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nescript/src/main.rs

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Implement NEScript compiler Milestone 1 ("Hello Sprite") Complete implementation of the NEScript compiler pipeline for M1: - Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators - Parser: recursive descent with Pratt expression parsing (M1 subset) - Analyzer: symbol resolution, type checking, memory allocation - 6502 Assembler: full opcode encoding table (~150 valid combinations) - Code Generator: AST → 6502 instructions (direct, no IR for M1) - Runtime: NES hardware init, NMI handler, controller read, OAM DMA - Linker: NROM layout, vector table, palette loading, CHR data - ROM Builder: iNES header generation, PRG/CHR padding - CLI: `build` and `check` subcommands via clap 143 tests across all modules: - 22 lexer tests (literals, keywords, operators, error recovery) - 18 parser tests (expressions, statements, game structure, errors) - 7 analyzer tests (symbol resolution, memory allocation, transitions) - 30 assembler tests (every addressing mode, label resolution) - 7 codegen tests (var init, arithmetic, buttons, draw, comparisons) - 11 runtime tests (init sequence, NMI handler, controller read) - 10 ROM builder tests (iNES format, mirroring, banking, validation) - 5 linker tests (vector table, CHR data, palette loading) - 7 integration tests (end-to-end compilation, error detection) CI: GitHub Actions for check, fmt, clippy, test Pre-commit: script for local fmt + clippy + test validation https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
use clap::Parser;
use std::path::{Path, PathBuf};
Implement NEScript compiler Milestone 1 ("Hello Sprite") Complete implementation of the NEScript compiler pipeline for M1: - Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators - Parser: recursive descent with Pratt expression parsing (M1 subset) - Analyzer: symbol resolution, type checking, memory allocation - 6502 Assembler: full opcode encoding table (~150 valid combinations) - Code Generator: AST → 6502 instructions (direct, no IR for M1) - Runtime: NES hardware init, NMI handler, controller read, OAM DMA - Linker: NROM layout, vector table, palette loading, CHR data - ROM Builder: iNES header generation, PRG/CHR padding - CLI: `build` and `check` subcommands via clap 143 tests across all modules: - 22 lexer tests (literals, keywords, operators, error recovery) - 18 parser tests (expressions, statements, game structure, errors) - 7 analyzer tests (symbol resolution, memory allocation, transitions) - 30 assembler tests (every addressing mode, label resolution) - 7 codegen tests (var init, arithmetic, buttons, draw, comparisons) - 11 runtime tests (init sequence, NMI handler, controller read) - 10 ROM builder tests (iNES format, mirroring, banking, validation) - 5 linker tests (vector table, CHR data, palette loading) - 7 integration tests (end-to-end compilation, error detection) CI: GitHub Actions for check, fmt, clippy, test Pre-commit: script for local fmt + clippy + test validation https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
use nescript::analyzer;
use nescript::assets;
Remove the legacy AST codegen — IR path is canonical now The `--use-ast` path through `src/codegen/mod.rs` was a strictly inferior subset of the IR codegen. Building every example with `--use-ast` through the jsnes harness: - `arrays_and_functions` — fully black (array init + function return values + OAM-in-loop all broken) - `structs_enums_for` — fully black (struct literal is a no-op, all fields stay at 0) - `inline_asm_demo` — fully black - `bitwise_ops`, `loop_break_continue` — below sprite floors (static `next_oam_slot` bug B) - `match_demo` — panics at compile time with `branch offset 153 out of range` (AST's if/else-chain desugaring of `match` emits short branches that can't reach the far arms in a multi-arm match) Six of fourteen examples are non-functional under `--use-ast`. The other eight happen to fall inside the subset AST handles (no arrays, no structs, no function return values, no multi-sprite loops, no long match chains). `docs/future-work.md` already listed "Once working, delete the AST-based codegen entirely" as the intended direction. It's working, so this commit does the deletion. What's removed: - The `CodeGen` struct, its impl block, and every helper in `src/codegen/mod.rs` (the AST codegen body) — ~1150 lines. The file is now a module header that re-exports `IrCodeGen`. - `src/codegen/tests.rs` — 15 AST-specific instruction-pattern tests. Every feature they covered has an equivalent test in `src/codegen/ir_codegen.rs::{tests,more_tests}` already. - The `--use-ast` CLI flag and its branch in `src/main.rs`. - `compile_with_ir_codegen` in `tests/integration_test.rs` — `compile()` now does what it did, so they merged. All 40 integration tests go through the IR path. - Outdated sections in `docs/future-work.md` that described the IR codegen as "not yet implemented" and listed AST codegen gaps as priority work. What's kept: - `src/codegen/ir_codegen.rs` — the real codegen. - `src/codegen/peephole.rs` — post-codegen cleanup pass, now run unconditionally from `main.rs`. Test plan: - `cargo test --release` — 313 unit + 37 integration tests pass (was 328 + 37; the 15 dropped are the deleted AST-specific tests). - `cargo fmt --check` clean. - `cargo clippy --release --all-targets -- -D warnings` clean. - `node tests/emulator/run_examples.mjs` — 14/14 ROMs render above their per-example nonBlack floors. - The one tightening: `sprite_resolution_uses_tile_index` was asserting on the old static-slot encoding (`A9 01 8D 01 02`). Updated to the cursor-based form (`A9 01 99 01 02`, i.e. STA AbsoluteY). Net diff: 1581 deletions, 62 insertions. https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
2026-04-12 20:37:59 +00:00
use nescript::codegen::IrCodeGen;
Implement NEScript compiler Milestone 1 ("Hello Sprite") Complete implementation of the NEScript compiler pipeline for M1: - Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators - Parser: recursive descent with Pratt expression parsing (M1 subset) - Analyzer: symbol resolution, type checking, memory allocation - 6502 Assembler: full opcode encoding table (~150 valid combinations) - Code Generator: AST → 6502 instructions (direct, no IR for M1) - Runtime: NES hardware init, NMI handler, controller read, OAM DMA - Linker: NROM layout, vector table, palette loading, CHR data - ROM Builder: iNES header generation, PRG/CHR padding - CLI: `build` and `check` subcommands via clap 143 tests across all modules: - 22 lexer tests (literals, keywords, operators, error recovery) - 18 parser tests (expressions, statements, game structure, errors) - 7 analyzer tests (symbol resolution, memory allocation, transitions) - 30 assembler tests (every addressing mode, label resolution) - 7 codegen tests (var init, arithmetic, buttons, draw, comparisons) - 11 runtime tests (init sequence, NMI handler, controller read) - 10 ROM builder tests (iNES format, mirroring, banking, validation) - 5 linker tests (vector table, CHR data, palette loading) - 7 integration tests (end-to-end compilation, error detection) CI: GitHub Actions for check, fmt, clippy, test Pre-commit: script for local fmt + clippy + test validation https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
use nescript::errors::render_diagnostics;
use nescript::ir;
banks: implement multi-bank PRG layout and bank-switching runtime Prior to this commit the linker always shipped a single 16 KB PRG bank regardless of the declared mapper, so the README's MMC1/UxROM/ MMC3 support was aspirational. This commit gives the three banked mappers a real multi-bank ROM layout: * RomBuilder.set_prg_banks() writes any number of 16 KB banks back-to-back so the iNES header reflects the true PRG size. * Linker.link_banked() places switchable banks first, fixed bank last, so the fixed bank maps to $C000-$FFFF (the address window where vectors and the runtime live). * runtime::gen_mapper_init() emits reset-time mapper config: MMC1 serial-writes a control-register value that pins the last bank at $C000 with the correct mirroring, UxROM relies on the power-on default, MMC3 writes the $8000/$8001/$A000/$E000 registers to get a known PRG and mirroring state. * runtime::gen_bank_select() is a mapper-specific subroutine (callable with the target bank in A) that maps any physical bank to $8000-$BFFF. * runtime::gen_bank_trampoline() generates a cross-bank call stub in the fixed bank that saves the caller's bank, switches, JSRs the target, and restores the fixed bank. * The CLI and integration helper thread declared `bank X: prg` declarations through to the linker so MMC1/UxROM/MMC3 programs actually produce multi-bank ROMs. Coverage: * Runtime unit tests (18 new): mapper init patterns for every supported mapper, bank-select signatures, trampoline dispatch order, UxROM bus-conflict table contents. * RomBuilder tests (6 new): multi-bank layout, padding, byte-level fidelity, per-bank size validation, legacy single-bank fallback. * Linker tests (13 new): multi-bank ROM sizes across MMC1/ UxROM/MMC3, fixed-bank placement, switchable-bank payload fidelity, bank-select subroutine detection, NROM rejection of switchable banks. * Integration e2e tests (16 new): compile real .ne sources through the full pipeline and assert on iNES headers, mapper init signatures in the fixed bank, vector locations, and a regression check against `examples/mmc1_banked.ne`. Total: 474 tests pass under `cargo test` with `RUSTFLAGS="-D warnings"`. https://claude.ai/code/session_01UCressA5e8k1XsuoJYLav2
2026-04-13 01:50:51 +00:00
use nescript::linker::{Linker, PrgBank};
use nescript::optimizer;
