows by 6 per side per war.
- [x] Step 9: Victory state — staggered "PLAYER X / WINS"
banner, top-of-deck showcase card, builtin fanfare,
auto-return to Title.
- [x] Step 10: Polish pass — bold sprite font, card-fly
timing/overshoot fix, P_WAR_BURY redraws the previous
face-ups, draw_word_war removed (was orphaned by the BIG
WAR helper), title state shares the BIG WAR helper.
- [x] Step 11: Capture goldens, verify all 31 ROMs match, war
golden lands cleanly on a mid-fly-A frame at frame 180.
- [x] Step 12: Update README.md and examples/README.md.
- [x] Code review pass: read every file end-to-end, fix any
mistakes found.
Two compiler bugs were discovered along the way and fixed in
the same PR (E0506 too-many-params + the wide_hi map leak in IR
lowering). Three more compiler limitations are documented in
`COMPILER_BUGS.md` with workarounds in the war source for now.
---
## 8. Design revisions
(Empty — will be updated in-flight if anything changes from the
approved design.)
A few things shifted from the approved plan:
- **`arm_fly` is 4 params, not 6.** The 5th and 6th params
(`fly_card`, `fly_face_up`) are written to globals at every
call site instead, because the v0.1 ABI silently drops params
past the 4th. The 4-param limit now produces a clean E0506
diagnostic so future authors won't trip on it.
- **`card` parameter in `card_rank` / `card_suit` / `draw_card_face`
was renamed to per-function unique names** to dodge the IR
lowering's shared-VarId issue documented in
`COMPILER_BUGS.md` §1b. Same for `wrap52`'s `v` and the
`push_back_*` helpers. `x` and `y` are still shared because
they sit at the same parameter position in every helper that
takes them, so the routed slot mapping is consistent.
- **The `Playing` state's phase machine uses `match`, not a
flat if-chain.** The if-chain shape allowed two phases to run
in the same frame after a `set_phase` transition, which made
the card-fly animation overshoot its endpoint by `FLY_STEP`.
`match` runs only the first matching arm.
- **Card frame outline tiles (`TILE_FRAME_TL`/`TR`/`BL`/`BR`)
are still allocated in the Tileset but unused.** The card
faces use the rank/suit/pip tiles directly with white card
bodies that visually separate from the dark felt — a card
frame would have made each tile cramped without much
readability gain. Constants are kept for layout stability;
the tiles themselves serve as a 4-tile reserve for future
art tweaks.
- **The deal animation** is a single bouncing card-back, not a
full 52-card cascade. Cleaner and cheaper, and the FlipCard
click rhythm carries the "we're dealing!" feel by itself.

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@ -3,20 +3,17 @@
// NEScript loads the *first* declared `background` into nametable 0
// before rendering is enabled, so whatever this file declares is
// visible on frame 0 of the ROM. We use a single felt-table
// background: a solid dark-green field for the play area. All UI
// (title banner, "PRESS A", win banners, etc.) is drawn on top via
// sprites so we never pay the cost of a full mid-frame nametable
// swap.
//
// Tile 0 is the linker's builtin smiley — we don't want that in the
// game, but it's safe to leave in the top-left corner because the
// whole nametable is painted with a blank tile. Use the legend's
// `.` entry to map every visible cell to tile 0 then rely on
// sub-palette 0 (forest/green/mint) making it look like felt.
// background — every cell is the dedicated TILE_FELT_BG (tile 75
// in the Tileset sprite, a sparse cross-hatch authored to look
// like dk_green felt with mint flecks when rendered through bg
// sub-palette 0). All UI (title banner, "PRESS A", win banners,
// face-up cards, etc.) is drawn on top via sprites so we never
// pay the cost of a full mid-frame nametable swap.
//
// The `palette_map:` field is omitted on purpose: every attribute
// byte defaults to 0, which selects bg sub-palette 0 for every
// metatile. That's the felt palette.
// metatile. That's the felt palette declared in the top-level
// war.ne (forest / green / mint over a dk_green universal).
background Felt {
legend {

