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nescript/examples/war/state.ne
Claude 4e8e349d7c
ir: clear wide_hi between functions to fix 16-bit op aliasing
The IrLowerer's wide_hi map records "this u8 temp's high byte
lives at this other temp" pairs whenever a 16-bit value is
produced. Both lower_function and lower_handler reset next_temp
to 0 at the start of each function, but neither cleared wide_hi
— so stale (low_id -> high_id) entries from earlier functions
leaked into subsequent ones.

When a fresh function reused those temp IDs for unrelated u8
expressions, is_wide() returned spurious true and widen() handed
back stale (lo, hi) pairs whose hi happened to coincide with the
*next* temp ID fresh_temp() was about to allocate. The result
was 16-bit IR ops (CmpEq16 in particular) where the destination
temp aliased one of the source operand high bytes — for War this
made `match phase` arms past P_WIN_B impossible to enter and the
game would freeze with both face-up cards on the table forever.

Fix: clear wide_hi alongside the next_temp reset in both
lower_function and lower_handler. Adds a regression test
(ir::tests::wide_hi_does_not_leak_between_functions) that
constructs a function whose body has no u16 ops but follows a
function that does, and asserts no CmpEq16 op aliases its dest
with an operand high byte.

Also:
- Convert the war Playing state's phase machine from an
  if-chain to a `match`, which is what tripped this bug to the
  surface (it was lurking in earlier ROMs too but their layouts
  never produced the dest/source collision shape).
- Refactor begin_draw_a/b to set fly_card / fly_face_up via
  globals before calling arm_fly, since arm_fly only takes 4
  params (the v0.1 ABI limit, now diagnosed by E0506).
- Hoist the P_RESOLVE comparison result to the global pf_result
  to dodge the param-clobbering issue documented in
  examples/war/COMPILER_BUGS.md §2.
- Document the bug as item #6 in COMPILER_BUGS.md with a
  minimal repro and reproducer-test pointer.
- Refresh the war golden + audio hash to match the new ROM.

https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
2026-04-15 15:57:26 +00:00

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// war/state.ne — every mutable variable the game touches.
//
// NEScript allocates top-level `var` declarations in general RAM
// (the analyzer places them starting at $10 / $18 depending on
// whether the program declares background/palette updates). We
// keep everything global so helper functions can read and write
// without having to take parameters and return values — the
// 6502's 8-register ABI makes every extra parameter an extra
// LDA/STA pair.
// ── Decks + pot ───────────────────────────────────────────
// Each deck is a circular buffer backed by a 52-byte array.
// `*_front` is the index of the next card to draw; `*_count` is
// the number of cards currently in the buffer. Both fields wrap
// mod 52 — there's a helper for that in war/deck.ne.
var deck_a: u8[52]
var deck_a_front: u8 = 0
var deck_a_count: u8 = 0
var deck_b: u8[52]
var deck_b_front: u8 = 0
var deck_b_count: u8 = 0
// Pot holds every card currently in play (the normal-round draws
// and, during a war, the face-down buries too). Drained into the
// winner's deck after each round resolves.
var pot: u8[52]
var pot_count: u8 = 0
// ── The two cards showing face-up this round ─────────────
// These are the packed rank/suit bytes drawn from each deck at
// the start of a round. During a war, the old face-up cards get
// pushed into the pot and new values land in these slots.
var card_a: u8 = 0
var card_b: u8 = 0
// ── Game mode + phase machine ─────────────────────────────
var mode: u8 = 0 // 0/1/2 players
var a_is_cpu: u8 = 1 // bool-ish
var b_is_cpu: u8 = 1
var phase: u8 = 0 // one of the P_* constants
var phase_timer: u8 = 0 // counts up during each phase
var pf_result: u8 = 0 // P_RESOLVE comparison result (1=A, 2=B, 0=tie)
// ── Animation state ───────────────────────────────────────
// Shared by every card-fly phase. We step (fly_x, fly_y) by a
// constant FLY_STEP per frame in the directions encoded in
// fly_dx_sign / fly_dy_sign. The screen layout is arranged so
// that FRAMES_FLY * FLY_STEP exactly matches the deck-to-play
// distance on both axes — see render.ne for the math.
var fly_x: u8 = 0
var fly_y: u8 = 0
var fly_dx_sign: u8 = 0 // 0 = +FLY_STEP / 1 = -FLY_STEP
var fly_dy_sign: u8 = 0
var fly_card: u8 = 0 // packed rank/suit to show during the fly
var fly_face_up: u8 = 1 // 0 = show card back, 1 = show face
// ── Title menu ────────────────────────────────────────────
var title_cursor: u8 = 1 // menu index (0/1/2) — default "1 PLAYER"
var title_timer: u8 = 0 // auto-advance counter
var title_debounce: u8 = 0 // menu input debounce
var title_blink: u8 = 0 // "PRESS A" blink counter
// ── Deal state ────────────────────────────────────────────
var deal_next: u8 = 0 // next card index to deal
var deal_timer: u8 = 0
// ── Victory state ─────────────────────────────────────────
var winner: u8 = 0 // 0 = A wins, 1 = B wins
var victory_timer: u8 = 0
// ── RNG ──────────────────────────────────────────────────
// 8-bit Galois LFSR state. Seeded from the free-running title
// frame counter at the moment the title screen transitions to
// Deal, so the shuffle is deterministic once the user commits
// to starting a game. The jsnes headless harness always starts
// at frame 45, so the seed is stable there too.
var rng_state: u8 = 0xA7
// ── Global free-running frame counter ────────────────────
// Used by any state that needs a coarse "which frame are we
// on" read without installing its own counter.
var global_tick: u16 = 0