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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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10 changed files with 106 additions and 77 deletions
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@ -155,16 +155,6 @@ fun draw_word_wins(x: u8, y: u8) {
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draw_letter(dww_px, y, 18) // S
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}
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// "WAR" — the centred flash during a tie-break.
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fun draw_word_war(x: u8, y: u8) {
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var dwa_px: u8 = x
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draw_letter(dwa_px, y, 22) // W
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dwa_px += 8
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draw_letter(dwa_px, y, 0) // A
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dwa_px += 8
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draw_letter(dwa_px, y, 17) // R
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}
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// "PRESS" — used on the title screen.
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fun draw_word_press(x: u8, y: u8) {
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var dwr_px: u8 = x
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