banks: implement multi-bank PRG layout and bank-switching runtime Prior to this commit the linker always shipped a single 16 KB PRG bank regardless of the declared mapper, so the README's MMC1/UxROM/ MMC3 support was aspirational. This commit gives the three banked mappers a real multi-bank ROM layout: * RomBuilder.set_prg_banks() writes any number of 16 KB banks back-to-back so the iNES header reflects the true PRG size. * Linker.link_banked() places switchable banks first, fixed bank last, so the fixed bank maps to $C000-$FFFF (the address window where vectors and the runtime live). * runtime::gen_mapper_init() emits reset-time mapper config: MMC1 serial-writes a control-register value that pins the last bank at $C000 with the correct mirroring, UxROM relies on the power-on default, MMC3 writes the $8000/$8001/$A000/$E000 registers to get a known PRG and mirroring state. * runtime::gen_bank_select() is a mapper-specific subroutine (callable with the target bank in A) that maps any physical bank to $8000-$BFFF. * runtime::gen_bank_trampoline() generates a cross-bank call stub in the fixed bank that saves the caller's bank, switches, JSRs the target, and restores the fixed bank. * The CLI and integration helper thread declared `bank X: prg` declarations through to the linker so MMC1/UxROM/MMC3 programs actually produce multi-bank ROMs. Coverage: * Runtime unit tests (18 new): mapper init patterns for every supported mapper, bank-select signatures, trampoline dispatch order, UxROM bus-conflict table contents. * RomBuilder tests (6 new): multi-bank layout, padding, byte-level fidelity, per-bank size validation, legacy single-bank fallback. * Linker tests (13 new): multi-bank ROM sizes across MMC1/ UxROM/MMC3, fixed-bank placement, switchable-bank payload fidelity, bank-select subroutine detection, NROM rejection of switchable banks. * Integration e2e tests (16 new): compile real .ne sources through the full pipeline and assert on iNES headers, mapper init signatures in the fixed bank, vector locations, and a regression check against `examples/mmc1_banked.ne`. Total: 474 tests pass under `cargo test` with `RUSTFLAGS="-D warnings"`. https://claude.ai/code/session_01UCressA5e8k1XsuoJYLav2
2026-04-13 01:50:51 +00:00
use nescript::parser::ast::BankType;
Implement NEScript compiler Milestone 1 ("Hello Sprite") Complete implementation of the NEScript compiler pipeline for M1: - Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators - Parser: recursive descent with Pratt expression parsing (M1 subset) - Analyzer: symbol resolution, type checking, memory allocation - 6502 Assembler: full opcode encoding table (~150 valid combinations) - Code Generator: AST → 6502 instructions (direct, no IR for M1) - Runtime: NES hardware init, NMI handler, controller read, OAM DMA - Linker: NROM layout, vector table, palette loading, CHR data - ROM Builder: iNES header generation, PRG/CHR padding - CLI: `build` and `check` subcommands via clap 143 tests across all modules: - 22 lexer tests (literals, keywords, operators, error recovery) - 18 parser tests (expressions, statements, game structure, errors) - 7 analyzer tests (symbol resolution, memory allocation, transitions) - 30 assembler tests (every addressing mode, label resolution) - 7 codegen tests (var init, arithmetic, buttons, draw, comparisons) - 11 runtime tests (init sequence, NMI handler, controller read) - 10 ROM builder tests (iNES format, mirroring, banking, validation) - 5 linker tests (vector table, CHR data, palette loading) - 7 integration tests (end-to-end compilation, error detection) CI: GitHub Actions for check, fmt, clippy, test Pre-commit: script for local fmt + clippy + test validation https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
#[derive(Parser)]
#[command(name = "nescript", about = "NEScript compiler — NES game development")]
enum Cli {
/// Compile a .ne source file into a .nes ROM
Build {
/// Input source file
input: PathBuf,
/// Output ROM file (default: input with .nes extension)
#[arg(short, long)]
output: Option<PathBuf>,
/// Enable debug mode (runtime checks, debug.log)
#[arg(long)]
debug: bool,
/// Dump generated 6502 assembly to stdout
#[arg(long)]
asm_dump: bool,
Implement IR-based code generator (--use-ir) New src/codegen/ir_codegen.rs walks IrProgram and emits 6502 instructions. This enables optimizer passes to actually affect the output ROM. Design: - Each IR temp gets a zero-page slot at $80 + temp_index - Functions reset the temp counter at entry (temps don't outlive functions) - Globals map by name to their analyzer-assigned zero-page addresses - Operands are loaded into A, computed, stored back to the dest slot Handles all IrOp variants: - LoadImm, LoadVar, StoreVar (basic loads/stores) - Add/Sub (CLC+ADC / SEC+SBC) - Mul (JSR __multiply runtime routine) - And/Or/Xor (zero-page operands) - ShiftLeft/ShiftRight (repeated ASL/LSR) - Negate/Complement (EOR #$FF + optional two's complement) - CmpEq/Ne/Lt/Gt/LtEq/GtEq (CMP + conditional branch + 0/1) - ArrayLoad/ArrayStore (TAX + ZeroPageX/AbsoluteX) - Call (ZP param passing + JSR) - DrawSprite (OAM slot 0 write, uses sprite_tiles map) - ReadInput (LDA $01, P1 input) - WaitFrame (poll frame flag at $00) All terminators: - Jump (JMP to block label) - Branch (LDA temp + BNE true / JMP false) - Return (optional value in A + RTS) - Unreachable (BRK) IR lowering fixes: - ReadInput now has a destination IrTemp (was a side-effect-only op) - ButtonRead uses the proper input temp instead of uninitialized register - Logical AND/OR use new emit_move helper (OR with zero) instead of bogus raw VarId for path merging CLI: - New --use-ir flag on `build` subcommand to opt in to IR codegen - Default remains AST codegen (for now); IR codegen is experimental All 7 examples compile through the IR pipeline and produce valid iNES ROMs. Tests: 266 total (7 new ir_codegen unit + 2 new integration). https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 10:23:43 +00:00
/// Dump the lowered IR program to stdout (after optimization)
#[arg(long)]
dump_ir: bool,
/// Dump a human-readable memory map of variable allocations
/// to stdout.
#[arg(long)]
memory_map: bool,
/// Dump a call graph showing which functions call which.
#[arg(long)]
call_graph: bool,
/// Skip the IR optimizer pass. Useful for bisecting
/// optimizer-introduced miscompiles: if a program misbehaves
/// with the optimizer on but works with `--no-opt`, the bug
/// lives in `src/optimizer/`.
#[arg(long)]
no_opt: bool,
Implement NEScript compiler Milestone 1 ("Hello Sprite") Complete implementation of the NEScript compiler pipeline for M1: - Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators - Parser: recursive descent with Pratt expression parsing (M1 subset) - Analyzer: symbol resolution, type checking, memory allocation - 6502 Assembler: full opcode encoding table (~150 valid combinations) - Code Generator: AST → 6502 instructions (direct, no IR for M1) - Runtime: NES hardware init, NMI handler, controller read, OAM DMA - Linker: NROM layout, vector table, palette loading, CHR data - ROM Builder: iNES header generation, PRG/CHR padding - CLI: `build` and `check` subcommands via clap 143 tests across all modules: - 22 lexer tests (literals, keywords, operators, error recovery) - 18 parser tests (expressions, statements, game structure, errors) - 7 analyzer tests (symbol resolution, memory allocation, transitions) - 30 assembler tests (every addressing mode, label resolution) - 7 codegen tests (var init, arithmetic, buttons, draw, comparisons) - 11 runtime tests (init sequence, NMI handler, controller read) - 10 ROM builder tests (iNES format, mirroring, banking, validation) - 5 linker tests (vector table, CHR data, palette loading) - 7 integration tests (end-to-end compilation, error detection) CI: GitHub Actions for check, fmt, clippy, test Pre-commit: script for local fmt + clippy + test validation https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
},
/// Type-check a source file without building
Check {
/// Input source file
input: PathBuf,
},
}
fn main() {
let cli = Cli::parse();
match cli {
Cli::Build {
input,
output,
debug,
asm_dump,
dump_ir,
memory_map,
call_graph,
no_opt,
} => {
Implement NEScript compiler Milestone 1 ("Hello Sprite") Complete implementation of the NEScript compiler pipeline for M1: - Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators - Parser: recursive descent with Pratt expression parsing (M1 subset) - Analyzer: symbol resolution, type checking, memory allocation - 6502 Assembler: full opcode encoding table (~150 valid combinations) - Code Generator: AST → 6502 instructions (direct, no IR for M1) - Runtime: NES hardware init, NMI handler, controller read, OAM DMA - Linker: NROM layout, vector table, palette loading, CHR data - ROM Builder: iNES header generation, PRG/CHR padding - CLI: `build` and `check` subcommands via clap 143 tests across all modules: - 22 lexer tests (literals, keywords, operators, error recovery) - 18 parser tests (expressions, statements, game structure, errors) - 7 analyzer tests (symbol resolution, memory allocation, transitions) - 30 assembler tests (every addressing mode, label resolution) - 7 codegen tests (var init, arithmetic, buttons, draw, comparisons) - 11 runtime tests (init sequence, NMI handler, controller read) - 10 ROM builder tests (iNES format, mirroring, banking, validation) - 5 linker tests (vector table, CHR data, palette loading) - 7 integration tests (end-to-end compilation, error detection) CI: GitHub Actions for check, fmt, clippy, test Pre-commit: script for local fmt + clippy + test validation https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
let output = output.unwrap_or_else(|| input.with_extension("nes"));
match compile(
&input,
&CompileOptions {
debug,
asm_dump,
dump_ir,
memory_map,
call_graph,
no_opt,
},
) {
Implement NEScript compiler Milestone 1 ("Hello Sprite") Complete implementation of the NEScript compiler pipeline for M1: - Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators - Parser: recursive descent with Pratt expression parsing (M1 subset) - Analyzer: symbol resolution, type checking, memory allocation - 6502 Assembler: full opcode encoding table (~150 valid combinations) - Code Generator: AST → 6502 instructions (direct, no IR for M1) - Runtime: NES hardware init, NMI handler, controller read, OAM DMA - Linker: NROM layout, vector table, palette loading, CHR data - ROM Builder: iNES header generation, PRG/CHR padding - CLI: `build` and `check` subcommands via clap 143 tests across all modules: - 22 lexer tests (literals, keywords, operators, error recovery) - 18 parser tests (expressions, statements, game structure, errors) - 7 analyzer tests (symbol resolution, memory allocation, transitions) - 30 assembler tests (every addressing mode, label resolution) - 7 codegen tests (var init, arithmetic, buttons, draw, comparisons) - 11 runtime tests (init sequence, NMI handler, controller read) - 10 ROM builder tests (iNES format, mirroring, banking, validation) - 5 linker tests (vector table, CHR data, palette loading) - 7 integration tests (end-to-end compilation, error detection) CI: GitHub Actions for check, fmt, clippy, test Pre-commit: script for local fmt + clippy + test validation https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
Ok(rom) => {
std::fs::write(&output, rom).unwrap_or_else(|e| {
eprintln!("error: failed to write {}: {e}", output.display());
std::process::exit(1);
});
println!(
"compiled {} -> {} ({} bytes)",
input.display(),
output.display(),
std::fs::metadata(&output).map(|m| m.len()).unwrap_or(0)
);
}
Err(()) => std::process::exit(1),
}
}
Cli::Check { input } => match check(&input) {
Ok(()) => println!("no errors found in {}", input.display()),
Err(()) => std::process::exit(1),
},
}
}
/// Print a human-readable memory map of variable allocations.
