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nescript/examples
Claude 6b080316a4
parser/lowering: declarative metasprites for multi-tile sprite groups
Multi-tile sprites used to require one hand-written `draw` per tile,
e.g. the four-call sequence in `examples/platformer.ne`'s
`draw_player()`. The new `metasprite Name { ... }` declaration
collects parallel `dx`/`dy`/`frame` arrays plus a reference to the
underlying sprite, and `draw Name at: (x, y)` expands to one OAM
slot per tile in the IR lowering — the codegen sees N regular
DrawSprite ops, so the runtime OAM cursor allocator picks them up
without any metasprite-specific awareness.

The metasprite's `frame:` array is interpreted *relative to the
underlying sprite's base tile*: index 0 means "the first tile this
sprite owns", which is the natural reading for a 16×16 hero whose
pixel art the asset resolver split into four consecutive tiles.
The lowering walks `program.sprites` to compute base tile indices
the same way `assets::resolve_sprites` would, then folds the base
into each frame entry before storing the metasprite info. Sprites
sourced from external `@chr(...)` / `@binary(...)` files whose
bytes aren't available at parse time fall back to a one-tile
assumption — those programs are rare and can declare metasprites
against pixel-art sprites instead.

The new `examples/metasprite_demo.ne` declares a 16×16 hero sprite
and arranges its four tiles into a metasprite, then sweeps the
hero across the screen so the harness captures it mid-motion.
The new keyword is added to the lexer/token list, and the parser
accepts `sprite:` (the otherwise-keyword) as a property name in
metasprite bodies so the natural spelling parses.

https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
2026-04-15 03:13:30 +00:00
..
arrays_and_functions.ne Add README, LICENSE, examples, fix draw parser lookahead 2026-04-12 00:38:19 +00:00
arrays_and_functions.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
audio_demo.ne examples: adopt the friendly asset syntax 2026-04-13 18:04:21 +00:00
audio_demo.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
bitwise_ops.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
bitwise_ops.nes fix(optimizer): preserve cross-block LoadImm uses in const_fold DCE 2026-04-13 16:29:44 +00:00
bouncing_ball.ne
bouncing_ball.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
coin_cavern.ne
coin_cavern.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
comparisons.ne examples: 4 new programs covering MMC3 + other e2e gaps 2026-04-12 20:48:31 +00:00
comparisons.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
friendly_assets.ne language: pleasant asset syntax for palettes, CHR, bg, sfx, music 2026-04-13 16:09:53 +00:00
friendly_assets.nes language: pleasant asset syntax for palettes, CHR, bg, sfx, music 2026-04-13 16:09:53 +00:00
function_chain.ne examples: 4 new programs covering MMC3 + other e2e gaps 2026-04-12 20:48:31 +00:00
function_chain.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
hello_sprite.ne
hello_sprite.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
inline_asm_demo.ne examples: inline_asm_demo.ne 2026-04-12 18:02:59 +00:00
inline_asm_demo.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
logic_ops.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
logic_ops.nes fix(optimizer): preserve cross-block LoadImm uses in const_fold DCE 2026-04-13 16:29:44 +00:00
loop_break_continue.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
loop_break_continue.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
match_demo.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
match_demo.nes fix(optimizer): preserve cross-block LoadImm uses in const_fold DCE 2026-04-13 16:29:44 +00:00
metasprite_demo.ne parser/lowering: declarative metasprites for multi-tile sprite groups 2026-04-15 03:13:30 +00:00
metasprite_demo.nes parser/lowering: declarative metasprites for multi-tile sprite groups 2026-04-15 03:13:30 +00:00
mmc1_banked.ne Add README, LICENSE, examples, fix draw parser lookahead 2026-04-12 00:38:19 +00:00
mmc1_banked.nes codegen: support banked → banked cross-bank function calls 2026-04-15 02:37:19 +00:00
mmc3_per_state_split.ne examples: 4 new programs covering MMC3 + other e2e gaps 2026-04-12 20:48:31 +00:00
mmc3_per_state_split.nes codegen: support banked → banked cross-bank function calls 2026-04-15 02:37:19 +00:00
nested_structs.ne analyzer/lowering: support nested struct fields and array struct fields 2026-04-15 02:19:49 +00:00
nested_structs.nes analyzer/lowering: support nested struct fields and array struct fields 2026-04-15 02:19:49 +00:00
noise_triangle_sfx.ne audio: triangle and noise sfx channels 2026-04-14 10:42:53 +00:00
noise_triangle_sfx.nes audio: always enable all four tone channels on sfx trigger 2026-04-14 12:09:46 +00:00
palette_and_background.ne examples: adopt the friendly asset syntax 2026-04-13 18:04:21 +00:00
palette_and_background.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
platformer.ne feat(platformer): add stomp-or-die enemy collisions, live HUD, GameOver state 2026-04-13 20:23:07 +00:00
platformer.nes feat(platformer): add stomp-or-die enemy collisions, live HUD, GameOver state 2026-04-13 20:23:07 +00:00
README.md parser/lowering: declarative metasprites for multi-tile sprite groups 2026-04-15 03:13:30 +00:00
scanline_split.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
scanline_split.nes codegen: support banked → banked cross-bank function calls 2026-04-15 02:37:19 +00:00
sfx_pitch_envelope.ne audio: per-frame pitch envelopes for pulse SFX 2026-04-15 02:54:56 +00:00
sfx_pitch_envelope.nes audio: per-frame pitch envelopes for pulse SFX 2026-04-15 02:54:56 +00:00
sprites_and_palettes.ne examples: adopt the friendly asset syntax 2026-04-13 18:04:21 +00:00
sprites_and_palettes.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
state_machine.ne Add README, LICENSE, examples, fix draw parser lookahead 2026-04-12 00:38:19 +00:00
state_machine.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
structs_enums_for.ne analyzer/lowering: support nested struct fields and array struct fields 2026-04-15 02:19:49 +00:00
structs_enums_for.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
two_player.ne examples: 4 new programs covering MMC3 + other e2e gaps 2026-04-12 20:48:31 +00:00
two_player.nes fix(optimizer): preserve cross-block LoadImm uses in const_fold DCE 2026-04-13 16:29:44 +00:00
uxrom_banked.ne examples: add uxrom_banked and jsnes golden 2026-04-13 02:04:25 +00:00
uxrom_banked.nes codegen: support banked → banked cross-bank function calls 2026-04-15 02:37:19 +00:00
uxrom_banked_to_banked.ne codegen: support banked → banked cross-bank function calls 2026-04-15 02:37:19 +00:00
uxrom_banked_to_banked.nes codegen: support banked → banked cross-bank function calls 2026-04-15 02:37:19 +00:00
uxrom_user_banked.ne codegen: user code in switchable banks via cross-bank trampolines 2026-04-14 11:41:20 +00:00
uxrom_user_banked.nes codegen: support banked → banked cross-bank function calls 2026-04-15 02:37:19 +00:00

