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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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@ -105,6 +105,7 @@ start Main
| [`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. |
| [`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 |
| [`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. |
| [`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`. |
## Compiler Commands

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@ -39,6 +39,7 @@ Open any `.nes` file in an NES emulator ([Mesen](https://www.mesen.ca/), [FCEUX]
| `sprite_flicker_demo.ne` | `cycle_sprites`, 8-per-scanline hardware limit | Twelve sprites packed onto the same 4-pixel band — two more than the NES's 8-sprites-per-scanline hardware budget. The W0109 analyzer warning fires at compile time, and a `cycle_sprites` call at the end of `on frame` rotates the OAM DMA offset one slot per frame so the PPU drops a *different* sprite each frame. The permanent-dropout failure mode becomes visible flicker, which the eye reconstructs across frames. The classic NES technique used by Gradius, Battletoads, and every shmup that ever existed. |
| `war.ne` | **production-quality card game**, multi-file source layout | A complete port of the card game War, split across `examples/war/*.ne` files and pulled in via `include` directives. Title screen with a 0/1/2-player menu (cursor sprite, blinking PRESS A, brisk 4/4 march on pulse 2), a 50-frame deal animation, a deep `Playing` state with an inner phase machine (`P_WAIT_A`/`P_FLY_A`/.../`P_WAR_BANNER`/`P_WAR_BURY`/`P_CHECK`), card-conserving queue-based decks built on a 200-iteration random-swap shuffle, a "WAR!" tie-break that buries 3+1 face-down cards per player and plays a noise-channel thump per bury, and a victory screen with the builtin fanfare. The first NEScript example to use a top-level file as a thin shell that `include`s ~12 component files; building it surfaced seven compiler bugs across the analyzer, IR lowerer, and codegen that were all fixed on the same branch (see `git log` for details). |
| `pong.ne` | **production-quality Pong**, powerups, multi-ball, multi-file | A complete Pong game split across `examples/pong/*.ne`. CPU VS CPU / 1 PLAYER / 2 PLAYERS title menu with brisk pulse-2 title march and autopilot, smooth ball physics with wall and paddle bouncing, CPU AI that tracks the ball with a reaction lag and dead zone, three powerup types (LONG paddle for 5 hits, FAST ball on next hit, MULTI-ball on next hit spawning 3 balls) that bounce around the field and are caught by paddle AABB overlap, multi-ball scoring (each ball scores a point, round continues until last ball exits), inner phase machine (`P_SERVE`/`P_PLAY`/`P_POINT`), and a "PLAYER N WINS" victory screen with the builtin fanfare. First-to-7 wins. |
| `sha256.ne` | **interactive SHA-256**, inline-asm 32-bit primitives, multi-file | A full FIPS 180-4 SHA-256 hasher split across `examples/sha256/*.ne`. An on-screen 5×8 keyboard grid lets the player type up to 16 ASCII characters (`A`..`Z`, `0`..`9`, space, `.`, backspace, enter), and pressing ↵ runs the 48-entry message-schedule expansion + 64-round compression on the NES itself. Every 32-bit primitive (`copy`, `xor`, `and`, `add`, `not`, rotate-right, shift-right) is hand-tuned inline assembly that walks the four little-endian bytes of a word with `LDA {wk},X` / `ADC {wk},Y` chains, so a whole round costs a few thousand cycles. The phased driver runs four schedule steps or four rounds per frame so the full compression finishes well under a second, and the 64-character hex digest renders as sprites in 8 rows of 8 glyphs at the bottom of the screen. The jsnes golden auto-types `"NES"` after 1 s of keyboard idle and captures its hash `AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D`. |
## Emulator Controls

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@ -0,0 +1,93 @@
// SHA-256 Hasher — a full interactive SHA-256 implementation for the NES.
//
// The user types a short ASCII message on an on-screen keyboard, hits
// the ENTER key, and the NES computes the SHA-256 hash of the input
// and displays the 64-character hex digest at the bottom of the screen.
//
// The hashing core is implemented in pure NEScript with inline
// assembly for the 32-bit primitives (copy, XOR, add, rotate-right,
// shift-right) — the whole algorithm fits in about 400 lines of
// source and compresses one 64-byte block in ~15 frames. Since the
// keyboard restricts input to 16 ASCII characters, every message
// fits in a single block, so the final hash appears well under a
// second after the user presses ENTER.
//
// The source is split across examples/sha256/*.ne:
//
// examples/sha256.ne — this file, top-level
// examples/sha256/constants.ne — tile indices + layout
// examples/sha256/assets.ne — the Tileset sprite
// examples/sha256/background.ne — keyboard nametable
// examples/sha256/state.ne — globals
// examples/sha256/sha_core.ne — SHA-256 primitives +
// block compression
// examples/sha256/render.ne — helpers that drive the
// OAM shadow buffer
// examples/sha256/keyboard.ne — keyboard dispatch table
// examples/sha256/entering_state.ne — Entering state (typing)
// examples/sha256/computing_state.ne — Computing state
// (runs the block
// compression across
// frames)
// examples/sha256/showing_state.ne — Showing state (renders
// the 64-hex-char digest)
//
// Controls:
// D-pad — move the cursor on the keyboard.
// A — type the key under the cursor. The keys
// labelled ← and ↵ are backspace and enter;
// pressing A on ↵ starts the compression.
// B — backspace (same as moving to ← + A).
// SELECT — clear the input buffer (from any state).
//
// Autopilot: if the user doesn't press a key for ~1 second after
// reset the program auto-types "NES" and presses enter, so the
// headless jsnes golden captures a completed hash rather than an
// empty keyboard. The SHA-256 of "NES" is
// AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D —
// the exact string that should appear at the bottom of the golden.
//
// Build: cargo run --release -- build examples/sha256.ne
// Output: examples/sha256.nes
game "SHA-256 Hasher" {
mapper: NROM
mirroring: horizontal
}
// ── Palette ──────────────────────────────────────────────────
//
// A "terminal" look: dark slate background, cyan for the keyboard
// and labels, amber for the input text the user is typing, and
// bright white for the hash digest. Three of the four bg sub-
// palettes are populated so the attribute table can colour-code
// the INPUT, KEYBOARD, and HASH sections of the screen.
palette Main {
universal: dk_blue // deep slate background
bg0: [dk_gray, lt_gray, white] // default / labels / keyboard
bg1: [dk_olive, olive, yellow] // INPUT section (amber)
bg2: [dk_teal, teal, aqua] // HASH section (cyan)
bg3: [dk_gray, dk_red, red] // reserved accents
sp0: [dk_red, yellow, white] // cursor + dynamic text
sp1: [dk_olive, olive, yellow] // reserved (input overlay)
sp2: [dk_teal, teal, aqua] // reserved (hash overlay)
sp3: [dk_gray, lt_gray, white] // reserved
}
// Pull in everything else. Order matters for symbol visibility:
// constants → assets → background → state → sha core → render →
// keyboard dispatch → each state handler.
include "sha256/constants.ne"
include "sha256/assets.ne"
include "sha256/background.ne"
include "sha256/state.ne"
include "sha256/sha_core.ne"
include "sha256/render.ne"
include "sha256/keyboard.ne"
include "sha256/entering_state.ne"
include "sha256/computing_state.ne"
include "sha256/showing_state.ne"
start Entering

BIN
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// sha256/assets.ne — one big Tileset sprite block.
//
// The ROM uses a single 8 KB CHR page that both the background
// layer and the sprite layer read from, so every tile declared
// here is available either way. User tiles start at index 1
// (index 0 is reserved for the compiler's built-in smiley).
//
// The alphabet is a 2-pixel-stroke sans-serif that reads well on
// NES resolution. Every tile keeps its glyph inside a 6×6 window
// (columns 1..6, rows 1..6) so adjacent characters never touch.
