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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
5.6 KiB
5.6 KiB
Pong — Implementation Plan
A production-quality Pong example for NEScript in the same vein as
examples/war.ne. This is the living plan: each step is checked off
as it completes, and any mid-flight design changes land in the
"Design revisions" section at the bottom.
1. Scope & quality bar
- Title screen: big "PONG" banner (later milestones), 3-option menu
(CPU VS CPU / 1 PLAYER / 2 PLAYERS), cursor, blinking "PRESS A"
prompt, brisk title march, autopilot to CPU VS CPU after
TITLE_AUTO_FRAMESwith no input so the headless golden capture reaches gameplay. - Gameplay: two paddles, smooth ball physics, proper hit-angle deflection, responsive controls, dashed center line, two-digit score HUD above each side.
- Powerups: three types that spawn periodically, bounce around
the playfield, and apply an effect when caught by a paddle:
- LONG — catching paddle extends from 24→40 px for the next
LONG_PADDLE_HITSpaddle hits. - FAST — catching paddle's next hit doubles the ball's x velocity for that ball's remaining life.
- MULTI — catching paddle's next hit spawns two extra balls at the hit point (so 1→3 balls, each scores independently).
- LONG — catching paddle extends from 24→40 px for the next
- Victory: first to
WIN_SCOREpoints. Big "PLAYER N WINS" banner, fanfare, auto-return to title. - Audio: every feel event gets a dedicated sfx, plus a title march and a victory fanfare.
2. File layout
examples/pong.ne top-level: game decl, palette, Tileset, includes, start
examples/pong/PLAN.md this document
examples/pong/constants.ne layout + gameplay + powerup + phase constants
examples/pong/assets.ne Tileset sprite block (every custom CHR tile)
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_paddle, draw_ball, draw_score, draw_word_* helpers
examples/pong/input.ne paddle_step(side) — unified human + CPU paddle update
examples/pong/ball.ne multi-ball physics (update, paddle & wall collision)
examples/pong/powerup.ne powerup spawn, bounce, catch, apply
examples/pong/title_state.ne state Title + menu
examples/pong/serve_state.ne state Serve (brief pause before launch)
examples/pong/play_state.ne state Playing (phase machine)
examples/pong/victory_state.ne state Victory
3. Hardware budget
Sprite budget per frame (max 64 OAM slots)
| Entity | Sprites | Notes |
|---|---|---|
| Left paddle | 3-5 | 3 in normal, 5 in long mode |
| Right paddle | 3-5 | same |
| Active balls | 1-3 | up to MAX_BALLS = 3 |
| Powerup | 0-1 | one slot when active |
| Center-line dashes | ~7 | 1 tile every 32 px, at x = 124 |
| HUD score digits | 4 | 2 digits per side |
| Steady-state max | ~24 | well under 64 |
Sprite-per-scanline check (W0109 budget = 8)
Paddles are at x = 16 and x = 232, separated by 216 px. The ball and powerup live in the middle of the playfield; center-line dashes live at x = 124. HUD digits live at y = 16 (above the playfield). Worst case scanline hits one paddle-tile + ball + powerup + center-line dash = 4 sprites. Comfortable.
Tile budget (max 256)
| Group | Tiles |
|---|---|
| A-Z alphabet (8×8) | 26 |
| 0-9 digits (8×8) | 10 |
| BIG PONG banner (4 × 2×2) | 16 |
| Paddle (top/mid/bot caps) | 3 |
| Ball | 1 |
| Cursor arrow | 1 |
| Center-line dash | 1 |
| Powerup icons (L, F, M) | 3 |
| Total | ~61 |
RAM budget
| Structure | Bytes |
|---|---|
| Paddle state (× 2) | ~16 |
| Ball state (× 3) | ~24 |
| Powerup state | ~10 |
| Scores + mode + phase | ~12 |
| RNG + timers + misc | ~12 |
| Total | ~74 |
All well within the NEScript 1280-byte general RAM ceiling.
4. Milestones
- M1 — Skeleton & title screen
- M2 — Paddles with input and clamping; HUD scores
- M3 — Single-ball physics (serve, bounce, score-out)
- M4 — Multi-ball via parallel ball_* arrays (structural — arrays loop from M3)
- M5 — CPU paddle AI; title mode pick dispatch
- M6 — Long-paddle powerup plumbing (draw + collision wired in M3)
- M7 — Fast-ball + multi-ball-on-next-hit flags
- M8 — Powerup entity (spawn, bounce, catch, apply)
- M9 — Victory state + fanfare
- M10 — Audio + polish pass
- M11 — Golden capture + README/examples/README entries
- M12 — Compiler bug cleanup (revert workarounds where fixable)
- M13 — Thorough code review pass
5. Design decisions (locked in M1)
WIN_SCORE = 7MAX_BALLS = 3- Paddle height: 24 px normal, 40 px long
- Ball base speed: 1 px/frame on each axis; FAST doubles x to 2
- Powerup spawn cadence: every
POWERUP_SPAWN_FRAMES(~240) frames - Powerups bounce off all four walls, catchable by either paddle
- CPU AI: 1 px/frame toward ball y, 4-frame reaction lag, ±4 px miss zone
- Default autopilot mode: CPU VS CPU (so the golden harness captures gameplay)
6. Design revisions
(empty — record any mid-flight changes here)