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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
112 lines
3.1 KiB
Text
112 lines
3.1 KiB
Text
// MMC3 Per-State Scanline Split — proves the compiler's per-state
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// IRQ dispatch and reload logic. Two states each own their own
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// `on scanline(N)` handler at a different scanline; pressing START
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// transitions between them. Because the MMC3 IRQ latch is
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// reloaded from the *current* state's scanline each frame (via
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// the `__ir_mmc3_reload` helper), the visible split line moves
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// when the state changes.
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//
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// What this exercises end-to-end:
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// - MMC3 scanline IRQ firing at the latched line
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// - `__ir_mmc3_reload` walking the dispatch table to pick the
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// latch value for the new state after a transition
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// - `__irq_user` dispatching to the right per-state handler
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// - scroll writes from inside an IRQ handler landing before the
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// PPU renders the next visible scanline
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//
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// Controls:
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// START — toggle between Upper-split and Lower-split states
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//
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// Build: cargo run -- build examples/mmc3_per_state_split.ne
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game "MMC3 Split" {
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mapper: MMC3
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mirroring: horizontal
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}
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// Scroll values for the two halves of the screen. `frame_scroll`
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// drifts every frame so the split is easy to see in motion — the
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// top half scrolls right, the bottom scrolls left.
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var top_scroll: u8 = 0
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var bottom_scroll: u8 = 0
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// Tiny debouncer so one press of START doesn't cycle through the
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// states multiple times per frame.
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var debounce: u8 = 0
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// Shared drift counter — primarily for observability (the split
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// animation works from `top_scroll` / `bottom_scroll` directly).
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var _frame_counter: u8 = 0
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state Upper {
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on enter {
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// When we arrive, reset the scroll so the split is easy
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// to see from the first frame onward.
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top_scroll = 0
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bottom_scroll = 0
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}
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on frame {
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_frame_counter += 1
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top_scroll += 1
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bottom_scroll -= 1
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// Initial scroll for the TOP half. The scanline handler
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// below will rewrite scroll midway through the frame.
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scroll(top_scroll, 0)
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// Draw a marker at the top half and a player sprite in
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// the bottom half so the split position is visually
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// obvious.
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draw Marker at: (40, 40)
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draw Player at: (120, 140)
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if debounce > 0 {
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debounce -= 1
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}
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if button.start and debounce == 0 {
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transition Lower
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debounce = 30
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}
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}
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// Split at line 80 — the top 80 rows use `top_scroll`, the
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// rest use `bottom_scroll`.
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on scanline(80) {
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scroll(bottom_scroll, 0)
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}
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}
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state Lower {
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on enter {
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top_scroll = 0
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bottom_scroll = 0
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}
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on frame {
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_frame_counter += 1
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top_scroll += 1
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bottom_scroll -= 1
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scroll(top_scroll, 0)
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draw Marker at: (40, 40)
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draw Player at: (120, 140)
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if debounce > 0 {
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debounce -= 1
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}
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if button.start and debounce == 0 {
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transition Upper
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debounce = 30
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}
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}
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// Split at line 160 — lower split, so the top 160 rows use
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// `top_scroll` and only the last ~80 rows use `bottom_scroll`.
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on scanline(160) {
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scroll(bottom_scroll, 0)
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}
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}
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start Upper
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