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Living design doc for a production-grade War example: file layout under examples/war/, sprite/tile/RAM budgets, card encoding, RNG + shuffle strategy, state machine shape, audio design, and a 12-step implementation checklist. The plan itself will be updated in-flight as each step lands. https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
207 lines
7.5 KiB
Markdown
207 lines
7.5 KiB
Markdown
# War — Implementation Plan
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A production-quality card game example for NEScript. This document is
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the living plan: each step is checked off as it's completed, and any
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mid-flight design changes are recorded in the "Design revisions" section
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at the bottom.
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---
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## 1. Scope & quality bar
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A production-grade NES version of War:
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- **Title screen** with a big logo, a 3-option menu (`0 PLAYERS` /
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`1 PLAYER` / `2 PLAYERS`), blinking "PRESS START", and music.
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- **Gameplay** with an animated deal, two live decks with running card
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counts, cards that slide between the decks and the center, a readable
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face-up card on each side.
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- **War / tie-breaker** flow with a distinct "WAR!" banner, an exciting
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SFX, and buried cards that actually come out of each player's deck.
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- **Victory screen** with the winning player highlighted and a fanfare.
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- **Sound**: title music, card-flip click, distinct round-win cues for
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A vs B, exciting WAR tie-break sfx, victory fanfare.
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---
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## 2. File layout
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```
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examples/war.ne # top-level: game decl, palette, background, sprite sheet, includes, start
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examples/war/PLAN.md # this file
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examples/war/constants.ne # gameplay + layout constants
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examples/war/audio.ne # sfx + music declarations
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examples/war/state.ne # global variables (decks, phase, rng, anim timers, ...)
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examples/war/rng.ne # 8-bit LFSR PRNG helpers
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examples/war/deck.ne # queue ops on decks + pot
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examples/war/compare.ne # card rank/suit extraction, round resolver
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examples/war/render.ne # draw_card_front / draw_card_back helpers
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examples/war/title_state.ne # state Title
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examples/war/deal_state.ne # state Deal
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examples/war/play_state.ne # state Playing (phase machine)
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examples/war/victory_state.ne # state Victory
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```
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The top-level `examples/war.ne` is the file the pre-commit hook and
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emulator harness see. It compiles to `examples/war.nes` without any
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tooling changes. The split source files all live under `examples/war/`
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and are pulled in via `include "war/<name>.ne"` directives.
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---
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## 3. Hardware budget
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### Sprite budget per frame
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All sprites use sprite sub-palette 0 (the NEScript codegen hard-wires
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the OAM attribute byte to 0). That gives 4 shared colours:
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**transparent, red, white, black** — enough for both red and black suits
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on a white card face with a black outline.
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Cards are **16×24 px (2 cols × 3 rows = 6 sprites)**. Max on-screen
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simultaneously in the steady state:
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| Entity | Qty | Sprites | Notes |
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|---------------|-----|---------|-------|
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| Deck A top | 1 | 6 | card back |
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| Deck B top | 1 | 6 | card back |
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| Face-up A | 1 | 6 | varies by round |
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| Face-up B | 1 | 6 | varies by round |
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| Flying card | 1 | 6 | only during anim |
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| Cursor / UI | ≤2 | ≤2 | title selector + misc |
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| | | **32** | ≤ 64 OAM slots ✓ |
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**8-per-scanline check.** Decks are at `y = 80`, face-up cards at
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`y = 128`. Those two bands never overlap vertically, so the worst case
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is 2 cards side by side within the same band = 4 sprites per scanline.
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### Tile budget (max 256)
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| Group | Tiles | Purpose |
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|-------|-------|---------|
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| Card frame | 6 | outline corners + top/bottom blank cells |
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| Card back | 4 | diamond-lattice pattern, symmetric |
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| Rank glyphs | 13 | A, 2-9, 10, J, Q, K (8×8 each) |
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| Small suit (corner) | 4 | ♠ ♥ ♦ ♣ |
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| Big suit left half | 4 | left half of large centre pip |
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| Big suit right half | 4 | right half |
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| Font A-Z | 26 | title/menu/HUD |
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| Font 0-9 | 10 | deck counts + HUD |
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| Punctuation + space | ~4 | `:`, `!`, space, `?` |
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| Big "WAR" banner | 12 | 2×2 block per letter |
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| Felt-table tile | 2 | background fill + subtle pattern |
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| Border / divider | 4 | thin framing |
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| Cursor / arrow | 2 | menu selection |
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| **Total** | **~95** | leaves ~150 tiles free |
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### RAM budget
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| Structure | Bytes | Notes |
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|-----------|-------|-------|
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| `deck_a: u8[52]` | 52 | circular buffer, packed `rank<<4 \| suit` |
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| `deck_b: u8[52]` | 52 | |
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| `pot: u8[52]` | 52 | cards currently in play |
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| queue cursors, counts, phase, anim timers | ~20 | |
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| RNG state | 1 | |
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| **Total** | **~180** | well under the ~1700 bytes of general RAM |
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---
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## 4. Card representation & RNG
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### Card encoding
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One byte per card, packed as `(rank << 4) | suit`:
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- `rank` = 1..13 (`A=1`, `2=2`, …, `10=10`, `J=11`, `Q=12`, `K=13`)
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- `suit` = 0..3 (`♠=0`, `♥=1`, `♦=2`, `♣=3`)
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### PRNG
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8-bit Galois LFSR seeded from the frame counter on title-screen exit.
