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nescript/examples/uxrom_banked.ne
Claude d4c9898682
examples: add uxrom_banked and jsnes golden
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
2026-04-13 02:04:25 +00:00

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// UxROM Banked — smallest possible UxROM game that exercises the
// bank-switching linker path. UxROM pins the last PRG bank at
// $C000-$FFFF and lets the $8000-$BFFF window hold any of the
// other 16 KB banks. NEScript currently places all user code in
// the fixed bank and leaves the declared banks as empty 16 KB
// payload slots, so this example serves as a smoke test for the
// linker layout + `__bank_select` subroutine emission rather than
// for cross-bank calls.
//
// Build: cargo run -- build examples/uxrom_banked.ne
game "UxROM Banked" {
mapper: UxROM
mirroring: horizontal
}
// Four declared PRG banks -> five-bank ROM (4 switchable + 1 fixed).
// The linker places each declared bank as a $FF-padded 16 KB slot
// in physical-order bank 0, 1, 2, 3, and emits the fixed bank last
// as bank 4.
bank World1: prg
bank World2: prg
bank World3: prg
bank World4: prg
var px: u8 = 120
var py: u8 = 112
var tick: u8 = 0
on frame {
// Auto-animate so the golden comparison has a stable motion
// pattern to match. Ticking px on every frame exercises the
// main loop, and the wrap at 240 keeps the sprite on-screen.
tick += 1
if tick > 59 {
tick = 0
}
if button.right { px += 1 }
if button.left {
if px > 1 { px -= 1 }
}
if button.down { py += 1 }
if button.up {
if py > 1 { py -= 1 }
}
draw Smiley at: (px, py)
}
start Main