mirror of
https://github.com/imjasonh/nescript
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Rewrites every example with non-trivial asset declarations to use
the pleasant QoL syntax introduced in the previous commit. Every
example still compiles to a byte-identical ROM (verified by a
temp-path diff before committing), so the committed `.nes` files
and the 23 emulator goldens are unchanged.
* platformer.ne — the centerpiece end-to-end demo:
- `palette Main` goes to grouped form with a shared
`universal: 0x22` (sky blue), one shared colour per
sub-palette, and named NES colours throughout; the
long-standing `$3F10` mirror-trap warning is now handled
by the parser and the manual pitfall comment is gone.
- `sprite Tileset` is 15 tiles of ASCII pixel art instead
of 240 bytes of inline hex.
- `background Level` uses a `legend { '.': 15, '#': 9, ... }`
block plus `map:` strings for the 32×30 nametable, and
`palette_map:` rows for the attribute table. The map
reads top-down like the rendered screen.
- SFX latch-once `pitch: 0x30` scalars + `envelope:` alias.
- `music Theme` uses note names + `tempo: 10` default.
* audio_demo.ne — scalar sfx pitches, `envelope:` alias, and a
note-name `C4, E4, G4, ...` music track.
* palette_and_background.ne — grouped CoolBlues / WarmReds
palettes with `universal: black` + named colours, plus
`legend` + `map:` tilemaps for the two backgrounds.
* sprites_and_palettes.ne — Arrow and Heart sprites rewritten
as `pixels:` ASCII art.
Along the way, two small parser extensions support the rewrites:
- `parse_pixel_art` now accepts `a/b/c` as aliases for `#/%/@`,
matching the vocabulary every NES editor (and our own
gen_platformer_tiles.rs generator) uses.
- `palette_map_to_attrs` allows up to 16 metatile rows (the
full attribute-table coverage, including the off-screen
bottom half) and auto-replicates row 14 → row 15 when only
15 rows are supplied so the visible bottom of the screen
gets consistent sub-palette assignments by default. The old
15-row cap couldn't match a hand-packed `0xAA` attribute
table for the last row; the platformer required this to
stay byte-identical.
`scripts/gen_platformer_tiles.rs` is updated to emit the new
syntax directly (pixel-art `pixels:` block + `legend`/`map:`/
`palette_map:` for the background), so regenerating the
platformer tiles stays a one-liner.
474 lib tests + 64 integration tests pass (3 new parser tests
for `palette_map:` 15/16/17 rows and the `abc` alias). All 23
emulator goldens still match pixel- and sample-for-sample.
https://claude.ai/code/session_01PzaSFj3VahDzxEYTKCESkz
|
||
|---|---|---|
| .. | ||
| arrays_and_functions.ne | ||
| arrays_and_functions.nes | ||
| audio_demo.ne | ||
| audio_demo.nes | ||
| bitwise_ops.ne | ||
| bitwise_ops.nes | ||
| bouncing_ball.ne | ||
| bouncing_ball.nes | ||
| coin_cavern.ne | ||
| coin_cavern.nes | ||
| comparisons.ne | ||
| comparisons.nes | ||
| friendly_assets.ne | ||
| friendly_assets.nes | ||
| function_chain.ne | ||
| function_chain.nes | ||
| hello_sprite.ne | ||
| hello_sprite.nes | ||
| inline_asm_demo.ne | ||
| inline_asm_demo.nes | ||
| logic_ops.ne | ||
| logic_ops.nes | ||
| loop_break_continue.ne | ||
| loop_break_continue.nes | ||
| match_demo.ne | ||
| match_demo.nes | ||
| mmc1_banked.ne | ||
| mmc1_banked.nes | ||
| mmc3_per_state_split.ne | ||
| mmc3_per_state_split.nes | ||
| palette_and_background.ne | ||
| palette_and_background.nes | ||
| platformer.ne | ||
| platformer.nes | ||
| README.md | ||
| scanline_split.ne | ||
| scanline_split.nes | ||
| sprites_and_palettes.ne | ||
| sprites_and_palettes.nes | ||
| state_machine.ne | ||
| state_machine.nes | ||
| structs_enums_for.ne | ||
| structs_enums_for.nes | ||
| two_player.ne | ||
| two_player.nes | ||
| uxrom_banked.ne | ||
| uxrom_banked.nes | ||
NEScript Examples
Quick Start
# Build the compiler
cargo build --release
# Compile all examples
for f in examples/*.ne; do cargo run -- build "$f"; done
# Or compile one
cargo run -- build examples/hello_sprite.ne
Open any .nes file in an NES emulator (Mesen, FCEUX, etc.)
Examples
| File | Features | Description |
|---|---|---|
hello_sprite.ne |
input, draw | Move a sprite with the d-pad |
bouncing_ball.ne |
if/else, variables | Auto-bouncing sprite with edge detection |
coin_cavern.ne |
states, functions, constants | 3-state game with gravity and coin collection |
arrays_and_functions.ne |
arrays, functions, while | Enemy array with collision detection |
state_machine.ne |
on enter/exit, transitions | Multi-state flow with timers |
sprites_and_palettes.ne |
sprites, scroll, cast | Inline CHR data, PPU scroll writes, type casting |
mmc1_banked.ne |
MMC1, banks, multiply | Banked mapper with software multiply |
palette_and_background.ne |
palette, background, set_palette, load_background | Reset-time initial load plus vblank-safe runtime swaps |
friendly_assets.ne |
named colours, grouped palette, pixel art, tilemap+legend, palette_map, scalar sfx pitch, note-name music | Exercises every "friendlier" asset syntax at once — the palette uses bg0..sp3 + a shared universal:, the sprite is authored as ASCII pixel art, the background uses a legend { ... } + map: tilemap with a palette_map: for attributes, the sfx uses a scalar pitch: + envelope: alias, and the music uses note names (C4, E4 40, rest 10) with a tempo: default. |
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, enemies, coin pickups, user-declared SFX + music, and a Title → Playing state machine with an autopilot so the headless harness still hits interesting gameplay at frame 180. Regenerate the tile art with cargo run --bin gen_platformer_tiles. |
Emulator Controls
| NES Button | Typical Key |
|---|---|
| D-pad | Arrow keys |
| A | Z |
| B | X |
| Start | Enter |
| Select | Right Shift |
About Sprites
Sprite names in draw Player at: (x, y) are parsed and recorded in the AST.
You can define sprites with inline CHR tile data:
sprite Player {
chr: [0x3C, 0x42, 0x81, 0x81, 0x81, 0x81, 0x42, 0x3C,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00]
}
If no matching sprite declaration exists, the draw uses the built-in default
tile (a smiley face). See sprites_and_palettes.ne for a full example.
Compiler Commands
# Compile to ROM
cargo run -- build game.ne
# Custom output path
cargo run -- build game.ne --output my_game.nes
# Type-check only
cargo run -- check game.ne
# View generated 6502 assembly
cargo run -- build game.ne --asm-dump
# Debug mode
cargo run -- build game.ne --debug