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nescript/tests/emulator/goldens
Claude 21b91f6398
examples/pong: production-quality Pong game with powerups and multi-ball
A complete, playable Pong game split across examples/pong/*.ne files
and pulled in from a top-level examples/pong.ne. Features:

- **Title screen** with a 3-option menu (CPU VS CPU / 1 PLAYER /
  2 PLAYERS), a cursor sprite, blinking "PRESS A" prompt, brisk
  title march on pulse 2, and autopilot that auto-confirms CPU VS
  CPU after 45 frames of no input so the headless jsnes golden
  harness reaches gameplay by frame 180.

- **Ball physics** with signed-magnitude velocity (u8 magnitude +
  sign bit per axis), wall bounce at top/bottom, paddle AABB
  collision with push-out, and score-out detection at left/right
  exits.

- **Multi-ball** via parallel ball_* arrays (MAX_BALLS = 3). Each
  ball scores a point independently; the round continues until the
  last ball exits the playfield.

- **CPU AI** that tracks the nearest active ball heading toward its
  side with a per-frame step, 4 px dead zone, and CPU_SPEED = 1 so
  rallies can end naturally.

- **Three powerup types** that spawn every ~4 seconds, bounce off
  all four walls, and are caught by paddle AABB overlap:
  1. LONG — extends the catching paddle from 24 → 40 px for 5 hits
  2. FAST — doubles ball x-velocity on the catcher's next hit
  3. MULTI — spawns two extra balls on the catcher's next hit

- **Victory** at first-to-7 with a "PLAYER N WINS" banner and the
  builtin fanfare, auto-returning to Title.

- **Audio**: 5 user-declared sfx (WallBounce, PaddleHit, Score,
  PowerSpawn, PowerCatch) plus a title march and the builtin
  fanfare for victory.

Source layout mirrors examples/war:

    examples/pong.ne               top-level game shell
    examples/pong/PLAN.md          living design doc
    examples/pong/constants.ne     layout + gameplay constants
    examples/pong/assets.ne        45-tile Tileset (paddles, ball, alphabet,
                                   digits, cursor, center-line, powerup icons)
    examples/pong/audio.ne         sfx + music declarations
    examples/pong/state.ne         all mutable globals
    examples/pong/rng.ne           8-bit Galois LFSR
    examples/pong/render.ne        draw helpers
    examples/pong/input.ne         paddle step (human + CPU AI)
    examples/pong/ball.ne          multi-ball physics + paddle collision
    examples/pong/powerup.ne       powerup entity (spawn, bounce, catch, apply)
    examples/pong/title_state.ne   state Title + menu
    examples/pong/play_state.ne    state Playing (P_SERVE/P_PLAY/P_POINT)
    examples/pong/victory_state.ne state Victory

Verification:
- 616 compiler unit tests pass (cargo test --all-targets)
- cargo fmt / cargo clippy --all-targets -- -D warnings clean
- 33/33 emulator harness goldens match
- examples/pong.nes builds byte-identically from source

