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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/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
cargo build --release # build the compiler
cargo test # all Rust tests (lib + integration)
cargo fmt # mandatory before committing
cargo clippy --all-targets # mandatory before committing; fix or #[allow]
./target/release/nescript build examples/hello_sprite.ne # build one ROM
```
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. Install node deps (once per worktree; node_modules/ is gitignored).
cd tests/emulator
npm install # or `npm ci` in CI
# 2. Verify every committed 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 reads the committed `examples/*.nes` files directly —
since those are rebuilt and diffed by the `examples` CI job, the
emulator job doesn't need a compiler toolchain at all. If you're
iterating on the compiler locally, rebuild the example ROM(s) you
care about before re-running the harness:
```bash
cargo build --release
./target/release/nescript build examples/hello_sprite.ne
# then:
(cd tests/emulator && node run_examples.mjs)
```
### 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.