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Four new examples bring total coverage to 18/18 ROMs through
the jsnes smoke test:
- mmc3_per_state_split.ne — two states, each with their own
`on scanline(N)` handler at a different line (80 vs 160).
Pressing START transitions between them. Verifies the
per-state MMC3 IRQ dispatch: the `__ir_mmc3_reload` helper
CMPs `current_state` on every NMI and writes the right
latch value to `$C000`/`$C001`, and `__irq_user` runs the
current state's handler when the counter fires. This is
the first example that exercises the per-state reload logic
at runtime, not just at compile-time.
- two_player.ne — exercises `p2.button.*` reads alongside
the default (P1) `button.*`. Two independently-moveable
sprites sharing a single frame handler and the runtime OAM
cursor. The runtime's NMI controller poll already reads
both `$4016` and `$4017`, but until this example no
runtime test actually looked at `$08` (the P2 input byte).
- function_chain.ne — five-deep user-function call chain
(`frame -> compute -> scale -> clamp -> fold -> taper`)
with parameter passing through ZP `$04-$07` and return
values through A. Early returns inside nested `if`s,
handler-local result var, mixed shift + additive transforms.
Catches any regression in: JSR stack discipline, param slot
layout, RTS stack unwinding, return-value flow, or the
analyzer's call-graph / max-depth computation.
- comparisons.ne — one `if` per comparison operator
(`==`, `!=`, `<`, `<=`, `>`, `>=`) gated on a u8 ramping
through 0..255. Each `if` drives a pip sprite at a fixed
column. Exercises every `CmpKind::*` case in the IR
codegen's `gen_cmp`, catching regressions in branch-opcode
selection (BEQ/BNE/BCC/BCS) and inverted-branch peephole
folding.
Smoke test deltas (all 18/18 pass, with per-example floors):
comparisons 208 (floor 150)
function_chain 104 (floor 100)
mmc3_per_state_split 104 (floor 80)
two_player 104 (floor 100)
`tests/emulator/run_examples.mjs` gets new `EXAMPLE_FLOORS`
entries for each, with notes describing the expected content
so a regression prints a helpful reason.
cargo test (313 unit + 37 integration), cargo fmt --check,
cargo clippy --release -- -D warnings all clean.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
74 lines
2.1 KiB
Text
74 lines
2.1 KiB
Text
// Two Player — proves the compiler can read both NES controllers.
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//
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// Player 1 input goes through `button.*` (the implicit default,
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// equivalent to `p1.button.*`); player 2 input goes through
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// `p2.button.*`. The language guide mentions both; until this
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// example, no runtime test actually exercised player 2.
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//
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// What this exercises end-to-end:
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// - `p2.button.up/down/left/right/a` reads from the player-2
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// ZP slot ($08) rather than player 1 ($01)
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// - The runtime's NMI controller poll reads both $4016 and
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// $4017 per frame and shifts the bits into $01 and $08
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// - Two independently-controlled sprites sharing a frame
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// handler's OAM cursor
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//
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// Controls:
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// D-pad, A/B — player 1 moves red sprite
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// p2.D-pad, — player 2 moves blue sprite
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// p2.A/B — p2 shoots "bullets" (visual marker)
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//
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// Build: cargo run -- build examples/two_player.ne
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game "Two Player" {
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mapper: NROM
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}
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var p1x: u8 = 64
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var p1y: u8 = 112
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var p2x: u8 = 192
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var p2y: u8 = 112
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// A simple "shot" indicator for each player — when any button is
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// pressed this frame, we light up a pixel near the player.
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var p1_shot: u8 = 0
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var p2_shot: u8 = 0
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on frame {
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// Player 1 — uses the implicit prefix.
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if button.left { p1x -= 1 }
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if button.right { p1x += 1 }
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if button.up { p1y -= 1 }
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if button.down { p1y += 1 }
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if button.a or button.b {
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p1_shot = 1
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} else {
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p1_shot = 0
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}
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// Player 2 — explicit `p2.` prefix.
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if p2.button.left { p2x -= 1 }
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if p2.button.right { p2x += 1 }
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if p2.button.up { p2y -= 1 }
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if p2.button.down { p2y += 1 }
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if p2.button.a or p2.button.b {
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p2_shot = 1
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} else {
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p2_shot = 0
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}
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// Draw each player, and a shot indicator above their head
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// whenever they're holding a face button. Using separate
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// `draw` statements so each gets its own OAM slot via the
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// runtime cursor.
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draw Player1 at: (p1x, p1y)
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draw Player2 at: (p2x, p2y)
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if p1_shot == 1 {
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draw Shot at: (p1x, p1y - 8)
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}
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if p2_shot == 1 {
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draw Shot at: (p2x, p2y - 8)
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}
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}
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start Main
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