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examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
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| [`sprite_flicker_demo.ne`](examples/sprite_flicker_demo.ne) | `cycle_sprites` — rotates the OAM DMA start offset one slot per frame so scenes with more than 8 sprites on a scanline drop a *different* one each frame. Turns the NES's permanent sprite-dropout hardware symptom into visible flicker, which the eye reconstructs from adjacent frames. Pairs with the compile-time `W0109` warning and the debug-mode `debug.sprite_overflow()` / `debug.sprite_overflow_count()` telemetry for a three-layer defense against the 8-sprites-per-scanline limit. |
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| [`platformer.ne`](examples/platformer.ne) | **End-to-end side-scroller** — custom CHR tileset, full background nametable, metasprite player with gravity/jump physics, wrap-around scrolling, stomp-or-die enemy collisions, live stomp-count HUD, pickup coins, user-declared SFX + music, and a Title → Playing → GameOver state machine with a proximity-based autopilot so the headless harness demonstrates the full gameplay loop (stomp, stomp, die, retry) inside six seconds |
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| [`war.ne`](examples/war.ne) | **Production-quality card game** — a complete port of War split across `examples/war/*.ne`: title screen with a 0/1/2-player menu, animated deal, sliding face-up cards, deck-count HUD, "WAR!" tie-break with buried cards, victory screen with a fanfare, and a brisk 4/4 march on pulse 2. Pulls in nearly every NEScript subsystem (custom 88-tile sheet, felt nametable, 8-bit LFSR PRNG, queue-based decks, phase machine inside `Playing`, multiple sfx + music tracks). Building it surfaced seven compiler bugs, all fixed on the same branch — see `git log` for the details. |
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| [`sha256.ne`](examples/sha256.ne) | **Interactive SHA-256 hasher** — an on-screen keyboard lets the player type up to 16 ASCII characters, and pressing ↵ runs a full FIPS 180-4 SHA-256 compression on the NES (64 rounds + 48-entry message-schedule expansion, all written in NEScript with inline-asm 32-bit primitives). The 64-character hex digest renders as sprites across eight 8-character rows at the bottom of the screen. Splits across `examples/sha256/*.ne` with a phased driver that runs four iterations per frame so the full hash finishes in well under a second; the jsnes golden captures `SHA-256("NES")` = `AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D`. |
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## Compiler Commands
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