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https://github.com/imjasonh/nescript
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Adds examples/uxrom_banked.ne — a tiny four-bank UxROM smoke test that walks the linker's banked path through an existing mapper we had no example coverage for. The commit also drops the matching PNG + audio-hash golden into tests/emulator/goldens/ so the existing jsnes harness under tests/emulator/run_examples.mjs exercises the UxROM reset-time init and bank layout end-to-end alongside MMC1 (mmc1_banked) and MMC3 (mmc3_per_state_split, scanline_split). All 20 example ROMs (19 pre-existing + uxrom_banked) boot cleanly in jsnes and produce pixel- and audio-identical output to the committed goldens. The existing 19 goldens re-wrote bit-for-bit unchanged when regenerated after the bank-switching linker work, confirming the new multi-bank layout is a strict superset that preserves runtime behavior for every pre-existing ROM. https://claude.ai/code/session_01UCressA5e8k1XsuoJYLav2
51 lines
1.4 KiB
Text
51 lines
1.4 KiB
Text
// UxROM Banked — smallest possible UxROM game that exercises the
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// bank-switching linker path. UxROM pins the last PRG bank at
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// $C000-$FFFF and lets the $8000-$BFFF window hold any of the
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// other 16 KB banks. NEScript currently places all user code in
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// the fixed bank and leaves the declared banks as empty 16 KB
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// payload slots, so this example serves as a smoke test for the
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// linker layout + `__bank_select` subroutine emission rather than
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// for cross-bank calls.
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//
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// Build: cargo run -- build examples/uxrom_banked.ne
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game "UxROM Banked" {
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mapper: UxROM
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mirroring: horizontal
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}
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// Four declared PRG banks -> five-bank ROM (4 switchable + 1 fixed).
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// The linker places each declared bank as a $FF-padded 16 KB slot
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// in physical-order bank 0, 1, 2, 3, and emits the fixed bank last
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// as bank 4.
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bank World1: prg
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bank World2: prg
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bank World3: prg
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bank World4: prg
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var px: u8 = 120
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var py: u8 = 112
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var tick: u8 = 0
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on frame {
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// Auto-animate so the golden comparison has a stable motion
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// pattern to match. Ticking px on every frame exercises the
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// main loop, and the wrap at 240 keeps the sprite on-screen.
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tick += 1
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if tick > 59 {
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tick = 0
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}
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if button.right { px += 1 }
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if button.left {
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if px > 1 { px -= 1 }
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}
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if button.down { py += 1 }
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if button.up {
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if py > 1 { py -= 1 }
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}
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draw Smiley at: (px, py)
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}
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start Main
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