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examples: add feature_canary that turns red on any memory silent-drop regression
Phase 5 of the post-PR-#31 audit, and the structural piece that
closes the failure mode the earlier phases couldn't fix alone.
The audit's recurring diagnosis: pixel/audio goldens capture
*whatever* the program does, not what it *should* do. A silent
drop in codegen is still deterministic — the golden locks in
the broken behaviour and every future run agrees with it. That's
how state-locals, uninitialized struct-field writes, `on exit`
handlers, and `slow` placement each sat broken for months-to-a-
year in a green CI.
The canary inverts the relationship: the committed golden is a
solid-green universal backdrop that only appears when every
round-trip check passes. Each check writes a distinctive constant
through one language construct, reads it back, and clears
`all_ok` on mismatch. A final `if all_ok == 0 { set_palette Fail }`
flips the entire screen red for the rest of the run.
Checks cover the silent-drop shapes caught by this audit:
- state-local variable write-read (PR #31)
- uninitialized struct-field write-read (caught by phase 1)
- u8 / u16 globals (u16 exercises both StoreVar + StoreVarHi)
- array-element write at nonzero index
- `slow`-placed global still round-trips
- function call return value
The canary doesn't use `debug.assert` on purpose — debug-only
ops get stripped in release and the emulator harness runs
release builds. The palette swap works in release and is what
the harness pixel-diff sees.
### Why this matters as a long-lived test
The harness already had 34 pixel goldens covering full-program
behaviour, but none of them exist specifically to fail if a
*specific language feature* silently drops. The canary does.
Every silent-drop bug the audit found would have flipped it
red the moment the check was added, which is the "behaviour
assertion that can't be satisfied by silence" the plan called
for.
### Harness footprint
`tests/emulator/goldens/feature_canary.{png,audio.hash}` +
`examples/feature_canary.{ne,nes}`. 35/35 ROMs match their
goldens with the canary added. Listed in both README tables.
https://claude.ai/code/session_01AoQ678uVeqpyayvWHpfDhC
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@ -105,6 +105,7 @@ start Main
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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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| [`feature_canary.ne`](examples/feature_canary.ne) | **Regression canary** — a minimal program that paints a green universal backdrop at frame 180 when every memory-affecting construct round-trips correctly, and flips to red if any check fails. The committed golden is green; any silent-drop regression (state-locals, uninit struct field writes, u16 high byte, array elements, `slow` placement, function return values) turns it red. Built after PR #31 to close the "goldens capture whatever happens, not what should happen" failure mode that let the state-local bug survive for a year. |
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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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@ -39,6 +39,7 @@ Open any `.nes` file in an NES emulator ([Mesen](https://www.mesen.ca/), [FCEUX]
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| `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. |
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| `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). |
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| `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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| `feature_canary.ne` | **regression canary**, state-locals, uninitialized struct-field writes, u16, arrays, `slow` placement, function returns | A minimal program whose sole job is to paint a green universal backdrop at frame 180 when every memory-affecting language construct round-trips a write through the compiler correctly, and to flip to red if any check fails. Each check writes a distinctive byte through one construct (state-local, uninit struct field, u8/u16 global, array element, `slow`-placed u8, function call return), reads it back, and clears `all_ok` on mismatch. Because the emulator harness compares pixels at frame 180, any compiler regression that silently drops one of these writes turns the committed golden red — the structural counter to the "goldens capture whatever happens, not what should happen" failure mode that let PR #31 survive for a year. |
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| `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`. |
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## Emulator Controls
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143
examples/feature_canary.ne
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143
examples/feature_canary.ne
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// Feature canary — a round-trip smoke test for memory-affecting
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// language features. Every check writes a distinctive constant
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// through one language construct, then reads it back and compares
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// against the written value. A pass leaves the universal palette
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// green; any failure flips it to red.
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//
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// The goal is a single emulator golden that captures the green-
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// backdrop "all features round-trip correctly" state at frame 180.
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// If any of the following bugs reappear, the canary turns red and
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// `tests/emulator/goldens/feature_canary.png` no longer matches:
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//
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// - PR #31 (state-local variable writes silently dropped)
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// - Uninitialized struct-field writes silently dropped (caught
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// while hardening `var_addrs` in this audit)
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// - `slow` placement ignored (cold var still lands in ZP)
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// - u16 high byte not stored
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// - Array-element write silently dropped
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// - Function return value dropped
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//
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// Every check cascades into `all_ok` (cleared to 0 on first
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// failure), so the final set_palette call picks Pass/Fail from
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// one flag. We deliberately do not use `debug.assert` because
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// `--debug` builds strip nothing; the palette swap works in
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// release and that's what the emulator harness runs.
