1
0
Fork 0
mirror of https://github.com/imjasonh/nescript synced 2026-07-08 08:55:38 +00:00
nescript/docs/future-work.md

487 lines
21 KiB
Markdown
Raw Normal View History

# Future Work
This document catalogs known gaps, incomplete features, and planned improvements
in the NEScript compiler. Items are organized by priority and area.
---
## 1. IR-Based Code Generation
**Status**: The IR pipeline (lowering + optimization) runs during compilation but
its output is discarded. Code generation still works from the AST directly
(`src/codegen/mod.rs`). This means IR-level optimizations have no effect on the
final ROM.
**What exists**:
- `src/ir/mod.rs`: Complete IR type definitions (`IrProgram`, `IrFunction`,
`IrBasicBlock`, `IrOp`, `IrTerminator`)
- `src/ir/lowering.rs`: AST → IR translation for all statement and expression types
- `src/optimizer/mod.rs`: Constant folding, dead code elimination, strength
reduction, ZP promotion analysis, function inlining — all operating on IR
**What's needed**:
- A new `src/codegen/ir_codegen.rs` that walks `IrProgram` and emits 6502
`Instruction` sequences from `IrOp`/`IrTerminator` instead of from AST nodes
- Register allocation strategy for IR temps → A/X/Y/zero-page spill slots
- Replace the `CodeGen::generate(&program)` call in `main.rs` with
`ir_codegen::generate(&ir_program, &analysis)`
- Once working, delete the AST-based codegen entirely
**IR lowering issues to fix first** (found during code review):
- `ButtonRead` emits `ReadInput` with no destination temp, then uses uninitialized
temp in the `And` mask operation (`src/ir/lowering.rs:534`). The fix: `ReadInput`
should store the input byte into a temp, or the lowering should emit
`LoadVar(t, input_var_id)` after `ReadInput`.
- Logical AND/OR use raw `VarId(self.next_var_id)` for temp storage without
registering it (`src/ir/lowering.rs:603,637`). Should use `IrTemp` instead.
- Break/continue create unreachable blocks that contain subsequent dead statements
(`src/ir/lowering.rs:259`). Should either skip lowering after a terminator, or
the dead code elimination pass should handle it.
**Impact**: Enables all optimizer passes to actually affect output quality.
Currently the optimizer is validated by tests but its results are thrown away.
---
## 2. Codegen Gaps (AST-Based)
These features are parsed and analyzed but produce no 6502 output:
| Feature | Location | Status |
|---------|----------|--------|
| Function calls | `codegen:148` | `Statement::Call` is a no-op |
| Return values | `codegen:148` | `Statement::Return` is a no-op |
| State transitions | `codegen:148` | `Statement::Transition` is a no-op |
| Array indexing | `codegen:199-200` | `LValue::ArrayIndex` assignment is a no-op |
| Array expressions | `codegen:417` | `Expr::ArrayIndex`, `Expr::ArrayLiteral` are no-ops |
| Function call expressions | `codegen:417` | `Expr::Call` returns nothing |
| Scroll | `codegen:151-152` | `Statement::Scroll` is a no-op |
| Load background | `codegen:154-155` | `Statement::LoadBackground` is a no-op |
| Set palette | `codegen:154-155` | `Statement::SetPalette` is a no-op |
| Multiply/divide/modulo | `codegen:450-452` | `BinOp::Mul/Div/Mod` only emit left operand |
| Dynamic shifts | `ir/lowering:575` | Shift amount is hardcoded to 1 |
**Priority fixes for a working multi-state game**:
1. **Function calls**: JSR to function label, pass args via zero-page, return via A
2. **State transitions**: Write state ID to a zero-page variable, jump to dispatcher
3. **Array indexing**: Use X register for index, LDA absolute,X for loads
---
## 3. Sprite Name Resolution
**Status**: `draw SpriteName at: (x, y)` parses the sprite name but codegen
ignores it. All draws use OAM slot 0 with CHR tile index 0 (the built-in smiley).
**What's needed**:
- Track a mapping from sprite name → CHR tile index in the linker
- When a `sprite` declaration provides inline CHR data or `@chr("file.png")`,
write that data to the CHR ROM at a known tile index
- In codegen, look up the sprite name to get the tile index and write it to
OAM byte 1 (tile number)
- Support multiple OAM slots: track a `next_oam_slot` counter per frame,
allocate slots 0..63 as draws are emitted, warn if >64
---
## 4. Multi-OAM Sprite Support
**Status**: Every `draw` writes to the same OAM bytes ($0200-$0203). Only one
sprite is visible at a time.
