1
0
Fork 0
mirror of https://github.com/imjasonh/nescript synced 2026-07-08 00:45:38 +00:00

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
No known key found for this signature in database
9 changed files with 165 additions and 89 deletions

View file

@ -367,6 +367,30 @@ aaaaaaaa
...aa...
........",
},
// Sprite-0 hit anchor — a single opaque pixel at row 7, col 3,
// everything else transparent. Sits behind the HUD row's coin
// tile as OAM slot 0 in every `on frame`; its one opaque pixel
// aligns with column 3 of the coin's row 7 (`...bb...`), so
// the PPU sets the sprite-0 hit flag at scanline 15 — the
// last scanline of the HUD row. Writing `$2005` the moment
// that flag sets means the horizontal scroll flip takes
// effect at scanline 16 (the PPU latches horizontal scroll at
// the next HBLANK), which pins NT rows 0-1 at scroll=0 and
// lets scanlines 16+ render at `camera_x`. A sprite that
// hit on its *top* row (e.g. using the coin as sprite 0)
// would flip the scroll mid-HUD-row and smear the glyphs.
Tile {
name: "Sprite 0 anchor",
art: "\
........
........
........
........
........
........
........
...c....",
},
];
// ── Named CHR tile indices used by the nametable layout below ──