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nescript/tests/emulator/goldens
Claude a806bfd3bd
hud_demo: declare proper digit + heart CHR so the HUD is readable
The previous version of hud_demo passed `score & 0x0F` and tile
index `1` (= Heart) to nt_set / nt_fill_h, but the demo had no
Heart sprite declared and tile 1 in CHR was uninitialized garbage.
The result was a screen of blue smileys with a tiny red strip in
the corner — the buffer mechanism worked, but the visual gave no
sense that anything HUD-shaped was happening.

This commit makes the HUD actually look like a HUD:

- 12 sprite declarations (Bar, Heart, Digit0..9, Ball) that the
  compiler lays into CHR at known tile indices in declaration
  order. Tile-index constants (`BAR_TILE`, `HEART_TILE`,
  `DIGIT_BASE`) match that order so the call sites can use names
  instead of magic numbers.
- bg1 palette restructured to `[red, white, yellow]` so pixel-art
  characters resolve to visible colours: `#` = red (background
  fill), `%` = white (heart shape), `@` = yellow (digit strokes).
- Background pre-paints row 1 with the solid `Bar` (red) tile
  via a `legend { "B": 1 }` entry, giving the HUD a uniform red
  canvas for individual cell writes to land on.
- Eight `nt_attr` calls at startup paint the entire top metatile
  row (4 rows × 32 cols) with sub-palette 1 so the HUD chrome
  reads as visually distinct from the playfield.

The result at frame 180 is unmistakably HUD-shaped: a yellow-on-
red status bar at the top of the screen above blue playfield with
a yellow ball bouncing around. Per-frame cost still scales with
what changed — `last_score` / `last_lives` shadow-compares mean
the buffer stays empty on the ~58 of 60 frames where nothing
ticks.