https://claude.ai/code/session_0134F5uwDEVTes2Ee9S7JeXy
2026-04-16 01:25:29 +00:00
..
arrays_and_functions.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
arrays_and_functions.png compiler: fix three scoping bugs; war: revert all local/param workarounds 2026-04-15 20:33:41 +00:00
audio_demo.audio.hash platformer: end-to-end side-scroller demo + three runtime bug fixes 2026-04-13 13:04:26 +00:00
audio_demo.png tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
auto_chr_background.audio.hash assets: auto-generate CHR data from @nametable() PNG sources 2026-04-15 03:29:58 +00:00
auto_chr_background.png assets: auto-generate CHR data from @nametable() PNG sources 2026-04-15 03:29:58 +00:00
bitwise_ops.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
bitwise_ops.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
bouncing_ball.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
bouncing_ball.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
coin_cavern.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
coin_cavern.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
comparisons.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
comparisons.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
friendly_assets.audio.hash language: pleasant asset syntax for palettes, CHR, bg, sfx, music 2026-04-13 16:09:53 +00:00
friendly_assets.png language: pleasant asset syntax for palettes, CHR, bg, sfx, music 2026-04-13 16:09:53 +00:00
function_chain.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
function_chain.png tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
hello_sprite.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
hello_sprite.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
inline_asm_demo.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
inline_asm_demo.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
logic_ops.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
logic_ops.png tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
loop_break_continue.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
loop_break_continue.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
match_demo.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
match_demo.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
metasprite_demo.audio.hash parser/lowering: declarative metasprites for multi-tile sprite groups 2026-04-15 03:13:30 +00:00
metasprite_demo.png parser/lowering: declarative metasprites for multi-tile sprite groups 2026-04-15 03:13:30 +00:00
mmc1_banked.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
mmc1_banked.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
mmc3_per_state_split.audio.hash main: write the real mapper byte into the iNES header 2026-04-13 01:27:42 +00:00
mmc3_per_state_split.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
nested_structs.audio.hash analyzer/lowering: support nested struct fields and array struct fields 2026-04-15 02:19:49 +00:00
nested_structs.png analyzer/lowering: support nested struct fields and array struct fields 2026-04-15 02:19:49 +00:00
noise_triangle_sfx.audio.hash audio: always enable all four tone channels on sfx trigger 2026-04-14 12:09:46 +00:00
noise_triangle_sfx.png audio: triangle and noise sfx channels 2026-04-14 10:42:53 +00:00
palette_and_background.audio.hash palette/background: first-class declarations with reset-time load and runtime swaps 2026-04-13 11:11:33 +00:00
palette_and_background.png palette/background: first-class declarations with reset-time load and runtime swaps 2026-04-13 11:11:33 +00:00
platformer.audio.hash compiler: fix three scoping bugs; war: revert all local/param workarounds 2026-04-15 20:33:41 +00:00
platformer.png feat(platformer): add stomp-or-die enemy collisions, live HUD, GameOver state 2026-04-13 20:23:07 +00:00
pong.audio.hash examples/pong: production-quality Pong game with powerups and multi-ball 2026-04-16 01:25:29 +00:00
pong.png examples/pong: production-quality Pong game with powerups and multi-ball 2026-04-16 01:25:29 +00:00
scanline_split.audio.hash main: write the real mapper byte into the iNES header 2026-04-13 01:27:42 +00:00
scanline_split.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
sfx_pitch_envelope.audio.hash audio: per-frame pitch envelopes for pulse SFX 2026-04-15 02:54:56 +00:00
sfx_pitch_envelope.png audio: per-frame pitch envelopes for pulse SFX 2026-04-15 02:54:56 +00:00
sprite_flicker_demo.audio.hash sprite-per-scanline: add cycle_sprites runtime flicker + debug telemetry 2026-04-15 22:07:19 +00:00
sprite_flicker_demo.png sprite-per-scanline: add cycle_sprites runtime flicker + debug telemetry 2026-04-15 22:07:19 +00:00
sprites_and_palettes.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
sprites_and_palettes.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
state_machine.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
state_machine.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
structs_enums_for.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
structs_enums_for.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
two_player.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
two_player.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
uxrom_banked.audio.hash examples: add uxrom_banked and jsnes golden 2026-04-13 02:04:25 +00:00
uxrom_banked.png examples: add uxrom_banked and jsnes golden 2026-04-13 02:04:25 +00:00
uxrom_banked_to_banked.audio.hash codegen: support banked → banked cross-bank function calls 2026-04-15 02:37:19 +00:00
uxrom_banked_to_banked.png codegen: support banked → banked cross-bank function calls 2026-04-15 02:37:19 +00:00
uxrom_user_banked.audio.hash codegen: user code in switchable banks via cross-bank trampolines 2026-04-14 11:41:20 +00:00
uxrom_user_banked.png codegen: user code in switchable banks via cross-bank trampolines 2026-04-14 11:41:20 +00:00
war.audio.hash compiler: close out bug #4 (W0109 sprite-per-scanline) and bug #5 (real inlining) 2026-04-15 21:33:00 +00:00
war.png examples/war: redesign card art — opaque bodies, 16x16 pips, checkerboard back 2026-04-15 18:31:15 +00:00