Add README, LICENSE, examples, fix draw parser lookahead
README: project overview, quick start, feature list, example table
LICENSE: MIT
4 new examples covering all language features:
- arrays_and_functions: arrays, while loops, inline/regular functions
- state_machine: multi-state flow with on enter/exit handlers
- sprites_and_palettes: inline CHR data, palette switching, scroll, cast
- mmc1_banked: MMC1 mapper, bank declarations, software multiply
Parser fix: draw statement keyword-arg parsing now checks for ':'
lookahead before consuming an identifier, preventing it from eating
the next statement as a keyword argument (e.g., `i += 1` after a draw).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:38:19 +00:00
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// Arrays and Functions — demonstrates M2 features.
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//
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// Shows: arrays, functions with parameters and return values,
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// while loops, constants, inline functions.
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//
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// Build: cargo run -- build examples/arrays_and_functions.ne
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game "Arrays Demo" {
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mapper: NROM
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}
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const NUM_ENEMIES: u8 = 4
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const SPEED: u8 = 1
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var player_x: u8 = 128
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var player_y: u8 = 200
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// Enemy positions stored in arrays
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var enemy_x: u8[4] = [30, 80, 130, 200]
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var enemy_y: u8[4] = [40, 80, 120, 60]
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// Function: clamp value to screen bounds
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fun clamp(val: u8, max: u8) -> u8 {
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if val > max {
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return max
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}
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return val
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}
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// Inline function: absolute difference
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W0110 inline fallback warning + docs refresh
W0110: when a function marked `inline` has a body shape the IR
lowerer can't splice (conditional early return, loops, nested
control flow, empty void body), the analyzer now emits a
warning at the declaration site so the declined hint is
visible instead of silently falling back to a regular JSR.
Implementation:
- New `W0110` error code in `src/errors/diagnostic.rs` (warning level).
- New `pub fn can_inline_fun(return_type, body) -> bool` in
`src/ir/lowering.rs`, extracted from the existing capture
logic so the analyzer and the IR lowerer share the same
eligibility rules and can never drift.
- New `check_inline_declinability` analyzer pass called from
the tail of `analyze_program`, mirroring the existing
`check_sprite_scanline_budget` / `check_unreachable_states`
passes. Emits W0110 with help + note text pointing at the
two accepted body shapes.
- `capture_inline_bodies` now defers to `can_inline_fun`
instead of duplicating the match pattern, so the two sides
stay in lockstep by construction.
Four regression tests in `src/analyzer/tests.rs` cover the
conditional-return and while-loop declines plus the two
accepted shapes (single-return expression, void sequence).
Example source cleanups: `wrap52` in `examples/war/deck.ne`
and `abs_diff` in both `examples/arrays_and_functions.ne` and
`examples/loop_break_continue.ne` drop the `inline` keyword.
All three were dead hints — the `inline` was being silently
declined before this change, so removing it is source-only;
the three ROMs are byte-identical, all 32 emulator goldens
still match.
Docs refresh
- `docs/language-guide.md`: rewrote the Inline Functions section
(real behaviour + W0110), added W0105/W0106/W0107/W0108/W0109/
W0110 to the warnings table, added the `debug.sprite_overflow*`
builtins + sprite-per-scanline mitigations section to the
Debug Mode docs, added a `cycle_sprites` statement entry and
cross-referenced it from `draw`.
- `docs/nes-reference.md`: fleshed out the "NEScript Memory
Usage" block with the full ZP + high-RAM layout, including
the new `$07EF` / `$07FC` / `$07FD` slots for sprite cycling
and the debug sprite-overflow telemetry.
- `docs/future-work.md`: documented all four debug query
builtins in the "What ships today" block; updated the open
"OAM allocation strategy" question to reference the shipped
`cycle_sprites` path and ask about an automatic-flicker
game attribute as a follow-up.
- `docs/architecture.md`: updated the `ir/` and `optimizer/`
module summaries to describe real inline splicing (now
in lowering, not the optimizer).
- `README.md`: reframed the `inline` bullet from "hint" to
"real splicing for single-return / void-body shapes";
expanded the debug-support bullet to mention the four
query builtins and their stripping in release builds; added
a new bullet for the three-layer sprite-per-scanline
mitigations; bumped the test count from 497 → 694; updated
the war.ne entry to mention the seven compiler bugs are all
fixed and point readers at `git log` (instead of the
deleted COMPILER_BUGS.md).
- `examples/README.md`: same `git log`-pointing rewrite for
the war.ne entry.
Deletions
- `examples/war/COMPILER_BUGS.md` is removed. All seven
catalogued bugs are fixed; the file's historical value
lives in `git log` now. Every source-code comment and doc
reference to the file has been updated to either point at
`git log` or just describe the bug in place.
Test count: 616 unit + 75 integration + 3 doctests = 694 total.
Clippy / fmt clean. 32/32 emulator goldens match.
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
2026-04-15 23:19:07 +00:00
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// Not marked `inline`: the conditional early return is one of
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// the shapes the inliner declines (W0110). Living with the JSR
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// is the correct call here since rewriting as a branchless max
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// wouldn't fit in a single-return expression.
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fun abs_diff(a: u8, b: u8) -> u8 {
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Add README, LICENSE, examples, fix draw parser lookahead
README: project overview, quick start, feature list, example table
LICENSE: MIT
4 new examples covering all language features:
- arrays_and_functions: arrays, while loops, inline/regular functions
- state_machine: multi-state flow with on enter/exit handlers
- sprites_and_palettes: inline CHR data, palette switching, scroll, cast
- mmc1_banked: MMC1 mapper, bank declarations, software multiply
Parser fix: draw statement keyword-arg parsing now checks for ':'
lookahead before consuming an identifier, preventing it from eating
the next statement as a keyword argument (e.g., `i += 1` after a draw).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:38:19 +00:00
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if a > b {
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return a - b
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}
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return b - a
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}
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// Function: check collision between two points
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fun check_collision(x1: u8, y1: u8, x2: u8, y2: u8) -> u8 {
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var dx: u8 = abs_diff(x1, x2)
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var dy: u8 = abs_diff(y1, y2)
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if dx < 8 {
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if dy < 8 {
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return 1
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}
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}
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return 0
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}
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on frame {
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// Player movement
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if button.right { player_x += SPEED }
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if button.left { player_x -= SPEED }
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if button.down { player_y += SPEED }
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if button.up { player_y -= SPEED }
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player_x = clamp(player_x, 240)
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player_y = clamp(player_y, 224)
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// Update and draw enemies
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var i: u8 = 0
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while i < NUM_ENEMIES {
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// Move enemies down slowly
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enemy_y[i] += 1
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if enemy_y[i] > 224 {
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enemy_y[i] = 0
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}
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// Check collision with player
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var hit: u8 = check_collision(player_x, player_y, enemy_x[i], enemy_y[i])
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if hit == 1 {
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// Reset enemy position on collision
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enemy_y[i] = 0
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}
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draw Enemy at: (enemy_x[i], enemy_y[i])
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i += 1
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}
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draw Player at: (player_x, player_y)
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}
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start Main
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