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nescript/examples
Claude d4c9898682
examples: add uxrom_banked and jsnes golden
Adds examples/uxrom_banked.ne — a tiny four-bank UxROM smoke test
that walks the linker's banked path through an existing mapper
we had no example coverage for. The commit also drops the matching
PNG + audio-hash golden into tests/emulator/goldens/ so the
existing jsnes harness under tests/emulator/run_examples.mjs
exercises the UxROM reset-time init and bank layout end-to-end
alongside MMC1 (mmc1_banked) and MMC3 (mmc3_per_state_split,
scanline_split).

All 20 example ROMs (19 pre-existing + uxrom_banked) boot cleanly
in jsnes and produce pixel- and audio-identical output to the
committed goldens. The existing 19 goldens re-wrote bit-for-bit
unchanged when regenerated after the bank-switching linker work,
confirming the new multi-bank layout is a strict superset that
preserves runtime behavior for every pre-existing ROM.

https://claude.ai/code/session_01UCressA5e8k1XsuoJYLav2
2026-04-13 02:04:25 +00:00
..
arrays_and_functions.ne Add README, LICENSE, examples, fix draw parser lookahead 2026-04-12 00:38:19 +00:00
audio_demo.ne audio: complete the subsystem — asset pipeline, user decls, tracker-style driver 2026-04-13 01:10:21 +00:00
bitwise_ops.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
bouncing_ball.ne Add example builds to CI, document sprite name behavior 2026-04-11 22:55:43 +00:00
coin_cavern.ne M2: Wire IR pipeline, add Coin Cavern example and integration tests 2026-04-11 23:34:35 +00:00
comparisons.ne examples: 4 new programs covering MMC3 + other e2e gaps 2026-04-12 20:48:31 +00:00
function_chain.ne examples: 4 new programs covering MMC3 + other e2e gaps 2026-04-12 20:48:31 +00:00
hello_sprite.ne Add example builds to CI, document sprite name behavior 2026-04-11 22:55:43 +00:00
inline_asm_demo.ne examples: inline_asm_demo.ne 2026-04-12 18:02:59 +00:00
logic_ops.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
loop_break_continue.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
match_demo.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
mmc1_banked.ne Add README, LICENSE, examples, fix draw parser lookahead 2026-04-12 00:38:19 +00:00
mmc3_per_state_split.ne examples: 4 new programs covering MMC3 + other e2e gaps 2026-04-12 20:48:31 +00:00
README.md Add README, LICENSE, examples, fix draw parser lookahead 2026-04-12 00:38:19 +00:00
scanline_split.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
sprites_and_palettes.ne Add README, LICENSE, examples, fix draw parser lookahead 2026-04-12 00:38:19 +00:00
state_machine.ne Add README, LICENSE, examples, fix draw parser lookahead 2026-04-12 00:38:19 +00:00
structs_enums_for.ne Language: struct literals 2026-04-12 17:15:57 +00:00
two_player.ne examples: 4 new programs covering MMC3 + other e2e gaps 2026-04-12 20:48:31 +00:00
uxrom_banked.ne examples: add uxrom_banked and jsnes golden 2026-04-13 02:04:25 +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, palettes, scroll, cast Inline CHR data, palette switching, type casting
mmc1_banked.ne MMC1, banks, multiply Banked mapper with software multiply

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