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https://github.com/imjasonh/nescript
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Add example builds to CI, document sprite name behavior
- CI: new "Build Examples" job compiles all .ne files and validates the output ROMs have correct iNES headers - Examples: add notes explaining that sprite names (Smiley, Ball) are parsed but not yet resolved — all draws use the built-in CHR tile 0. Custom sprite declarations come in M3. - Codegen: explicit `let _ = &draw.sprite_name` to document the intentional skip, with comment about M2/M3 scope https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
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5 changed files with 51 additions and 4 deletions
28
.github/workflows/ci.yml
vendored
28
.github/workflows/ci.yml
vendored
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@ -49,3 +49,31 @@ jobs:
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- uses: dtolnay/rust-toolchain@stable
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- uses: Swatinem/rust-cache@v2
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- run: cargo test --all-targets
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examples:
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name: Build Examples
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runs-on: ubuntu-latest
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steps:
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- uses: actions/checkout@v4
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- uses: dtolnay/rust-toolchain@stable
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- uses: Swatinem/rust-cache@v2
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- run: cargo build --release
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- name: Compile all .ne examples
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run: |
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for f in examples/*.ne; do
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echo "==> Compiling $f"
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cargo run --release -- build "$f"
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done
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- name: Verify ROMs are valid iNES
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run: |
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for f in examples/*.nes; do
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echo "==> Checking $f"
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# iNES magic: first 4 bytes must be "NES\x1a"
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header=$(od -A n -t x1 -N 4 "$f" | tr -d ' ')
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if [ "$header" != "4e45531a" ]; then
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echo "FAIL: $f is not a valid iNES ROM (header: $header)"
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exit 1
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fi
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size=$(stat -c%s "$f")
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echo " OK: $size bytes"
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done
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@ -35,10 +35,18 @@ Use the d-pad (arrow keys in most emulators) to move the sprite.
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## What you'll see
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The ROM displays a small smiley-face sprite (an 8x8 tile built into the
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compiler's default CHR data). In `hello_sprite`, you control it with the d-pad.
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The ROM displays a small 8x8 smiley-face sprite. This is a default tile built
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into the compiler's CHR data. In `hello_sprite`, you control it with the d-pad.
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In `bouncing_ball`, it moves on its own and bounces off the screen edges.
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### About sprite names
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In Milestone 1, the name in `draw Smiley at: (x, y)` is parsed but not
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resolved to a specific tile — all draws use CHR tile 0 (the built-in smiley).
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The `draw` syntax is forward-compatible: when `sprite` declarations and the
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asset pipeline arrive in M3, names like `Smiley` will reference actual
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sprite definitions with custom tile data from PNGs.
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## Emulator controls
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| NES Button | Typical Key |
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@ -2,6 +2,10 @@
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//
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// Build: cargo run -- build examples/bouncing_ball.ne
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// Output: examples/bouncing_ball.nes
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//
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// Note: In M1 the sprite name in `draw` is parsed but not resolved.
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// All sprites use tile 0 from the built-in CHR data (a smiley face).
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// Custom sprite declarations come in M3.
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game "Bouncing Ball" {
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mapper: NROM
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@ -1,8 +1,12 @@
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// Hello Sprite — the simplest NEScript program.
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//
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// Displays a smiley-face sprite on screen and moves it with the d-pad.
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// Displays a sprite on screen and moves it with the d-pad.
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// Build: cargo run -- build examples/hello_sprite.ne
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// Output: examples/hello_sprite.nes (open in any NES emulator)
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//
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// Note: In M1 the sprite name in `draw` is parsed but not resolved.
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// All sprites use tile 0 from the built-in CHR data (a smiley face).
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// Sprite declarations with custom tile data come in M3.
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game "Hello Sprite" {
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mapper: NROM
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@ -540,7 +540,10 @@ impl CodeGen {
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fn gen_draw(&mut self, draw: &DrawStmt) {
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// OAM buffer is at $0200-$02FF
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// Each sprite entry: Y, tile, attributes, X
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// For M1: use OAM slot 0 (bytes $0200-$0203)
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// For M1: sprite name (draw.sprite_name) is parsed but ignored —
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// all draws use OAM slot 0 with tile index 0 (the built-in CHR tile).
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// Sprite name resolution and multiple OAM slots come in M2/M3.
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let _ = &draw.sprite_name;
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// Y position (stored at $0200)
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self.gen_expr(&draw.y);
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self.emit(STA, AM::Absolute(0x0200));
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