mirror of
https://github.com/imjasonh/nescript
synced 2026-07-08 08:55:38 +00:00
The compiler is deterministic: rebuilding any example produces a byte-identical ROM, verified across all 22 examples and all four mappers (NROM, MMC1, UxROM, MMC3). That means the .nes files are reproducible artefacts and can live next to their sources without drift. Benefits: - Users can clone the repo and open any example in an emulator without installing a Rust toolchain or running the compiler. - The emulator harness can trust examples/*.nes directly, so its CI job no longer needs a compiler build or a "compile all examples" loop — it just boots jsnes against the committed ROMs and diffs each against its golden. - ROM diffs in PRs are now meaningful: "this compiler change flipped 17 bytes in hello_sprite.nes" is visible review signal, not hidden behind the emulator golden. Guard rails so the ROMs don't drift from their sources: - .gitignore no longer excludes *.nes. - The `examples` CI job rebuilds every .ne into /tmp and fails loudly (with a GitHub error annotation pointing at the exact cargo command to rerun) if any committed ROM differs. - scripts/pre-commit does the same check locally. - CLAUDE.md now states that editing a .ne file requires rebuilding its .nes in the same commit, so future agents won't miss the invariant. Total footprint: 22 ROMs, 624 KB (avg 28 KB each — most are NROM 24 KB; two banked examples are larger). https://claude.ai/code/session_01BcCcHi6FUmTh8jC7UgkA3A |
||
|---|---|---|
| .. | ||
| 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 | ||
| 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 |
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