Living design doc for a production-grade War example: file layout under examples/war/, sprite/tile/RAM budgets, card encoding, RNG + shuffle strategy, state machine shape, audio design, and a 12-step implementation checklist. The plan itself will be updated in-flight as each step lands. https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
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War — Implementation Plan
A production-quality card game example for NEScript. This document is the living plan: each step is checked off as it's completed, and any mid-flight design changes are recorded in the "Design revisions" section at the bottom.
1. Scope & quality bar
A production-grade NES version of War:
- Title screen with a big logo, a 3-option menu (
0 PLAYERS/1 PLAYER/2 PLAYERS), blinking "PRESS START", and music. - Gameplay with an animated deal, two live decks with running card counts, cards that slide between the decks and the center, a readable face-up card on each side.
- War / tie-breaker flow with a distinct "WAR!" banner, an exciting SFX, and buried cards that actually come out of each player's deck.
- Victory screen with the winning player highlighted and a fanfare.
- Sound: title music, card-flip click, distinct round-win cues for A vs B, exciting WAR tie-break sfx, victory fanfare.
2. File layout
examples/war.ne # top-level: game decl, palette, background, sprite sheet, includes, start
examples/war/PLAN.md # this file
examples/war/constants.ne # gameplay + layout constants
examples/war/audio.ne # sfx + music declarations
examples/war/state.ne # global variables (decks, phase, rng, anim timers, ...)
examples/war/rng.ne # 8-bit LFSR PRNG helpers
examples/war/deck.ne # queue ops on decks + pot
examples/war/compare.ne # card rank/suit extraction, round resolver
examples/war/render.ne # draw_card_front / draw_card_back helpers
examples/war/title_state.ne # state Title
examples/war/deal_state.ne # state Deal
examples/war/play_state.ne # state Playing (phase machine)
examples/war/victory_state.ne # state Victory
The top-level examples/war.ne is the file the pre-commit hook and
emulator harness see. It compiles to examples/war.nes without any
tooling changes. The split source files all live under examples/war/
and are pulled in via include "war/<name>.ne" directives.
3. Hardware budget
Sprite budget per frame
All sprites use sprite sub-palette 0 (the NEScript codegen hard-wires the OAM attribute byte to 0). That gives 4 shared colours: transparent, red, white, black — enough for both red and black suits on a white card face with a black outline.
Cards are 16×24 px (2 cols × 3 rows = 6 sprites). Max on-screen simultaneously in the steady state:
| Entity | Qty | Sprites | Notes |
|---|---|---|---|
| Deck A top | 1 | 6 | card back |
| Deck B top | 1 | 6 | card back |
| Face-up A | 1 | 6 | varies by round |
| Face-up B | 1 | 6 | varies by round |
| Flying card | 1 | 6 | only during anim |
| Cursor / UI | ≤2 | ≤2 | title selector + misc |
| 32 | ≤ 64 OAM slots ✓ |
8-per-scanline check. Decks are at y = 80, face-up cards at
y = 128. Those two bands never overlap vertically, so the worst case
is 2 cards side by side within the same band = 4 sprites per scanline.