//
// Colour vocabulary:
// . palette index 0 — transparent (sprites) / bg universal
// 2 palette index 2 — main glyph colour (white in bg0/sp0)
// 3 palette index 3 — accent (cursor bar, key arrows)
sprite Tileset {
pixels: [
// ── 1: A ─────────────────────────────────────────
"........",
"..2222..",
".22..22.",
".22..22.",
".222222.",
".22..22.",
".22..22.",
"........",
// ── 2: B ─────────────────────────────────────────
"........",
".22222..",
".22..22.",
".22222..",
".22..22.",
".22..22.",
".22222..",
"........",
// ── 3: C ─────────────────────────────────────────
"........",
"..22222.",
".22..22.",
".22.....",
".22.....",
".22..22.",
"..22222.",
"........",
// ── 4: D ─────────────────────────────────────────
"........",
".2222...",
".22.22..",
".22..22.",
".22..22.",
".22.22..",
".2222...",
"........",
// ── 5: E ─────────────────────────────────────────
"........",
".222222.",
".22.....",
".22222..",
".22.....",
".22.....",
".222222.",
"........",
// ── 6: F ─────────────────────────────────────────
"........",
".222222.",
".22.....",
".22222..",
".22.....",
".22.....",
".22.....",
"........",
// ── 7: G ─────────────────────────────────────────
"........",
"..22222.",
".22.....",
".22.222.",
".22..22.",
".22..22.",
"..2222..",
"........",
// ── 8: H ─────────────────────────────────────────
"........",
".22..22.",
".22..22.",
".222222.",
".22..22.",
".22..22.",
".22..22.",
"........",
// ── 9: I ─────────────────────────────────────────
"........",
"..2222..",
"...22...",
"...22...",
"...22...",
"...22...",
"..2222..",
"........",
// ── 10: J ────────────────────────────────────────
"........",
"....222.",
".....22.",
".....22.",
".....22.",
".22..22.",
"..2222..",
"........",
// ── 11: K ────────────────────────────────────────
"........",
".22..22.",
".22.22..",
".2222...",
".22.22..",
".22..22.",
".22..22.",
"........",
// ── 12: L ────────────────────────────────────────
"........",
".22.....",
".22.....",
".22.....",
".22.....",
".22.....",
".222222.",
"........",
// ── 13: M ────────────────────────────────────────
"........",
".22..22.",
".222222.",
".222222.",
".22..22.",
".22..22.",
".22..22.",
"........",
// ── 14: N ────────────────────────────────────────
"........",
".22..22.",
".222.22.",
".222222.",
".22.222.",
".22..22.",
".22..22.",
"........",
// ── 15: O ────────────────────────────────────────
"........",
"..2222..",
".22..22.",
".22..22.",
".22..22.",
".22..22.",
"..2222..",
"........",
// ── 16: P ────────────────────────────────────────
"........",
".22222..",
".22..22.",
".22..22.",
".22222..",
".22.....",
".22.....",
"........",
// ── 17: Q ────────────────────────────────────────
"........",
"..2222..",
".22..22.",
".22..22.",
".22.222.",
".22.22..",
"..222.2.",
"........",
// ── 18: R ────────────────────────────────────────
"........",
".22222..",
".22..22.",
".22..22.",
".22222..",
".22.22..",
".22..22.",
"........",
// ── 19: S ────────────────────────────────────────
"........",
"..22222.",
".22.....",
"..2222..",
".....22.",
".....22.",
".22222..",
"........",
// ── 20: T ────────────────────────────────────────
"........",
".222222.",
"...22...",
"...22...",
"...22...",
"...22...",
"...22...",
"........",
// ── 21: U ────────────────────────────────────────
"........",
".22..22.",
".22..22.",
".22..22.",
".22..22.",
".22..22.",
"..2222..",
"........",
// ── 22: V ────────────────────────────────────────
"........",
".22..22.",
".22..22.",
".22..22.",
".22..22.",
"..2222..",
"...22...",
"........",
// ── 23: W ────────────────────────────────────────
"........",
".22..22.",
".22..22.",
".22..22.",
".222222.",
".222222.",
".22..22.",
"........",
// ── 24: X ────────────────────────────────────────
"........",
".22..22.",
"..2222..",
"...22...",
"...22...",
"..2222..",
".22..22.",
"........",
// ── 25: Y ────────────────────────────────────────
"........",
".22..22.",
".22..22.",
"..2222..",
"...22...",
"...22...",
"...22...",
"........",
// ── 26: Z ────────────────────────────────────────
"........",
".222222.",
".....22.",
"....22..",
"...22...",
"..22....",
".222222.",
"........",
// ── 27: 0 ────────────────────────────────────────
"........",
"..2222..",
".22..22.",
".22..22.",
".22..22.",
".22..22.",
"..2222..",
"........",
// ── 28: 1 ────────────────────────────────────────
"........",
"...22...",
"..222...",
".2.22...",
"...22...",
"...22...",
"..2222..",
"........",
// ── 29: 2 ────────────────────────────────────────
"........",
"..2222..",
".22..22.",
".....22.",
"....22..",
"..22....",
".222222.",
"........",
// ── 30: 3 ────────────────────────────────────────
"........",
"..2222..",
".22..22.",
"....22..",
".....22.",
".22..22.",
"..2222..",
"........",
// ── 31: 4 ────────────────────────────────────────
"........",
"....22..",
"...222..",
"..2.22..",
".22.22..",
".222222.",
"....22..",
"........",
// ── 32: 5 ────────────────────────────────────────
"........",
".222222.",
".22.....",
".22222..",
".....22.",
".22..22.",
"..2222..",
"........",
// ── 33: 6 ────────────────────────────────────────
"........",
"..2222..",
".22.....",
".22222..",
".22..22.",
".22..22.",
"..2222..",
"........",
// ── 34: 7 ────────────────────────────────────────
"........",
".222222.",
".....22.",
"....22..",
"...22...",
"..22....",
"..22....",
"........",
// ── 35: 8 ────────────────────────────────────────
"........",
"..2222..",
".22..22.",
"..2222..",
".22..22.",
".22..22.",
"..2222..",
"........",
// ── 36: 9 ────────────────────────────────────────
"........",
"..2222..",
".22..22.",
".22..22.",
"..22222.",
".....22.",
"..2222..",
"........",
// ── 37: underscore / space ('_') ─────────────────
// A shallow underline so the "space" key is visible
// in the keyboard grid and the rendered input buffer
// shows blanks where the user typed spaces.
"........",
"........",
"........",
"........",
"........",
"........",
".222222.",
"........",
// ── 38: period ('.') ─────────────────────────────
"........",
"........",
"........",
"........",
"........",
"..22....",
"..22....",
"........",
// ── 39: colon (':') — used in labels only ────────
"........",
"........",
"...22...",
"...22...",
"........",
"...22...",
"...22...",
"........",
// ── 40: dash ('-') — used in labels only ─────────
"........",
"........",
"........",
"........",
".222222.",
"........",
"........",
"........",
// ── 41: backspace arrow ('<') ────────────────────
// A left-pointing arrow with a vertical bar on the
// right, read as "rub out" by anyone who's used a
// Unix terminal.
"........",
"...2..2.",
"..22..2.",
".222222.",
"..22..2.",
"...2..2.",
"........",
"........",
// ── 42: enter / return arrow ('>') ───────────────
// An arrow pointing down and left — the classic
// ↵ glyph flattened to monochrome. Drawn offset to
// the right so it reads as "confirm".
"........",
"......2.",
"......2.",
"..2...2.",
".22...2.",
"222222..",
".22.....",
"..2.....",
// ── 43: cursor glyph ─────────────────────────────
// A right-pointing triangle in the accent colour
// (palette index 3). When placed as a sprite at the
// cell immediately left of the selected key, it sits
// on a row that carries only this sprite, so it never
// contributes to the keyboard row's 8-per-scanline
// budget.
"........",
"..3.....",
"..33....",
"..333...",
"..333...",
"..33....",
"..3.....",
"........",
// ── 44: blank tile ───────────────────────────────
// Every pixel is palette index 0 — renders as the
// universal colour (dk_blue) in the background and
// as fully transparent when used as a sprite. Used
// to pad the nametable so short rows don't fall back
// to tile 0 (the built-in smiley glyph).
"........",
"........",
"........",
"........",
"........",
"........",
"........",
"........"
]
}

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@ -0,0 +1,102 @@
// sha256/background.ne — the static nametable.
//
// Painted once at reset-time (the first `background` declaration
// in the program is loaded before rendering is enabled). Contains
// the title banner, section labels, and the 5 × 8 keyboard grid.