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### Shuffle
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Bounded random-swap shuffle: 200 swaps between two 6-bit random
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indices, retrying when either index ≥ 52. Uses only `&` and compare,
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no multiply or divide.
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### Deck as a queue
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Each deck is a circular buffer with `front` / `count` cursors. `draw`
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bumps `front`, `push_back` writes at `(front + count) % 52`. Modulo is
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implemented with `if x >= 52 { x -= 52 }` to avoid the expensive `%`
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software routine.
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---
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## 5. State machine
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```
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Title → Deal → Playing → Victory → Title
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```
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`Playing` contains an inner phase machine driven by a `u8` phase var:
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| Phase | Notes |
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|-------|-------|
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| `P_WaitA` | Human: wait for input; CPU: wait for think timer |
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| `P_FlyA` | 16-frame lerp of A's card from deck to play position |
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| `P_WaitB` | symmetric |
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| `P_FlyB` | symmetric |
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| `P_Reveal` | Both cards visible; brief beat |
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| `P_Resolve` | Compare, branch to `P_WinA` / `P_WinB` / `P_WarBanner` |
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| `P_WinA` / `P_WinB` | Cards slide to winner deck |
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| `P_WarBanner` | Flash "WAR!" banner, play `WarFlash` |
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| `P_WarBury` | Bury 3 face-down cards from each deck |
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| `P_Check` | Win-condition check, possibly `transition Victory` |
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Game modes (`0`/`1`/`2` players) are captured by two `bool` flags
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`a_is_cpu` / `b_is_cpu` chosen on title exit.
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---
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## 6. Audio
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| Name | Channel | Shape |
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|------------|---------|-------|
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| `FlipCard` | pulse 1 | short descending click |
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| `CheerA` | pulse 1 | 8-frame rising arpeggio, pitch envelope |
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| `CheerB` | pulse 1 | 8-frame descending arpeggio, pitch envelope |
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| `WarFlash` | pulse 1 | 16-frame pitch sweep, loud → soft → loud |
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| `ThudDown` | noise | 4-frame noise burst (bury animation) |
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| `TitleTheme` | pulse 2 | brisk 4/4 march, looping |
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| Victory | builtin `fanfare` | one-shot on win |
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---
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## 7. Implementation steps
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The checkboxes below are updated as each step lands. A step is only
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marked complete after the compiler still produces a working ROM and
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the change visibly does what it's supposed to.
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- [ ] Step 1: Skeleton — top-level file, empty included files, compiles.
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- [ ] Step 2: Palette, felt background, card-back tiles, static card
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rendered on the table.
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- [ ] Step 3: Card-face tiles (ranks, suits, big pips) + draw_card_face
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helper showing all 13 ranks × 4 suits.
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- [ ] Step 4: Deck data structures, RNG, shuffle, init + HUD digit
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rendering.
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- [ ] Step 5: Title state (WAR banner, 3-option menu, cursor, music,
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autopilot).
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- [ ] Step 6: Deal state (animated deal + flip sfx).
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- [ ] Step 7: Play state phase machine with card animations and sfx.
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- [ ] Step 8: War tie-break (banner + bury animation + WarFlash).
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- [ ] Step 9: Victory state (winner banner + fanfare + auto-return).
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- [ ] Step 10: Polish pass (timing, readability, sfx/music tuning).
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- [ ] Step 11: Rebuild war.nes, capture goldens, verify diff.
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- [ ] Step 12: Update README.md and examples/README.md.
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- [ ] Code review pass: read every file end-to-end, fix mistakes.
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---
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## 8. Design revisions
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(Empty — will be updated in-flight if anything changes from the
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approved design.)
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