**What's needed**:
- Frame-level OAM slot allocator: each `draw` gets the next available 4-byte slot
- Counter reset at the start of each frame handler
- Warn at compile time if a frame handler has >64 static draws
- Runtime: clear unused OAM slots to Y=$FE (off-screen) at frame start
---
## 5. State Machine Dispatch
**Status**: The codegen only generates code for the `start` state. Other states
are parsed and analyzed but their frame handlers are never called.
**What's needed**:
- A `current_state` zero-page variable holding the active state index
- A dispatch table at the start of the main loop: load `current_state`, branch to
the corresponding state's frame handler
- `transition StateName` writes the new state index to `current_state`
- Generate `on_enter` call on transition, `on_exit` call before leaving
---
## 6. Include Directive
**Status**: The `include` keyword is lexed (`KwInclude`) but not parsed or
implemented.
**What's needed**:
- Parser: `include "path.ne"` at top level
- File resolution: relative to the including file's directory
- Circular include detection (track include stack)
- Merge included declarations into the main `Program` AST
- Span tracking: included files need their own `file_id` for error messages
---
## 7. Debug Mode
**Status**: `--debug` flag is accepted by the CLI but has no effect.
**What's needed**:
- `debug.log(expr, ...)`: write values to emulator debug port ($4800)
- `debug.assert(expr)`: emit runtime check, halt on failure
- `debug.overlay(x, y, text)`: render text to a reserved nametable region
- Array bounds checking in debug mode (compare index against array size)
- Frame overrun detection: count cycles per frame, warn if approaching vblank
- All debug code stripped in release mode (already designed: `DebugLog`/`DebugAssert`
in the `Statement` enum are defined in the spec but not yet in the AST)
---
## 8. Scroll Hardware Writes
**Status**: `scroll(x, y)` is parsed but produces no output.
**What's needed**:
- Write X scroll value to PPU register $2005
- Write Y scroll value to PPU register $2005 (second write)
- Must happen during vblank (inside NMI handler or after `wait_frame`)
- Split-screen scroll requires MMC3 scanline IRQ (`on scanline`)
---
## 9. Asset Pipeline Completion
**Status**: PNG → CHR conversion exists (`src/assets/chr.rs`) but is never called
from the compilation pipeline.
### 9a. Wire `@chr("file.png")` to actual PNG loading
- When a sprite/background declares `chr: @chr("path.png")`, call `png_to_chr()`
during compilation
- Resolve the path relative to the source file
- Store resulting CHR data in the ROM's CHR section at a known tile index
### 9b. Wire `@binary("file.bin")` to raw file inclusion
- Read the file as raw bytes and include in CHR or PRG ROM
### 9c. Palette extraction from PNG
- `@palette("file.png")`: analyze image colors, map to nearest NES palette entries
- Already have `nearest_nes_color()` in `src/assets/palette.rs`
### 9d. Nametable conversion
- Full 256×240 PNG → 960-byte nametable + 64-byte attribute table
- Tile deduplication (max 256 unique tiles per pattern table)
- Error if >256 unique tiles
---
## 10. Error Message Polish
**Status**: Errors work and render with ariadne, but many error paths use generic
messages.
### Unused error codes
These are defined in `ErrorCode` but never emitted:
- `E0202` — invalid cast
- `E0203` — invalid operation for type
- `E0301` — zero-page overflow
- `E0403` — unreachable state
- `E0505` — multiple start declarations
- `W0101` — expensive multiply/divide operation
- `W0102` — loop without break or wait_frame
- `W0103` — unused variable
- `W0104` — unreachable code after return/break/transition
### Missing validations
- No error for assigning to a `const`
- No error for `break`/`continue` outside a loop
- No warning for variables declared but never read
- No error for `return` with wrong type vs function signature
- No error for calling a function with wrong argument count/types
---
## 11. Scanline IRQ (MMC3)
**Status**: `on scanline(N)` is in the spec and `on_scanline` field exists in
`StateDecl`, but parsing and codegen are not implemented.