// The Entering and Showing state handlers draw the dynamic input
// buffer, the cursor, and the 64-digit hash on top of this
// background via sprites.
//
// Legend characters are chosen to read cleanly when glanced over
// as ASCII art:
// upper-case A-Z and 0-9 → their matching glyph tile
// space ' ' → blank tile (tile 44)
// ':' ',' '-' '.' → punctuation glyph tiles
// '_' → space-key glyph on the keyboard
// 'p' → period-key glyph on the keyboard
// '<' '>' → backspace / enter key glyphs
//
// `palette_map:` leaves every metatile on bg sub-palette 0; the
// keyboard keys render as lt_gray (palette index 2), which reads
// cleanly against the dk_blue universal background.
background Screen {
legend {
" ": 44 // blank (universal colour)
"A": 1
"B": 2
"C": 3
"D": 4
"E": 5
"F": 6
"G": 7
"H": 8
"I": 9
"J": 10
"K": 11
"L": 12
"M": 13
"N": 14
"O": 15
"P": 16
"Q": 17
"R": 18
"S": 19
"T": 20
"U": 21
"V": 22
"W": 23
"X": 24
"Y": 25
"Z": 26
"0": 27
"1": 28
"2": 29
"3": 30
"4": 31
"5": 32
"6": 33
"7": 34
"8": 35
"9": 36
"_": 37 // space-key glyph (underscore bar)
"p": 38 // period-key glyph
":": 39
"-": 40
"<": 41 // backspace
">": 42 // enter
}
map: [
" ", // row 0
" SHA-256 HASHER ", // row 1 — title
" ", // row 2
" INPUT: ", // row 3 — input label
" ", // row 4 — input row A
" ", // row 5 — input row B
" ", // row 6
" TYPE A MESSAGE PRESS > ", // row 7 — prompt
" ", // row 8
" ", // row 9
" ", // row 10
" ", // row 11
" A B C D E F G H ", // row 12 — kb row 0
" I J K L M N O P ", // row 13 — kb row 1
" Q R S T U V W X ", // row 14 — kb row 2
" Y Z 0 1 2 3 4 5 ", // row 15 — kb row 3
" 6 7 8 9 _ p < > ", // row 16 — kb row 4
" ", // row 17
" ", // row 18
" ", // row 19
" SHA-256: ", // row 20 — hash label
" ", // row 21 — hash rows
" ", // row 22
" ", // row 23
" ", // row 24
" ", // row 25
" ", // row 26
" ", // row 27
" ", // row 28
" " // row 29
]
}

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// sha256/computing_state.ne — runs the SHA-256 block compression.
//
// The compression is split across frames so the main loop keeps
// responding to the NMI handshake. Each frame advances one
// "phase"; every phase does a batch of 4 iterations so the
// whole compression (48 schedule steps + 64 rounds + fold)
// finishes inside ~30 frames — roughly half a second of
// wall-clock wait between pressing Enter and the hash appearing.
//
// Phase map:
// 0..11 schedule W[16..63] in batches of 4 (12 × 4 = 48)
// 12..27 rounds 0..63 in batches of 4 (16 × 4 = 64)
// 28 fold wk[A..H] into h_state, transition to Showing
const SCHED_PHASES: u8 = 12 // 12 × 4 = 48 schedule steps
const ROUND_PHASES: u8 = 16 // 16 × 4 = 64 rounds
const FOLD_PHASE: u8 = 28 // SCHED + ROUND
const BATCH_SIZE: u8 = 4 // iterations per frame
state Computing {
on enter {
// Reset persistent hash state and build the padded
// block from the user's message. Phased work then runs
// on top of the freshly-initialised w[] / h_state /
// wk[A..H].
reset_hash_state()
build_padded_block()
init_abcdefgh()
cp_phase = 0
}
on frame {
if cp_phase < SCHED_PHASES {
// Each schedule phase handles BATCH_SIZE words.
// First word index for this phase: 16 + phase * 4.
var first_idx: u8 = 16 + (cp_phase << 2)
var step: u8 = 0
while step < BATCH_SIZE {
var i: u8 = first_idx + step
schedule_one(i << 2) // byte offset into w[]
step += 1
}
cp_phase += 1
} else if cp_phase < FOLD_PHASE {
// Round batch. First round for this phase:
// (phase - SCHED_PHASES) * 4.
var first_r: u8 = (cp_phase - SCHED_PHASES) << 2
var step2: u8 = 0
while step2 < BATCH_SIZE {
var r: u8 = first_r + step2
round_one(r << 2) // K/W share byte 4*i
step2 += 1
}
cp_phase += 1
} else {
// Fold a..h into h_state and hand off to Showing.
fold_abcdefgh()
transition Showing
}
// Draw the input buffer so the user can see what they
// typed while the hash is being computed. The cursor
// sprite is deliberately not drawn here — the keyboard
// is inactive during this phase.
draw_input()
}
}

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// sha256/constants.ne — layout and algorithm constants.
//
// All pixel/tile positions live here so the rest of the code can
// read as coordinate expressions rather than magic numbers. The
// screen budget is tight: only 64 OAM sprites are available, and
// the hash display alone wants 64 of them (8 rows × 8 digits), so
// the Entering / Computing phases keep their overlays small and
// the Showing phase reuses the OAM slots for the digest.
// ── Keyboard layout ──────────────────────────────────────────
//
// 5 rows × 8 columns = 40 keys, laid out on the nametable and
// mirrored by a compile-time character table so `key_char[i]`
// returns the ASCII code a given cell produces. The cursor is
// one sprite that moves over the grid; its background tile is
// not touched.
//
// The bottom row holds five special keys instead of glyphs:
// `_` produces a space character.
// `.` produces a period.
// `<` is backspace — deletes the last input character.
// `>` is enter — starts the SHA-256 compression.
// (positions 0..3 on that row are just digits 6-9)
const KB_ROWS: u8 = 5
const KB_COLS: u8 = 8
const KB_KEYS: u8 = 40 // KB_ROWS * KB_COLS
// Origin of the keyboard on screen, in pixels.
const KB_BASE_X: u8 = 88 // tile col 11
const KB_BASE_Y: u8 = 96 // tile row 12
const KB_CELL_W: u8 = 16 // 2 tiles wide per cell
const KB_CELL_H: u8 = 8 // 1 tile tall per cell
// Special-key ASCII bytes (all < 32 so they can't collide with
// printable input characters). The keyboard dispatch table stores
// one of these in the bottom row's last two slots.
const KEY_BKSP: u8 = 0x08 // ASCII BS
const KEY_ENTER: u8 = 0x0A // ASCII LF
const KEY_SPACE: u8 = 0x20 // ASCII SP
const KEY_PERIOD: u8 = 0x2E // ASCII .
// ── Input buffer ─────────────────────────────────────────────
//
// Maximum 16 ASCII characters. After padding (one 0x80 byte,
// zeros, and an 8-byte big-endian length field) the message is
// exactly 64 bytes — a single SHA-256 block. Keeping to one block
// simplifies the compression driver and bounds the wall-clock
// latency of the Computing phase to a fraction of a second.
const INPUT_MAX: u8 = 16
const INPUT_ROW_LEN: u8 = 8 // 8 chars per on-screen row
const INPUT_BASE_X: u8 = 16 // tile col 2
const INPUT_BASE_Y: u8 = 32 // tile row 4
const INPUT_ROW_H: u8 = 8
// ── Hash output ──────────────────────────────────────────────
//
// 64 hex characters laid out as 8 rows × 8 glyphs at the bottom
// of the screen. The grid exactly fills the OAM budget.
const HASH_NIBBLES: u8 = 64 // 8 bytes × 2 * 4 words
const HASH_ROW_LEN: u8 = 8
const HASH_ROWS: u8 = 8
const HASH_BASE_X: u8 = 32 // tile col 4
const HASH_BASE_Y: u8 = 168 // tile row 21 — 8 rows fit at
// y=168..231 with margin
const HASH_ROW_H: u8 = 8
// ── Sprite cursor ────────────────────────────────────────────
//
// The cursor sits just to the left of the selected key, so it
// never shares a scanline with the keyboard cell itself.
const CURSOR_OFS_X: i8 = -8 // 8 px left of cell
const CURSOR_OFS_Y: u8 = 0
// ── Auto-demo ────────────────────────────────────────────────
//
// The headless golden harness drives the ROM without touching
// the controller. After AUTO_DELAY frames in Entering with no
// input, the state handler auto-fills the buffer with DEMO_TEXT
// and transitions to Computing, so the captured frame 180 shows
// an actual hash rather than an empty form. DEMO_TEXT is "NES"
// and its SHA-256 digest is
// AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D.
const AUTO_DELAY: u8 = 60 // 1 s at 60 fps
const AUTO_DEMO_LEN: u8 = 3 // length of "NES"
// ── SHA-256 algorithm constants ──────────────────────────────
//
// K[64] round constants and H[8] initial hash values, both stored
// little-endian (LSB first) so the byte-level primitives in
// sha_core.ne can load and add them four bytes at a time.
