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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
No known key found for this signature in database
8 changed files with 676 additions and 353 deletions

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@ -3,11 +3,11 @@
//!
//! Run with `cargo run --bin gen_platformer_tiles`. The output is
//! intended to be pasted into `platformer.ne` under the
//! `sprite Tileset { chr: [...] }` and
//! `background Level { tiles: [...] }` blocks. Keeping the source of
//! truth here (instead of hand-maintained hex in the `.ne` file)
//! makes the tile art editable as ASCII and ensures the CHR bytes
//! and the nametable stay in sync with named tile indices.
//! `sprite Tileset { pixels: [...] }` and
//! `background Level { legend { ... } map: [...] palette_map: [...] }`
//! blocks. Keeping the source of truth here (instead of
//! hand-maintained ASCII in the `.ne` file) ensures the tile art,
//! the nametable, and the named tile indices all stay in sync.
//!
//! Tiles are defined as 8×8 ASCII art where each character selects
//! one of 4 sub-palette slots:
@ -15,8 +15,10 @@
//! 'a' = colour 1
//! 'b' = colour 2
//! 'c' = colour 3
use std::fmt::Write as _;
//!
//! Both the generator *and* the `NEScript` parser accept `.abc` as
//! aliases for `.#%@`, so the output is ready to paste directly
//! into a `pixels:` block without translation.
/// A single 8×8 tile description: name + ASCII art.
struct Tile {
@ -242,34 +244,32 @@ const BUSH: u8 = 13;
const QBLOCK: u8 = 14;
const SKY: u8 = 15;
/// Encode one 8×8 tile into its 16-byte NES CHR representation
/// (two 8-byte bitplanes: low bit then high bit).
fn tile_to_chr(art: &str) -> [u8; 16] {
/// Validate that a tile's ASCII art is well-formed (8 rows × 8 cols,
/// only the legal `.abc` characters). Pixel→CHR encoding now happens
/// inside the `NEScript` parser when it sees the `pixels:` block, so
/// this generator's job is just to make sure the strings we paste
/// are syntactically valid.
fn validate_tile_art(name: &str, art: &str) {
let rows: Vec<&str> = art.lines().filter(|l| !l.is_empty()).collect();
assert_eq!(rows.len(), 8, "expected 8 rows, got {}", rows.len());
let mut chr = [0u8; 16];
assert_eq!(
rows.len(),
8,
"tile '{name}': expected 8 rows, got {}",
rows.len()
);
for (y, row) in rows.iter().enumerate() {
assert_eq!(row.len(), 8, "expected 8 cols in row {y}: {row:?}");
let (mut plane0, mut plane1) = (0u8, 0u8);
for (x, ch) in row.chars().enumerate() {
let idx: u8 = match ch {
'.' => 0,
'a' => 1,
'b' => 2,
'c' => 3,
other => panic!("invalid tile char {other:?}"),
};
if idx & 1 != 0 {
plane0 |= 0x80 >> x;
}
if idx & 2 != 0 {
plane1 |= 0x80 >> x;
}
assert_eq!(
row.len(),
8,
"tile '{name}' row {y}: expected 8 cols, got {row:?}"
);
for ch in row.chars() {
assert!(
matches!(ch, '.' | 'a' | 'b' | 'c'),
"tile '{name}' row {y}: invalid character '{ch}'"
);
}
chr[y] = plane0;
chr[y + 8] = plane1;
}
chr
}
/// Build a 32×30 nametable for a static Mario-ish level vista.
@ -367,62 +367,112 @@ fn build_attributes() -> [u8; 64] {
attr
}
fn emit_byte_block(bs: &[u8], per_row: usize, indent: &str) -> String {
let mut out = String::new();
for chunk in bs.chunks(per_row) {
out.push_str(indent);
for (i, b) in chunk.iter().enumerate() {
if i > 0 {
out.push_str(", ");
}
let _ = write!(out, "{b}");
}
out.push_str(",\n");
}
out
}
fn emit_hex_block(bs: &[u8], per_row: usize, indent: &str) -> String {
let mut out = String::new();
for chunk in bs.chunks(per_row) {
out.push_str(indent);
for (i, b) in chunk.iter().enumerate() {
if i > 0 {
out.push_str(", ");
}
let _ = write!(out, "0x{b:02X}");
}
out.push_str(",\n");
}
out
}
fn main() {
// ── CHR ──
let mut chr_all: Vec<u8> = Vec::new();
println!("// ── CHR tiles (paste into sprite Tileset {{ chr: [...] }}) ──");
// ── CHR tiles as pixel-art strings ──────────────────────────
//
// `NEScript`'s `sprite Name { pixels: [...] }` accepts one string
// per pixel row; the parser splits the grid into 8×8 tiles in
// row-major reading order, so emitting each 8-row tile
// sequentially (stacked vertically, 1 tile wide × 15 tiles tall)
// produces CHR tile indices 1..15 in the same order as the
// TILES array.
