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examples: adopt the friendly asset syntax

Rewrites every example with non-trivial asset declarations to use
the pleasant QoL syntax introduced in the previous commit. Every
example still compiles to a byte-identical ROM (verified by a
temp-path diff before committing), so the committed `.nes` files
and the 23 emulator goldens are unchanged.

  * platformer.ne — the centerpiece end-to-end demo:
      - `palette Main` goes to grouped form with a shared
        `universal: 0x22` (sky blue), one shared colour per
        sub-palette, and named NES colours throughout; the
        long-standing `$3F10` mirror-trap warning is now handled
        by the parser and the manual pitfall comment is gone.
      - `sprite Tileset` is 15 tiles of ASCII pixel art instead
        of 240 bytes of inline hex.
      - `background Level` uses a `legend { '.': 15, '#': 9, ... }`
        block plus `map:` strings for the 32×30 nametable, and
        `palette_map:` rows for the attribute table. The map
        reads top-down like the rendered screen.
      - SFX latch-once `pitch: 0x30` scalars + `envelope:` alias.
      - `music Theme` uses note names + `tempo: 10` default.
  * audio_demo.ne — scalar sfx pitches, `envelope:` alias, and a
    note-name `C4, E4, G4, ...` music track.
  * palette_and_background.ne — grouped CoolBlues / WarmReds
    palettes with `universal: black` + named colours, plus
    `legend` + `map:` tilemaps for the two backgrounds.
  * sprites_and_palettes.ne — Arrow and Heart sprites rewritten
    as `pixels:` ASCII art.

Along the way, two small parser extensions support the rewrites:

  - `parse_pixel_art` now accepts `a/b/c` as aliases for `#/%/@`,
    matching the vocabulary every NES editor (and our own
    gen_platformer_tiles.rs generator) uses.
  - `palette_map_to_attrs` allows up to 16 metatile rows (the
    full attribute-table coverage, including the off-screen
    bottom half) and auto-replicates row 14 → row 15 when only
    15 rows are supplied so the visible bottom of the screen
    gets consistent sub-palette assignments by default. The old
    15-row cap couldn't match a hand-packed `0xAA` attribute
    table for the last row; the platformer required this to
    stay byte-identical.

`scripts/gen_platformer_tiles.rs` is updated to emit the new
syntax directly (pixel-art `pixels:` block + `legend`/`map:`/
`palette_map:` for the background), so regenerating the
platformer tiles stays a one-liner.

474 lib tests + 64 integration tests pass (3 new parser tests
for `palette_map:` 15/16/17 rows and the `abc` alias). All 23
emulator goldens still match pixel- and sample-for-sample.

https://claude.ai/code/session_01PzaSFj3VahDzxEYTKCESkz
This commit is contained in:
Claude 2026-04-13 18:04:21 +00:00
parent 48832ccb13
commit ad951a835f
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8 changed files with 676 additions and 353 deletions

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@ -858,8 +858,13 @@ Rules:
- Every character in a `map:` string must be defined in the legend
(otherwise `E0201`).
- `palette_map:` rows are ≤ 16 digit characters (`0`-`3`, plus
`.` / space as a sub-palette 0 alias), no more than 15 rows. The
parser packs adjacent 2×2 metatile groups into the awkward
`.` / space as a sub-palette 0 alias). Up to 16 rows are
accepted: the first 15 cover the visible 240-scanline screen and
the optional 16th covers the off-screen half of the last
attribute row (the PPU still reads it). If exactly 15 rows are
supplied, the parser auto-replicates row 14 into row 15 so the
visible bottom edge of the screen gets consistent attribute
bytes. The packer handles the awkward
`(br<<6)|(bl<<4)|(tr<<2)|tl` attribute-byte layout for you.
- Raw and tilemap forms are mutually exclusive per field
(`tiles:` vs `map:`, `attributes:` vs `palette_map:`).