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platformer: move HUD from sprite OAM slots to background + sprite-0 split

The status bar now paints into NT row 1 (coin + score digits on
the left, heart + lives digit on the right) using the `bg3`
sub-palette that matches `sp0` pixel-for-pixel. A single OAM
slot-0 anchor sprite sits over the coin tile; its one opaque
pixel lines up with the coin's bottom row so sprite-0 hit fires
at scanline 15, and a trailing `sprite_0_split(camera_x, 0)`
latches the playfield scroll starting at scanline 16. NT rows
0-1 stay pinned while scanlines 16+ scroll with the camera.

Score / lives updates are shadow-compared (`last_score`,
`last_lives`) so the VRAM ring sees an entry only when the
backing state actually changes — most frames append zero bytes.
OAM footprint drops from 5 sprites per frame down to 1.

Tile pipeline gains a 27th entry — a 7-transparent-row + 1-pixel
anchor — so the sprite-0 hit lands on scanline 15 instead of
scanline 8 (the latter would smear the HUD glyphs across the
split). `gen_platformer_tiles.rs` is updated in lockstep.

Ancillary changes: `bg3` retuned from `[yellow, orange,
dk_orange]` to `[red, orange, white]` (matching `sp0`);
`palette_map` row 0 flips from bg0 to bg3; legend gains `o`, `h`,
`0`, `3` so the initial map can preload the static HUD tiles and
the committed nametable already reads "coin 00 ... heart 3" on
frame 0.

`docs/future-work.md` loses the sprite-0 HUD follow-up section
(this commit lands it). Goldens + gif refreshed.
This commit is contained in:
Claude 2026-04-20 17:21:20 +00:00
parent 91f82c169a
commit c5b04c2065
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9 changed files with 165 additions and 89 deletions

View file

@ -35,7 +35,7 @@ Open any `.nes` file in an NES emulator ([Mesen](https://www.mesen.ca/), [FCEUX]
| `sfx_pitch_envelope.ne` | varying-pitch pulse SFX | A 16-frame frequency sweep written as a per-frame `pitch:` array on a Pulse-1 sfx. The compiler emits a separate `__sfx_pitch_<name>` blob and gates the audio tick's pitch update path on the `__sfx_pitch_used` marker, so programs that stick to the scalar `pitch:` form still get byte-identical ROM output. |
| `metasprite_demo.ne` | declarative multi-tile sprites | A 16×16 hero sprite split into a `metasprite Hero { sprite: Hero16, dx: [...], dy: [...], frame: [...] }` declaration. `draw Hero at: (px, py)` then expands to one `DrawSprite` op per tile in the IR lowering, each with its dx/dy added to the user's anchor point and the frame offset by the underlying sprite's base tile. The codegen needs no metasprite-specific support — it sees N regular draws and the OAM cursor allocator handles the slots. |
| `nested_structs.ne` | nested struct fields, array struct fields, chained literals | Two `Hero` instances each carry a `Vec2` position and a `u8[4]` inventory. Exercises `hero.pos.x` chained access, `hero.inv[i]` array-field access, and chained struct-literal initializers (`Hero { pos: Vec2 { x: ..., y: ... }, inv: [...] }`). |
| `platformer.ne` | **every subsystem** | End-to-end side-scrolling demo: custom CHR tileset, full 32×30 nametable with per-region attribute palettes, 2×2 metasprite hero with gravity/jump physics, wrap-around horizontal scrolling, stomp-or-die enemy collisions, coin pickups, a sprite-based status bar pinned to the top of the viewport (coin icon + 2-digit score on the left, heart icon + lives counter on the right), cross-state life tracking that sends GameOver back to Title when the last heart is spent, user-declared SFX + music, and a Title → Playing → GameOver state machine with a proximity-based autopilot so the headless harness cycles through stomp, stomp, die, and retry inside six seconds. Regenerate the tile art with `cargo run --bin gen_platformer_tiles`. |
| `platformer.ne` | **every subsystem** | End-to-end side-scrolling demo: custom CHR tileset, full 32×30 nametable with per-region attribute palettes, 2×2 metasprite hero with gravity/jump physics, wrap-around horizontal scrolling, stomp-or-die enemy collisions, coin pickups, a background-nametable status bar pinned at the top of the viewport via a sprite-0 hit scroll split (coin + 2-digit score on the left, heart + lives counter on the right; updates gated behind a `last_score` / `last_lives` shadow compare so most frames touch zero VRAM-ring bytes), cross-state life tracking that sends GameOver back to Title when the last heart is spent, user-declared SFX + music, and a Title → Playing → GameOver state machine with a proximity-based autopilot so the headless harness cycles through stomp, stomp, die, and retry inside six seconds. Regenerate the tile art with `cargo run --bin gen_platformer_tiles`. |
| `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. |

