mirror of
https://github.com/imjasonh/nescript
synced 2026-07-17 22:27:08 +00:00
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
This commit is contained in:
parent
4e8e349d7c
commit
9137b1f713
10 changed files with 106 additions and 77 deletions
|
|
@ -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.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue