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nescript/CLAUDE.md

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# CLAUDE.md
Guidance for Claude Code (and any other AI agents) working in this repo.
Keep it short and practical — it's here so the next agent doesn't have to
re-derive the project conventions from scratch.
---
## Project shape
- **NEScript** is a Rust-based compiler that turns `.ne` source files into
iNES ROMs. Single binary, no external assemblers, no external linkers.
- `src/` is a flat module layout: each compiler phase is its own directory
with `mod.rs` + `tests.rs`. See `docs/architecture.md` for the phase
pipeline.
- Examples live in `examples/*.ne`. Every example is expected to compile
cleanly and has a pinned emulator golden — see below.
- **`examples/*.nes` is committed.** The compiler is deterministic
(same source → byte-identical ROM), so the ROMs travel with the
repo. If you edit any `.ne` file you **must** rebuild its `.nes`
in the same commit — CI's `examples` job rebuilds each ROM into a
tmp path and fails if the committed version differs, pointing at
the exact `cargo run -- build examples/<name>.ne` to run. The
pre-commit hook under `scripts/pre-commit` catches this locally.
- **`docs/platformer.gif` and `docs/war.gif` are committed** and
embedded in the top-level README as the project demos. `gifenc` +
`jsnes` are deterministic, so each gif's bytes are a function of
the compiler, the runtime, the harness, and the underlying `.ne`
source(s). Any change to those that affects the first ~6 seconds
of observable gameplay must be followed by regenerating the
affected gif:
docs: regenerate platformer.gif and lock it as a CI invariant The optimizer fix in the previous commit changes the observable gameplay of `examples/platformer.ne` — pre-fix the player got spurious enemy-1 stomp bounces every time coin 2 drifted into its pickup window, so the README demo gif showed the player bouncing mid-air around emu frames 85-125 instead of walking through the coin at ground level. Regenerate `docs/platformer.gif` from the fixed compiler so the README matches reality. To stop this from drifting again, treat the gif the same way the repo already treats `examples/*.nes`: - `gifenc` + `jsnes` + the harness are deterministic, so a fresh recording byte-matches a valid commit. Verified across two back-to-back runs (identical md5). - `.github/workflows/ci.yml`'s `emulator` job now renders the gif into `/tmp/platformer.gif` and `cmp`s it against `docs/platformer.gif`, emitting a `::error` annotation pointing at the exact rerun command if the committed copy is stale. This piggybacks on the existing puppeteer + node setup, adding ~20s to the job. - `scripts/pre-commit` runs the same check locally, but only when `examples/platformer.{ne,nes}`, `tests/emulator/record_gif.mjs`, or `tests/emulator/harness.html` is staged, and only if `tests/emulator/node_modules` is already installed. Cold-start puppeteer is ~20s — too slow to pay on every commit, but cheap enough to pay when something gif-relevant changed. - The header of `tests/emulator/record_gif.mjs` and the project conventions section of `CLAUDE.md` both spell out the rerun command and the invariant, so the next agent doesn't have to re-derive any of this. https://claude.ai/code/session_013Bi4H4YQ5or5HtMB4doUFi
2026-04-13 18:04:17 +00:00
```bash
node tests/emulator/record_gif.mjs platformer 360 2 docs/platformer.gif
node tests/emulator/record_gif.mjs war 360 2 docs/war.gif 4
docs: regenerate platformer.gif and lock it as a CI invariant The optimizer fix in the previous commit changes the observable gameplay of `examples/platformer.ne` — pre-fix the player got spurious enemy-1 stomp bounces every time coin 2 drifted into its pickup window, so the README demo gif showed the player bouncing mid-air around emu frames 85-125 instead of walking through the coin at ground level. Regenerate `docs/platformer.gif` from the fixed compiler so the README matches reality. To stop this from drifting again, treat the gif the same way the repo already treats `examples/*.nes`: - `gifenc` + `jsnes` + the harness are deterministic, so a fresh recording byte-matches a valid commit. Verified across two back-to-back runs (identical md5). - `.github/workflows/ci.yml`'s `emulator` job now renders the gif into `/tmp/platformer.gif` and `cmp`s it against `docs/platformer.gif`, emitting a `::error` annotation pointing at the exact rerun command if the committed copy is stale. This piggybacks on the existing puppeteer + node setup, adding ~20s to the job. - `scripts/pre-commit` runs the same check locally, but only when `examples/platformer.{ne,nes}`, `tests/emulator/record_gif.mjs`, or `tests/emulator/harness.html` is staged, and only if `tests/emulator/node_modules` is already installed. Cold-start puppeteer is ~20s — too slow to pay on every commit, but cheap enough to pay when something gif-relevant changed. - The header of `tests/emulator/record_gif.mjs` and the project conventions section of `CLAUDE.md` both spell out the rerun command and the invariant, so the next agent doesn't have to re-derive any of this. https://claude.ai/code/session_013Bi4H4YQ5or5HtMB4doUFi
2026-04-13 18:04:17 +00:00
```
(The trailing `4` on the war command is the warmup-frames
override — war's title menu is the gif thumbnail, so we don't
skip past it the way the platformer recording does.) Commit the
regenerated gif in the same change. CI's `emulator` job renders
fresh gifs and fails if either committed copy doesn't byte-match.
