1
0
Fork 0
mirror of https://github.com/imjasonh/nescript synced 2026-07-08 08:55:38 +00:00
nescript/examples/README.md
Claude b83b944570
platformer: sprite-based status bar with score + lives
Upgrades the platformer's "live coin count" into a proper heads-up
display that stays pinned to the top of the viewport while the
nametable scrolls. Left side: coin icon + two-digit stomp tally.
Right side: red heart icon + single-digit lives counter. Both ride
through the GameOver screen without jumping position, so the death
banner reads as a continuation of the same run.

Wire-up: three new cross-state bits — score now accumulates across
lives, `lives` starts at 3 and decrements in `GameOver.on_enter`,
and the GameOver → Playing retry bounces to Title instead when the
last heart is spent (Title's `on_enter` refills both).

Tile pipeline: ten decimal digits + a heart glyph added to the
committed Tileset (generator source in `scripts/gen_platformer_tiles.rs`
kept in sync). Digits use `c` (white) so they read against the
sky; the heart uses `a` (red) to match the cap/brick palette.

Division workaround: the obvious `stomp_count / 10` / `% 10` pair
miscompiles near state transitions — the built ROM cycles
Title → Playing → Title once per blink period with Playing
surviving exactly one frame. Swapping both calls for repeated
`while r >= 10 { r -= 10 }` helpers fixes it. Documented as a
new entry in `docs/future-work.md` so the next person reaching
for `/` or `%` knows to check there first.

Goldens, docs/platformer.gif, and the top-level + examples README
entries all refreshed in the same commit.
2026-04-20 13:59:14 +00:00