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@ -57,7 +57,7 @@ palette Main {
bg0: [white, gray, black] // sky / clouds
bg1: [red, orange, dk_red] // bricks, Q-blocks
bg2: [bright_green, dk_orange, brown] // grass, hills, bushes, dirt
bg3: [yellow, orange, dk_orange] // reserved
bg3: [red, orange, white] // HUD chrome (matches sp0)
// Sprite sub-palette 0 — every `draw` uses this one slot
// because the OAM attribute byte is always 0 in v0.1.
@ -316,7 +316,19 @@ sprite Tileset {
".aaaaaa.",
"..aaaa..",
"...aa...",
"........"
"........",
// tile 27: Sprite 0 anchor (single opaque pixel at row 7,
// col 3 — the sprite-0 hit fires on the last
// HUD scanline so the scroll split lands
// cleanly on the playfield below)
"........",
"........",
"........",
"........",
"........",
"........",
"........",
"...c...."
]
}
@ -327,10 +339,18 @@ const TILE_PLAYER_BL: u8 = 3
const TILE_PLAYER_BR: u8 = 4
const TILE_ENEMY: u8 = 5
const TILE_COIN: u8 = 6
// HUD glyphs (sprite-only — not referenced by the nametable). The
// digit tiles are contiguous so `TILE_DIGIT_0 + n` picks digit `n`.
// HUD glyphs. The digit tiles are contiguous so
// `TILE_DIGIT_0 + n` picks digit `n`. Digit + heart tiles are
// shared between sprite rendering (v0.1 sprites) and background
// rendering (the HUD row's `nt_set`s) via the matching `bg3`
// sub-palette.
const TILE_DIGIT_0: u8 = 16
const TILE_HEART: u8 = 26
// OAM slot-0 anchor — a 7-scanline-tall transparent sprite with
// one opaque pixel at row 7. Aligns with the coin tile's bottom
// row so sprite-0 hit fires at scanline 15, keeping the scroll
// split exactly at the HUD-row boundary.
const TILE_SPRITE0_ANCHOR: u8 = 27
// ── Background ──────────────────────────────────────────────
// The 32×30 nametable is authored as ASCII art with a `legend`
@ -355,11 +375,32 @@ background Level {
"*": 13 // bush
"=": 7 // grass top
"%": 8 // dirt
// HUD chrome glyphs — row 0 only. Mapped to the sprite
// CHR tiles we already declared so sprites and background
// render identical glyphs under the matching bg3 palette.
"o": 6 // coin icon (HUD score marker)
"h": 26 // heart icon (HUD lives marker)
"0": 16 // digit 0 (initial score tens/ones + fallback)
"3": 19 // digit 3 (initial lives)
}
// Row 1 carries the status bar: coin + two score digits on the
// left, heart + single lives digit on the right. Row 0 stays
// sky because the jsnes golden harness (and many emulators)
// mask out the top 8 scanlines as overscan — anything painted
// there would never show in the committed PNG. Sprite 0
// (painted over column 2's coin tile every frame) overlaps the
// `o` glyph's opaque pixels so the sprite-0 hit flag fires on
// a scanline inside the HUD row; `sprite_0_split(camera_x, 0)`
// in `on frame` picks up that hit and swaps the horizontal
// scroll from 0 to `camera_x` for the rest of the frame,
// pinning the HUD while the playfield scrolls underneath. The
// digits and heart glyph sit at fixed columns so shadow-compare
// `nt_set` writes can tick the score / lives readouts without
// repainting the whole row.
map: [
"................................",
"................................",
"..o.00..................h.3.....",
"................................",
"................................",
"................................",
@ -391,8 +432,9 @@ background Level {
]
palette_map: [
"0000000000000000", // metatile rows 0-5 → sky sub-palette
"0000000000000000",
"3333333333333333", // metatile row 0 (NT rows 0-1)
// → bg3 (HUD chrome: red / orange / white)
"0000000000000000", // metatile rows 1-5 → sky sub-palette
"0000000000000000",
"0000000000000000",
"0000000000000000",
@ -488,23 +530,69 @@ var frame_tick: u8 = 0 // free-running frame counter
