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# NEScript
A statically-typed, compiled programming language for NES game development.
NEScript compiles `.ne` source files directly into playable iNES ROM files, with no external assembler or linker dependencies. The compiler handles everything from source text to a ROM you can run in any NES emulator.
platformer: end-to-end side-scroller demo + three runtime bug fixes Adds `examples/platformer.ne`, a full side-scrolling game that exercises nearly every subsystem of the compiler in one program: custom CHR tileset, 32×30 background nametable with per-region attribute palettes, 2×2 metasprite hero with gravity/jump physics, wrap-around horizontal scrolling, moving enemies, coin pickups, user-declared SFX + music, and a Title → Playing state machine with autopilot so the headless jsnes harness captures real gameplay at frame 180. Tile art + nametable are generated by `scripts/gen_platformer_tiles.rs` (`cargo run --bin gen_platformer_tiles`). Building this out uncovered three independent runtime bugs that together made the example render as black-on-black smileys. All three are fixed in this commit: 1. **`gen_init` enabled sprite rendering before the linker's initial palette/background load runs.** The PPU's v-register auto-increments on every `$2007` write *during active rendering*, so the palette load (32 B) and nametable load (1024 B) were scrambled past the first ~72 bytes — every existing program with a `background Level { ... }` block was silently rendering zero-filled VRAM. Fix: leave `PPU_MASK = 0` at the end of `gen_init` and emit a new `gen_enable_rendering` call *after* all initial VRAM writes complete. 2. **Audio tick corrupted `ZP_CURRENT_STATE`.** The audio driver's period-table lookup reused `$02/$03` as a temporary indirect pointer with a comment claiming the slots were free because the tick doesn't call mul/div. But `$03` is also `ZP_CURRENT_STATE` used by the state dispatch loop, so every music note silently overwrote the state index with the high byte of `__period_table` (`0xC5` in the platformer ROM), wedging the state machine forever. Fix: `gen_nmi` now PHAs `$02/$03` on entry and PLA-restores them on exit, and the audio tick JSR moves inside that save/restore window (it used to be spliced by the linker *before* the register saves, so even A/X/Y were technically being trashed pre-save). Only `audio_demo`'s audio hash shifts (its note timings move a few cycles); every other golden is unchanged. 3. **Sub-palette mirroring footgun.** Writing a 32-byte palette blob sequentially causes the sprite sub-palettes' "index 0" slots at `$3F10/$3F14/$3F18/$3F1C` to clobber the background universal colour at `$3F00/$3F04/$3F08/$3F0C` via NES hardware mirroring. The example's palette sets all eight first bytes to `$22` (sky blue) for this reason; `docs/future-work.md` picks up a TODO to warn on inconsistent first-byte values in the analyzer. Also: - `docs/platformer.gif` — 6-second recording of the example running in jsnes, generated by the new `tests/emulator/record_gif.mjs` puppeteer helper (encodes via `gifenc`, committed as a dev-dependency under `tests/emulator/package.json`). - README / examples/README tables and the 497-test count are updated to cover the new example. https://claude.ai/code/session_01BcCcHi6FUmTh8jC7UgkA3A
2026-04-13 13:04:26 +00:00
![Platformer demo](docs/platformer.gif)
_Source: [`examples/platformer.ne`](examples/platformer.ne)_
platformer: end-to-end side-scroller demo + three runtime bug fixes Adds `examples/platformer.ne`, a full side-scrolling game that exercises nearly every subsystem of the compiler in one program: custom CHR tileset, 32×30 background nametable with per-region attribute palettes, 2×2 metasprite hero with gravity/jump physics, wrap-around horizontal scrolling, moving enemies, coin pickups, user-declared SFX + music, and a Title → Playing state machine with autopilot so the headless jsnes harness captures real gameplay at frame 180. Tile art + nametable are generated by `scripts/gen_platformer_tiles.rs` (`cargo run --bin gen_platformer_tiles`). Building this out uncovered three independent runtime bugs that together made the example render as black-on-black smileys. All three are fixed in this commit: 1. **`gen_init` enabled sprite rendering before the linker's initial palette/background load runs.