//
// Derived from the fractional parts of the cube roots of the
// first 64 primes (K) and square roots of the first 8 primes
// (H) per FIPS 180-4 §4.2.
//
// Declared as `var` with an array initialiser rather than `const`
// because the v0.1 compiler only stores scalar constants in its
// const-fold table; array constants would be accepted by the
// grammar but silently dropped. The initialiser costs ~256 bytes
// of reset-time "write each byte" code and 256 bytes of RAM, but
// avoids adding a new const-data pathway just for this program.
//
// The leading underscore on `_K_BYTES` silences the W0103 unused-
// variable warning: the analyzer doesn't look inside inline-asm
// bodies, and every use of this table happens through
// `LDA {_K_BYTES},Y` inside `add_k_to_wk`.
var _K_BYTES: u8[256] = [
0x98, 0x2F, 0x8A, 0x42, 0x91, 0x44, 0x37, 0x71, // K[ 0..1]
0xCF, 0xFB, 0xC0, 0xB5, 0xA5, 0xDB, 0xB5, 0xE9, // K[ 2..3]
0x5B, 0xC2, 0x56, 0x39, 0xF1, 0x11, 0xF1, 0x59, // K[ 4..5]
0xA4, 0x82, 0x3F, 0x92, 0xD5, 0x5E, 0x1C, 0xAB, // K[ 6..7]
0x98, 0xAA, 0x07, 0xD8, 0x01, 0x5B, 0x83, 0x12, // K[ 8..9]
0xBE, 0x85, 0x31, 0x24, 0xC3, 0x7D, 0x0C, 0x55, // K[10..11]
0x74, 0x5D, 0xBE, 0x72, 0xFE, 0xB1, 0xDE, 0x80, // K[12..13]
0xA7, 0x06, 0xDC, 0x9B, 0x74, 0xF1, 0x9B, 0xC1, // K[14..15]
0xC1, 0x69, 0x9B, 0xE4, 0x86, 0x47, 0xBE, 0xEF, // K[16..17]
0xC6, 0x9D, 0xC1, 0x0F, 0xCC, 0xA1, 0x0C, 0x24, // K[18..19]
0x6F, 0x2C, 0xE9, 0x2D, 0xAA, 0x84, 0x74, 0x4A, // K[20..21]
0xDC, 0xA9, 0xB0, 0x5C, 0xDA, 0x88, 0xF9, 0x76, // K[22..23]
0x52, 0x51, 0x3E, 0x98, 0x6D, 0xC6, 0x31, 0xA8, // K[24..25]
0xC8, 0x27, 0x03, 0xB0, 0xC7, 0x7F, 0x59, 0xBF, // K[26..27]
0xF3, 0x0B, 0xE0, 0xC6, 0x47, 0x91, 0xA7, 0xD5, // K[28..29]
0x51, 0x63, 0xCA, 0x06, 0x67, 0x29, 0x29, 0x14, // K[30..31]
0x85, 0x0A, 0xB7, 0x27, 0x38, 0x21, 0x1B, 0x2E, // K[32..33]
0xFC, 0x6D, 0x2C, 0x4D, 0x13, 0x0D, 0x38, 0x53, // K[34..35]
0x54, 0x73, 0x0A, 0x65, 0xBB, 0x0A, 0x6A, 0x76, // K[36..37]
0x2E, 0xC9, 0xC2, 0x81, 0x85, 0x2C, 0x72, 0x92, // K[38..39]
0xA1, 0xE8, 0xBF, 0xA2, 0x4B, 0x66, 0x1A, 0xA8, // K[40..41]
0x70, 0x8B, 0x4B, 0xC2, 0xA3, 0x51, 0x6C, 0xC7, // K[42..43]
0x19, 0xE8, 0x92, 0xD1, 0x24, 0x06, 0x99, 0xD6, // K[44..45]
0x85, 0x35, 0x0E, 0xF4, 0x70, 0xA0, 0x6A, 0x10, // K[46..47]
0x16, 0xC1, 0xA4, 0x19, 0x08, 0x6C, 0x37, 0x1E, // K[48..49]
0x4C, 0x77, 0x48, 0x27, 0xB5, 0xBC, 0xB0, 0x34, // K[50..51]
0xB3, 0x0C, 0x1C, 0x39, 0x4A, 0xAA, 0xD8, 0x4E, // K[52..53]
0x4F, 0xCA, 0x9C, 0x5B, 0xF3, 0x6F, 0x2E, 0x68, // K[54..55]
0xEE, 0x82, 0x8F, 0x74, 0x6F, 0x63, 0xA5, 0x78, // K[56..57]
0x14, 0x78, 0xC8, 0x84, 0x08, 0x02, 0xC7, 0x8C, // K[58..59]
0xFA, 0xFF, 0xBE, 0x90, 0xEB, 0x6C, 0x50, 0xA4, // K[60..61]
0xF7, 0xA3, 0xF9, 0xBE, 0xF2, 0x78, 0x71, 0xC6 // K[62..63]
]
var H_INIT: u8[32] = [
0x67, 0xE6, 0x09, 0x6A, // H[0] = 0x6A09E667
0x85, 0xAE, 0x67, 0xBB, // H[1] = 0xBB67AE85
0x72, 0xF3, 0x6E, 0x3C, // H[2] = 0x3C6EF372
0x3A, 0xF5, 0x4F, 0xA5, // H[3] = 0xA54FF53A
0x7F, 0x52, 0x0E, 0x51, // H[4] = 0x510E527F
0x8C, 0x68, 0x05, 0x9B, // H[5] = 0x9B05688C
0xAB, 0xD9, 0x83, 0x1F, // H[6] = 0x1F83D9AB
0x19, 0xCD, 0xE0, 0x5B // H[7] = 0x5BE0CD19
]
// ── wk[] layout ──────────────────────────────────────────────
//
// Every SHA-256 primitive takes byte offsets into the `wk`
// working array. Values are little-endian 32-bit: wk[A+0] is
// the LSB of `a`, wk[A+3] is its MSB.
const OFS_A: u8 = 0
const OFS_B: u8 = 4
const OFS_C: u8 = 8
const OFS_D: u8 = 12
const OFS_E: u8 = 16
const OFS_F: u8 = 20
const OFS_G: u8 = 24
const OFS_H: u8 = 28
const OFS_T1: u8 = 32
const OFS_T2: u8 = 36
const OFS_SIG: u8 = 40 // Σ / σ accumulator
const OFS_TMP: u8 = 44 // rotation / shift scratch
// ── Computing phase budget ───────────────────────────────────
//
// The compression driver splits work over multiple frames. We
// advance one of the following phases per `on frame` tick:
//
// Phase 0 schedule W[16..31] (16 iterations)
// Phase 1 schedule W[32..47] (16 iterations)
// Phase 2 schedule W[48..63] (16 iterations)
// Phase 3 rounds 0..15 (16 rounds)
// Phase 4 rounds 16..31 (16 rounds)
// Phase 5 rounds 32..47 (16 rounds)
// Phase 6 rounds 48..63 (16 rounds)
// Phase 7 fold a..h into H,
// render the digest,
// transition to Showing
//
// Each of phases 0..6 does 16 iterations. On a release build one
// round or one schedule step runs in well under a vblank-free
// NES frame, so the user-visible latency is ~8 frames.
const CP_PHASES: u8 = 8

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// sha256/entering_state.ne — the interactive typing state.