var stomp_count: u8 = 0 // successful enemy stomps this life
var lives: u8 = 3 // lives remaining; HUD heart readout
// ── HUD helpers ─────────────────────────────────────────────
// Paint the four-sprite status bar at the very top of the screen:
// a coin icon followed by a two-digit stomp tally on the left, and
// a heart icon followed by a single-digit lives counter on the
// right. Everything is drawn as OAM sprites (never the nametable)
// so the HUD stays pinned while the background scrolls under it.
// y = 16 is above the brick row, so the white digits read cleanly
// against the universal-sky backdrop.
fun draw_hud() {
// Score side (left): coin + tens + ones.
draw Tileset at: (16, 16) frame: TILE_COIN
draw Tileset at: (28, 16) frame: TILE_DIGIT_0 + (stomp_count / 10)
draw Tileset at: (36, 16) frame: TILE_DIGIT_0 + (stomp_count % 10)
// HUD shadow-compare cache. The initial nametable already paints
// "coin 00" / "heart 3" into row 0 with the bg3 palette, so the
// shadow values here start matching the on-screen glyphs — every
// frame where `stomp_count == last_score` skips the score repaint
// entirely, and likewise for lives. 255 would also force a
// guaranteed-initial-paint fallback on the first frame if the map
// ever drifts from these defaults; we use the real starting values
// so the harness's frame-180 golden doesn't capture a transient
// paint flicker.
var last_score: u8 = 0
var last_lives: u8 = 3
// Lives side (right): heart + digit.
draw Tileset at: (208, 16) frame: TILE_HEART
draw Tileset at: (224, 16) frame: TILE_DIGIT_0 + lives
// ── HUD helpers ─────────────────────────────────────────────
// Background-row HUD, pinned to the top of the viewport with a
// sprite-0 hit split instead of burning five OAM slots every
// frame. Two moving pieces:
//
// 1. The status glyphs — coin, two score digits, heart, lives
// digit — live in NT row 0 and are repainted via `nt_set`
// only when the backing state changes (`stomp_count`,
// `lives`). The initial map already contains the starting
// values so the first frame is already correct.
//
// 2. A single OAM sprite (slot 0) is drawn over the coin tile
// every frame. The PPU sets the sprite-0 hit flag when the
// sprite's opaque pixels overlap the coin tile's opaque
// pixels — guaranteed to fire on some scanline inside the
// HUD row — and a `sprite_0_split(camera_x, 0)` call picks
// up that hit to switch the horizontal scroll from 0 to
// `camera_x` for the rest of the frame. Row 0 stays pinned,
// everything below it scrolls with the camera.
fun draw_hud() {
// Sprite 0 — must be the FIRST draw of the frame so it lands
// in OAM slot 0. The anchor tile has one opaque pixel at row
// 7, col 3 (a single dot), which when positioned at (16, 7)
// in OAM renders at screen (19, 15) and overlaps column 3 of
// the coin tile's bottom row in NT row 1. That last-scanline
// overlap makes the sprite-0 hit flag set at scanline 15, so
// the `sprite_0_split(camera_x, 0)` call below can write
// `$2005` before the next HBLANK and the PPU latches the new
// horizontal scroll starting at scanline 16 — exactly the
// boundary between the HUD row and the playfield. The rest
// of the anchor tile is fully transparent, so the sprite is
// functionally invisible on top of the coin.
draw Tileset at: (16, 7) frame: TILE_SPRITE0_ANCHOR
// Score tens / ones — shadow-compare so the VRAM ring only
// gets an entry when `stomp_count` actually moved. The
// comparison runs once per frame and most frames take the
// no-op path (score only ticks on a stomp).
if stomp_count != last_score {
last_score = stomp_count
nt_set(4, 1, TILE_DIGIT_0 + (stomp_count / 10))
nt_set(5, 1, TILE_DIGIT_0 + (stomp_count % 10))
}
// Lives digit — same shadow-compare. Only fires on a life