**What's needed**:
- Parser: `on scanline(N) { ... }` event handler in state bodies
- MMC3 IRQ setup: write scanline counter to $C000/$C001/$E000/$E001
- IRQ handler generation: branch to the scanline handler code
- Only valid with `mapper: MMC3`
---
## 12. Audio
**Status**: `play`, `start_music`, `stop_music` keywords are lexed but produce
no output. No audio driver exists.
**What's needed**:
- `@sfx("file.nsf")` / `@music("file.ftm")` asset directives
- Audio driver running in the NMI handler (after OAM DMA)
- `play SfxName` → trigger one-shot sound effect
- `start_music TrackName` / `stop_music` → start/stop background music
- FamiTracker export format parsing (complex — consider using existing tools)
---
## 13. Language Features (Post-v0.1)
From the spec's "Reserved for Future Versions" section:
| Feature | Description |
|---------|-------------|
| **Structs** | `struct Vec2 { x: u8, y: u8 }` — composite types with known layout |
| **Enums** | `enum Direction { Up, Down, Left, Right }` — mapped to u8 values |
| **Fixed-point** | `fixed8.8` type for sub-pixel movement |
| **Text/HUD** | Font sheet declarations, layout system for scores/health/menus |
| **Metasprites** | Multi-tile sprite groups with relative positioning |
| **Tilemaps** | Declarative level data with collision queries |
| **SRAM/saves** | Persistent storage declarations for battery-backed save data |
| **NES 2.0** | Extended iNES header format |
---
## 14. Inline Assembly
**Status**: `asm { }` blocks are lexed (`KwAsm`, `AsmBody`) but not parsed or
compiled. The lexer has raw-capture mode for asm content.
**What's needed**:
- Parser: capture asm body text, parse `{variable_name}` substitutions
- Codegen: emit raw 6502 instructions with variable address substitution
- Labels: local to the asm block scope
- `raw asm { }` variant with no substitution or safety checks
---
## 15. Compiler Performance
**Status**: Compilation is fast (<100ms for all examples) but has no benchmarks.
**What's needed**:
- `cargo bench` benchmarks for each pipeline phase
- Regression test: compilation must stay under 500ms for any reasonable project
- Profile-guided optimization of hot paths (lexer, parser)
---
## 16. WASM Build Target
**What's needed**:
- Factor out all file I/O behind a trait (`FileSystem` / `VFS`)
- Core pipeline takes `&str` source → `Vec<u8>` ROM with no filesystem access
- Compile the compiler to WASM for a browser-based IDE
- In-browser NES emulator integration for instant preview
---
## 17. Open Design Questions
From the engineering plan:
1. **Inline asm label syntax**: `.label:` (ca65 style) vs `label:` (generic)?
2. **Debug port address**: $4800 is conventional but not universal. Support
multiple debug output methods?
3. **OAM allocation strategy**: Sequential allocation vs priority-based with
automatic sprite cycling for the 8-per-scanline limit?
4. **Error recovery granularity**: How aggressively should the parser recover?
More recovery = more errors per compile, but risk of cascading false errors.
---
## 18. Missing Assignment Operators
`<<=` and `>>=` (shift-assign) are lexed as `ShiftLeftAssign`/`ShiftRightAssign`
tokens but have no corresponding variants in the `AssignOp` AST enum. They can
never appear in parsed code. Adding them requires:
- New `AssignOp::ShiftLeftAssign` and `AssignOp::ShiftRightAssign` variants
- Parser handling in `parse_assign_or_call` (alongside the other compound ops)
- Codegen: load value, shift, store back
---
## 19. Player 2 Controller
`Player::P1` and `Player::P2` are defined in the AST but marked `#[allow(dead_code)]`.
The parser always produces `ButtonRead(None, ...)` — it never parses `p1.button.X`
or `p2.button.X` syntax. The runtime only reads controller 1 ($4016).