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//
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// Build: cargo run -- build examples/feature_canary.ne
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game "Feature Canary" { mapper: NROM }
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// ── Palettes ────────────────────────────────────────────────
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//
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// Pass = all-green backdrop; Fail = all-red. The canary starts
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// in Pass; if any round-trip check mismatches, `set_palette Fail`
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// flips the entire screen red for the rest of the run.
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palette Pass {
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universal: green
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bg0: [dk_green, lt_green, white]
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bg1: [dk_green, lt_green, white]
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bg2: [dk_green, lt_green, white]
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bg3: [dk_green, lt_green, white]
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sp0: [black, black, black]
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sp1: [black, black, black]
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sp2: [black, black, black]
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sp3: [black, black, black]
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}
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palette Fail {
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universal: red
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bg0: [dk_red, lt_red, white]
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bg1: [dk_red, lt_red, white]
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bg2: [dk_red, lt_red, white]
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bg3: [dk_red, lt_red, white]
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sp0: [black, black, black]
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sp1: [black, black, black]
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sp2: [black, black, black]
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sp3: [black, black, black]
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}
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// ── Types and storage ──────────────────────────────────────
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struct Vec2 { x: u8, y: u8 }
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// Uninitialized struct global — this is the shape that was
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// silently dropping field writes before the `var_addrs` fix.
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var pos: Vec2
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// Global u8 / u16 / array — classic globals.
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var scalar: u8 = 0
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var wide: u16 = 0
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var row: u8[4] = [0, 0, 0, 0]
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// A deliberately-cold u8 placed via `slow` so the analyzer
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// keeps it outside zero-page. If `slow` regresses to advisory,
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// the allocation address moves into ZP but the round-trip still
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// succeeds — so this byte is for memory-map inspection, not the
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// backdrop flip.
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slow var cold_byte: u8 = 0
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fun double_u8(x: u8) -> u8 {
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return x + x
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}
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// ── Main state ─────────────────────────────────────────────
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state Main {
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// State-local — the PR #31 bug.
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var local_counter: u8 = 0
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// Per-frame "pass" flag. Starts true each frame; any failed
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// round-trip clears it.
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var all_ok: u8 = 1
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on enter {
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set_palette Pass
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}
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on frame {
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all_ok = 1
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// Check 1: state-local write-read.
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local_counter = 42
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if local_counter != 42 { all_ok = 0 }
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// Check 2: uninitialized struct-field write-read.
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pos.x = 99
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pos.y = 77
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if pos.x != 99 { all_ok = 0 }
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if pos.y != 77 { all_ok = 0 }
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// Check 3: global u8.
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scalar = 123
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if scalar != 123 { all_ok = 0 }
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// Check 4: global u16 > 255 (both low and high bytes must
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// land — the u16 path splits into StoreVar + StoreVarHi).
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wide = 1234
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if wide != 1234 { all_ok = 0 }
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// Check 5: array element write-read at nonzero index.
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row[2] = 55
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if row[2] != 55 { all_ok = 0 }
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// Check 6: slow-placed global still round-trips.
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cold_byte = 200
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if cold_byte != 200 { all_ok = 0 }
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// Check 7: function call return value survives the
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// caller's frame of reference.
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var r: u8 = double_u8(21)
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if r != 42 { all_ok = 0 }
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// Drive the backdrop flip. `set_palette` schedules an
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// update during the next vblank, so the effect lands on
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// the following frame — well before the frame-180 golden
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// sample.
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if all_ok == 0 {
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set_palette Fail
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}
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wait_frame
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}
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}
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start Main
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BIN
examples/feature_canary.nes
Normal file
BIN
examples/feature_canary.nes
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Binary file not shown.
1
tests/emulator/goldens/feature_canary.audio.hash
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1
tests/emulator/goldens/feature_canary.audio.hash
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@ -0,0 +1 @@
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a82b6ff5 132084
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BIN
tests/emulator/goldens/feature_canary.png
Normal file
BIN
tests/emulator/goldens/feature_canary.png
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Binary file not shown.
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After Width: | Height: | Size: 728 B |
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