** The PPU's v-register auto-increments on every `$2007` write *during active rendering*, so the palette load (32 B) and nametable load (1024 B) were scrambled past the first ~72 bytes — every existing program with a `background Level { ... }` block was silently rendering zero-filled VRAM. Fix: leave `PPU_MASK = 0` at the end of `gen_init` and emit a new `gen_enable_rendering` call *after* all initial VRAM writes complete. 2. **Audio tick corrupted `ZP_CURRENT_STATE`.** The audio driver's period-table lookup reused `$02/$03` as a temporary indirect pointer with a comment claiming the slots were free because the tick doesn't call mul/div. But `$03` is also `ZP_CURRENT_STATE` used by the state dispatch loop, so every music note silently overwrote the state index with the high byte of `__period_table` (`0xC5` in the platformer ROM), wedging the state machine forever. Fix: `gen_nmi` now PHAs `$02/$03` on entry and PLA-restores them on exit, and the audio tick JSR moves inside that save/restore window (it used to be spliced by the linker *before* the register saves, so even A/X/Y were technically being trashed pre-save). Only `audio_demo`'s audio hash shifts (its note timings move a few cycles); every other golden is unchanged. 3. **Sub-palette mirroring footgun.** Writing a 32-byte palette blob sequentially causes the sprite sub-palettes' "index 0" slots at `$3F10/$3F14/$3F18/$3F1C` to clobber the background universal colour at `$3F00/$3F04/$3F08/$3F0C` via NES hardware mirroring. The example's palette sets all eight first bytes to `$22` (sky blue) for this reason; `docs/future-work.md` picks up a TODO to warn on inconsistent first-byte values in the analyzer. Also: - `docs/platformer.gif` — 6-second recording of the example running in jsnes, generated by the new `tests/emulator/record_gif.mjs` puppeteer helper (encodes via `gifenc`, committed as a dev-dependency under `tests/emulator/package.json`). - README / examples/README tables and the 497-test count are updated to cover the new example. https://claude.ai/code/session_01BcCcHi6FUmTh8jC7UgkA3A
2026-04-13 13:04:26 +00:00
## Quick Start
```bash
# Build the compiler
cargo build --release
# Compile an example
cargo run -- build examples/hello_sprite.ne
# Run the output ROM in an emulator
# (produces examples/hello_sprite.nes)
```
## Hello World
```
game "Hello" {
mapper: NROM
}
var px: u8 = 128
var py: u8 = 120
on frame {
if button.right { px += 2 }
if button.left { px -= 2 }
if button.down { py += 2 }
if button.up { py -= 2 }
draw Smiley at: (px, py)
}
start Main
```
## Features
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
- **Game-aware syntax** -- states, sprites, palettes, backgrounds, and input are first-class constructs
- **Full type system** -- `u8`, `i8`, `u16`, `bool`, fixed-size arrays (`u8[N]`), `enum`, `struct`
- **Rich control flow** -- `if`/`else`, `while`, `for i in 0..N`, `loop`, `match`
- **Functions** -- with parameters, return types, `inline` hint, recursion detection
- **State machines** -- `state` with `on enter`, `on exit`, `on frame`, `on scanline(N)` handlers
- **Compile-time safety** -- call depth limits, recursion detection, type checking, unused-var warnings
cleanup: fix silent miscompiles and delete dead code exposed by code review Two correctness bugs were silently producing wrong ROMs: - `x << n` / `x >> n` always shifted by 1, regardless of `n`, because the IR lowering for `BinOp::ShiftLeft`/`ShiftRight` hardcoded the count. Now eval_const the RHS into a compile-time count; fall back to a new `IrOp::ShiftLeftVar` / `ShiftRightVar` (runtime loop) when the amount isn't constant. Strength reduction folds the variable form back to a fixed count once the optimizer knows the value. - `x / n` / `x % n` always returned 0, because the lowering emitted `LoadImm(t, 0)` for `BinOp::Div`/`Mod` with a comment saying the runtime call was "TODO for now". Added real `IrOp::Div` and `IrOp::Mod`, wired them through use-counting and DCE, gave codegen `__divide`-based implementations, and taught strength reduction to rewrite power-of-two divisors into shifts and modulo-by-2ⁿ into AND masks. Constant folding now handles `Mul`/`Div`/`Mod`/shifts too, which were previously left for the codegen to emit inefficient software calls. Dead code removed (no backward-compat shims kept): - `src/debug/` entirely. `DebugSymbols`, `SourceMap`, and the Mesen/.sym emitters had no callers outside their own tests; `main.rs` never wrote a symbol file. Documented the intent in `docs/future-work.md` so it comes back intentionally if needed. - `ErrorCode::E0202` (invalid cast) and `E0403` (unreachable state): defined, formatted, and marked `#[allow(dead_code)]` but never emitted. W0104 now carries the unreachable-state semantics too. - `Level::Info`: never constructed. - `load_background` / `set_palette` statements and their `BackgroundDecl` / `PaletteDecl` parser support: parsed and silently dropped by IR lowering (`// TODO: implement in asset pipeline`). Removed keywords, AST variants, parser paths, analyzer arms, and tests. `docs/future-work.md` documents the runtime palette/nametable design for when it comes back. Doc cleanup: - `docs/architecture.md` was describing files that don't exist (`analyzer/types.rs`, `optimizer/const_fold.rs`, `codegen/regalloc.rs`, `rom/header.rs`, `debug/symbols.rs`, …). Rewrote it to match the real flat `mod.rs` + `tests.rs` layout and the real pipeline order. - `docs/future-work.md` was a hybrid of open work and "recently completed" entries that duplicated the active stubs at the top of the file. Collapsed to just the gaps that are actually still open. - `README.md` claimed Mesen symbol export and 210 tests; updated both. - `docs/language-guide.md` and `spec.md` described `palette` decls, `set_palette` / `load_background`, `debug.overlay`, and error codes that were never emitted. Trimmed. - Stale comments on `Statement::Play`/`StartMusic`/`StopMusic` claimed the audio subsystem was "a no-op at codegen time". Tests: - Regression tests for every fix above (`lower_shift_left_with_literal _count_uses_that_count`, `lower_shift_right_with_variable_count _uses_runtime_variant`, `lower_divide_emits_div_op_not_load_imm _zero`, `lower_modulo_emits_mod_op_not_load_imm_zero`, `strength_reduce_div_by_power_of_two`, `strength_reduce_mod_by _power_of_two`, `strength_reduce_shift_var_with_constant_amount`). - Renamed the `program_with_sprites_and_palette` integration test (which was exercising the now-removed `load_background`/`set_palette`) to `program_with_inline_sprite_chr`. `examples/sprites_and_palettes.ne` lost its `palette`/`set_palette` usage. Nothing in the emulator test presses A, so the headless jsnes render shouldn't move, but the golden may need regeneration via `UPDATE_GOLDENS=1` if it does. https://claude.ai/code/session_012fKB251HvEUQwG3tizFyqt
2026-04-13 02:47:37 +00:00
- **IR-based optimizer** -- constant folding, dead code elimination, strength reduction (incl. div/mod by power-of-two), copy propagation, peephole passes including INC/DEC fold and live-range slot recycling
compiler: audio driver, u16 arithmetic, multi-scanline, slot recycling Five language features and optimizations from the planned-work backlog: - **Minimal audio driver**: `play`/`start_music`/`stop_music` now generate APU pulse-1/pulse-2 writes from a builtin SFX/music name table, and the NMI handler gains a `JSR __audio_tick` splice (via the linker's `__audio_used` marker lookup) that ages an SFX countdown counter and mutes pulse 1 when the tone expires. Programs that never trigger audio pay zero ROM cost. - **u16 arithmetic and comparisons**: new IR ops `LoadVarHi`, `StoreVarHi`, `Add16`, `Sub16`, and six `Cmp*16` variants. The lowering context tracks variable types via the analyzer's symbol table and routes expressions through the 8-bit or 16-bit path based on operand width. Add16 emits `CLC;ADC;ADC` with carry propagating