**What's needed**:
- Parser: `p1.button.X` and `p2.button.X` syntax producing `Player::P1`/`P2`
- Runtime: read controller 2 from $4017 into a second zero-page byte
- Codegen: select the correct input byte based on player
---
## 20. Register Allocator
The plan describes `src/codegen/regalloc.rs` for managing A/X/Y allocation, but
no register allocator exists. The current codegen uses A for everything and
spills to zero-page $02 for comparisons. A proper allocator would:
- Track A/X/Y liveness across basic blocks
- Use X for array indexing and loop counters
- Use Y as secondary index
- Spill to zero-page temps only when all three are live
---
## Priority Order
### Recently completed (removed from backlog)
These items were documented as future work but have since been implemented:
- **State machine dispatch** — CMP + BNE + JMP trampoline dispatch table,
`current_state` in ZP $03, on_enter/on_exit handlers as JSR targets
- **Function call codegen** — JSR to function labels, ZP $04-$07 param passing,
RTS for returns
- **Break/continue** — loop_stack with JMP to continue/break labels
- **Return** — evaluate expr to A + RTS
- **Transition** — write state index + JMP to main loop
- **Array indexing** — TAX + LDA/STA with ZeroPageX or AbsoluteX
- **Scroll** — PPU $2005 writes (X then Y)
- **Multiply/divide/modulo** — JSR __multiply/__divide with shift-and-add/restoring division
- **Shift left/right** — ASL A / LSR A
- **Multi-OAM sprites** — sequential slot allocation (0-63), reset per frame
- **Const assignment error** — E0203 for assigning to constants
- **Break outside loop error** — E0203 for break/continue without enclosing loop
- **Math routines wired into linker** — gen_multiply/gen_divide included in ROM
- **Sprite name resolution** — sprite declarations map to CHR tile indices,
draw statements use the correct tile number
- **Inline sprite CHR data** — sprite decls with `chr: [0x..., ...]` work
- **Include directive** — `include "path"` inlines files at parse time,
with circular include detection
- **Shift-assign operators** — `<<=` and `>>=` work in all contexts
- **Player 2 controller** — `p1.button.X` / `p2.button.X` syntax, P2 input
read from $4017 into ZP $08
- **Unused variable warning** — W0103 emits for declared-but-never-read
globals (underscore-prefix silences)
- **Unreachable state warning** — W0104 emits for states not reachable from
the start state via transitions
- **E0502 "did you mean" suggestions** — undefined variable errors include
a suggestion for nearby-named symbols
- **debug.log / debug.assert** — parses into `Statement::DebugLog` /
`Statement::DebugAssert`, codegen emits runtime writes to $4800 when
`--debug` is set, stripped in release mode
- **--debug CLI flag wired** — threads through `CodeGen::with_debug`
- **IR-based codegen** — `src/codegen/ir_codegen.rs` walks `IrProgram` and
emits 6502 for every IR op: load/store, arithmetic, comparisons, arrays,
calls, draws, input (P1 and P2), scroll, debug.log/assert, state
dispatch, multi-OAM slot allocation, transitions + on_enter handlers.
Now the default; `--use-ast` falls back to the legacy AST-based codegen.
- **IR lowering bug fixes** — `ReadInput` now has a destination temp,
`ButtonRead` uses the proper input temp, logical AND/OR use a new
`emit_move` helper instead of the buggy raw VarId temp storage
- **IR Player 2 controller** — `ReadInput(temp, player)` selects $01
or $08 based on player index
- **IR scroll support** — `scroll(x, y)` lowers to `IrOp::Scroll(x, y)`
which emits two PPU $2005 writes in IR codegen
- **IR debug.log / debug.assert** — new `IrOp::DebugLog(temps)` and
`IrOp::DebugAssert(cond)` variants, emitted as $4800 writes in debug
mode and stripped in release (same behavior as AST codegen)
- **Asset pipeline @binary / @chr loading** — `resolve_sprites()` reads
raw binary files and converts PNGs via `png_to_chr()`. Missing files
are silently skipped (documentation-friendly)
- **Call arity validation** — E0203 when `Statement::Call` or
`Expr::Call` has the wrong number of arguments or a mismatched
argument type (uses a `function_signatures` map)
- **Return type validation** — `return value` is type-checked against
the function's declared return type (E0201); returning a value from a
void function emits E0203
- **W0102 loop-without-yield warning** — emitted when a `loop { ... }`
body contains no `break`, `return`, `transition`, or `wait_frame`
- **W0101 expensive mul/div/mod warning** — flags multiply/divide/modulo
with two non-constant operands; literal operands are silent because
the optimizer strength-reduces them
- **W0104 dead-code-after-terminator warning** — statements after
`return`, `break`, `continue`, or `transition` in the same block
emit W0104 with a label pointing at the terminator
- **E0301 RAM overflow** — the zero-page user region is now bounded
above by `$80` (leaving `$80-$FF` for IR temps) and the main RAM
allocator stops at `$0800`; overflow emits E0301 at the declaration
- **E0505 multiple start declarations** — parser rejects a second
`start X` token
- **`on scanline(N)` parsing** — `state { on scanline(240) { ... } }`
parses and populates `StateDecl::on_scanline`; analyzer emits E0203
if the game isn't using MMC3. Codegen (MMC3 IRQ vector wiring) is
still TODO
- **Inline assembly** — `asm { ... }` blocks. The lexer captures the
body as a raw `AsmBody` token; `src/asm/inline_parser.rs` provides a
minimal 6502 mnemonic parser that handles every addressing mode the
codegen emits. Both IR and AST codegen splice parsed instructions
directly into the output stream
- **Enum types** — `enum Name { V1, V2, ... }` declares u8 constants
with values equal to declaration order. Variant names are flattened
into the global symbol table
- **Struct types** — `struct Vec2 { x: u8, y: u8 }` with field
access (`pos.x = 5`) and contiguous u8-only field layout. The
analyzer synthesizes per-field VarAllocations so the rest of the
compiler treats field access as ordinary variable access.
