mirror of
https://github.com/imjasonh/nescript
synced 2026-07-07 00:22:50 +00:00
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
93 lines
4.4 KiB
Text
93 lines
4.4 KiB
Text
// 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
|