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nescript/tests/emulator/goldens
Claude ba23f8578a
examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.

Layout (`examples/sha256/*.ne`):
  constants.ne         layout + K[64] / H_INIT[8] tables
                       (declared as `var` with init_array because the
                       v0.1 compiler treats `const u8[N] = [...]` as
                       a no-op — noted in the file)
  assets.ne            44-tile Tileset (A..Z, 0..9, punctuation,
                       special keys, cursor) shared between BG and
                       sprite layers
  background.ne        static nametable (title, labels, keyboard
                       grid) painted at reset
  state.ne             globals
  sha_core.ne          32-bit byte primitives (copy, xor, and, add,
                       not, rotr, shr) in inline asm + sigma/Sigma
                       mixers + schedule/round steps + fold
  render.ne            OAM helpers for cursor, input buffer, and
                       64-nibble digest
  keyboard.ne          key dispatch table
  entering_state.ne    cursor navigation + typing + auto-demo
  computing_state.ne   phased driver (48 schedule steps + 64 rounds
                       + fold across ~30 frames at 4 iterations each)
  showing_state.ne     renders the 256-bit digest as 8 rows of 8
                       sprite glyphs

Implementation notes:
  - All 32-bit words live as 4 little-endian bytes in `wk[64]`,
    `w[256]`, `h_state[32]` so every primitive walks four bytes with
    `LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
  - Every primitive reads its parameters straight out of the
    transport slots `$04`/`$05` rather than `{dst}`/`{src}`
    substitutions: the inline-asm resolver looks parameters up in
    the analyzer's allocation table but the codegen spills them to a
    different per-function RAM slot, so `{dst}` would resolve to a
    ZP slot nothing ever writes to. Bypassing the substitution
    entirely sidesteps the issue without a compiler change.
  - Rotate-right by any amount is a byte-rotate loop plus a bit-
    rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
    22, 25) all compile to a handful of chained `ROR`s.
  - The headless jsnes golden auto-types "NES" after 1 s of idle and
    captures its SHA-256 digest
    AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
    — byte-identical to `shasum` / `hashlib.sha256(b"NES")`.

Build: `cargo run --release -- build examples/sha256.ne`

https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 14:02:58 +00:00
..
arrays_and_functions.audio.hash
arrays_and_functions.png compiler: fix three scoping bugs; war: revert all local/param workarounds 2026-04-15 20:33:41 +00:00
audio_demo.audio.hash platformer: end-to-end side-scroller demo + three runtime bug fixes 2026-04-13 13:04:26 +00:00
audio_demo.png
auto_chr_background.audio.hash assets: auto-generate CHR data from @nametable() PNG sources 2026-04-15 03:29:58 +00:00
auto_chr_background.png assets: auto-generate CHR data from @nametable() PNG sources 2026-04-15 03:29:58 +00:00
bitwise_ops.audio.hash
bitwise_ops.png
bouncing_ball.audio.hash
bouncing_ball.png
coin_cavern.audio.hash
coin_cavern.png
comparisons.audio.hash
comparisons.png
friendly_assets.audio.hash language: pleasant asset syntax for palettes, CHR, bg, sfx, music 2026-04-13 16:09:53 +00:00
friendly_assets.png language: pleasant asset syntax for palettes, CHR, bg, sfx, music 2026-04-13 16:09:53 +00:00
function_chain.audio.hash
function_chain.png
hello_sprite.audio.hash
hello_sprite.png
inline_asm_demo.audio.hash
inline_asm_demo.png
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 parser/lowering: declarative metasprites for multi-tile sprite groups 2026-04-15 03:13:30 +00:00
metasprite_demo.png parser/lowering: declarative metasprites for multi-tile sprite groups 2026-04-15 03:13:30 +00:00
mmc1_banked.audio.hash
mmc1_banked.png
mmc3_per_state_split.audio.hash main: write the real mapper byte into the iNES header 2026-04-13 01:27:42 +00:00
mmc3_per_state_split.png
nested_structs.audio.hash analyzer/lowering: support nested struct fields and array struct fields 2026-04-15 02:19:49 +00:00
nested_structs.png analyzer/lowering: support nested struct fields and array struct fields 2026-04-15 02:19:49 +00:00
noise_triangle_sfx.audio.hash audio: always enable all four tone channels on sfx trigger 2026-04-14 12:09:46 +00:00
noise_triangle_sfx.png audio: triangle and noise sfx channels 2026-04-14 10:42:53 +00:00
palette_and_background.audio.hash palette/background: first-class declarations with reset-time load and runtime swaps 2026-04-13 11:11:33 +00:00
palette_and_background.png palette/background: first-class declarations with reset-time load and runtime swaps 2026-04-13 11:11:33 +00:00
platformer.audio.hash compiler: fix three scoping bugs; war: revert all local/param workarounds 2026-04-15 20:33:41 +00:00
platformer.png feat(platformer): add stomp-or-die enemy collisions, live HUD, GameOver state 2026-04-13 20:23:07 +00:00
pong.audio.hash examples/pong: production-quality Pong game with powerups and multi-ball 2026-04-16 01:25:29 +00:00
pong.png examples/pong: production-quality Pong game with powerups and multi-ball 2026-04-16 01:25:29 +00:00
scanline_split.audio.hash main: write the real mapper byte into the iNES header 2026-04-13 01:27:42 +00:00
scanline_split.png
sfx_pitch_envelope.audio.hash audio: per-frame pitch envelopes for pulse SFX 2026-04-15 02:54:56 +00:00
sfx_pitch_envelope.png audio: per-frame pitch envelopes for pulse SFX 2026-04-15 02:54:56 +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_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
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 examples: add uxrom_banked and jsnes golden 2026-04-13 02:04:25 +00:00
uxrom_banked.png examples: add uxrom_banked and jsnes golden 2026-04-13 02:04:25 +00:00
uxrom_banked_to_banked.audio.hash codegen: support banked → banked cross-bank function calls 2026-04-15 02:37:19 +00:00
uxrom_banked_to_banked.png codegen: support banked → banked cross-bank function calls 2026-04-15 02:37:19 +00:00
uxrom_user_banked.audio.hash codegen: user code in switchable banks via cross-bank trampolines 2026-04-14 11:41:20 +00:00
uxrom_user_banked.png codegen: user code in switchable banks via cross-bank trampolines 2026-04-14 11:41:20 +00:00
war.audio.hash compiler: close out bug #4 (W0109 sprite-per-scanline) and bug #5 (real inlining) 2026-04-15 21:33:00 +00:00
war.png examples/war: redesign card art — opaque bodies, 16x16 pips, checkerboard back 2026-04-15 18:31:15 +00:00