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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
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8 changed files with 676 additions and 353 deletions
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@ -35,43 +35,45 @@ game "Audio Demo" {
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// ── User-declared sound effects ──
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//
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// An `sfx` block is a frame-accurate envelope for pulse 1. `pitch`
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// latches the pulse period once on trigger; `volume` runs one entry
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// per frame, so the envelope length controls the effect duration.
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// `duty` (0-3) picks the pulse waveform shape (2 = 50% square).
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// is latched into `$4002` once on trigger — the v1 audio driver
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// never updates the pulse period mid-effect — so a single scalar
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// byte is the natural form for the current pipeline. `envelope:`
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// is a friendlier alias for `volume:`: both describe the per-frame
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// volume ramp that shapes the effect. `duty` (0-3) picks the pulse
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// waveform (2 = 50% square).
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// A gentle rising chirp, longer than the builtin coin.
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sfx LongCoin {
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duty: 2
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pitch: [0x50, 0x50, 0x50, 0x50, 0x50, 0x50, 0x50, 0x50, 0x50, 0x50]
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volume: [15, 14, 13, 12, 11, 9, 7, 5, 3, 1]
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pitch: 0x50
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envelope: [15, 14, 13, 12, 11, 9, 7, 5, 3, 1]
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}
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// A sharp two-part zap — quick high spike into silence.
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sfx Zap {
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duty: 3
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pitch: [0x20, 0x20, 0x20, 0x20, 0x20]
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volume: [15, 12, 8, 4, 1]
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pitch: 0x20
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envelope: [15, 12, 8, 4, 1]
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}
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// ── User-declared music tracks ──
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//
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// A `music` block is a flat list of `(pitch, duration)` note pairs.
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// Pitch 0 = rest; 1-60 = period table index (C1..B5, middle C = 37).
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// Duration is in frames (so at 60 fps, 30 = half second per note).
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// Music loops by default; set `repeat: false` for one-shot cues.
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// Notes are written in note-name form (`C4`, `E4`, `G4`, …) with a
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// default frames-per-note set by `tempo:`. Any note can override
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// the default by trailing the name with an explicit duration
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// (e.g. `G4 40` holds twice as long). `rest` (or the alias `_`) is
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// a silent beat. Use the legacy `37, 20, 41, 20, ...` pair form by
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// leaving `tempo:` out if you'd rather pick pitches by index.
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// A cheerful four-note looping theme.
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// A cheerful four-note looping theme — every note is one-third of
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// a second long, and the whole loop is 120 frames = 2 seconds.
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music Theme {
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duty: 2
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volume: 10
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repeat: true
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tempo: 20
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notes: [
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37, 20, // C4
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41, 20, // E4
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44, 20, // G4
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49, 20, // C5
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44, 20, // G4
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41, 20, // E4
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C4, E4, G4, C5, G4, E4
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]
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}
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