naturally into the high byte; compares dispatch high-byte-first with a short-circuit low-byte fallback. Fixes a silent miscompile where `big += 1` on a u16 var only incremented the low byte. - **Multi-scanline handlers per state**: `gen_scanline_irq` now dispatches on `(current_state, ZP_SCANLINE_STEP)` and reloads the MMC3 counter with the delta to the next scanline in the same state. `gen_scanline_reload` resets the step counter at the top of each NMI so a state with multiple handlers fires them in ascending line order. Previously only the first handler per state ever fired. - **IR temp slot recycling**: `build_use_counts` pre-scans each function to count per-temp uses; `retire_op_sources` decrements the counts after each op and pushes dead slots back onto `free_slots` for later allocation. `bitwise_ops.ne` used to crash (debug) or miscompile (release) once it hit 128 concurrent temps; with recycling the same function now uses ~4 slots instead of 136. - **INC/DEC peephole fold + improved dead-load elimination**: `fold_inc_dec` collapses `LDA addr; CLC; ADC #1; STA addr` into a single `INC addr` (and the SEC/SBC variant into `DEC addr`), saving 5 bytes and 5 cycles per increment. The fold is suppressed when the next instruction reads carry. `remove_dead_loads` now walks past INC/DEC/STX/STY (which don't touch A) to find the actual next A-use, catching more dead loads. Tests: 331 unit + 39 integration (up from 313 + 37), including new guards for audio, u16, multi-scanline, and slot recycling. https://claude.ai/code/session_01A8qk3gw2jWSzdiXBZPZSFE
2026-04-12 22:21:53 +00:00
- **Full 16-bit arithmetic** -- u16 add/sub/compare lower to carry-propagating paired operations
- **Multiple mappers** -- NROM, MMC1, UxROM, MMC3 (including multi-scanline IRQ dispatch per state)
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
- **Audio subsystem** -- frame-walking pulse driver with user-declared `sfx`/`music` blocks, builtin effects and tracks, period table, and zero-cost elision when unused
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
- **Palette & background pipeline** -- `palette` and `background` blocks, initial values loaded at reset, vblank-safe `set_palette` / `load_background` runtime swaps
cleanup: fix silent miscompiles and delete dead code exposed by code review Two correctness bugs were silently producing wrong ROMs: - `x << n` / `x >> n` always shifted by 1, regardless of `n`, because the IR lowering for `BinOp::ShiftLeft`/`ShiftRight` hardcoded the count. Now eval_const the RHS into a compile-time count; fall back to a new `IrOp::ShiftLeftVar` / `ShiftRightVar` (runtime loop) when the amount isn't constant. Strength reduction folds the variable form back to a fixed count once the optimizer knows the value. - `x / n` / `x % n` always returned 0, because the lowering emitted `LoadImm(t, 0)` for `BinOp::Div`/`Mod` with a comment saying the runtime call was "TODO for now". Added real `IrOp::Div` and `IrOp::Mod`, wired them through use-counting and DCE, gave codegen `__divide`-based implementations, and taught strength reduction to rewrite power-of-two divisors into shifts and modulo-by-2ⁿ into AND masks. Constant folding now handles `Mul`/`Div`/`Mod`/shifts too, which were previously left for the codegen to emit inefficient software calls. Dead code removed (no backward-compat shims kept): - `src/debug/` entirely. `DebugSymbols`, `SourceMap`, and the Mesen/.sym emitters had no callers outside their own tests; `main.rs` never wrote a symbol file. Documented the intent in `docs/future-work.md` so it comes back intentionally if needed. - `ErrorCode::E0202` (invalid cast) and `E0403` (unreachable state): defined, formatted, and marked `#[allow(dead_code)]` but never emitted. W0104 now carries the unreachable-state semantics too. - `Level::Info`: never constructed. - `load_background` / `set_palette` statements and their `BackgroundDecl` / `PaletteDecl` parser support: parsed and silently dropped by IR lowering (`// TODO: implement in asset pipeline`). Removed keywords, AST variants, parser paths, analyzer