/// Entries are sorted by address and labelled with their scope
/// (zero-page vs RAM).
fn print_memory_map(analysis: &nescript::analyzer::AnalysisResult) {
let mut allocs: Vec<_> = analysis.var_allocations.iter().collect();
allocs.sort_by_key(|a| a.address);
println!("=== NEScript Memory Map ===");
println!("Zero Page ($00-$FF):");
println!(" $00-$0F [SYSTEM] reserved (frame flag, input, state, params, scratch)");
for a in allocs.iter().filter(|a| a.address < 0x100) {
if a.size == 1 {
println!(" ${:04X} [USER] {} (u8)", a.address, a.name);
} else {
println!(
" ${:04X}-${:04X} [USER] {} ({} bytes)",
a.address,
a.address + a.size - 1,
a.name,
a.size
);
}
}
let ram_allocs: Vec<_> = allocs.iter().filter(|a| a.address >= 0x100).collect();
if !ram_allocs.is_empty() {
println!("\nRAM ($0200-$07FF):");
println!(" $0200-$02FF [SYSTEM] OAM shadow buffer");
for a in &ram_allocs {
if a.size == 1 {
println!(" ${:04X} [USER] {} (u8)", a.address, a.name);
} else {
println!(
" ${:04X}-${:04X} [USER] {} ({} bytes)",
a.address,
a.address + a.size - 1,
a.name,
a.size
);
}
}
}
// Summary line.
let zp_used: u16 = allocs
.iter()
.filter(|a| a.address < 0x80)
.map(|a| a.size)
.sum();
let ram_used: u16 = allocs
.iter()
.filter(|a| a.address >= 0x300)
.map(|a| a.size)
.sum();
println!();
println!("Zero Page: {zp_used}/128 bytes used");
println!("Main RAM: {ram_used}/1280 bytes used");
}
/// Print a human-readable call graph of the analyzed program.
/// Entries show the max call depth reached from each entry point
/// (state handler) and the transitive callees.
fn print_call_graph(analysis: &nescript::analyzer::AnalysisResult) {
use std::collections::BTreeMap;
let sorted: BTreeMap<_, _> = analysis
.call_graph
.iter()
.map(|(k, v)| (k.clone(), v.clone()))
.collect();
let max_depth = analysis.max_depths.values().copied().max().unwrap_or(0);
println!("=== Call Graph (max depth: {max_depth} / 8) ===");
if sorted.is_empty() {
println!(" (no functions or handlers)");
return;
}
for (caller, callees) in &sorted {
if let Some(depth) = analysis.max_depths.get(caller) {
println!("{caller} (max depth {depth})");
} else {
println!("{caller}");
}
if callees.is_empty() {
println!(" └── (leaf)");
} else {
let count = callees.len();
for (i, callee) in callees.iter().enumerate() {
let branch = if i + 1 == count {
"└──"
} else {
"├──"
};
println!(" {branch} {callee}");
}
}
}
}
fn dump_asm(instructions: &[nescript::asm::Instruction]) {
use nescript::asm::{AddressingMode, Opcode};
for inst in instructions {
// A bare `NOP` with a `Label` operand is a label *definition*
// (the pseudo-instruction the codegen emits when marking a
// position). Any other opcode with `Label` mode is an actual
// instruction like `JSR foo` or `JMP bar`, so we show the
// opcode + target.
if inst.opcode == Opcode::NOP {
if let AddressingMode::Label(name) = &inst.mode {
println!("{name}:");
continue;
}
}
println!(" {:?} {:?}", inst.opcode, inst.mode);
}
}
#[allow(clippy::struct_excessive_bools)]
struct CompileOptions {
debug: bool,
asm_dump: bool,
dump_ir: bool,
memory_map: bool,
call_graph: bool,
no_opt: bool,
}
fn compile(input: &PathBuf, opts: &CompileOptions) -> Result<Vec<u8>, ()> {
let debug = opts.debug;
let asm_dump = opts.asm_dump;
let dump_ir = opts.dump_ir;
let memory_map = opts.memory_map;
let call_graph = opts.call_graph;
let no_opt = opts.no_opt;
let raw_source = std::fs::read_to_string(input).map_err(|e| {
Implement NEScript compiler Milestone 1 ("Hello Sprite") Complete implementation of the NEScript compiler pipeline for M1: - Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators - Parser: recursive descent with Pratt expression parsing (M1 subset) - Analyzer: symbol resolution, type checking, memory allocation - 6502 Assembler: full opcode encoding table (~150 valid combinations) - Code Generator: AST → 6502 instructions (direct, no IR for M1) - Runtime: NES hardware init, NMI handler, controller read, OAM DMA - Linker: NROM layout, vector table, palette loading, CHR data - ROM Builder: iNES header generation, PRG/CHR padding - CLI: `build` and `check` subcommands via clap 143 tests across all modules: - 22 lexer tests (literals, keywords, operators, error recovery) - 18 parser tests (expressions, statements, game structure, errors) - 7 analyzer tests (symbol resolution, memory allocation, transitions) - 30 assembler tests (every addressing mode, label resolution) - 7 codegen tests (var init, arithmetic, buttons, draw, comparisons) - 11 runtime tests (init sequence, NMI handler, controller read) - 10 ROM builder tests (iNES format, mirroring, banking, validation) - 5 linker tests (vector table, CHR data, palette loading) - 7 integration tests (end-to-end compilation, error detection) CI: GitHub Actions for check, fmt, clippy, test Pre-commit: script for local fmt + clippy + test validation https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
eprintln!("error: failed to read {}: {e}", input.display());
})?;
// Preprocess: inline include directives
let source = nescript::parser::preprocess_source(&raw_source, Some(input)).map_err(|e| {
eprintln!("error: {e}");
})?;
Implement NEScript compiler Milestone 1 ("Hello Sprite") Complete implementation of the NEScript compiler pipeline for M1: - Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators - Parser: recursive descent with Pratt expression parsing (M1 subset) - Analyzer: symbol resolution, type checking, memory allocation - 6502 Assembler: full opcode encoding table (~150 valid combinations) - Code Generator: AST → 6502 instructions (direct, no IR for M1) - Runtime: NES hardware init, NMI handler, controller read, OAM DMA - Linker: NROM layout, vector table, palette loading, CHR data - ROM Builder: iNES header generation, PRG/CHR padding - CLI: `build` and `check` subcommands via clap 143 tests across all modules: - 22 lexer tests (literals, keywords, operators, error recovery) - 18 parser tests (expressions, statements, game structure, errors) - 7 analyzer tests (symbol resolution, memory allocation, transitions) - 30 assembler tests (every addressing mode, label resolution) - 7 codegen tests (var init, arithmetic, buttons, draw, comparisons) - 11 runtime tests (init sequence, NMI handler, controller read) - 10 ROM builder tests (iNES format, mirroring, banking, validation) - 5 linker tests (vector table, CHR data, palette loading) - 7 integration tests (end-to-end compilation, error detection) CI: GitHub Actions for check, fmt, clippy, test Pre-commit: script for local fmt + clippy + test validation https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
let filename = input.to_string_lossy();
// Parse
let (program, parse_diags) = nescript::parser::parse(&source);
if !parse_diags.is_empty() {
render_diagnostics(&source, &filename, &parse_diags);
}
if parse_diags
.iter()
.any(nescript::errors::Diagnostic::is_error)
{
return Err(());
}
let program = program.ok_or(())?;
// Analyze
let analysis = analyzer::analyze(&program);
if !analysis.diagnostics.is_empty() {
render_diagnostics(&source, &filename, &analysis.diagnostics);
}
if analysis
.diagnostics
.iter()
.any(nescript::errors::Diagnostic::is_error)
{
return Err(());
}
// IR lowering and (optionally) optimization. `--no-opt` skips
// the IR optimizer pass entirely so optimizer-introduced
// miscompiles can be bisected against the unoptimized output.
let mut ir_program = ir::lower(&program, &analysis);
if !no_opt {
optimizer::optimize(&mut ir_program);
}
if dump_ir {
print!("{}", ir_program.pretty());
}
if memory_map {
print_memory_map(&analysis);
}
if call_graph {
print_call_graph(&analysis);
}
// Resolve sprite assets (CHR data + tile indices) relative to the
// source file's directory, so `@binary` / `@chr` paths work naturally.
let source_dir = input.parent().unwrap_or_else(|| Path::new("."));
let sprites = assets::resolve_sprites(&program, source_dir).map_err(|e| {
eprintln!("error: {e}");
})?;
audio: complete the subsystem — asset pipeline, user decls, tracker-style driver The audio subsystem was a sketch: `play name` / `start_music name` / `stop_music` parsed, lowered, and emitted a few hardcoded register writes from a builtin name table. No user-declared effects, no per-frame envelope, no note streams, no real engine. This flesh-out brings audio up to the quality bar of the rest of the compiler (sprites, palettes, bank switching, scanline IRQ, etc.) with a full data-driven pipeline: ## Asset pipeline (new `src/assets/audio.rs`) - `sfx Name { duty, pitch, volume }` blocks compile into per-frame pulse-1 envelopes. Pitch/volume arrays must match in length; each entry is one NMI's worth of `$4000` data. - `music Name { duty, volume, repeat, notes }` blocks compile into flat `(pitch, duration)` streams for pulse 2. Pitch 0 is a rest, 1-60 indexes a builtin period table covering C1-B5. - `resolve_sfx` / `resolve_music` walk the program for `play` / `start_music` references and append builtin fallbacks for any name that isn't user-declared — so `play coin` still works without a `sfx Coin { ... }` block. - Builtin effects (coin, jump, hit, click, cancel, shoot, step) and tracks (theme, battle, victory, gameover) synthesize through the same compile path as user decls — one data model, one driver. ## Runtime engine (`src/runtime/mod.rs`) - `gen_audio_tick()` walks both channels every NMI: reads one envelope byte through `(ZP_SFX_PTR),Y` -> writes `$4000`, advances ptr, mutes on zero sentinel. Music decrements the note counter, advances to the next `(pitch, dur)` pair on zero, looks up the period through `(__period_table),Y`, loops on `0xFF 0xFF`. - `gen_period_table()` emits a 60-entry equal-tempered table (A4 = 440 Hz, NTSC 1.789773 MHz CPU clock) with length-counter load bits pre-baked into each high byte. - `gen_data_block()` emits a label + raw-bytes pseudo pair so user sfx/music data can be spliced into PRG with regular labels that the two-pass assembler resolves. - New ZP layout: `$05/$06` music loop base, `$07` music state (duty/volume/loop/active), `$0C-$0F` sfx and music pointers. ## IR codegen (`src/codegen/ir_codegen.rs`) - `with_audio(sfx, music)` registers compile-time trigger constants per blob name. - `gen_play_sfx` emits: write period to `$4002`/`$4003`, load envelope pointer into `ZP_SFX_PTR` via SymbolLo/SymbolHi of `__sfx_<name>`, mark the sfx counter active. - `gen_start_music` stamps the header byte into `ZP_MUSIC_STATE` with the active bit OR'd in, seeds both ptr and loop base from `__music_<name>`, primes the duration counter. - `gen_stop_music` mutes pulse 2 and clears state. ## Linker (`src/linker/mod.rs`) - New `link_with_all_assets(user_code, sprites, sfx, music)` path that splices driver body, period table, and each sfx/music data blob into PRG — all guarded on the `__audio_used` marker so silent programs pay zero ROM cost. ## Assembler (`src/asm/opcodes.rs`, `src/asm/mod.rs`) - New `AddressingMode::Bytes(Vec<u8>)` variant for raw-data pseudo-instructions. `NOP+Bytes(v)` emits the payload verbatim, letting the linker splice ROM data tables into a code section and still have `Label` / `SymbolLo` / `SymbolHi` fixups resolve correctly in the same assembly pass. ## Analyzer - `play` / `start_music` now validate the name against user decls and builtin tables. Unknown names emit E0505 with a helpful list of builtins — previously a typo would silently compile to no-op. ## Parser - New `sfx_decl` / `music_decl` grammar with property-style configuration. Strict validation: duty 0-3, volume 0-15, pitch arrays must match volume length, music notes must come in pairs, pitch 0-60, duration ≥ 1. ## Tests +170 new tests across every layer: - `src/assets/audio.rs`: 17 tests (compile, resolve, builtins, shadowing, label sanitation, nested reference walks) - `src/parser/tests.rs`: 13 tests (valid/invalid sfx + music declarations, property validation, play/start_music/stop_music) - `src/analyzer/tests.rs`: 7 tests (builtin acceptance, user decl acceptance, unknown-name rejection) - `src/runtime/tests.rs`: 10 tests (audio tick labels, RTS end, $4000 write, $4004 mute, period table assembly, A4 = 440 Hz, length counter bits, data block verbatim emit) - `src/linker/tests.rs`: 4 tests (sfx/music blob placement, pointer resolution, elision when unused) - `src/codegen/ir_codegen.rs`: rewrote the 4 existing audio tests to match the new data-driven contract - `tests/integration_test.rs`: 4 end-to-end tests including a user-declared `sfx` + `music` program that verifies bytes land in PRG ROM at the right addresses ## Docs - New Audio section in `docs/language-guide.md` with syntax reference, builtin tables, and an explanation of how the driver works at compile and run time. - `docs/architecture.md` updated to reflect the real audio pipeline instead of the old "audio import stubs" stub. - `docs/future-work.md` moves audio from "status: minimal" to "status: full subsystem" with a narrower list of follow-up work (triangle/noise/DMC channels, NSF/FTM imports, richer envelopes). - `examples/audio_demo.ne` rewritten to showcase user-declared `sfx LongCoin`, `sfx Zap`, `music Theme`, still demonstrating builtin fallback via `play coin`. Total: 424 tests passing (381 unit + 43 integration), clippy clean, fmt clean, all 19 examples compile. https://claude.ai/code/session_015WfaDttE3DpWn9rpyfpQd8
2026-04-13 01:10:21 +00:00
// Resolve audio assets: user-declared sfx/music plus any
// builtins referenced via `play foo` / `start_music bar` for
// names that aren't in the program's sfx/music declarations.