//
// Reads controller 1 each frame, moves the keyboard cursor on
// D-pad presses, types a character on A, deletes a character on
// B, and starts compression on START (or when the cursor is
// over the ↵ key and A is pressed). SELECT clears the buffer at
// any time so the user can start over.
//
// If the user doesn't press anything in the first AUTO_DELAY
// frames, the handler auto-types DEMO_TEXT ("NES") and
// transitions to Computing so the jsnes golden always captures
// a fully-rendered hash.
state Entering {
on enter {
kb_row = 0
kb_col = 0
idle_timer = 0
debounce = 0
blink_timer = 0
}
on frame {
// ── Debounce + blink tick ───────────────────────
if debounce > 0 {
debounce -= 1
}
blink_timer += 1
if blink_timer >= 40 {
blink_timer = 0
}
// ── D-pad navigation ────────────────────────────
var pressed: u8 = 0
if debounce == 0 {
if button.left {
if kb_col > 0 {
kb_col -= 1
} else {
kb_col = KB_COLS - 1
}
debounce = 8
pressed = 1
} else if button.right {
kb_col += 1
if kb_col >= KB_COLS {
kb_col = 0
}
debounce = 8
pressed = 1
} else if button.up {
if kb_row > 0 {
kb_row -= 1
} else {
kb_row = KB_ROWS - 1
}
debounce = 8
pressed = 1
} else if button.down {
kb_row += 1
if kb_row >= KB_ROWS {
kb_row = 0
}
debounce = 8
pressed = 1
} else if button.a {
// Press the key under the cursor. Backspace
// and enter dispatch to their actions; any
// other character is appended to `msg`.
var ch: u8 = current_key()
if ch == KEY_BKSP {
input_backspace()
} else if ch == KEY_ENTER {
if msg_len > 0 {
transition Computing
}
} else {
input_append(ch)
}
debounce = 10
pressed = 1
} else if button.b {
input_backspace()
debounce = 10
pressed = 1
} else if button.start {
if msg_len > 0 {
transition Computing
}
debounce = 10
pressed = 1
} else if button.select {
input_clear()
debounce = 10
pressed = 1
}
}
// ── Idle / auto-demo ────────────────────────────
if pressed == 1 {
idle_timer = 0
} else {
if idle_timer < 255 {
idle_timer += 1
}
if idle_timer == AUTO_DELAY {
if msg_len == 0 {
// Auto-type "NES" → SHA-256 digest visible
// in the headless jsnes golden.
input_append(0x4E) // N
input_append(0x45) // E
input_append(0x53) // S
transition Computing
}
}
}
// ── Render ──────────────────────────────────────
// Input buffer takes 16 sprites, cursor 1 (when on).
// Well under the 64-sprite OAM budget.
draw_input()
if blink_timer < 25 {
draw_cursor(1)
}
}
}

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// sha256/keyboard.ne — key-to-character lookup + input dispatch.
//
// The on-screen keyboard is a 5-row × 8-column grid of cells.
// `kb_row` and `kb_col` in state.ne store the cursor position.
// The character produced when the user presses A is looked up
// here. Special values are encoded with ASCII control codes so
// they're distinguishable from printable bytes:
//
// KEY_BKSP (0x08) — bottom row col 6. Delete one char.
// KEY_ENTER (0x0A) — bottom row col 7. Start compression.
//
// The grid layout (matches the keyboard in background.ne):
//
// row 0: A B C D E F G H
// row 1: I J K L M N O P
// row 2: Q R S T U V W X
// row 3: Y Z 0 1 2 3 4 5
// row 4: 6 7 8 9 _ . < >
var KB_CHARS: u8[40] = [
0x41, 0x42, 0x43, 0x44, 0x45, 0x46, 0x47, 0x48, // A B C D E F G H
0x49, 0x4A, 0x4B, 0x4C, 0x4D, 0x4E, 0x4F, 0x50, // I J K L M N O P
0x51, 0x52, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, // Q R S T U V W X
0x59, 0x5A, 0x30, 0x31, 0x32, 0x33, 0x34, 0x35, // Y Z 0 1 2 3 4 5
0x36, 0x37, 0x38, 0x39, 0x20, 0x2E, 0x08, 0x0A // 6 7 8 9 ' ' '.' BKSP ENTER
]
// Look up the character emitted by the key at (kb_row, kb_col).
fun current_key() -> u8 {
var idx: u8 = (kb_row << 3) + kb_col // row * 8 + col
return KB_CHARS[idx]
}
// Append a byte to the input buffer. Does nothing if the buffer
// is already at INPUT_MAX — users wanting to correct their
// input reach for backspace first.
fun input_append(ch: u8) {
if msg_len >= INPUT_MAX {
return
}
msg[msg_len] = ch
msg_len += 1
}
// Delete the last byte, if any.
fun input_backspace() {
if msg_len == 0 {
return
}
msg_len -= 1
msg[msg_len] = 0
}
// Wipe the entire buffer. Triggered by SELECT from any state.
fun input_clear() {
var i: u8 = 0
while i < INPUT_MAX {
msg[i] = 0
i += 1
}
msg_len = 0
}

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// sha256/render.ne — OAM shadow buffer helpers.
//
// The static screen (title, labels, keyboard grid) is baked into
// the `background Screen` nametable at reset time. Everything
// that changes frame-to-frame is drawn here as sprites on top:
// the keyboard cursor, the user's input buffer, and (after the
// compression phase finishes) the 64-character hex digest.
//
// Layouts are arranged to respect the NES's 8-sprites-per-
// scanline PPU limit. Input text is broken across 2 rows of 8,
// the digest across 8 rows of 8, and the cursor sits one tile
// to the left of the selected key so its scanlines don't
// intersect the keyboard row.
// ── Tile-index helpers ──────────────────────────────────────
//
// Map a character in the alphabet to its tile index inside
// Tileset. Covers the 26 uppercase letters, 10 digits, and the
// four punctuation glyphs used by the keyboard ('_', '.', '<',
// '>'). Any code not in the table maps to tile 44 (blank) so a
// stray byte never draws the built-in smiley.
fun tile_for_char(ch: u8) -> u8 {
if ch >= 0x41 {
if ch <= 0x5A { // 'A'..'Z'
return ch - 0x41 + 1 // -> tile 1..26
}
}
if ch >= 0x30 {
if ch <= 0x39 { // '0'..'9'
return ch - 0x30 + 27 // -> tile 27..36
}
}
if ch == 0x20 { // space
return 37 // -> underscore bar
}
if ch == 0x2E { // '.'
return 38 // -> period glyph
}
if ch == KEY_BKSP { // 0x08
return 41
}
if ch == KEY_ENTER { // 0x0A
return 42
}
return 44 // blank
}
// Return the tile index for a low nibble (0..15) rendered as a
// hexadecimal character glyph. 0..9 map to the digit tiles;
// 10..15 (A..F) to the letter tiles.
fun tile_for_nibble(n: u8) -> u8 {
if n < 10 {
return 27 + n // digits 0..9 → tiles 27..36
}
return 1 + (n - 10) // A..F → tiles 1..6
}
// ── Cursor + input overlay (Entering / Computing states) ────
// Draw the keyboard cursor sprite. `blink` is a bit-flag: non-
// zero frames draw the arrow, zero frames hide it, producing a
// ~2 Hz flash that tells the player the keyboard is live.
fun draw_cursor(blink: u8) {
if blink == 0 {
return
}
// Compute pixel position of the *selected key* (kb_row,
// kb_col), then shift 8 pixels left so the sprite lands one
// tile column to the west — off the keyboard row, so the
// cursor never eats into the 8-per-scanline budget.
var cx: u8 = KB_BASE_X + (kb_col << 4) - 8
var cy: u8 = KB_BASE_Y + (kb_row << 3)
draw Tileset at: (cx, cy) frame: 43 // cursor glyph
}
// Draw the user's input buffer across two rows of 8 glyphs.