// transition (death in `GameOver.on_enter`, refill in
// `Title.on_enter`).
if lives != last_lives {
last_lives = lives
nt_set(26, 1, TILE_DIGIT_0 + lives)
}
}
// ── Helper functions ────────────────────────────────────────
@ -745,6 +833,13 @@ state Playing {
resolve_enemy_hit(e2_sx)
// ── Drawing ──────────────────────────────────────────
// `draw_hud()` runs FIRST so its coin sprite lands in OAM
// slot 0 — that's what makes the PPU's sprite-0 hit flag
// fire on the coin-tile overlap inside the HUD row, which
// we pick up with `sprite_0_split` at the end of the
// frame. Every other `draw` has to come after.
draw_hud()
// Enemies and coins are always drawn so the scene stays
// coherent even on the fatal-contact frame.
var ey: u8 = ENEMY_Y
@ -761,11 +856,6 @@ state Playing {
draw Tileset at: (c1_sx, cy) frame: TILE_COIN
draw Tileset at: (c2_sx, COIN_Y) frame: TILE_COIN
// Status bar (score tally on the left, lives on the right).
// Drawn as sprites so it stays pinned while the nametable
// scrolls under it.
draw_hud()
// Player is only drawn while alive — on the dying frame
// we show the scene without the hero on top of the enemy
// that killed them, which reads as "player got got".
@ -773,11 +863,15 @@ state Playing {
draw_player()
}
// ── PPU scroll latch ─────────────────────────────────
// Write the scroll at the very end of the frame so it's
// the last $2005 pair before the implicit wait_frame /
// NMI handshake, minimizing mid-frame artifacts.
scroll(camera_x, 0)
// ── Sprite-0 scroll split ────────────────────────────
// The VRAM-drain in NMI resets `$2005` to `(0, 0)` for
// the top of each frame; `sprite_0_split` busy-waits for
// the sprite-0 hit flag (fired mid-HUD-row where OAM
// slot 0's coin sprite overlaps the NT-row-1 coin tile)
// and then latches `(camera_x, 0)` for the remainder of
// the frame. Scanlines above the hit render the HUD
// pinned; scanlines below render the playfield scrolled.
sprite_0_split(camera_x, 0)
// Fatal contact this frame → kick the state machine over
// to GameOver on the next frame.
@ -804,25 +898,24 @@ state GameOver {
on frame {
linger += 1
// Sync the HUD row first (sprite 0 + shadow-compare
// `nt_set` for the digits) so the tens/ones glyphs tick
// down when `lives` decrements in `on_enter`. No
// `sprite_0_split` call here — GameOver doesn't scroll,
// so NMI's scroll-reset keeps the whole frame at
// `(0, 0)` and the HUD row renders normally. The sprite-
// 0 hit flag fires harmlessly and stays latched until the
// next Playing frame clears it.
draw_hud()
// "GAME OVER" marker: a row of enemy tiles across the
// middle of the screen, plus a live readout of how many
// stomps the player racked up before dying (drawn as
// coins right underneath). The death-screen backdrop is
// middle of the screen. The death-screen backdrop is
// whatever Playing last scrolled to — we don't clear it.
draw Tileset at: (96, 112) frame: TILE_ENEMY
draw Tileset at: (112, 112) frame: TILE_ENEMY
draw Tileset at: (128, 112) frame: TILE_ENEMY
draw Tileset at: (144, 112) frame: TILE_ENEMY
// Carry the status bar through the death screen so the
// final score and the remaining heart total are visible at
// the exact same position as in Playing — no awkward jump.
draw Tileset at: (16, 16) frame: TILE_COIN
draw Tileset at: (28, 16) frame: TILE_DIGIT_0 + (stomp_count / 10)
draw Tileset at: (36, 16) frame: TILE_DIGIT_0 + (stomp_count % 10)
draw Tileset at: (208, 16) frame: TILE_HEART
draw Tileset at: (224, 16) frame: TILE_DIGIT_0 + lives
// Auto-retry after ~1 s so the headless harness sees the
// full loop. When the last life is spent, bounce back to
// the Title screen instead (Title's `on enter` refills the

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