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nescript/examples/war/rng.ne
Claude 8ababdcec4
examples/war: working end-to-end War card game
A complete, playable port of the card game War: title screen with
0/1/2 player menu, animated deal, sliding cards, deck-count HUD, a
"WAR!" tie-break with buried cards, and a victory screen with a
fanfare. Source split across examples/war/*.ne (constants, assets,
audio, deck/queue logic, RNG, render helpers, and one state file
per game state) and pulled in via examples/war.ne.

Drives nearly every NEScript subsystem at once: custom 88-tile
sprite sheet (card frames, ranks, suits, font, BIG WAR letters);
felt background nametable; pulse-1 / pulse-2 / noise sfx; looping
march on pulse 2; an 8-bit Galois LFSR PRNG; queue-based decks
that conserve cards across rounds; a phase machine inside the
Playing state that handles draw/reveal/win/war/check; and an
autopilot that boots straight into 0-PLAYERS mode so the headless
jsnes harness captures real gameplay at frame 180.

While building this I uncovered five compiler bugs / limitations
in the v0.1 implementation; each is documented with a minimal
reproduction, root cause, current workaround, and proposed fix in
examples/war/COMPILER_BUGS.md. The most painful was the
parameter-VarId aliasing one (#1b) — two functions sharing a
parameter NAME end up sharing a single zero-page slot mapping
across the whole program. Once those compiler bugs are fixed, the
workarounds in war/*.ne should be reverted in the same PR.

https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
2026-04-15 15:22:20 +00:00

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// war/rng.ne — 8-bit Galois LFSR pseudo-random number generator.
//
// A classic taps = 0xB8 Galois LFSR: on every call, shift the
// state right by one and XOR with the taps polynomial if the old
// low bit was 1. The period is 255 (all non-zero states), which
// is plenty for a card shuffle.
//
// The state lives in the global `rng_state` byte declared in
// war/state.ne. Seeded from a running tick counter on title exit
// (so the jsnes golden harness gets a deterministic shuffle).
// Advance the LFSR one step and return the new state. Every caller
// treats the return value as the next random byte.
fun rand_u8() -> u8 {
var s: u8 = rng_state
var lsb: u8 = s & 1
s = s >> 1
if lsb != 0 {
s = s ^ 0xB8
}
// Guard against the degenerate all-zero state: if we ever
// roll into zero the LFSR is stuck, so reseed from a fixed
// non-zero constant. In practice this only happens on a
// bad initial seed — we start at 0xA7 so the cycle stays
// healthy.
if s == 0 {
s = 0xA7
}
rng_state = s
return s
}
// Seed the LFSR from an arbitrary byte. Zero is remapped to the
// same fallback constant rand_u8() uses so the period stays 255.
fun rng_seed(seed: u8) {
if seed == 0 {
rng_state = 0xA7
} else {
rng_state = seed
}
}