// Empty slots render as blank tiles. Row 0 is y=INPUT_BASE_Y,
// row 1 is y=INPUT_BASE_Y + INPUT_ROW_H. Both rows sit above
// the keyboard so their scanlines are distinct from any other
// sprite row — no `cycle_sprites` trick needed.
fun draw_input() {
var i: u8 = 0
while i < INPUT_MAX {
var row: u8 = i >> 3 // 0 or 1
var col: u8 = i & 0x07 // 0..7
var sx: u8 = INPUT_BASE_X + (col << 3)
var sy: u8 = INPUT_BASE_Y + (row << 3) // INPUT_ROW_H = 8
var ch: u8 = 0
if i < msg_len {
ch = msg[i]
}
draw Tileset at: (sx, sy) frame: tile_for_char(ch)
i += 1
}
}
// ── Digest overlay (Showing state) ──────────────────────────
// Draw the 64-nibble hexadecimal digest across 8 rows of 8
// glyphs. Reads h_state in its SHA-256-specified big-endian
// order: H_0 is the first u32, and inside each u32 the MSB is
// printed first. That makes the on-screen text match the hex
// digest most tools produce (e.g. shasum, Python's hexdigest).
fun draw_hash() {
var word: u8 = 0
while word < 8 {
var base: u8 = word << 2 // h_state byte index
var nib_idx: u8 = 0
while nib_idx < 8 {
// Pick the byte of the word currently being printed.
// nib_idx 0,1 -> byte 3 (MSB); 2,3 -> byte 2;
// 4,5 -> byte 1; 6,7 -> byte 0 (LSB).
var byte_off: u8 = 3 - (nib_idx >> 1)
var byte_val: u8 = h_state[base + byte_off]
var nibble: u8 = 0
if (nib_idx & 1) == 0 {
nibble = byte_val >> 4 // high nibble first
} else {
nibble = byte_val & 0x0F // then low nibble
}
var char_idx: u8 = (word << 3) + nib_idx
var row: u8 = char_idx >> 3 // 0..7
var col: u8 = char_idx & 0x07 // 0..7
var sx: u8 = HASH_BASE_X + (col << 3)
var sy: u8 = HASH_BASE_Y + (row << 3)
draw Tileset at: (sx, sy) frame: tile_for_nibble(nibble)
nib_idx += 1
}
word += 1
}
}

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// sha256/sha_core.ne — SHA-256 block compression in NEScript.
//
// FIPS 180-4 §6.2 specifies a 256-bit hash computed over one or
// more 512-bit (= 64-byte) message blocks. The compression of a
// single block is the hot path; since our on-screen keyboard
// restricts the input to 16 characters, every message fits in
// one block after padding, so the driver below only needs to
// process one block per Enter press.
//
// Representation: every 32-bit word is held as four consecutive
// bytes, little-endian (LSB first). This choice lets the 6502
// do 32-bit arithmetic by chaining its native `ADC`, `EOR`,
// `AND`, `ROR`, and `LSR` instructions — each of which walks
// one byte per cycle group and pushes the carry into the next.
//
// Every primitive operates on byte offsets into one of three
// globally-visible byte arrays:
// wk[64] — scratch: a..h and T1/T2/Σ/tmp (see constants.ne)
// w[256] — 64 u32 message-schedule words, packed contig.
// h_state[32] — 8 u32 persistent hash words
//
// K[i] and H_INIT[i] live in RAM as `var` arrays loaded from
// the init_array initialiser at reset time (see constants.ne).
//
// ── Parameter convention ────────────────────────────────────
//
// NEScript passes the first two function parameters via
// zero-page slots $04 and $05 before the JSR. The compiler's
// standard prologue immediately spills those slots into a
// per-function local in high RAM so nested calls don't step on
// them — but the inline-asm `{name}` resolver looks parameters
// up in the analyzer's allocation table, which doesn't see the
// codegen's spill. Rather than double-copy through a global,
// every primitive below reads its parameters straight out of
// the transport slots with `LDX $04` / `LDY $05`. Our
// primitives never JSR from inside the `asm` block, so the
// transport slots are still live when we read them.
// ── 32-bit byte primitives ──────────────────────────────────
// wk[dst..dst+4] = wk[src..src+4]
fun cp_wk(dst: u8, src: u8) {
asm {
LDX $04
LDY $05
LDA {wk},Y
STA {wk},X
INX
INY
LDA {wk},Y
STA {wk},X
INX
INY
LDA {wk},Y
STA {wk},X
INX
INY
LDA {wk},Y
STA {wk},X
}
}
// wk[dst..dst+4] ^= wk[src..src+4]
fun xor_wk(dst: u8, src: u8) {
asm {
LDX $04
LDY $05
LDA {wk},X
EOR {wk},Y
STA {wk},X
INX
INY
LDA {wk},X
EOR {wk},Y
STA {wk},X
INX
INY
LDA {wk},X
EOR {wk},Y
STA {wk},X
INX
INY
LDA {wk},X
EOR {wk},Y
STA {wk},X
}
}
// wk[dst..dst+4] &= wk[src..src+4]
fun and_wk(dst: u8, src: u8) {
asm {
LDX $04
LDY $05
LDA {wk},X
AND {wk},Y
STA {wk},X
INX
INY
LDA {wk},X
AND {wk},Y
STA {wk},X
INX
INY
LDA {wk},X
AND {wk},Y
STA {wk},X
INX
INY
LDA {wk},X
AND {wk},Y
STA {wk},X
}
}
// wk[dst..dst+4] += wk[src..src+4] (chained ADC for carry)
fun add_wk(dst: u8, src: u8) {
asm {
LDX $04
LDY $05
CLC
LDA {wk},X
ADC {wk},Y
STA {wk},X
INX
INY
LDA {wk},X
ADC {wk},Y
STA {wk},X
INX
INY
LDA {wk},X
ADC {wk},Y
STA {wk},X
INX
INY
LDA {wk},X
ADC {wk},Y
STA {wk},X
}
}
// wk[dst..dst+4] = ~wk[dst..dst+4] (bitwise NOT, in place)
fun not_wk(dst: u8) {
asm {
LDX $04
LDA {wk},X
EOR #$FF
STA {wk},X
INX
LDA {wk},X
EOR #$FF
STA {wk},X
INX
LDA {wk},X
EOR #$FF
STA {wk},X
INX
LDA {wk},X
EOR #$FF
STA {wk},X
}
}
// Rotate wk[dst..dst+4] right by 1 bit, in place. Treat the
// 4-byte little-endian value as one 32-bit integer. A right-
// rotation pulls bit 0 of the LSB into bit 31 of the MSB. The
// ROR chain below first captures bit 0 of the LSB into the
// carry (via LSR A on a non-destructive copy), then runs ROR
// MSB, byte 2, byte 1, LSB in that order — each ROR pulls the
// previous byte's bit 0 into the next byte's bit 7.
fun rotr1_wk(dst: u8) {
asm {
LDX $04
LDA {wk},X
LSR A
INX
INX
INX
ROR {wk},X
DEX
ROR {wk},X
DEX
ROR {wk},X
DEX
ROR {wk},X
}
}
// Rotate wk[dst..dst+4] right by 1 byte, in place.