let sfx = assets::resolve_sfx(&program).map_err(|e| {
eprintln!("error: {e}");
})?;
let music = assets::resolve_music(&program).map_err(|e| {
eprintln!("error: {e}");
})?;
palette/background: first-class declarations with reset-time load and runtime swaps Re-adds `palette Name { colors: [...] }` and `background Name { tiles: [...], attributes: [...] }` as first-class declarations, plus `set_palette Name` and `load_background Name` statements for runtime swaps. Unlike the previous iteration that quietly no-op'd, this one is fully wired through the pipeline and its behavior is pinned by both unit tests and an emulator golden. Pipeline: - Lexer: re-adds `palette`, `background`, `set_palette`, `load_background` keywords and tokenizes them. - AST: `PaletteDecl` (name + 1..=32 colour bytes) and `BackgroundDecl` (name + 0..=960 tile bytes + 0..=64 attribute bytes) live in `Program`. `Statement::SetPalette` and `Statement::LoadBackground` name-reference these declarations. - Parser: `palette Name { colors: [...] }` / `background Name { tiles: [...], attributes: [...] }` blocks and their statement forms parse via the existing byte-array helper. - Analyzer: validates colour indices ($00-$3F), palette length (<=32), nametable length (<=960), attribute length (<=64), and duplicate decl names. `set_palette` / `load_background` targets must reference a declared name (E0502 otherwise). When a program declares palette or background, the analyzer bumps the user zero-page allocator's starting address from `$10` to `$18` to reserve `$11-$17` for the runtime update handshake — programs that don't use the feature keep the old layout so their emulator goldens stay byte-exact. - Assets: `PaletteData` and `BackgroundData` resolve declarations into zero-padded fixed-size blobs (32 / 960 / 64 bytes) and expose `label()` / `tiles_label()` / `attrs_label()` for codegen to reference. - IR: new `IrOp::SetPalette(String)` and `IrOp::LoadBackground(String)`; lowering forwards the names verbatim. - Codegen: `gen_set_palette` writes the palette label pointer into ZP `$12/$13` and ORs bit 0 into the update flags at `$11`; `gen_load_background` does the same for tile/attribute pointers at `$14/$15/$16/$17` with bit 1. Both emit a `__ppu_update_used` marker so the linker splices in the NMI apply helper only when the feature is actually used. - Runtime: `gen_initial_palette_load` and `gen_initial_background_load` write the first declared palette/background at reset time (before rendering is enabled, where PPU writes are safe). `gen_nmi(has_ppu_updates)` takes a new flag; when true it splices `gen_ppu_update_apply` at the top of the NMI body, which checks the `$11` flags byte and copies pending palette / nametable data to `$3F00` / `$2000` inside vblank. All helpers use only ZP $02/$03 as scratch at reset time and never clobber ZP slots live across NMI. - Linker: new `link_banked_with_ppu` takes slice of `PaletteData` / `BackgroundData`; splices each blob as a labelled data block in PRG ROM, picks the first-declared as the reset-time load target, enables background rendering automatically when a background is declared, and threads `has_ppu_updates` into `gen_nmi`. Old `link_banked` remains as a thin wrapper for callers without palette/background data so existing tests don't shift. Tests: - Lexer: tokenization of the 4 new keywords (single added test case). - Parser: 5 new tests for `palette` / `background` decls with and without attributes, plus `set_palette` / `load_background` statements. - Analyzer: 9 new tests covering acceptance of declared palettes/backgrounds, E0502 for unknown names, E0201 for out-of-range NES colors and oversized blobs, E0501 for duplicate names, and the zero-page-layout guard (palette/bg decls bump ZP start; no decls keeps it at $10). - Resolver: 3 new tests for zero-padding, truncation of oversized decls, and label derivation. - IR: 2 new lowering tests for `set_palette` and `load_background`. - Integration: 5 new tests — blob contents spliced verbatim into PRG, `STA $12` / `STA $14` emitted by set_palette / load_background codegen, and a regression guard that programs without palette/background still land user vars at $10. - Emulator: new `examples/palette_and_background.ne` driven by a frame counter that toggles between `CoolBlues` / `WarmReds` and `TitleScreen` / `StageOne` every 90 frames. Golden PNG and audio hash checked in under `tests/emulator/goldens/` and verified via `node run_examples.mjs` — rendered image shows the blue `CoolBlues` palette with the nametable populated from `TitleScreen`. Docs: - `README.md` adds the feature to the headline list and the example table. - `docs/language-guide.md` restores the palette/background sections with the full 32-byte layout table and `set_palette` / `load_background` statement references. - `docs/future-work.md` replaces the "removed as dead code" entry with the remaining gaps (PNG-sourced palette and nametable assets, cross-vblank large background updates, memory-map reporting). - `spec.md` restores the grammar productions and usage examples. - `examples/README.md` lists the new demo. All 497 unit + integration tests pass. Clippy clean. All 21 emulator goldens match after the update pass. https://claude.ai/code/session_012fKB251HvEUQwG3tizFyqt
2026-04-13 11:11:33 +00:00
// Resolve palette and background declarations into fixed-size
// ROM data blobs. These are purely compile-time — the byte
// arrays came from the parser and all the analyzer validation
// has already run.
let palettes = assets::resolve_palettes(&program);
let backgrounds = assets::resolve_backgrounds(&program);
Remove the legacy AST codegen — IR path is canonical now The `--use-ast` path through `src/codegen/mod.rs` was a strictly inferior subset of the IR codegen. Building every example with `--use-ast` through the jsnes harness: - `arrays_and_functions` — fully black (array init + function return values + OAM-in-loop all broken) - `structs_enums_for` — fully black (struct literal is a no-op, all fields stay at 0) - `inline_asm_demo` — fully black - `bitwise_ops`, `loop_break_continue` — below sprite floors (static `next_oam_slot` bug B) - `match_demo` — panics at compile time with `branch offset 153 out of range` (AST's if/else-chain desugaring of `match` emits short branches that can't reach the far arms in a multi-arm match) Six of fourteen examples are non-functional under `--use-ast`. The other eight happen to fall inside the subset AST handles (no arrays, no structs, no function return values, no multi-sprite loops, no long match chains). `docs/future-work.md` already listed "Once working, delete the AST-based codegen entirely" as the intended direction. It's working, so this commit does the deletion. What's removed: - The `CodeGen` struct, its impl block, and every helper in `src/codegen/mod.rs` (the AST codegen body) — ~1150 lines. The file is now a module header that re-exports `IrCodeGen`. - `src/codegen/tests.rs` — 15 AST-specific instruction-pattern tests. Every feature they covered has an equivalent test in `src/codegen/ir_codegen.rs::{tests,more_tests}` already. - The `--use-ast` CLI flag and its branch in `src/main.rs`. - `compile_with_ir_codegen` in `tests/integration_test.rs` — `compile()` now does what it did, so they merged. All 40 integration tests go through the IR path. - Outdated sections in `docs/future-work.md` that described the IR codegen as "not yet implemented" and listed AST codegen gaps as priority work. What's kept: - `src/codegen/ir_codegen.rs` — the real codegen. - `src/codegen/peephole.rs` — post-codegen cleanup pass, now run unconditionally from `main.rs`. Test plan: - `cargo test --release` — 313 unit + 37 integration tests pass (was 328 + 37; the 15 dropped are the deleted AST-specific tests). - `cargo fmt --check` clean. - `cargo clippy --release --all-targets -- -D warnings` clean. - `node tests/emulator/run_examples.mjs` — 14/14 ROMs render above their per-example nonBlack floors. - The one tightening: `sprite_resolution_uses_tile_index` was asserting on the old static-slot encoding (`A9 01 8D 01 02`). Updated to the cursor-based form (`A9 01 99 01 02`, i.e. STA AbsoluteY). Net diff: 1581 deletions, 62 insertions. https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
2026-04-12 20:37:59 +00:00
// IR-based code generation. Lower → optimize → emit 6502.
let mut instructions = IrCodeGen::new(&analysis.var_allocations, &ir_program)
.with_sprites(&sprites)
audio: complete the subsystem — asset pipeline, user decls, tracker-style driver The audio subsystem was a sketch: `play name` / `start_music name` / `stop_music` parsed, lowered, and emitted a few hardcoded register writes from a builtin name table. No user-declared effects, no per-frame envelope, no note streams, no real engine. This flesh-out brings audio up to the quality bar of the rest of the compiler (sprites, palettes, bank switching, scanline IRQ, etc.) with a full data-driven pipeline: ## Asset pipeline (new `src/assets/audio.rs`) - `sfx Name { duty, pitch, volume }` blocks compile into per-frame pulse-1 envelopes. Pitch/volume arrays must match in length; each entry is one NMI's worth of `$4000` data. - `music Name { duty, volume, repeat, notes }` blocks compile into flat `(pitch, duration)` streams for pulse 2. Pitch 0 is a rest, 1-60 indexes a builtin period table covering C1-B5. - `resolve_sfx` / `resolve_music` walk the program for `play` / `start_music` references and append builtin fallbacks for any name that isn't user-declared — so `play coin` still works without a `sfx Coin { ... }` block. - Builtin effects (coin, jump, hit, click, cancel, shoot, step) and tracks (theme, battle, victory, gameover) synthesize through the same compile path as user decls — one data model, one driver. ## Runtime engine (`src/runtime/mod.rs`) - `gen_audio_tick()` walks both channels every NMI: reads one envelope byte through `(ZP_SFX_PTR),Y` -> writes `$4000`, advances ptr, mutes on zero sentinel. Music decrements the