Tests: 758 pass. Clippy clean. 48/48 emulator goldens match.
2026-04-18 22:12:43 +00:00
..
arrays_and_functions.audio.hash
arrays_and_functions.png
audio_demo.audio.hash codegen: emit gate markers at end of generate() to protect peephole 2026-04-16 21:31:47 +00:00
audio_demo.png
auto_chr_background.audio.hash
auto_chr_background.png
auto_sprite_flicker.audio.hash compiler: GNROM / debug port / sprite flicker / fade / sprite-0 split + docs 2026-04-18 19:31:55 +00:00
auto_sprite_flicker.png compiler: GNROM / debug port / sprite flicker / fade / sprite-0 split + docs 2026-04-18 19:31:55 +00:00
axrom_simple.audio.hash compiler: PRNG / edge input / palette fade / AxROM / CNROM / FCEUX labels 2026-04-18 18:13:18 +00:00
axrom_simple.png compiler: PRNG / edge input / palette fade / AxROM / CNROM / FCEUX labels 2026-04-18 18:13:18 +00:00
bitwise_ops.audio.hash
bitwise_ops.png
bouncing_ball.audio.hash
bouncing_ball.png
cnrom_simple.audio.hash compiler: PRNG / edge input / palette fade / AxROM / CNROM / FCEUX labels 2026-04-18 18:13:18 +00:00
cnrom_simple.png compiler: PRNG / edge input / palette fade / AxROM / CNROM / FCEUX labels 2026-04-18 18:13:18 +00:00
coin_cavern.audio.hash
coin_cavern.png
comparisons.audio.hash
comparisons.png codegen: emit gate markers at end of generate() to protect peephole 2026-04-16 21:31:47 +00:00
edge_input_demo.audio.hash compiler: PRNG / edge input / palette fade / AxROM / CNROM / FCEUX labels 2026-04-18 18:13:18 +00:00
edge_input_demo.png compiler: PRNG / edge input / palette fade / AxROM / CNROM / FCEUX labels 2026-04-18 18:13:18 +00:00
fade_demo.audio.hash compiler: GNROM / debug port / sprite flicker / fade / sprite-0 split + docs 2026-04-18 19:31:55 +00:00
fade_demo.png compiler: GNROM / debug port / sprite flicker / fade / sprite-0 split + docs 2026-04-18 19:31:55 +00:00
feature_canary.audio.hash examples: add feature_canary that turns red on any memory silent-drop regression 2026-04-18 00:14:40 +00:00
feature_canary.png examples: add feature_canary that turns red on any memory silent-drop regression 2026-04-18 00:14:40 +00:00
friendly_assets.audio.hash codegen: emit gate markers at end of generate() to protect peephole 2026-04-16 21:31:47 +00:00
friendly_assets.png
function_chain.audio.hash
function_chain.png
gnrom_simple.audio.hash compiler: GNROM / debug port / sprite flicker / fade / sprite-0 split + docs 2026-04-18 19:31:55 +00:00
gnrom_simple.png compiler: GNROM / debug port / sprite flicker / fade / sprite-0 split + docs 2026-04-18 19:31:55 +00:00
hello_sprite.audio.hash
hello_sprite.png
hud_demo.audio.hash docs + example: HUD demo and language-guide VRAM buffer section 2026-04-18 21:34:44 +00:00
hud_demo.png hud_demo: declare proper digit + heart CHR so the HUD is readable 2026-04-18 22:12:43 +00:00
i16_demo.audio.hash compiler: i16 / SRAM saves / inline-asm dot labels / docs 2026-04-18 20:49:06 +00:00
i16_demo.png compiler: i16 / SRAM saves / inline-asm dot labels / docs 2026-04-18 20:49:06 +00:00
inline_asm_demo.audio.hash
inline_asm_demo.png codegen: reuse analyzer's local allocations so inline asm {param} works 2026-04-16 16:03:10 +00:00
logic_ops.audio.hash
logic_ops.png
loop_break_continue.audio.hash
loop_break_continue.png
match_demo.audio.hash
match_demo.png
metasprite_demo.audio.hash
metasprite_demo.png
mmc1_banked.audio.hash
mmc1_banked.png
mmc3_per_state_split.audio.hash
mmc3_per_state_split.png
nested_structs.audio.hash
nested_structs.png
noise_triangle_sfx.audio.hash codegen: emit gate markers at end of generate() to protect peephole 2026-04-16 21:31:47 +00:00
noise_triangle_sfx.png
palette_and_background.audio.hash
palette_and_background.png codegen: emit gate markers at end of generate() to protect peephole 2026-04-16 21:31:47 +00:00
palette_brightness_demo.audio.hash compiler: PRNG / edge input / palette fade / AxROM / CNROM / FCEUX labels 2026-04-18 18:13:18 +00:00
palette_brightness_demo.png compiler: PRNG / edge input / palette fade / AxROM / CNROM / FCEUX labels 2026-04-18 18:13:18 +00:00
platformer.audio.hash examples: move state-scoped globals to state-local in coin_cavern + platformer 2026-04-17 11:58:02 +00:00
platformer.png
pong.audio.hash analyzer+codegen: lift the 4-param ceiling via a direct-write calling convention 2026-04-18 02:34:56 +00:00
pong.png codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
prng_demo.audio.hash compiler: PRNG / edge input / palette fade / AxROM / CNROM / FCEUX labels 2026-04-18 18:13:18 +00:00
prng_demo.png review: tighten PRNG / void-intrinsic / FCEUX path handling 2026-04-18 18:48:55 +00:00
scanline_split.audio.hash
scanline_split.png
sfx_pitch_envelope.audio.hash codegen: emit gate markers at end of generate() to protect peephole 2026-04-16 21:31:47 +00:00
sfx_pitch_envelope.png linker: skip default palette + rendering enable for non-visual ROMs 2026-04-16 21:15:08 +00:00
sha256.audio.hash examples/sha256: interactive SHA-256 hasher with on-screen keyboard 2026-04-16 14:02:58 +00:00
sha256.png examples/sha256: interactive SHA-256 hasher with on-screen keyboard 2026-04-16 14:02:58 +00:00
sprite_0_split_demo.audio.hash compiler: GNROM / debug port / sprite flicker / fade / sprite-0 split + docs 2026-04-18 19:31:55 +00:00
sprite_0_split_demo.png compiler: GNROM / debug port / sprite flicker / fade / sprite-0 split + docs 2026-04-18 19:31:55 +00:00
sprite_flicker_demo.audio.hash sprite-per-scanline: add cycle_sprites runtime flicker + debug telemetry 2026-04-15 22:07:19 +00:00
sprite_flicker_demo.png sprite-per-scanline: add cycle_sprites runtime flicker + debug telemetry 2026-04-15 22:07:19 +00:00
sprites_and_palettes.audio.hash
sprites_and_palettes.png
sram_demo.audio.hash compiler: i16 / SRAM saves / inline-asm dot labels / docs 2026-04-18 20:49:06 +00:00
sram_demo.png compiler: i16 / SRAM saves / inline-asm dot labels / docs 2026-04-18 20:49:06 +00:00
state_machine.audio.hash
state_machine.png
structs_enums_for.audio.hash
structs_enums_for.png
two_player.audio.hash
two_player.png
uxrom_banked.audio.hash
uxrom_banked.png
uxrom_banked_to_banked.audio.hash
uxrom_banked_to_banked.png
uxrom_user_banked.audio.hash
uxrom_user_banked.png
vram_buffer_demo.audio.hash compiler: VRAM update buffer (nt_set / nt_attr / nt_fill_h) 2026-04-18 21:14:31 +00:00
vram_buffer_demo.png compiler: VRAM update buffer (nt_set / nt_attr / nt_fill_h) 2026-04-18 21:14:31 +00:00
war.audio.hash analyzer+codegen: lift the 4-param ceiling via a direct-write calling convention 2026-04-18 02:34:56 +00:00
war.png examples: regenerate ROMs, gifs, and goldens after codegen local fix 2026-04-16 16:12:46 +00:00