// new[0] = old[1], new[1] = old[2],
// new[2] = old[3], new[3] = old[0]
fun byte_rotr_wk(dst: u8) {
asm {
LDX $04
LDY {wk},X
INX
LDA {wk},X
DEX
STA {wk},X
INX
INX
LDA {wk},X
DEX
STA {wk},X
INX
INX
LDA {wk},X
DEX
STA {wk},X
INX
TYA
STA {wk},X
}
}
// Rotate wk[dst..dst+4] right by `n` bits. Handles any n in
// 0..31 by first rotating whole bytes (each call is cheaper
// than 8 ROR chains) and then finishing with up to 7 single-
// bit ROR chains.
fun rotr_wk(dst: u8, n: u8) {
var rem: u8 = n
while rem >= 8 {
byte_rotr_wk(dst)
rem -= 8
}
while rem > 0 {
rotr1_wk(dst)
rem -= 1
}
}
// Shift wk[dst..dst+4] right by 1 bit (logical — top bit
// becomes 0).
fun shr1_wk(dst: u8) {
asm {
LDX $04
INX
INX
INX
LSR {wk},X
DEX
ROR {wk},X
DEX
ROR {wk},X
DEX
ROR {wk},X
}
}
// Shift wk[dst..dst+4] right by 1 byte, in place. The top
// byte becomes 0.
fun byte_shr_wk(dst: u8) {
asm {
LDX $04
INX
LDA {wk},X
DEX
STA {wk},X
INX
INX
LDA {wk},X
DEX
STA {wk},X
INX
INX
LDA {wk},X
DEX
STA {wk},X
INX
LDA #0
STA {wk},X
}
}
// Shift wk[dst..dst+4] right by `n` bits (logical).
fun shr_wk(dst: u8, n: u8) {
var rem: u8 = n
while rem >= 8 {
byte_shr_wk(dst)
rem -= 8
}
while rem > 0 {
shr1_wk(dst)
rem -= 1
}
}
// ── Cross-array primitives ──────────────────────────────────
// wk[dst..dst+4] = w[w_ofs..w_ofs+4]
fun cp_w_to_wk(dst: u8, w_ofs: u8) {
asm {
LDX $04
LDY $05
LDA {w},Y
STA {wk},X
INX
INY
LDA {w},Y
STA {wk},X
INX
INY
LDA {w},Y
STA {wk},X
INX
INY
LDA {w},Y
STA {wk},X
}
}
// wk[dst..dst+4] += w[w_ofs..w_ofs+4]
fun add_w_to_wk(dst: u8, w_ofs: u8) {
asm {
LDX $04
LDY $05
CLC
LDA {wk},X
ADC {w},Y
STA {wk},X
INX
INY
LDA {wk},X
ADC {w},Y
STA {wk},X
INX
INY
LDA {wk},X
ADC {w},Y
STA {wk},X
INX
INY
LDA {wk},X
ADC {w},Y
STA {wk},X
}
}
// w[w_ofs..w_ofs+4] = wk[src..src+4]
fun cp_wk_to_w(w_ofs: u8, src: u8) {
asm {
LDX $05
LDY $04
LDA {wk},X
STA {w},Y
INX
INY
LDA {wk},X
STA {w},Y
INX
INY
LDA {wk},X
STA {w},Y
INX
INY
LDA {wk},X
STA {w},Y
}
}
// h_state[h_ofs..h_ofs+4] += wk[src..src+4]
fun add_wk_to_h(h_ofs: u8, src: u8) {
asm {
LDX $04
LDY $05
CLC
LDA {h_state},X
ADC {wk},Y
STA {h_state},X
INX
INY
LDA {h_state},X
ADC {wk},Y
STA {h_state},X
INX
INY
LDA {h_state},X
ADC {wk},Y
STA {h_state},X
INX
INY
LDA {h_state},X
ADC {wk},Y
STA {h_state},X
}
}
// wk[dst..dst+4] += _K_BYTES[k_ofs..k_ofs+4]
fun add_k_to_wk(dst: u8, k_ofs: u8) {
asm {
LDX $04
LDY $05
CLC
LDA {wk},X
ADC {_K_BYTES},Y
STA {wk},X
INX
INY
LDA {wk},X
ADC {_K_BYTES},Y
STA {wk},X
INX
INY
LDA {wk},X
ADC {_K_BYTES},Y
STA {wk},X
INX
INY
LDA {wk},X
ADC {_K_BYTES},Y
STA {wk},X
}
}
// ── σ and Σ helpers ─────────────────────────────────────────
//
// Each Σ/σ function writes its 32-bit result at wk[OFS_SIG].
// OFS_TMP is used internally as scratch. Callers must not
// pass `src` == OFS_SIG / OFS_TMP.
// Σ0(src) = rotr(src, 2) ^ rotr(src, 13) ^ rotr(src, 22)
fun big_sigma0(src: u8) {
cp_wk(OFS_SIG, src)
rotr_wk(OFS_SIG, 2)
cp_wk(OFS_TMP, src)
rotr_wk(OFS_TMP, 13)
xor_wk(OFS_SIG, OFS_TMP)
cp_wk(OFS_TMP, src)
rotr_wk(OFS_TMP, 22)
xor_wk(OFS_SIG, OFS_TMP)
}
// Σ1(src) = rotr(src, 6) ^ rotr(src, 11) ^ rotr(src, 25)
fun big_sigma1(src: u8) {
cp_wk(OFS_SIG, src)
rotr_wk(OFS_SIG, 6)
cp_wk(OFS_TMP, src)
rotr_wk(OFS_TMP, 11)
xor_wk(OFS_SIG, OFS_TMP)
cp_wk(OFS_TMP, src)
rotr_wk(OFS_TMP, 25)
xor_wk(OFS_SIG, OFS_TMP)
}
// σ0(src) = rotr(src, 7) ^ rotr(src, 18) ^ (src >> 3)
fun small_sigma0(src: u8) {
cp_wk(OFS_SIG, src)
rotr_wk(OFS_SIG, 7)
cp_wk(OFS_TMP, src)
rotr_wk(OFS_TMP, 18)
xor_wk(OFS_SIG, OFS_TMP)
cp_wk(OFS_TMP, src)
shr_wk(OFS_TMP, 3)
xor_wk(OFS_SIG, OFS_TMP)
}
// σ1(src) = rotr(src, 17) ^ rotr(src, 19) ^ (src >> 10)
fun small_sigma1(src: u8) {
cp_wk(OFS_SIG, src)
rotr_wk(OFS_SIG, 17)
cp_wk(OFS_TMP, src)
rotr_wk(OFS_TMP, 19)
xor_wk(OFS_SIG, OFS_TMP)
cp_wk(OFS_TMP, src)
shr_wk(OFS_TMP, 10)
xor_wk(OFS_SIG, OFS_TMP)
}
// ── Block-level helpers ─────────────────────────────────────
// Copy H_INIT[0..32] into h_state[0..32]. Used at the start of
// every hash so the driver can be re-run on a new message
// after the user clears the input.
fun reset_hash_state() {
var i: u8 = 0
while i < 32 {
h_state[i] = H_INIT[i]
i += 1
}
}
// Build the 64-byte padded message block directly into
// w[0..63]. `msg[0..msg_len]` is the ASCII input; padding
// follows FIPS 180-4 §5.1.1:
//
// pad[0..msg_len] = msg[0..msg_len]
// pad[msg_len] = 0x80
// pad[msg_len+1..56] = 0
// pad[56..62] = 0 (high 48 bits of length)
// pad[62..64] = message length in bits, big-endian
//
// Since msg_len ≤ 16 the bit length fits in 8 bits (max 128),
// so only the very last byte of the block is nonzero for the
// length field. The loader also byte-swaps each 4-byte word so
// our little-endian internal layout matches SHA-256's big-
// endian word order.
fun build_padded_block() {
// Step 1: zero the whole block.
var i: u8 = 0
while i < 64 {
w[i] = 0
i += 1
}
// Step 2: copy the ASCII message bytes into the block,
// reversing byte order within each 4-byte group so the
// "big-endian word" becomes our "little-endian word". The
// byte index inside each word flips: 0↔3, 1↔2, 2↔1, 3↔0.
i = 0
while i < msg_len {
var word_idx: u8 = i & 0xFC // i rounded down to 4
var byte_idx: u8 = i & 0x03 // 0..3
var w_ofs: u8 = word_idx + (3 - byte_idx) // byte-swap within word
w[w_ofs] = msg[i]
i += 1
}
// Step 3: append the 0x80 end-of-message marker at the
// byte-swapped position for `msg_len`.
var pad_word: u8 = msg_len & 0xFC
var pad_byte: u8 = msg_len & 0x03
var pad_ofs: u8 = pad_word + (3 - pad_byte)
w[pad_ofs] = 0x80
// Step 4: write the 64-bit big-endian length into bytes
// 56..63 of the block. The SHA-256 view puts the MSB at
// b_56 and the LSB at b_63; since `msg_len` ≤ 16, the bit
// length is ≤ 128 and fits in a single byte. That byte is
// b_63, which under our byte-swap-within-word convention
// lands at w[60] (= word 15 byte 0 = u32 LSB).
w[60] = msg_len << 3
}
// ── Schedule and round steps ────────────────────────────────
//
// `schedule_one` computes w[i] from the earlier four entries;
// `round_one` runs one SHA-256 iteration against the current
// a..h at wk[0..31]. Both are written as plain NEScript so the
// compression driver can loop over them one step at a time
// between `wait_frame`s.
