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nescript/examples
Claude 688d9afcec
platformer: end-to-end side-scroller demo + three runtime bug fixes
Adds `examples/platformer.ne`, a full side-scrolling game that
exercises nearly every subsystem of the compiler in one program:
custom CHR tileset, 32×30 background nametable with per-region
attribute palettes, 2×2 metasprite hero with gravity/jump physics,
wrap-around horizontal scrolling, moving enemies, coin pickups,
user-declared SFX + music, and a Title → Playing state machine
with autopilot so the headless jsnes harness captures real
gameplay at frame 180. Tile art + nametable are generated by
`scripts/gen_platformer_tiles.rs` (`cargo run --bin gen_platformer_tiles`).

Building this out uncovered three independent runtime bugs that
together made the example render as black-on-black smileys. All
three are fixed in this commit:

1. **`gen_init` enabled sprite rendering before the linker's
   initial palette/background load runs.** The PPU's v-register
   auto-increments on every `$2007` write *during active
   rendering*, so the palette load (32 B) and nametable load
   (1024 B) were scrambled past the first ~72 bytes — every
   existing program with a `background Level { ... }` block was
   silently rendering zero-filled VRAM. Fix: leave `PPU_MASK = 0`
   at the end of `gen_init` and emit a new `gen_enable_rendering`
   call *after* all initial VRAM writes complete.

2. **Audio tick corrupted `ZP_CURRENT_STATE`.** The audio
   driver's period-table lookup reused `$02/$03` as a temporary
   indirect pointer with a comment claiming the slots were free
   because the tick doesn't call mul/div. But `$03` is also
   `ZP_CURRENT_STATE` used by the state dispatch loop, so every
   music note silently overwrote the state index with the high
   byte of `__period_table` (`0xC5` in the platformer ROM),
   wedging the state machine forever. Fix: `gen_nmi` now PHAs
   `$02/$03` on entry and PLA-restores them on exit, and the
   audio tick JSR moves inside that save/restore window (it used
   to be spliced by the linker *before* the register saves, so
   even A/X/Y were technically being trashed pre-save). Only
   `audio_demo`'s audio hash shifts (its note timings move a few
   cycles); every other golden is unchanged.

3. **Sub-palette mirroring footgun.** Writing a 32-byte palette
   blob sequentially causes the sprite sub-palettes' "index 0"
   slots at `$3F10/$3F14/$3F18/$3F1C` to clobber the background
   universal colour at `$3F00/$3F04/$3F08/$3F0C` via NES hardware
   mirroring. The example's palette sets all eight first bytes
   to `$22` (sky blue) for this reason; `docs/future-work.md`
   picks up a TODO to warn on inconsistent first-byte values in
   the analyzer.

Also:

- `docs/platformer.gif` — 6-second recording of the example
  running in jsnes, generated by the new
  `tests/emulator/record_gif.mjs` puppeteer helper (encodes via
  `gifenc`, committed as a dev-dependency under
  `tests/emulator/package.json`).
- README / examples/README tables and the 497-test count are
  updated to cover the new example.

https://claude.ai/code/session_01BcCcHi6FUmTh8jC7UgkA3A
2026-04-13 13:04:26 +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
palette_and_background.ne palette/background: first-class declarations with reset-time load and runtime swaps 2026-04-13 11:11:33 +00:00
platformer.ne platformer: end-to-end side-scroller demo + three runtime bug fixes 2026-04-13 13:04:26 +00:00
README.md platformer: end-to-end side-scroller demo + three runtime bug fixes 2026-04-13 13:04:26 +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 cleanup: fix silent miscompiles and delete dead code exposed by code review 2026-04-13 02:47:37 +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, scroll, cast Inline CHR data, PPU scroll writes, type casting
mmc1_banked.ne MMC1, banks, multiply Banked mapper with software multiply
palette_and_background.ne palette, background, set_palette, load_background Reset-time initial load plus vblank-safe runtime swaps
platformer.ne every subsystem End-to-end side-scrolling demo: custom CHR tileset, full 32×30 nametable with per-region attribute palettes, 2×2 metasprite hero with gravity/jump physics, wrap-around horizontal scrolling, enemies, coin pickups, user-declared SFX + music, and a Title → Playing state machine with an autopilot so the headless harness still hits interesting gameplay at frame 180. Regenerate the tile art with cargo run --bin gen_platformer_tiles.

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