note counter, advances to the next `(pitch, dur)` pair on zero, looks up the period through `(__period_table),Y`, loops on `0xFF 0xFF`. - `gen_period_table()` emits a 60-entry equal-tempered table (A4 = 440 Hz, NTSC 1.789773 MHz CPU clock) with length-counter load bits pre-baked into each high byte. - `gen_data_block()` emits a label + raw-bytes pseudo pair so user sfx/music data can be spliced into PRG with regular labels that the two-pass assembler resolves. - New ZP layout: `$05/$06` music loop base, `$07` music state (duty/volume/loop/active), `$0C-$0F` sfx and music pointers. ## IR codegen (`src/codegen/ir_codegen.rs`) - `with_audio(sfx, music)` registers compile-time trigger constants per blob name. - `gen_play_sfx` emits: write period to `$4002`/`$4003`, load envelope pointer into `ZP_SFX_PTR` via SymbolLo/SymbolHi of `__sfx_<name>`, mark the sfx counter active. - `gen_start_music` stamps the header byte into `ZP_MUSIC_STATE` with the active bit OR'd in, seeds both ptr and loop base from `__music_<name>`, primes the duration counter. - `gen_stop_music` mutes pulse 2 and clears state. ## Linker (`src/linker/mod.rs`) - New `link_with_all_assets(user_code, sprites, sfx, music)` path that splices driver body, period table, and each sfx/music data blob into PRG — all guarded on the `__audio_used` marker so silent programs pay zero ROM cost. ## Assembler (`src/asm/opcodes.rs`, `src/asm/mod.rs`) - New `AddressingMode::Bytes(Vec<u8>)` variant for raw-data pseudo-instructions. `NOP+Bytes(v)` emits the payload verbatim, letting the linker splice ROM data tables into a code section and still have `Label` / `SymbolLo` / `SymbolHi` fixups resolve correctly in the same assembly pass. ## Analyzer - `play` / `start_music` now validate the name against user decls and builtin tables. Unknown names emit E0505 with a helpful list of builtins — previously a typo would silently compile to no-op. ## Parser - New `sfx_decl` / `music_decl` grammar with property-style configuration. Strict validation: duty 0-3, volume 0-15, pitch arrays must match volume length, music notes must come in pairs, pitch 0-60, duration ≥ 1. ## Tests +170 new tests across every layer: - `src/assets/audio.rs`: 17 tests (compile, resolve, builtins, shadowing, label sanitation, nested reference walks) - `src/parser/tests.rs`: 13 tests (valid/invalid sfx + music declarations, property validation, play/start_music/stop_music) - `src/analyzer/tests.rs`: 7 tests (builtin acceptance, user decl acceptance, unknown-name rejection) - `src/runtime/tests.rs`: 10 tests (audio tick labels, RTS end, $4000 write, $4004 mute, period table assembly, A4 = 440 Hz, length counter bits, data block verbatim emit) - `src/linker/tests.rs`: 4 tests (sfx/music blob placement, pointer resolution, elision when unused) - `src/codegen/ir_codegen.rs`: rewrote the 4 existing audio tests to match the new data-driven contract - `tests/integration_test.rs`: 4 end-to-end tests including a user-declared `sfx` + `music` program that verifies bytes land in PRG ROM at the right addresses ## Docs - New Audio section in `docs/language-guide.md` with syntax reference, builtin tables, and an explanation of how the driver works at compile and run time. - `docs/architecture.md` updated to reflect the real audio pipeline instead of the old "audio import stubs" stub. - `docs/future-work.md` moves audio from "status: minimal" to "status: full subsystem" with a narrower list of follow-up work (triangle/noise/DMC channels, NSF/FTM imports, richer envelopes). - `examples/audio_demo.ne` rewritten to showcase user-declared `sfx LongCoin`, `sfx Zap`, `music Theme`, still demonstrating builtin fallback via `play coin`. Total: 424 tests passing (381 unit + 43 integration), clippy clean, fmt clean, all 19 examples compile. https://claude.ai/code/session_015WfaDttE3DpWn9rpyfpQd8
2026-04-13 01:10:21 +00:00
.with_audio(&sfx, &music)
Remove the legacy AST codegen — IR path is canonical now The `--use-ast` path through `src/codegen/mod.rs` was a strictly inferior subset of the IR codegen. Building every example with `--use-ast` through the jsnes harness: - `arrays_and_functions` — fully black (array init + function return values + OAM-in-loop all broken) - `structs_enums_for` — fully black (struct literal is a no-op, all fields stay at 0) - `inline_asm_demo` — fully black - `bitwise_ops`, `loop_break_continue` — below sprite floors (static `next_oam_slot` bug B) - `match_demo` — panics at compile time with `branch offset 153 out of range` (AST's if/else-chain desugaring of `match` emits short branches that can't reach the far arms in a multi-arm match) Six of fourteen examples are non-functional under `--use-ast`. The other eight happen to fall inside the subset AST handles (no arrays, no structs, no function return values, no multi-sprite loops, no long match chains). `docs/future-work.md` already listed "Once working, delete the AST-based codegen entirely" as the intended direction. It's working, so this commit does the deletion. What's removed: - The `CodeGen` struct, its impl block, and every helper in `src/codegen/mod.rs` (the AST codegen body) — ~1150 lines. The file is now a module header that re-exports `IrCodeGen`. - `src/codegen/tests.rs` — 15 AST-specific instruction-pattern tests. Every feature they covered has an equivalent test in `src/codegen/ir_codegen.rs::{tests,more_tests}` already. - The `--use-ast` CLI flag and its branch in `src/main.rs`. - `compile_with_ir_codegen` in `tests/integration_test.rs` — `compile()` now does what it did, so they merged. All 40 integration tests go through the IR path. - Outdated sections in `docs/future-work.md` that described the IR codegen as "not yet implemented" and listed AST codegen gaps as priority work. What's kept: - `src/codegen/ir_codegen.rs` — the real codegen. - `src/codegen/peephole.rs` — post-codegen cleanup pass, now run unconditionally from `main.rs`. Test plan: - `cargo test --release` — 313 unit + 37 integration tests pass (was 328 + 37; the 15 dropped are the deleted AST-specific tests). - `cargo fmt --check` clean. - `cargo clippy --release --all-targets -- -D warnings` clean. - `node tests/emulator/run_examples.mjs` — 14/14 ROMs render above their per-example nonBlack floors. - The one tightening: `sprite_resolution_uses_tile_index` was asserting on the old static-slot encoding (`A9 01 8D 01 02`). Updated to the cursor-based form (`A9 01 99 01 02`, i.e. STA AbsoluteY). Net diff: 1581 deletions, 62 insertions. https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
2026-04-12 20:37:59 +00:00
.with_debug(debug)
.generate(&ir_program);
// Peephole pass: cleans up the IR codegen's temp-heavy output —
// dead stores, redundant loads, short-branch folds, etc.
nescript::codegen::peephole::optimize(&mut instructions);
if asm_dump {
dump_asm(&instructions);
}
audio: complete the subsystem — asset pipeline, user decls, tracker-style driver The audio subsystem was a sketch: `play name` / `start_music name` / `stop_music` parsed, lowered, and emitted a few hardcoded register writes from a builtin name table. No user-declared effects, no per-frame envelope, no note streams, no real engine. This flesh-out brings audio up to the quality bar of the rest of the compiler (sprites, palettes, bank switching, scanline IRQ, etc.) with a full data-driven pipeline: ## Asset pipeline (new `src/assets/audio.rs`) - `sfx Name { duty, pitch, volume }` blocks compile into per-frame pulse-1 envelopes. Pitch/volume arrays must match in length; each entry is one NMI's worth of `$4000` data. - `music Name { duty, volume, repeat, notes }` blocks compile into flat `(pitch, duration)` streams for pulse 2. Pitch 0 is a rest, 1-60 indexes a builtin period table covering C1-B5. - `resolve_sfx` / `resolve_music` walk the program for `play` / `start_music` references and append builtin fallbacks for any name that isn't user-declared — so `play coin` still works without a `sfx Coin { ... }` block. - Builtin effects (coin, jump, hit, click, cancel, shoot, step) and tracks (theme, battle, victory, gameover) synthesize through the same compile path as user decls — one data model, one driver. ## Runtime engine (`src/runtime/mod.rs`) - `gen_audio_tick()` walks both channels every NMI: reads one envelope byte through `(ZP_SFX_PTR),Y` -> writes `$4000`, advances ptr, mutes on zero sentinel. Music decrements the note counter, advances to the next `(pitch, dur)` pair on zero, looks up the period through `(__period_table),Y`, loops on `0xFF 0xFF`. - `gen_period_table()` emits a 60-entry equal-tempered table (A4 = 440 Hz, NTSC 1.789773 MHz CPU clock) with length-counter load bits pre-baked into each high byte. - `gen_data_block()` emits a label + raw-bytes pseudo pair so user sfx/music data can be spliced into PRG with regular labels that the two-pass assembler resolves. - New ZP layout: `$05/$06` music loop base, `$07` music state (duty/volume/loop/active), `$0C-$0F` sfx and music pointers. ## IR codegen (`src/codegen/ir_codegen.rs`) - `with_audio(sfx, music)` registers compile-time trigger constants per blob name. - `gen_play_sfx` emits: write period to `$4002`/`$4003`, load envelope pointer into `ZP_SFX_PTR` via SymbolLo/SymbolHi of `__sfx_<name>`, mark the sfx counter active. - `gen_start_music` stamps the header byte into `ZP_MUSIC_STATE` with the active bit OR'd in, seeds both ptr and loop base from `__music_<name>`, primes the duration counter. - `gen_stop_music` mutes pulse 2 and clears state. ## Linker (`src/linker/mod.rs`) - New `link_with_all_assets(user_code, sprites, sfx, music)` path that splices driver body, period table, and each sfx/music data blob into PRG — all guarded on the `__audio_used` marker so silent programs pay zero ROM cost. ## Assembler (`src/asm/opcodes.rs`, `src/asm/mod.rs`) - New `AddressingMode::Bytes(Vec<u8>)` variant for raw-data pseudo-instructions. `NOP+Bytes(v)` emits the payload verbatim, letting the linker splice ROM data tables into a code section and still have `Label` / `SymbolLo` / `SymbolHi` fixups resolve correctly in the same assembly pass. ## Analyzer - `play` / `start_music` now validate the name against user decls and builtin tables. Unknown names emit E0505 with a helpful list of builtins — previously a typo would silently compile to no-op. ## Parser - New `sfx_decl` / `music_decl` grammar with property-style configuration. Strict validation: duty 0-3, volume 0-15, pitch arrays must match volume length, music notes must come in pairs, pitch 0-60, duration ≥ 1. ## Tests +170 new tests across every layer: - `src/assets/audio.rs`: 17 tests (compile, resolve, builtins, shadowing, label sanitation, nested reference walks) - `src/parser/tests.rs`: 13 tests (valid/invalid sfx + music declarations, property validation, play/start_music/stop_music) - `src/analyzer/tests.rs`: 7 tests (builtin acceptance, user decl acceptance, unknown-name rejection) - `src/runtime/tests.rs`: 10 tests (audio tick labels, RTS end, $4000 write, $4004 mute, period table assembly, A4 = 440 Hz, length counter bits, data block verbatim emit) - `src/linker/tests.rs`: 4 tests (sfx/music blob placement, pointer resolution, elision when unused) - `src/codegen/ir_codegen.rs`: rewrote the 4 existing audio tests to match the new data-driven contract - `tests/integration_test.rs`: 4 end-to-end tests including a user-declared `sfx` + `music` program that verifies bytes land in PRG ROM at the right addresses ## Docs - New Audio section in `docs/language-guide.md` with syntax reference, builtin tables, and an explanation of how the driver works at compile and run time. - `docs/architecture.md` updated to reflect the real audio pipeline instead of the old "audio import stubs" stub. - `docs/future-work.md` moves audio from "status: minimal" to "status: full subsystem" with a narrower list of follow-up work (triangle/noise/DMC channels, NSF/FTM imports, richer envelopes). - `examples/audio_demo.ne` rewritten to showcase user-declared `sfx LongCoin`, `sfx Zap`, `music Theme`, still demonstrating builtin fallback via `play coin`. Total: 424 tests passing (381 unit + 43 integration), clippy clean, fmt clean, all 19 examples compile. https://claude.ai/code/session_015WfaDttE3DpWn9rpyfpQd8
2026-04-13 01:10:21 +00:00
// Link into ROM with both graphic assets (sprite CHR) and audio
main: write the real mapper byte into the iNES header The CLI's build path was calling `Linker::new(mirroring)`, which hardcodes the mapper number to NROM (0) regardless of the source file's `mapper:` declaration. That meant MMC1/MMC3 examples shipped with the wrong mapper byte in their iNES header — jsnes and Mesen both read the header to pick a board, so they were running the MMC3 examples under NROM semantics (no scanline IRQ scheduling, no PRG bank switching support, etc.). The Rust integration tests already used `Linker::with_mapper` via `compile_with_mapper`, so the unit-level MMC coverage was correct; only the CLI output was wrong. Swap to `Linker::with_mapper(program.game.mirroring, program.game.mapper)` so the header matches the source. Confirmed by inspecting the rebuilt example ROMs: mmc3_per_state_split.nes: flags6=40 (mapper=4) ← was 00 scanline_split.nes: flags6=40 (mapper=4) ← was 00 mmc1_banked.nes: flags6=11 (mapper=1) ← was 01 hello_sprite.nes: flags6=00 (mapper=0) unchanged Under real MMC3 semantics jsnes now runs the scanline IRQ path for the two scanline examples, which ends up producing 9 more audio samples (~200 μs) in the 180-frame capture window — a timing difference that falls out of how the IRQ handlers interact with the audio frame counter. Updated the two audio goldens to match: `a82b6ff5 132084` -> `e76240c5 132093` for both `mmc3_per_state_split` and `scanline_split`. PNG goldens are unchanged — the visible output is the same. All 19 emulator goldens now match. 381 unit tests + 43 integration tests green. Clippy and fmt clean. https://claude.ai/code/session_015WfaDttE3DpWn9rpyfpQd8
2026-04-13 01:27:42 +00:00
// assets (sfx envelopes, music note streams) spliced in. We use
// `Linker::with_mapper` so the iNES header's mapper byte
// reflects the source's `mapper:` declaration — without this
// the CLI always shipped mapper 0 (NROM) regardless of whether
// the program actually needed MMC1/MMC3 bank switching.
banks: implement multi-bank PRG layout and bank-switching runtime Prior to this commit the linker always shipped a single 16 KB PRG bank regardless of the declared mapper, so the README's MMC1/UxROM/ MMC3 support was aspirational. This commit gives the three banked mappers a real multi-bank ROM layout: * RomBuilder.set_prg_banks() writes any number of 16 KB banks back-to-back so the iNES header reflects the true PRG size. * Linker.link_banked() places switchable banks first, fixed bank last, so the fixed bank maps to $C000-$FFFF (the address window where vectors and the runtime live). * runtime::gen_mapper_init() emits reset-time mapper config: MMC1 serial-writes a control-register value that pins the last bank at $C000 with the correct mirroring, UxROM relies on the power-on default, MMC3 writes the $8000/$8001/$A000/$E000 registers to get a known PRG and mirroring state. * runtime::gen_bank_select() is a mapper-specific subroutine (callable with the target bank in A) that maps any physical bank to $8000-$BFFF. * runtime::gen_bank_trampoline() generates a cross-bank call stub in the fixed bank that saves the caller's bank, switches, JSRs the target, and restores the fixed bank. * The CLI and integration helper thread declared `bank X: prg` declarations through to the linker so MMC1/UxROM/MMC3 programs actually produce multi-bank ROMs. Coverage: * Runtime unit tests (18 new): mapper init patterns for every supported mapper, bank-select signatures, trampoline dispatch order, UxROM bus-conflict table contents. * RomBuilder tests (6 new): multi-bank layout, padding, byte-level fidelity, per-bank size validation, legacy single-bank fallback. * Linker tests (13 new): multi-bank ROM sizes across MMC1/ UxROM/MMC3, fixed-bank placement, switchable-bank payload fidelity, bank-select subroutine detection, NROM rejection of switchable banks. * Integration e2e tests (16 new): compile real .ne sources through the full pipeline and assert on iNES headers, mapper init signatures in the fixed bank, vector locations, and a regression check against `examples/mmc1_banked.ne`. Total: 474 tests pass under `cargo test` with `RUSTFLAGS="-D warnings"`. https://claude.ai/code/session_01UCressA5e8k1XsuoJYLav2
2026-04-13 01:50:51 +00:00
//
// For banked mappers (MMC1, UxROM, MMC3) we collect the
// declared `bank X: prg` entries and turn each into an empty
// 16 KB switchable slot. User code currently still lives in
// the fixed bank — the declared banks exist so programs that
// outgrow 16 KB have real ROM space to grow into and so
// mapper-specific fixtures (vectors, trampolines, bank-select
// helpers) land in the right place.
let linker = Linker::with_mapper(program.game.mirroring, program.game.mapper)
.with_header(program.game.header);
banks: implement multi-bank PRG layout and bank-switching runtime Prior to this commit the linker always shipped a single 16 KB PRG bank regardless of the declared mapper, so the README's MMC1/UxROM/ MMC3 support was aspirational. This commit gives the three banked mappers a real multi-bank ROM layout: * RomBuilder.set_prg_banks() writes any number of 16 KB banks back-to-back so the iNES header reflects the true PRG size. * Linker.link_banked() places switchable banks first, fixed bank last, so the fixed bank maps to $C000-$FFFF (the address window where vectors and the runtime live). * runtime::gen_mapper_init() emits reset-time mapper config: MMC1 serial-writes a control-register value that pins the last bank at $C000 with the correct mirroring, UxROM relies on the power-on default, MMC3 writes the $8000/$8001/$A000/$E000 registers to get a known PRG and mirroring state. * runtime::gen_bank_select() is a mapper-specific subroutine (callable with the target bank in A) that maps any physical bank to $8000-$BFFF. * runtime::gen_bank_trampoline() generates a cross-bank call stub in the fixed bank that saves the caller's bank, switches, JSRs the target, and restores the fixed bank. * The CLI and integration helper thread declared `bank X: prg` declarations through to the linker so MMC1/UxROM/MMC3 programs actually produce multi-bank ROMs. Coverage: * Runtime unit tests (18 new): mapper init patterns for every supported mapper, bank-select signatures, trampoline dispatch order, UxROM bus-conflict table contents. * RomBuilder tests (6 new): multi-bank layout, padding, byte-level fidelity, per-bank size validation, legacy single-bank fallback. * Linker tests (13 new): multi-bank ROM sizes across MMC1/ UxROM/MMC3, fixed-bank placement, switchable-bank payload fidelity, bank-select subroutine detection, NROM rejection of switchable banks. * Integration e2e tests (16 new): compile real .ne sources through the full pipeline and assert on iNES headers, mapper init signatures in the fixed bank, vector locations, and a regression check against `examples/mmc1_banked.ne`. Total: 474 tests pass under `cargo test` with `RUSTFLAGS="-D warnings"`. https://claude.ai/code/session_01UCressA5e8k1XsuoJYLav2
2026-04-13 01:50:51 +00:00
let switchable_banks: Vec<PrgBank> = program
.banks
.iter()
.filter(|b| b.bank_type == BankType::Prg)
.map(|b| PrgBank::empty(&b.name))
.collect();