17 KiB
Raw Blame History

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
auto_chr_background.ne background @nametable(...) with auto-CHR First example to use the @nametable("file.png") shortcut without supplying any matching CHR data. The resolver dedupes the PNG's 8×8 cells, encodes them via the same brightness-bucketing the sprite CHR encoder uses, and slots them into CHR ROM at the next free tile slot. The committed auto_chr_bg.png is a 256×240 grayscale gradient that exercises ~50 unique tiles.
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, coin pickups, a sprite-based status bar pinned to the top of the viewport (coin icon + 2-digit score on the left, heart icon + lives counter on the right), cross-state life tracking that sends GameOver back to Title when the last heart is spent, 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.
sprite_flicker_demo.ne cycle_sprites, 8-per-scanline hardware limit Twelve sprites packed onto the same 4-pixel band — two more than the NES's 8-sprites-per-scanline hardware budget. The W0109 analyzer warning fires at compile time, and a cycle_sprites call at the end of on frame rotates the OAM DMA offset one slot per frame so the PPU drops a different sprite each frame. The permanent-dropout failure mode becomes visible flicker, which the eye reconstructs across frames. The classic NES technique used by Gradius, Battletoads, and every shmup that ever existed.
war.ne production-quality card game, multi-file source layout A complete port of the card game War, split across examples/war/*.ne files and pulled in via include directives. Title screen with a 0/1/2-player menu (cursor sprite, blinking PRESS A, brisk 4/4 march on pulse 2), a 50-frame deal animation, a deep Playing state with an inner phase machine (P_WAIT_A/P_FLY_A/.../P_WAR_BANNER/P_WAR_BURY/P_CHECK), card-conserving queue-based decks built on a 200-iteration random-swap shuffle, a "WAR!" tie-break that buries 3+1 face-down cards per player and plays a noise-channel thump per bury, and a victory screen with the builtin fanfare. The first NEScript example to use a top-level file as a thin shell that includes ~12 component files; building it surfaced seven compiler bugs across the analyzer, IR lowerer, and codegen that were all fixed on the same branch (see git log for details).
pong.ne production-quality Pong, powerups, multi-ball, multi-file A complete Pong game split across examples/pong/*.ne. CPU VS CPU / 1 PLAYER / 2 PLAYERS title menu with brisk pulse-2 title march and autopilot, smooth ball physics with wall and paddle bouncing, CPU AI that tracks the ball with a reaction lag and dead zone, three powerup types (LONG paddle for 5 hits, FAST ball on next hit, MULTI-ball on next hit spawning 3 balls) that bounce around the field and are caught by paddle AABB overlap, multi-ball scoring (each ball scores a point, round continues until last ball exits), inner phase machine (P_SERVE/P_PLAY/P_POINT), and a "PLAYER N WINS" victory screen with the builtin fanfare. First-to-7 wins.
feature_canary.ne regression canary, state-locals, uninitialized struct-field writes, u16, arrays, slow placement, function returns A minimal program whose sole job is to paint a green universal backdrop at frame 180 when every memory-affecting language construct round-trips a write through the compiler correctly, and to flip to red if any check fails. Each check writes a distinctive byte through one construct (state-local, uninit struct field, u8/u16 global, array element, slow-placed u8, function call return), reads it back, and clears all_ok on mismatch. Because the emulator harness compares pixels at frame 180, any compiler regression that silently drops one of these writes turns the committed golden red — the structural counter to the "goldens capture whatever happens, not what should happen" failure mode that let PR #31 survive for a year.
sha256.ne interactive SHA-256, inline-asm 32-bit primitives, multi-file A full FIPS 180-4 SHA-256 hasher split across examples/sha256/*.ne. An on-screen 5×8 keyboard grid lets the player type up to 16 ASCII characters (A..Z, 0..9, space, ., backspace, enter), and pressing ↵ runs the 48-entry message-schedule expansion + 64-round compression on the NES itself. Every 32-bit primitive (copy, xor, and, add, not, rotate-right, shift-right) is hand-tuned inline assembly that walks the four little-endian bytes of a word with LDA {wk},X / ADC {wk},Y chains, so a whole round costs a few thousand cycles. The phased driver runs four schedule steps or four rounds per frame so the full compression finishes well under a second, and the 64-character hex digest renders as sprites in 8 rows of 8 glyphs at the bottom of the screen. The jsnes golden auto-types "NES" after 1 s of keyboard idle and captures its hash AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D.
prng_demo.ne rand8(), rand16(), seed_rand() Exercises the runtime xorshift PRNG end-to-end. Four sprite positions are drawn from fresh rand8() draws every frame with a rand16() sample mixed in. seed_rand(0x1234) pins the initial state so the golden is deterministic. The __rand_used marker gates linking of gen_prng + the reset-time seed — programs that never call any of the three get zero ROM / cycle overhead.
edge_input_demo.ne p1.button.a.pressed, p1.button.b.released Demonstrates edge-triggered input. The A-sprite advances exactly once per press transition (holding the button does nothing) and the B-sprite advances on release. Lowering emits IrOp::ReadInputEdge, which stores the previous-frame input byte into main RAM and XORs it against the current byte at the read site. The NMI handler snapshots both prev bytes before strobing, gated on the __edge_input_used marker.