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
uxrom_user_banked.ne UxROM, bank Foo { fun ... }, cross-bank trampoline First example to put real user code inside a switchable bank. The animation step lives in bank Extras and is invoked from the fixed-bank state handler via a generated __tramp_step_animation stub that selects bank 0, JSRs the body, then restores the fixed bank before returning.
uxrom_banked_to_banked.ne UxROM, banked → banked cross-bank call Two bank Foo { fun ... } blocks: step lives in bank Logic and calls clamp in bank Helpers. The trampoline uses ZP_BANK_CURRENT + PHA/PLA to save and restore the caller's bank, so the same per-callee stub works whether the caller is in the fixed bank or another switchable bank.
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.
noise_triangle_sfx.ne channel: noise, channel: triangle on sfx blocks Demonstrates the noise and triangle sfx channels. Declares one noise burst and one triangle bass note, plays each on a timer so the emulator harness captures both the pixel output and the APU state.
sfx_pitch_envelope.ne varying-pitch pulse SFX A 16-frame frequency sweep written as a per-frame pitch: array on a Pulse-1 sfx. The compiler emits a separate __sfx_pitch_<name> blob and gates the audio tick's pitch update path on the __sfx_pitch_used marker, so programs that stick to the scalar pitch: form still get byte-identical ROM output.
metasprite_demo.ne declarative multi-tile sprites A 16×16 hero sprite split into a metasprite Hero { sprite: Hero16, dx: [...], dy: [...], frame: [...] } declaration. draw Hero at: (px, py) then expands to one DrawSprite op per tile in the IR lowering, each with its dx/dy added to the user's anchor point and the frame offset by the underlying sprite's base tile. The codegen needs no metasprite-specific support — it sees N regular draws and the OAM cursor allocator handles the slots.
nested_structs.ne nested struct fields, array struct fields, chained literals Two Hero instances each carry a Vec2 position and a u8[4] inventory. Exercises hero.pos.x chained access, hero.inv[i] array-field access, and chained struct-literal initializers (Hero { pos: Vec2 { x: ..., y: ... }, inv: [...] }).
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, stomp-or-die enemy collisions with a live stomp-count HUD, coin pickups, user-declared SFX + music, and a Title → Playing → GameOver state machine with a proximity-based autopilot so the headless harness cycles through stomp, stomp, die, and retry inside six seconds. 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