The pre-commit hook rebuilds whichever gif is affected when
`platformer.ne`, `platformer.nes`, any file under `examples/war/`,
`war.ne`, `war.nes`, `record_gif.mjs`, or `harness.html` is
staged (and `tests/emulator/node_modules` is installed).
- `docs/future-work.md` lists the remaining gaps. If you implement
something from that file, update the doc in the same PR.
## Running the basics
```bash
pipeline: share a single compile function across CLI, bench, and tests The compile bench had a hand-maintained parallel copy of `src/main.rs::compile`, and that copy went out of sync after bank switching landed — the bench kept handing the linker `PrgBank::empty(...)` slots even though the CLI started populating per-bank instruction streams + trampoline requests. The assembler then panicked with `unresolved label: '__tramp_step_animation'` on `uxrom_user_banked.ne` under `cargo test --all-targets`, which is what CI runs. A plain `cargo test --release` (what CLAUDE.md used to document) never builds the bench so the bug slipped through local validation. Fix: - New `nescript::pipeline` module with `compile_source(source, source_dir, &CompileOptions)` that owns the full `parse → analyze → lower → optimize → codegen → peephole → link` pipeline including the per-bank stream + trampoline reconstruction. Returns a `CompileOutput` carrying the ROM, the linker result, analysis, IR, assets, instructions, and source-loc markers so downstream tools have one place to pull metadata from. - `src/main.rs::compile` reduces to file I/O + preprocessing + a single `compile_source` call + CLI-only side effects (`--dump-ir`, `--call-graph`, `--asm-dump`, `--memory-map`, `--symbols`, `--source-map`). - `benches/compile.rs::compile_pipeline` becomes a one-line `compile_source` call. It is now structurally impossible for the bench to drift from the CLI path. - `tests/integration_test.rs::compile_with_debug_artifacts` likewise delegates to `compile_source`. This also fixes a latent bug in the helper where it used `Linker::with_mapper` without `.with_header(...)` — programs opting into `header: nes2` would have quietly got an iNES 1.0 header through this path. - `CLAUDE.md`: updated the "Running the basics" section to specify `cargo test --all-targets` (plain `cargo test` skips benches) and to point at `scripts/pre-commit` with the exact install command. Also installed the hook in this worktree. All 24 existing `examples/*.nes` rebuild byte-identical through the new pipeline. 624 tests + all 25 emulator goldens pass. https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM
2026-04-14 13:02:58 +00:00
cargo build --release # build the compiler
cargo test --all-targets # all Rust tests — MUST include --all-targets
cargo fmt # mandatory before committing
cargo clippy --all-targets -- -D warnings # mandatory; fix or #[allow]
./target/release/nescript build examples/hello_sprite.ne # build one ROM
```
pipeline: share a single compile function across CLI, bench, and tests The compile bench had a hand-maintained parallel copy of `src/main.rs::compile`, and that copy went out of sync after bank switching landed — the bench kept handing the linker `PrgBank::empty(...)` slots even though the CLI started populating per-bank instruction streams + trampoline requests. The assembler then panicked with `unresolved label: '__tramp_step_animation'` on `uxrom_user_banked.ne` under `cargo test --all-targets`, which is what CI runs. A plain `cargo test --release` (what CLAUDE.md used to document) never builds the bench so the bug slipped through local validation. Fix: - New `nescript::pipeline` module with `compile_source(source, source_dir, &CompileOptions)` that owns the full `parse → analyze → lower → optimize → codegen → peephole → link` pipeline including the per-bank stream + trampoline reconstruction. Returns a `CompileOutput` carrying the ROM, the linker result, analysis, IR, assets, instructions, and source-loc markers so downstream tools have one place to pull metadata from. - `src/main.rs::compile` reduces to file I/O + preprocessing + a single `compile_source` call + CLI-only side effects (`--dump-ir`, `--call-graph`, `--asm-dump`, `--memory-map`, `--symbols`, `--source-map`). - `benches/compile.rs::compile_pipeline` becomes a one-line `compile_source` call. It is now structurally impossible for the bench to drift from the CLI path. - `tests/integration_test.rs::compile_with_debug_artifacts` likewise delegates to `compile_source`. This also fixes a latent bug in the helper where it used `Linker::with_mapper` without `.with_header(...)` — programs opting into `header: nes2` would have quietly got an iNES 1.0 header through this path. - `CLAUDE.md`: updated the "Running the basics" section to specify `cargo test --all-targets` (plain `cargo test` skips benches) and to point at `scripts/pre-commit` with the exact install command. Also installed the hook in this worktree. All 24 existing `examples/*.nes` rebuild byte-identical through the new pipeline. 624 tests + all 25 emulator goldens pass. https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM
2026-04-14 13:02:58 +00:00
**Always pass `--all-targets` to `cargo test`.** CI runs `cargo test
--all-targets`, which additionally compiles and smoke-runs the `compile`
benchmark under `benches/compile.rs`. A plain `cargo test` skips that,
so a bench that doesn't compile will pass locally and red-flag CI —
this exact failure mode bit us once already (commit `889074a`).
The repo ships a pre-commit hook at `scripts/pre-commit` that runs
`cargo fmt --check`, `cargo clippy --all-targets -- -D warnings`,
`cargo test --all-targets`, and the committed-ROM reproducibility diff.
Install it once per worktree with:
```bash
cp scripts/pre-commit .git/hooks/pre-commit && chmod +x .git/hooks/pre-commit
```
Do this before your first commit in a new worktree. The hook catches
stale ROMs, stale platformer gif, and divergent bench/compile pipelines
before they hit CI.
Compile every example at once:
```bash
for f in examples/*.ne; do cargo run --release -- build "$f"; done
```
## The jsnes emulator harness
This is the most important piece of project-specific tooling. Every `.ne`
example has a **pixel-exact PNG golden** and a **sample-exact audio hash**
committed under `tests/emulator/goldens/`. Any compiler change that alters
observable behaviour — codegen, optimizer, runtime, linker, asset pipeline
— will flip at least one golden, and CI will fail loudly with a visible
diff. Do not skip or weaken this check.
### Layout
```
tests/emulator/
harness.html # thin wrapper around jsnes; exposes window.nesHarness
# with loadRomBase64, runFrames, rawPixelsBase64,
# audioHash, audioWavBase64
run_examples.mjs # puppeteer-driven runner (headless Chrome)
package.json # depends on jsnes, pngjs, puppeteer
goldens/
<name>.png # 256×240 RGBA framebuffer at frame 180 (~3s at 60fps)
<name>.audio.hash # one line: "<fnv1a-hex> <sample-count>"
actual/ # gitignored; written on every run for diff artifacts
```
### Running it locally
The harness is **separate** from `cargo test`. You have to run it by hand:
```bash
# 1. Rebuild every example with the current compiler. The harness
# reads whatever sits under examples/*.nes — if you want to test
# your working copy you have to rebuild them first.
cargo build --release
for f in examples/*.ne; do ./target/release/nescript build "$f"; done
# 2. Install node deps (once per worktree; node_modules/ is gitignored).
cd tests/emulator
npm install # or `npm ci` in CI
# 3. Verify every ROM still matches its golden.
node run_examples.mjs
# → "22/22 ROMs match their goldens" on success
# → FAIL / MISS lines + `actual/<name>.png`, `actual/<name>.diff.png`,
# `actual/<name>.wav` written for any ROM that mismatched
```
The harness always runs against whatever sits in `examples/*.nes`,
so iterating on the compiler means rebuilding the example first.
CI's `emulator` job does this too — it builds the compiler, compiles
every `.ne` into the workspace (overwriting the committed ROMs,
which are ephemeral in the CI checkout), and then runs the harness.
The committed ROMs are a PR-review convenience and a "did this
change affect codegen" tripwire via the `examples` job's
reproducibility diff; they are **not** what the emulator job tests.
### Updating goldens
If a change is supposed to flip goldens (you added a new example, changed
a rendering path, fixed a bug that was baked into the old output), update
them with:
```bash
cd tests/emulator
UPDATE_GOLDENS=1 node run_examples.mjs # rewrites every mismatched golden
# or
node run_examples.mjs --update-goldens
```
Then `git diff tests/emulator/goldens/` the result, eyeball each change,
and include the updated PNG+hash files in the same commit as the code
change. Goldens are the contract; the commit message should explain why
each diff is legitimate. **Never** `UPDATE_GOLDENS=1` just to silence a
failing CI — that defeats the entire purpose of the harness.
### Adding a new example
1. Write `examples/<name>.ne`.
2. Build it with the release compiler so a `.nes` file lands next to it.
3. Run `UPDATE_GOLDENS=1 node run_examples.mjs` to generate
`goldens/<name>.png` and `goldens/<name>.audio.hash`. Both files must
be committed — the runner treats missing goldens as a hard failure.
4. Verify visually that the generated PNG is what you actually intended
(open it; you can use Read on the PNG file to have Claude display it).
5. Add the example to the tables in `README.md` and `examples/README.md`.
### What the harness tests (and doesn't)
- **Tests**: final rendered framebuffer at frame 180, full audio sample
stream over the same window. Catches codegen miscompiles, runtime
bugs, linker layout changes, PPU timing regressions, APU regressions,
asset pipeline bugs — essentially anything that affects the observable
behaviour of a whole program.
- **Does not test**: input handling (no buttons pressed during the run),
anything past frame 180 (~3 seconds), state transitions that require
user input. Examples that need input to look non-trivial should
structure themselves so a good demo happens on autopilot — e.g. a
frame counter that drives the interesting state (`examples/palette_and_background.ne`
is a working pattern).
### CI integration
The `emulator` job in `.github/workflows/ci.yml` installs Chrome deps,
builds all examples, then runs the harness. On failure it uploads the
`actual/` directory and `report.json` as an artifact named `emulator-diff`
so reviewers can download and inspect the pixel diffs without cloning the
repo. The CI job does **not** pass `UPDATE_GOLDENS`; if it flips, the
change needs a manual update + review.
## Conventions worth knowing
- Every `src/**/mod.rs` has a co-located `tests.rs`. Add unit tests
there, not in a separate file.
- Big cross-phase tests go in `tests/integration_test.rs`. Use the
`compile` / `compile_banked` helpers at the top of that file instead
of re-building the pipeline by hand.
- Error codes live in `src/errors/diagnostic.rs`. Don't add a new code
without emitting it from somewhere — clippy will catch unused variants,
but past agents have also let them sit as dead code.
- Zero page is tight. `$00-$0F` is reserved for the runtime (frame
flag, input, OAM cursor, sfx/music pointers). `$11-$17` is reserved
for PPU palette/background updates **when the program declares them**
(the analyzer bumps the user ZP start from `$10` to `$18` in that
case — programs without palette/bg keep the old `$10` layout to
preserve their goldens). User vars go at `$10+` or `$18+`; IR temps
land at `$80+`.
- `docs/future-work.md` is the authoritative roadmap. If you finish an
item, delete its section; if you add a new gap, write one.
## Things to avoid
- **Don't add backwards-compat shims.** The repo is pre-1.0; breaking
changes are fine if they improve the code. Delete dead code outright
rather than `#[allow(dead_code)]`-ing it.
- **Don't skip `cargo fmt` / `cargo clippy`.** CI runs both and they
are cheap.
- **Don't `UPDATE_GOLDENS=1` without reading the diff.** If you can't
explain why a golden flipped, the change is probably wrong.
- **Don't commit `tests/emulator/actual/` or `tests/emulator/node_modules/`.**
Both are gitignored, but it's worth double-checking before a commit
that touches the emulator directory.