Tile budget (max 256)
| Group | Tiles | Purpose |
|---|---|---|
| Card frame | 6 | outline corners + top/bottom blank cells |
| Card back | 4 | diamond-lattice pattern, symmetric |
| Rank glyphs | 13 | A, 2-9, 10, J, Q, K (8×8 each) |
| Small suit (corner) | 4 | ♠ ♥ ♦ ♣ |
| Big suit left half | 4 | left half of large centre pip |
| Big suit right half | 4 | right half |
| Font A-Z | 26 | title/menu/HUD |
| Font 0-9 | 10 | deck counts + HUD |
| Punctuation + space | ~4 | :, !, space, ? |
| Big "WAR" banner | 12 | 2×2 block per letter |
| Felt-table tile | 2 | background fill + subtle pattern |
| Border / divider | 4 | thin framing |
| Cursor / arrow | 2 | menu selection |
| Total | ~95 | leaves ~150 tiles free |
RAM budget
| Structure | Bytes | Notes |
|---|---|---|
deck_a: u8[52] |
52 | circular buffer, packed rank<<4 | suit |
deck_b: u8[52] |
52 | |
pot: u8[52] |
52 | cards currently in play |
| queue cursors, counts, phase, anim timers | ~20 | |
| RNG state | 1 | |
| Total | ~180 | well under the ~1700 bytes of general RAM |
4. Card representation & RNG
Card encoding
One byte per card, packed as (rank << 4) | suit:
rank= 1..13 (A=1,2=2, …,10=10,J=11,Q=12,K=13)suit= 0..3 (♠=0,♥=1,♦=2,♣=3)
PRNG
8-bit Galois LFSR seeded from the frame counter on title-screen exit.
Shuffle
Bounded random-swap shuffle: 200 swaps between two 6-bit random
indices, retrying when either index ≥ 52. Uses only & and compare,
no multiply or divide.
Deck as a queue
Each deck is a circular buffer with front / count cursors. draw
bumps front, push_back writes at (front + count) % 52. Modulo is
implemented with if x >= 52 { x -= 52 } to avoid the expensive %
software routine.
5. State machine
Title → Deal → Playing → Victory → Title
Playing contains an inner phase machine driven by a u8 phase var:
| Phase | Notes |
|---|---|
P_WaitA |
Human: wait for input; CPU: wait for think timer |
P_FlyA |
16-frame lerp of A's card from deck to play position |
P_WaitB |
symmetric |
P_FlyB |
symmetric |
P_Reveal |
Both cards visible; brief beat |
P_Resolve |
Compare, branch to P_WinA / P_WinB / P_WarBanner |
P_WinA / P_WinB |
Cards slide to winner deck |
P_WarBanner |
Flash "WAR!" banner, play WarFlash |
P_WarBury |
Bury 3 face-down cards from each deck |
P_Check |
Win-condition check, possibly transition Victory |
Game modes (0/1/2 players) are captured by two bool flags
a_is_cpu / b_is_cpu chosen on title exit.
6. Audio
| Name | Channel | Shape |
|---|---|---|
FlipCard |
pulse 1 | short descending click |
CheerA |
pulse 1 | 8-frame rising arpeggio, pitch envelope |
CheerB |
pulse 1 | 8-frame descending arpeggio, pitch envelope |
WarFlash |
pulse 1 | 16-frame pitch sweep, loud → soft → loud |
ThudDown |
noise | 4-frame noise burst (bury animation) |
TitleTheme |
pulse 2 | brisk 4/4 march, looping |
| Victory | builtin fanfare |
one-shot on win |
7. Implementation steps
The checkboxes below are updated as each step lands. A step is only marked complete after the compiler still produces a working ROM and the change visibly does what it's supposed to.
- Step 1: Skeleton — top-level file, empty included files, compiles.
- Step 2: Palette, felt background, card-back tiles, static card rendered on the table.
- Step 3: Card-face tiles (ranks, suits, big pips) + draw_card_face helper showing all 13 ranks × 4 suits.
- Step 4: Deck data structures, RNG, shuffle, init + HUD digit rendering.
- Step 5: Title state (WAR banner, 3-option menu, cursor, music, autopilot).
- Step 6: Deal state (animated deal + flip sfx).
- Step 7: Play state phase machine with card animations and sfx.
- Step 8: War tie-break (banner + bury animation + WarFlash).
- Step 9: Victory state (winner banner + fanfare + auto-return).
- Step 10: Polish pass (timing, readability, sfx/music tuning).
- Step 11: Rebuild war.nes, capture goldens, verify diff.
- Step 12: Update README.md and examples/README.md.
- Code review pass: read every file end-to-end, fix mistakes.
8. Design revisions
(Empty — will be updated in-flight if anything changes from the approved design.)