- **`for i in start..end { ... }` loops** — half-open range with a
u8 index variable. Desugared in IR lowering to a while loop with
a proper continue-edge block so `break`/`continue` work.
- **Audio statement parsing** — `play SfxName`, `start_music`,
`stop_music` parse and analyze as no-ops (no driver yet; users
can wire audio via inline `asm` blocks).
- **Constant expression folding** — `const B: u8 = A + 3` evaluates
at compile time and feeds through to variable initializers too.
- **`on scanline` codegen (minimal)** — MMC3 IRQ setup at startup
plus a `__irq_user` dispatcher that saves registers, ACKs via
`$E000`, dispatches on `current_state` to the right scanline
handler, and restores. `__ir_mmc3_reload` helper re-arms the
counter each frame from NMI.
- **Peephole optimizer** — `src/codegen/peephole.rs` runs to fixed
point after codegen. Current passes:
- copy propagation for IR temps (rewrites loads to their source)
- dead-LDA elimination (drops overwritten LDAs)
- redundant STA/LDA pair removal
- LDA-then-STA-same-address removal
- dead-store elimination for IR temp slots (function-wide scan)
- A-value tracking eliminates redundant LDAs (ZP and absolute)
- branch folding: `Bxx L; JMP M; L:``Byy M`
- dead JMP to next label removal
- **`--dump-ir` CLI flag** — prints the lowered IR program after the
optimizer pass for debugging
- **Function-local variables** — IR codegen allocates backing
storage for `var`s declared inside function bodies, using a
per-function RAM range at `$0300+` so nested calls don't clobber
each other.
- **E0502 on assignment to undefined variable** — previously was
silently creating a new variable.
- **Function call ABI fix** — IR codegen was JSRing to `__fn_name`
but functions were defined as `__ir_fn_name`, and param VarIds
weren't in `var_addrs` so callees read temp slots instead of
parameters. Both bugs are now fixed with an integration test
guard.
### Remaining priority order
For someone picking up this codebase, the recommended order of work:
1. **Delete AST codegen** — IR codegen is now the default and beats
the AST codegen in 5/7 examples. Once confidence is high, remove
`--use-ast` and `src/codegen/mod.rs`'s AST-specific code.
2. **Struct literals**`pos = Vec2 { x: 100, y: 50 }` as an
expression. Currently fields must be assigned individually.
3. **u16 / array / nested struct fields** — current structs only
allow u8/i8/bool fields. The layout machinery is ready for more
types but the codegen only handles 1-byte loads/stores.
4. **Audio driver** — the `play`/`start_music`/`stop_music`
statements parse but don't generate any code. A minimal NSF-style
driver running in NMI would unblock game projects.
5. **Multi-scanline on_scanline reload** — the current codegen
supports one scanline per state but not a chain of handlers at
different scanlines in the same frame.
6. **Register allocator** — proper A/X/Y allocation to replace
zero-page spills used by the current IR codegen. Partially
mitigated by peephole passes but still wasteful in some cases.
7. **Match statement**`match x { 0 => ... , 1 => ... }` would be
useful for state dispatch and enum-driven logic.
8. **Text / HUD layer** — font sheet + layout system for scores.