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@ -2,17 +2,16 @@
//
// Shuffles the deck on entry, then runs a brief dealing animation
// before transitioning into Playing. The animation shows a single
// face-down card sprite alternating between A's deck and B's deck
// while a FlipCard sfx clicks on each dealt step. The deck counts
// tick up alongside so it looks like the stacks are actually
// growing.
// face-down "in flight" card sprite alternating between A's deck
// and B's deck while a FlipCard sfx clicks on each dealt step.
// The deck counts tick up alongside so it looks like the stacks
// are actually growing.
//
// This state is short (52 * FRAMES_DEAL_STEP / 2 = 104 frames per
// full deal at FRAMES_DEAL_STEP = 4). The jsnes harness captures
// at frame 180 so it will see roughly "halfway through the deal"
// unless we accelerate things. We compromise by dealing one card
// every 2 frames so the full deal lasts ~52 frames, giving
// Playing time to show meaningful content before frame 180.
// Pace: one dealt card every 2 frames → 104 frames for the full
// 52-card deal. Combined with the title's 45-frame autopilot,
// Playing starts at roughly frame 150, leaving ~30 frames before
// the jsnes harness captures at frame 180 — enough for the
// CPU-think delay and the start of A's first fly.
state Deal {
on enter {

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@ -246,6 +246,11 @@ state Playing {
}
}
P_WAR_BURY => {
// Keep the previous round's face-up pair on the
// table while the buries thump in — visually the
// tied cards stay lit until the new pair lands.
draw_card_face(PLAY_A_X, PLAY_Y, card_a)
draw_card_face(PLAY_B_X, PLAY_Y, card_b)
// Bury up to 3 face-down cards from each deck, then
// draw a new face-up pair. We don't animate each
// individual buried card; just play a noise thump

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@ -155,16 +155,6 @@ fun draw_word_wins(x: u8, y: u8) {
draw_letter(dww_px, y, 18) // S
}
// "WAR" — the centred flash during a tie-break.
fun draw_word_war(x: u8, y: u8) {
var dwa_px: u8 = x
draw_letter(dwa_px, y, 22) // W
dwa_px += 8
draw_letter(dwa_px, y, 0) // A
dwa_px += 8
draw_letter(dwa_px, y, 17) // R
}
// "PRESS" — used on the title screen.
fun draw_word_press(x: u8, y: u8) {
var dwr_px: u8 = x

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@ -31,31 +31,17 @@ state Title {
}
// ── Big "WAR" title banner ───────────────────────
// Each letter is a 2x2 block of 16x16 BIG tiles.
// Three letters at 16px wide + 4px gap = 16*3 + 4*2 = 56px;
// centred at x = (256 - 56)/2 = 100.
// y = 32 puts the banner in the top third of the screen.
// BIG W
draw Tileset at: (100, 32) frame: TILE_BIG_W_TL
draw Tileset at: (108, 32) frame: TILE_BIG_W_TR
draw Tileset at: (100, 40) frame: TILE_BIG_W_BL
draw Tileset at: (108, 40) frame: TILE_BIG_W_BR
// BIG A
draw Tileset at: (120, 32) frame: TILE_BIG_A_TL
draw Tileset at: (128, 32) frame: TILE_BIG_A_TR
draw Tileset at: (120, 40) frame: TILE_BIG_A_BL
draw Tileset at: (128, 40) frame: TILE_BIG_A_BR
// BIG R
draw Tileset at: (140, 32) frame: TILE_BIG_R_TL
draw Tileset at: (148, 32) frame: TILE_BIG_R_TR
draw Tileset at: (140, 40) frame: TILE_BIG_R_BL
draw Tileset at: (148, 40) frame: TILE_BIG_R_BR
// Three 16×16 metasprite letters (BIG W, A, R), drawn
// via the same helper the in-game tie-break uses. Each
// letter is 8px wide (BIG_*_TL / BIG_*_TR side-by-side);
// letters land at x = 100, 120, 140 with the helper's
// internal 20-px stride.
draw_big_war_banner(100, 32)
// Subtitle "CARD GAME" in 8x8 font under the banner.
// 9 letters incl. the embedded space → 9 sprites per row,
// which over-runs the 8-per-scanline limit. Splitting the
// subtitle across two y rows (offset by 8px) keeps each
// scanline under the limit.
// 8 letter sprites at y=64 — exactly at the per-scanline
// limit. The space between "CARD" and "GAME" is just a
// skipped tile column, so it doesn't burn an OAM slot.
draw_letter(96, 64, 2) // C
draw_letter(104, 64, 0) // A
draw_letter(112, 64, 17) // R

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