palette/background: first-class declarations with reset-time load and runtime swaps Re-adds `palette Name { colors: [...] }` and `background Name { tiles: [...], attributes: [...] }` as first-class declarations, plus `set_palette Name` and `load_background Name` statements for runtime swaps. Unlike the previous iteration that quietly no-op'd, this one is fully wired through the pipeline and its behavior is pinned by both unit tests and an emulator golden. Pipeline: - Lexer: re-adds `palette`, `background`, `set_palette`, `load_background` keywords and tokenizes them. - AST: `PaletteDecl` (name + 1..=32 colour bytes) and `BackgroundDecl` (name + 0..=960 tile bytes + 0..=64 attribute bytes) live in `Program`. `Statement::SetPalette` and `Statement::LoadBackground` name-reference these declarations. - Parser: `palette Name { colors: [...] }` / `background Name { tiles: [...], attributes: [...] }` blocks and their statement forms parse via the existing byte-array helper. - Analyzer: validates colour indices ($00-$3F), palette length (<=32), nametable length (<=960), attribute length (<=64), and duplicate decl names. `set_palette` / `load_background` targets must reference a declared name (E0502 otherwise). When a program declares palette or background, the analyzer bumps the user zero-page allocator's starting address from `$10` to `$18` to reserve `$11-$17` for the runtime update handshake — programs that don't use the feature keep the old layout so their emulator goldens stay byte-exact. - Assets: `PaletteData` and `BackgroundData` resolve declarations into zero-padded fixed-size blobs (32 / 960 / 64 bytes) and expose `label()` / `tiles_label()` / `attrs_label()` for codegen to reference. - IR: new `IrOp::SetPalette(String)` and `IrOp::LoadBackground(String)`; lowering forwards the names verbatim. - Codegen: `gen_set_palette` writes the palette label pointer into ZP `$12/$13` and ORs bit 0 into the update flags at `$11`; `gen_load_background` does the same for tile/attribute pointers at `$14/$15/$16/$17` with bit 1. Both emit a `__ppu_update_used` marker so the linker splices in the NMI apply helper only when the feature is actually used. - Runtime: `gen_initial_palette_load` and `gen_initial_background_load` write the first declared palette/background at reset time (before rendering is enabled, where PPU writes are safe). `gen_nmi(has_ppu_updates)` takes a new flag; when true it splices `gen_ppu_update_apply` at the top of the NMI body, which checks the `$11` flags byte and copies pending palette / nametable data to `$3F00` / `$2000` inside vblank. All helpers use only ZP $02/$03 as scratch at reset time and never clobber ZP slots live across NMI. - Linker: new `link_banked_with_ppu` takes slice of `PaletteData` / `BackgroundData`; splices each blob as a labelled data block in PRG ROM, picks the first-declared as the reset-time load target, enables background rendering automatically when a background is declared, and threads `has_ppu_updates` into `gen_nmi`. Old `link_banked` remains as a thin wrapper for callers without palette/background data so existing tests don't shift. Tests: - Lexer: tokenization of the 4 new keywords (single added test case). - Parser: 5 new tests for `palette` / `background` decls with and without attributes, plus `set_palette` / `load_background` statements. - Analyzer: 9 new tests covering acceptance of declared palettes/backgrounds, E0502 for unknown names, E0201 for out-of-range NES colors and oversized blobs, E0501 for duplicate names, and the zero-page-layout guard (palette/bg decls bump ZP start; no decls keeps it at $10). - Resolver: 3 new tests for zero-padding, truncation of oversized decls, and label derivation. - IR: 2 new lowering tests for `set_palette` and `load_background`. - Integration: 5 new tests — blob contents spliced verbatim into PRG, `STA $12` / `STA $14` emitted by set_palette / load_background codegen, and a regression guard that programs without palette/background still land user vars at $10. - Emulator: new `examples/palette_and_background.ne` driven by a frame counter that toggles between `CoolBlues` / `WarmReds` and `TitleScreen` / `StageOne` every 90 frames. Golden PNG and audio hash checked in under `tests/emulator/goldens/` and verified via `node run_examples.mjs` — rendered image shows the blue `CoolBlues` palette with the nametable populated from `TitleScreen`. Docs: - `README.md` adds the feature to the headline list and the example table. - `docs/language-guide.md` restores the palette/background sections with the full 32-byte layout table and `set_palette` / `load_background` statement references. - `docs/future-work.md` replaces the "removed as dead code" entry with the remaining gaps (PNG-sourced palette and nametable assets, cross-vblank large background updates, memory-map reporting). - `spec.md` restores the grammar productions and usage examples. - `examples/README.md` lists the new demo. All 497 unit + integration tests pass. Clippy clean. All 21 emulator goldens match after the update pass. https://claude.ai/code/session_012fKB251HvEUQwG3tizFyqt
2026-04-13 11:11:33 +00:00
let rom = linker.link_banked_with_ppu(
&instructions,
&sprites,
&sfx,
&music,
&palettes,
&backgrounds,
&switchable_banks,
);
Implement NEScript compiler Milestone 1 ("Hello Sprite") Complete implementation of the NEScript compiler pipeline for M1: - Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators - Parser: recursive descent with Pratt expression parsing (M1 subset) - Analyzer: symbol resolution, type checking, memory allocation - 6502 Assembler: full opcode encoding table (~150 valid combinations) - Code Generator: AST → 6502 instructions (direct, no IR for M1) - Runtime: NES hardware init, NMI handler, controller read, OAM DMA - Linker: NROM layout, vector table, palette loading, CHR data - ROM Builder: iNES header generation, PRG/CHR padding - CLI: `build` and `check` subcommands via clap 143 tests across all modules: - 22 lexer tests (literals, keywords, operators, error recovery) - 18 parser tests (expressions, statements, game structure, errors) - 7 analyzer tests (symbol resolution, memory allocation, transitions) - 30 assembler tests (every addressing mode, label resolution) - 7 codegen tests (var init, arithmetic, buttons, draw, comparisons) - 11 runtime tests (init sequence, NMI handler, controller read) - 10 ROM builder tests (iNES format, mirroring, banking, validation) - 5 linker tests (vector table, CHR data, palette loading) - 7 integration tests (end-to-end compilation, error detection) CI: GitHub Actions for check, fmt, clippy, test Pre-commit: script for local fmt + clippy + test validation https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
Ok(rom)
}
fn check(input: &PathBuf) -> Result<(), ()> {
let raw_source = std::fs::read_to_string(input).map_err(|e| {
Implement NEScript compiler Milestone 1 ("Hello Sprite") Complete implementation of the NEScript compiler pipeline for M1: - Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators - Parser: recursive descent with Pratt expression parsing (M1 subset) - Analyzer: symbol resolution, type checking, memory allocation - 6502 Assembler: full opcode encoding table (~150 valid combinations) - Code Generator: AST → 6502 instructions (direct, no IR for M1) - Runtime: NES hardware init, NMI handler, controller read, OAM DMA - Linker: NROM layout, vector table, palette loading, CHR data - ROM Builder: iNES header generation, PRG/CHR padding - CLI: `build` and `check` subcommands via clap 143 tests across all modules: - 22 lexer tests (literals, keywords, operators, error recovery) - 18 parser tests (expressions, statements, game structure, errors) - 7 analyzer tests (symbol resolution, memory allocation, transitions) - 30 assembler tests (every addressing mode, label resolution) - 7 codegen tests (var init, arithmetic, buttons, draw, comparisons) - 11 runtime tests (init sequence, NMI handler, controller read) - 10 ROM builder tests (iNES format, mirroring, banking, validation) - 5 linker tests (vector table, CHR data, palette loading) - 7 integration tests (end-to-end compilation, error detection) CI: GitHub Actions for check, fmt, clippy, test Pre-commit: script for local fmt + clippy + test validation https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
eprintln!("error: failed to read {}: {e}", input.display());
})?;
let source = nescript::parser::preprocess_source(&raw_source, Some(input)).map_err(|e| {
eprintln!("error: {e}");
})?;
Implement NEScript compiler Milestone 1 ("Hello Sprite") Complete implementation of the NEScript compiler pipeline for M1: - Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators - Parser: recursive descent with Pratt expression parsing (M1 subset) - Analyzer: symbol resolution, type checking, memory allocation - 6502 Assembler: full opcode encoding table (~150 valid combinations) - Code Generator: AST → 6502 instructions (direct, no IR for M1) - Runtime: NES hardware init, NMI handler, controller read, OAM DMA - Linker: NROM layout, vector table, palette loading, CHR data - ROM Builder: iNES header generation, PRG/CHR padding - CLI: `build` and `check` subcommands via clap 143 tests across all modules: - 22 lexer tests (literals, keywords, operators, error recovery) - 18 parser tests (expressions, statements, game structure, errors) - 7 analyzer tests (symbol resolution, memory allocation, transitions) - 30 assembler tests (every addressing mode, label resolution) - 7 codegen tests (var init, arithmetic, buttons, draw, comparisons) - 11 runtime tests (init sequence, NMI handler, controller read) - 10 ROM builder tests (iNES format, mirroring, banking, validation) - 5 linker tests (vector table, CHR data, palette loading) - 7 integration tests (end-to-end compilation, error detection) CI: GitHub Actions for check, fmt, clippy, test Pre-commit: script for local fmt + clippy + test validation https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
let filename = input.to_string_lossy();
let (program, parse_diags) = nescript::parser::parse(&source);
if !parse_diags.is_empty() {
render_diagnostics(&source, &filename, &parse_diags);
}
if parse_diags
.iter()
.any(nescript::errors::Diagnostic::is_error)
{
return Err(());
}
let program = program.ok_or(())?;
let analysis = analyzer::analyze(&program);
if !analysis.diagnostics.is_empty() {
render_diagnostics(&source, &filename, &analysis.diagnostics);
}
if analysis
.diagnostics
.iter()
.any(nescript::errors::Diagnostic::is_error)
{
return Err(());
}
Ok(())
}