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nescript/examples
Claude f2623cb62b
sha256/computing: track byte offsets directly to skip per-iter shift
The phased compression driver was computing the schedule/round
*index* per iteration and then shifting it left by 2 to get the
byte offset (`schedule_one(i << 2)`, `round_one(r << 2)`). The
shift compiles to two ASLs per iteration — cheap, but pure dead
work since the byte offset is just the previous one + 4.

Track the byte offset as the loop counter and bump it by 4 each
iteration. The schedule and round APIs already wanted byte
offsets, so the call sites also get a touch shorter (no more
intermediate `var i: u8 = first_idx + step`).

Strict cycle savings are tiny — a handful per iteration — so
this is more about not leaving obviously redundant work in the
inner loop than a meaningful perf win. Hash output unchanged
(still AE9145DB…4E0D for "NES"); no other examples affected;
emulator harness 34/34.

https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 17:17:10 +00:00
..
pong examples/pong: production-quality Pong game with powerups and multi-ball 2026-04-16 01:25:29 +00:00
sha256 sha256/computing: track byte offsets directly to skip per-iter shift 2026-04-16 17:17:10 +00:00
war W0110 inline fallback warning + docs refresh 2026-04-15 23:19:07 +00:00
arrays_and_functions.ne W0110 inline fallback warning + docs refresh 2026-04-15 23:19:07 +00:00
arrays_and_functions.nes peephole: drop dead LDA #imm before mem-INC/DEC + JMP 2026-04-16 17:14:34 +00:00
audio_demo.ne
audio_demo.nes codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
auto_chr_background.ne assets: auto-generate CHR data from @nametable() PNG sources 2026-04-15 03:29:58 +00:00
auto_chr_background.nes assets: auto-generate CHR data from @nametable() PNG sources 2026-04-15 03:29:58 +00:00
auto_chr_bg.png assets: auto-generate CHR data from @nametable() PNG sources 2026-04-15 03:29:58 +00:00
bitwise_ops.ne
bitwise_ops.nes peephole: drop dead LDA #imm before mem-INC/DEC + JMP 2026-04-16 17:14:34 +00:00
bouncing_ball.ne
bouncing_ball.nes codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
coin_cavern.ne
coin_cavern.nes codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
comparisons.ne
comparisons.nes codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
friendly_assets.ne
friendly_assets.nes codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
function_chain.ne
function_chain.nes codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
hello_sprite.ne
hello_sprite.nes
inline_asm_demo.ne
inline_asm_demo.nes codegen: skip parameter-spill prologue for leaf functions 2026-04-16 16:47:07 +00:00
logic_ops.ne
logic_ops.nes peephole: drop dead LDA #imm before mem-INC/DEC + JMP 2026-04-16 17:14:34 +00:00
loop_break_continue.ne W0110 inline fallback warning + docs refresh 2026-04-15 23:19:07 +00:00
loop_break_continue.nes peephole: drop dead LDA #imm before mem-INC/DEC + JMP 2026-04-16 17:14:34 +00:00
match_demo.ne
match_demo.nes codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
metasprite_demo.ne parser/lowering: declarative metasprites for multi-tile sprite groups 2026-04-15 03:13:30 +00:00
metasprite_demo.nes codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
mmc1_banked.ne
mmc1_banked.nes codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
mmc3_per_state_split.ne
mmc3_per_state_split.nes codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
nested_structs.ne codereview: address six findings from a fresh review pass 2026-04-15 03:56:42 +00:00
nested_structs.nes analyzer/lowering: support nested struct fields and array struct fields 2026-04-15 02:19:49 +00:00
noise_triangle_sfx.ne
noise_triangle_sfx.nes codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
palette_and_background.ne
palette_and_background.nes codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
platformer.ne
platformer.nes codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
pong.ne examples/pong: production-quality Pong game with powerups and multi-ball 2026-04-16 01:25:29 +00:00
pong.nes peephole: drop dead LDA #imm before mem-INC/DEC + JMP 2026-04-16 17:14:34 +00:00
README.md examples/sha256: interactive SHA-256 hasher with on-screen keyboard 2026-04-16 14:02:58 +00:00
scanline_split.ne
scanline_split.nes codegen: support banked → banked cross-bank function calls 2026-04-15 02:37:19 +00:00
sfx_pitch_envelope.ne audio: per-frame pitch envelopes for pulse SFX 2026-04-15 02:54:56 +00:00
sfx_pitch_envelope.nes codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
sha256.ne examples/sha256: interactive SHA-256 hasher with on-screen keyboard 2026-04-16 14:02:58 +00:00
sha256.nes sha256/computing: track byte offsets directly to skip per-iter shift 2026-04-16 17:17:10 +00:00
sprite_flicker_demo.ne sprite-per-scanline: add cycle_sprites runtime flicker + debug telemetry 2026-04-15 22:07:19 +00:00
sprite_flicker_demo.nes sprite-per-scanline: add cycle_sprites runtime flicker + debug telemetry 2026-04-15 22:07:19 +00:00
sprites_and_palettes.ne
sprites_and_palettes.nes examples: regenerate ROMs, gifs, and goldens after codegen local fix 2026-04-16 16:12:46 +00:00
state_machine.ne
state_machine.nes codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
structs_enums_for.ne analyzer/lowering: support nested struct fields and array struct fields 2026-04-15 02:19:49 +00:00
structs_enums_for.nes peephole: drop dead LDA #imm before mem-INC/DEC + JMP 2026-04-16 17:14:34 +00:00
two_player.ne
two_player.nes peephole: drop dead LDA #imm before mem-INC/DEC + JMP 2026-04-16 17:14:34 +00:00
uxrom_banked.ne
uxrom_banked.nes codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
uxrom_banked_to_banked.ne codegen: support banked → banked cross-bank function calls 2026-04-15 02:37:19 +00:00
uxrom_banked_to_banked.nes codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
uxrom_user_banked.ne
uxrom_user_banked.nes codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
war.ne examples/war: working end-to-end War card game 2026-04-15 15:22:20 +00:00
war.nes peephole: drop dead LDA #imm before mem-INC/DEC + JMP 2026-04-16 17:14:34 +00:00

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 with a live stomp-count HUD, coin pickups, 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.
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.

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