palette_brightness_demo.ne set_palette_brightness(level) Cycles through the 9 brightness levels (0 = blank, 4 = normal, 8 = max emphasis) every 20 frames. Exercises the neslib-style pal_bright mapping onto $2001 PPU mask emphasis bits. The runtime routine __set_palette_brightness is spliced in only when user code references the builtin.
axrom_simple.ne mapper: AxROM (mapper 7) Single-screen AxROM demo. The linker pads PRG to 32 KB (one blank 16 KB bank plus our 16 KB fixed bank) so emulators that enforce mapper-7's 32 KB page size boot cleanly. Register layout: bit 4 of $8000 selects single-screen lower / upper nametable.
cnrom_simple.ne mapper: CNROM (mapper 3) CNROM demo. Fixed 32 KB PRG, switchable 8 KB CHR. Single-bank CNROM is functionally equivalent to NROM at the PRG level, but the iNES header reports mapper 3 and the runtime writes a CHR bank 0 select at reset.
gnrom_simple.ne mapper: GNROM (mapper 66) GNROM / MHROM demo. Combines AxROM-style 32 KB PRG pages with CNROM-style 8 KB CHR banks in a single $8000 register (bits 4-5 select PRG, bits 0-1 select CHR). Like AxROM the linker pads single-page ROMs to 32 KB so emulators that enforce mapper-66's page size boot cleanly.
auto_sprite_flicker.ne game { sprite_flicker: true } The game attribute equivalent of calling cycle_sprites at the top of every on frame handler. Same 12-sprite layout as sprite_flicker_demo.ne, minus the explicit call — the IR lowerer injects the op automatically when the flag is set, so it's byte-identical to a hand-rolled version without the per-site boilerplate.
fade_demo.ne fade_out(n), fade_in(n) Blocking fade helpers that walk brightness 4 → 0 and 0 → 4 with n frames per step. The runtime splices __fade_out / __fade_in plus a callable __wait_frame_rt helper when the builtin is used; fade use also forces __set_palette_brightness to be linked in since the fade body JSRs into it.
sprite_0_split_demo.ne sprite_0_split(x, y) Mid-frame scroll change driven by the PPU's sprite-0 hit flag ($2002 bit 6), so the effect works on any mapper — NROM, UxROM, MMC1 — not just MMC3 via on_scanline(N). Two-phase busy-wait (wait for clear, then wait for set) guarantees the hit we're responding to came from the current frame. Requires a sprite in OAM slot 0 that overlaps opaque background pixels; this demo uses a full smiley background so every frame's sprite-0 hit fires deterministically.
i16_demo.ne i16 signed 16-bit type Negative literals fold to wide two's complement (-10$FFF6), so var vy: i16 = -10 stores the right bytes instead of the zero-extended $00F6. The companion i16_negative_literal_sign_extends_to_wide_store integration test guards the literal-fold path.
signed_compare.ne signed < / <= / > / >= on i8 and i16 Bounces a marker between X = 32 and X = 224 driven by signed i16 compares against negative deltas, plus four pip sprites at the top of the screen that gate on directly-negative compares (i8_neg < 0, i16_minus_one < i16_one, etc.). The signed lowering uses the canonical CMP / SBC / BVC / EOR #$80 overflow-correction idiom in gen_cmp_signed_set_n so the N flag reflects the true sign of the difference. The fourth pip is intentionally dark — it would only light if the lowering fell back to unsigned semantics. The companion integration tests signed_i16_lt_emits_overflow_corrected_branch and signed_i8_lt_emits_overflow_corrected_branch enforce the asm shape.
metatiles_demo.ne metatileset, room, paint_room, collides_at(x, y) 2×2 metatile level format plus a runtime collision query. The metatileset Blocks declaration carries two metatile IDs (floor, wall); the room Dungeon lays them out as a 16×15 grid the compiler expands to a 32×30 nametable + 240-byte collision bitmap at compile time. paint_room Dungeon reuses the existing load_background vblank-safe blit machinery and additionally installs the room's collision-bitmap pointer. A probe sprite walks right at 2 px/frame, bounces off the right wall when collides_at(probe_x + 8, probe_y) returns true, and is back on the left side of the playfield by the golden frame — direct evidence that the collision query works.
sram_demo.ne save { var ... } Battery-backed save block. The analyzer allocates high_score and coins at $6000+ (cartridge SRAM window) instead of main RAM, and the linker flips iNES header byte-6 bit-1 so emulators (FCEUX, Mesen, Nestopia) load and persist the region from a .sav file alongside the ROM. SRAM is uninitialized at first power-on; production games should reserve a magic-byte sentinel and validate it before trusting the rest of the data — the compiler doesn't auto-initialize and emits W0111 if you try.
vram_buffer_demo.ne nt_set, nt_attr, nt_fill_h Minimal VRAM update buffer exercise — three single-tile writes, a 16-tile horizontal fill, and an attribute write firing every frame. Useful as a test case; see hud_demo.ne for a realistic usage pattern.
hud_demo.ne VRAM buffer driving a classic status bar A bouncing ball playfield with a HUD across the top: a 5-cell lives indicator that ticks down once per second via nt_fill_h, a score counter at the right edge that bumps on every wall hit via nt_set, and a one-shot nt_attr call at startup that flips the top-left metatile group to a red "UI chrome" palette. Shadow-comparing score / lives to their last_* copies keeps the buffer empty on the ~58-of-60 frames when nothing changed — per-frame cost scales with what actually moved. This is the pattern every nesdoug scoreboard / dialog box / destroyed-metatile animation is built on.

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