println!("// ── CHR tiles (paste into sprite Tileset {{ pixels: [...] }}) ──");
println!(" pixels: [");
for (i, tile) in TILES.iter().enumerate() {
validate_tile_art(tile.name, tile.art);
let tile_idx = i + 1;
let chr = tile_to_chr(tile.art);
chr_all.extend_from_slice(&chr);
println!(" // tile {tile_idx}: {}", tile.name);
print!("{}", emit_hex_block(&chr, 16, " "));
println!(" // tile {tile_idx}: {}", tile.name);
for row in tile.art.lines().filter(|l| !l.is_empty()) {
println!(" \"{row}\",");
}
}
println!(
"// total tiles: {}, total CHR bytes: {}\n",
TILES.len(),
chr_all.len()
);
println!(" ]\n");
// ── Nametable ──
// ── Background tilemap via legend + map form ────────────────
//
// Each distinct nametable tile gets one easy-to-read legend
// character. `.` is the most common (sky), so use it for the
// default fill to keep the `map:` strings tidy. The compiler
// validates every character — any typo in the rows below is
// caught by the parser rather than by a render bug at runtime.
println!("// ── Nametable (paste into background Level {{ legend/map/palette_map }}) ──");
println!(" legend {{");
println!(" \".\": 15 // sky (blank)");
println!(" \"<\": 10 // cloud left half");
println!(" \">\": 11 // cloud right half");
println!(" \"#\": 9 // brick");
println!(" \"Q\": 14 // question block");
println!(" \"^\": 12 // hill silhouette");
println!(" \"*\": 13 // bush");
println!(" \"=\": 7 // grass top");
println!(" \"%\": 8 // dirt");
println!(" }}");
println!();
println!(" map: [");
let nt = build_nametable();
assert_eq!(nt.len(), 960);
println!("// ── Nametable (paste into background Level {{ tiles: [...] }}) ──");
print!("{}", emit_byte_block(&nt, 16, " "));
let legend = legend_char_for;
for row in 0..30 {
let mut s = String::from(" \"");
for col in 0..32 {
s.push(legend(nt[row * 32 + col]));
}
s.push_str("\",");
println!("{s}");
}
println!(" ]\n");
// ── Attributes ──
// ── Palette map (auto-packs the 64-byte attribute table) ────
//
// `palette_map:` is a 16-wide grid of sub-palette digits (one
// per 16×16 metatile). The parser packs pairs of rows into the
// 8×8 attribute table automatically, so we emit the metatile
// grid directly and skip the awkward `(br<<6)|(bl<<4)|(tr<<2)|tl`
// bit-packing the old raw-bytes form demanded.
//
// The attribute table covers 16 metatile rows (8 attr rows ×
// 2 each); the last row sits below the visible 240-scanline
// screen but the PPU still reads it, so we emit all 16 rows to
// match whatever the original hand-packed attribute byte was.
println!("// ── Attributes (paste into background Level {{ palette_map: [...] }}) ──");
println!(" palette_map: [");
let attr = build_attributes();
assert_eq!(attr.len(), 64);
println!("\n// ── Attributes (paste into background Level {{ attributes: [...] }}) ──");
print!("{}", emit_byte_block(&attr, 16, " "));
for my in 0..16 {
let mut s = String::from(" \"");
for mx in 0..16 {
// Recover the sub-palette index for metatile (mx, my)
// from the packed attribute table. Each byte covers a
// 2×2 metatile block at attr[(my/2)*8 + mx/2], with
// quadrants laid out as BR BL TR TL in the high bits.
let byte = attr[(my / 2) * 8 + mx / 2];
let quadrant = match (mx % 2, my % 2) {
(0, 0) => byte & 0b11,
(1, 0) => (byte >> 2) & 0b11,
(0, 1) => (byte >> 4) & 0b11,
_ => (byte >> 6) & 0b11,
};
s.push(char::from(b'0' + quadrant));
}
s.push_str("\",");
println!("{s}");
}
println!(" ]");
}
/// Map a CHR tile index back to its legend character in the
/// generated `map:` block. Must stay in sync with the `legend { ... }`
/// block printed by `main()`.
fn legend_char_for(tile: u8) -> char {
match tile {
15 => '.',
10 => '<',
11 => '>',
9 => '#',
14 => 'Q',
12 => '^',
13 => '*',
7 => '=',
8 => '%',
other => panic!("no legend char for tile {other}"),
}
}