// Compute w[i] = σ1(w[i-2]) + w[i-7] + σ0(w[i-15]) + w[i-16].
// `w_byte` is the byte offset of w[i] inside the w[] array,
// i.e. `4 * i`.
fun schedule_one(w_byte: u8) {
// Temp accumulator lives at OFS_T1. Seed with w[i-16].
cp_w_to_wk(OFS_T1, w_byte - 64) // w[i-16]
add_w_to_wk(OFS_T1, w_byte - 28) // + w[i-7]
// Load w[i-15] into OFS_T2, then apply σ0 into OFS_SIG.
cp_w_to_wk(OFS_T2, w_byte - 60)
small_sigma0(OFS_T2) // SIG = σ0(T2)
add_wk(OFS_T1, OFS_SIG)
// Load w[i-2] into OFS_T2, then apply σ1 into OFS_SIG.
cp_w_to_wk(OFS_T2, w_byte - 8)
small_sigma1(OFS_T2) // SIG = σ1(T2)
add_wk(OFS_T1, OFS_SIG)
// Store T1 back into w[i].
cp_wk_to_w(w_byte, OFS_T1)
}
// Ch(e, f, g) = (e & f) ^ (~e & g). Writes to wk[OFS_SIG].
// Uses wk[OFS_TMP] as scratch (clobbered).
fun ch_into_sig() {
cp_wk(OFS_SIG, OFS_E)
and_wk(OFS_SIG, OFS_F) // SIG = e & f
cp_wk(OFS_TMP, OFS_E)
not_wk(OFS_TMP) // TMP = ~e
and_wk(OFS_TMP, OFS_G) // TMP = ~e & g
xor_wk(OFS_SIG, OFS_TMP) // SIG = ch
}
// Maj(a, b, c) = (a & b) ^ (a & c) ^ (b & c). Writes to
// wk[OFS_SIG]. Uses wk[OFS_TMP] as scratch (clobbered).
fun maj_into_sig() {
cp_wk(OFS_SIG, OFS_A)
and_wk(OFS_SIG, OFS_B) // SIG = a & b
cp_wk(OFS_TMP, OFS_A)
and_wk(OFS_TMP, OFS_C) // TMP = a & c
xor_wk(OFS_SIG, OFS_TMP) // SIG = (a&b) ^ (a&c)
cp_wk(OFS_TMP, OFS_B)
and_wk(OFS_TMP, OFS_C) // TMP = b & c
xor_wk(OFS_SIG, OFS_TMP) // SIG = maj
}
// Run one SHA-256 compression round. `kw_byte` is the byte
// offset shared by K[i] and w[i] (both tables hold 32-bit
// words at 4 bytes each, so their i-th entries sit at byte
// 4*i).
fun round_one(kw_byte: u8) {
// T1 = h + Σ1(e) + Ch(e,f,g) + K[i] + W[i]
cp_wk(OFS_T1, OFS_H)
big_sigma1(OFS_E) // SIG = Σ1(e)
add_wk(OFS_T1, OFS_SIG)
ch_into_sig() // SIG = ch
add_wk(OFS_T1, OFS_SIG)
add_k_to_wk(OFS_T1, kw_byte) // T1 += K[i]
add_w_to_wk(OFS_T1, kw_byte) // T1 += W[i]
// T2 = Σ0(a) + Maj(a,b,c). Compute Σ0(a) into SIG, stash
// in T2, then replace SIG with Maj and add into T2.
big_sigma0(OFS_A) // SIG = Σ0(a)
cp_wk(OFS_T2, OFS_SIG)
maj_into_sig() // SIG = maj
add_wk(OFS_T2, OFS_SIG)
// Shift registers: h=g, g=f, f=e, e=d+T1, d=c, c=b, b=a,
// a=T1+T2. Done in an order that avoids stomping live
// data (always write the later slot before reading the
// earlier).
cp_wk(OFS_H, OFS_G)
cp_wk(OFS_G, OFS_F)
cp_wk(OFS_F, OFS_E)
cp_wk(OFS_E, OFS_D)
add_wk(OFS_E, OFS_T1)
cp_wk(OFS_D, OFS_C)
cp_wk(OFS_C, OFS_B)
cp_wk(OFS_B, OFS_A)
cp_wk(OFS_A, OFS_T1)
add_wk(OFS_A, OFS_T2)
}
// Initialise a..h from h_state. Called once before the 64
// rounds start (inside Computing's on_enter).
fun init_abcdefgh() {
var i: u8 = 0
while i < 32 {
wk[i] = h_state[i]
i += 1
}
}
// Fold wk[A..H] back into h_state with eight 32-bit adds —
// the "H_i' = H_i + a_i" step at the end of block compression.
fun fold_abcdefgh() {
add_wk_to_h(0, OFS_A)
add_wk_to_h(4, OFS_B)
add_wk_to_h(8, OFS_C)
add_wk_to_h(12, OFS_D)
add_wk_to_h(16, OFS_E)
add_wk_to_h(20, OFS_F)
add_wk_to_h(24, OFS_G)
add_wk_to_h(28, OFS_H)
}

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// sha256/showing_state.ne — renders the final digest.
//
// Draws the 64-character hexadecimal digest across 8 rows of 8
// glyphs at the bottom of the screen (see HASH_BASE_Y /
// HASH_BASE_X in constants.ne). The digest display alone fills
// the OAM budget, so this state does not draw the input buffer
// or the keyboard cursor.
//
// Pressing B or SELECT clears the buffer and returns to the
// Entering state so the user can hash another message.
state Showing {
on enter {
blink_timer = 0
debounce = 20 // swallow the press that
// brought us here
}
on frame {
blink_timer += 1
if blink_timer >= 60 {
blink_timer = 0
}
if debounce > 0 {
debounce -= 1
}
// ── Input ────────────────────────────────────────
if debounce == 0 {
if button.b or button.select or button.start {
input_clear()
transition Entering
}
}
// ── Render the 256-bit digest ───────────────────
draw_hash()
}
}

52
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// sha256/state.ne — global variables.
//
// Every piece of cross-handler state lives here so Entering,
// Computing, and Showing can share buffers (and, crucially, so
// the message buffer survives the state transition from
// Entering → Computing without being reinitialised).
// ── Cursor position on the keyboard ─────────────────────────
var kb_row: u8 = 0 // 0..KB_ROWS-1
var kb_col: u8 = 0 // 0..KB_COLS-1
// ── Input buffer + length ───────────────────────────────────
var msg: u8[16] // INPUT_MAX ASCII bytes
var msg_len: u8 = 0 // 0..INPUT_MAX
// ── SHA-256 working memory ──────────────────────────────────
//
// `h_state` holds the running hash (8 u32 words, little-endian);
// it's initialised from H_INIT on every new compression so users
// can run more than one hash per power-on. `w` is the 64-entry
// message schedule (256 bytes). `wk` is the scratch area that
// hosts the a..h registers plus T1/T2/Σ/tmp — see
// constants.ne for the byte offsets.
var h_state: u8[32]
var w: u8[256]
var wk: u8[64]
// ── Compression driver state ────────────────────────────────
//
// The compression is split across frames so the main loop never
// overruns vblank. `cp_phase` selects which block of work runs
// this frame; see computing_state.ne for the phase table.
var cp_phase: u8 = 0
// ── Input-idle timer ────────────────────────────────────────
//
// Incremented every frame while Entering sees no button presses.
// When it reaches AUTO_DELAY the state auto-types DEMO_TEXT and
// transitions to Computing, so the headless jsnes golden always
// captures a populated hash screen.
var idle_timer: u8 = 0
// Debounces repeat-fire for the face and special keys so one
// press is registered as one key press rather than one per frame
// held.
var debounce: u8 = 0
// ── Cursor blink ────────────────────────────────────────────
//
// The cursor sprite on the keyboard pulses at ~2 Hz. Also used
// by Showing to mark "PRESS B TO RESET".
var blink_timer: u8 = 0

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