arms, and tests. `docs/future-work.md` documents the runtime palette/nametable design for when it comes back. Doc cleanup: - `docs/architecture.md` was describing files that don't exist (`analyzer/types.rs`, `optimizer/const_fold.rs`, `codegen/regalloc.rs`, `rom/header.rs`, `debug/symbols.rs`, …). Rewrote it to match the real flat `mod.rs` + `tests.rs` layout and the real pipeline order. - `docs/future-work.md` was a hybrid of open work and "recently completed" entries that duplicated the active stubs at the top of the file. Collapsed to just the gaps that are actually still open. - `README.md` claimed Mesen symbol export and 210 tests; updated both. - `docs/language-guide.md` and `spec.md` described `palette` decls, `set_palette` / `load_background`, `debug.overlay`, and error codes that were never emitted. Trimmed. - Stale comments on `Statement::Play`/`StartMusic`/`StopMusic` claimed the audio subsystem was "a no-op at codegen time". Tests: - Regression tests for every fix above (`lower_shift_left_with_literal _count_uses_that_count`, `lower_shift_right_with_variable_count _uses_runtime_variant`, `lower_divide_emits_div_op_not_load_imm _zero`, `lower_modulo_emits_mod_op_not_load_imm_zero`, `strength_reduce_div_by_power_of_two`, `strength_reduce_mod_by _power_of_two`, `strength_reduce_shift_var_with_constant_amount`). - Renamed the `program_with_sprites_and_palette` integration test (which was exercising the now-removed `load_background`/`set_palette`) to `program_with_inline_sprite_chr`. `examples/sprites_and_palettes.ne` lost its `palette`/`set_palette` usage. Nothing in the emulator test presses A, so the headless jsnes render shouldn't move, but the golden may need regeneration via `UPDATE_GOLDENS=1` if it does. https://claude.ai/code/session_012fKB251HvEUQwG3tizFyqt
2026-04-13 02:47:37 +00:00
- **Asset pipeline** -- PNG-to-CHR conversion, inline tile data, sfx envelopes, music note streams
- **Inline assembly** -- `asm { ... }` with `{var}` substitution, plus `raw asm { ... }` for verbatim blocks
- **Hardware intrinsics** -- `poke(addr, value)` / `peek(addr)` for direct register access
cleanup: fix silent miscompiles and delete dead code exposed by code review Two correctness bugs were silently producing wrong ROMs: - `x << n` / `x >> n` always shifted by 1, regardless of `n`, because the IR lowering for `BinOp::ShiftLeft`/`ShiftRight` hardcoded the count. Now eval_const the RHS into a compile-time count; fall back to a new `IrOp::ShiftLeftVar` / `ShiftRightVar` (runtime loop) when the amount isn't constant. Strength reduction folds the variable form back to a fixed count once the optimizer knows the value. - `x / n` / `x % n` always returned 0, because the lowering emitted `LoadImm(t, 0)` for `BinOp::Div`/`Mod` with a comment saying the runtime call was "TODO for now". Added real `IrOp::Div` and `IrOp::Mod`, wired them through use-counting and DCE, gave codegen `__divide`-based implementations, and taught strength reduction to rewrite power-of-two divisors into shifts and modulo-by-2ⁿ into AND masks. Constant folding now handles `Mul`/`Div`/`Mod`/shifts too, which were previously left for the codegen to emit inefficient software calls. Dead code removed (no backward-compat shims kept): - `src/debug/` entirely. `DebugSymbols`, `SourceMap`, and the Mesen/.sym emitters had no callers outside their own tests; `main.rs` never wrote a symbol file. Documented the intent in `docs/future-work.md` so it comes back intentionally if needed. - `ErrorCode::E0202` (invalid cast) and `E0403` (unreachable state): defined, formatted, and marked `#[allow(dead_code)]` but never emitted. W0104 now carries the unreachable-state semantics too. - `Level::Info`: never constructed. - `load_background` / `set_palette` statements and their `BackgroundDecl` / `PaletteDecl` parser support: parsed and silently dropped by IR lowering (`// TODO: implement in asset pipeline`). Removed keywords, AST variants, parser paths, analyzer arms, and tests. `docs/future-work.md` documents the runtime palette/nametable design for when it comes back. Doc cleanup: - `docs/architecture.md` was describing files that don't exist (`analyzer/types.rs`, `optimizer/const_fold.rs`, `codegen/regalloc.rs`, `rom/header.rs`, `debug/symbols.rs`, …). Rewrote it to match the real flat `mod.rs` + `tests.rs` layout and the real pipeline order. - `docs/future-work.md` was a hybrid of open work and "recently completed" entries that duplicated the active stubs at the top of the file. Collapsed to just the gaps that are actually still open. - `README.md` claimed Mesen symbol export and 210 tests; updated both. - `docs/language-guide.md` and `spec.md` described `palette` decls, `set_palette` / `load_background`, `debug.overlay`, and error codes that were never emitted. Trimmed. - Stale comments on `Statement::Play`/`StartMusic`/`StopMusic` claimed the audio subsystem was "a no-op at codegen time". Tests: - Regression tests for every fix above (`lower_shift_left_with_literal _count_uses_that_count`, `lower_shift_right_with_variable_count _uses_runtime_variant`, `lower_divide_emits_div_op_not_load_imm _zero`, `lower_modulo_emits_mod_op_not_load_imm_zero`, `strength_reduce_div_by_power_of_two`, `strength_reduce_mod_by _power_of_two`, `strength_reduce_shift_var_with_constant_amount`). - Renamed the `program_with_sprites_and_palette` integration test (which was exercising the now-removed `load_background`/`set_palette`) to `program_with_inline_sprite_chr`. `examples/sprites_and_palettes.ne` lost its `palette`/`set_palette` usage. Nothing in the emulator test presses A, so the headless jsnes render shouldn't move, but the golden may need regeneration via `UPDATE_GOLDENS=1` if it does. https://claude.ai/code/session_012fKB251HvEUQwG3tizFyqt
2026-04-13 02:47:37 +00:00
- **Debug support** -- `--debug` flag enables `debug.log` / `debug.assert` writes to the emulator debug port
- **Compile-time diagnostics** -- `--dump-ir`, `--memory-map`, `--call-graph` flags
- **Single binary** -- no dependencies on ca65, Python, or any external tools
## Documentation
- **[Language Guide](docs/language-guide.md)** -- complete reference for every language feature
- **[Architecture](docs/architecture.md)** -- compiler internals and module overview
- **[NES Reference](docs/nes-reference.md)** -- hardware quick reference for contributors
- **[Examples README](examples/README.md)** -- how to build and run examples
## Examples
| Example | Features demonstrated |
|---------|---------------------|
| [`hello_sprite.ne`](examples/hello_sprite.ne) | D-pad input, sprite drawing |
| [`bouncing_ball.ne`](examples/bouncing_ball.ne) | Automatic movement, edge detection |
| [`coin_cavern.ne`](examples/coin_cavern.ne) | Multi-state game, functions, constants, gravity |
| [`arrays_and_functions.ne`](examples/arrays_and_functions.ne) | Arrays, functions, while loops, inline functions |
| [`state_machine.ne`](examples/state_machine.ne) | State transitions, on enter/exit, timers |
cleanup: fix silent miscompiles and delete dead code exposed by code review Two correctness bugs were silently producing wrong ROMs: - `x << n` / `x >> n` always shifted by 1, regardless of `n`, because the IR lowering for `BinOp::ShiftLeft`/`ShiftRight` hardcoded the count. Now eval_const the RHS into a compile-time count; fall back to a new `IrOp::ShiftLeftVar` / `ShiftRightVar` (runtime loop) when the amount isn't constant. Strength reduction folds the variable form back to a fixed count once the optimizer knows the value. - `x / n` / `x % n` always returned 0, because the lowering emitted `LoadImm(t, 0)` for `BinOp::Div`/`Mod` with a comment saying the runtime call was "TODO for now". Added real `IrOp::Div` and `IrOp::Mod`, wired them through use-counting and DCE, gave codegen `__divide`-based implementations, and taught strength reduction to rewrite power-of-two divisors into shifts and modulo-by-2ⁿ into AND masks. Constant folding now handles `Mul`/`Div`/`Mod`/shifts too, which were previously left for the codegen to emit inefficient software calls. Dead code removed (no backward-compat shims kept): - `src/debug/` entirely. `DebugSymbols`, `SourceMap`, and the Mesen/.sym emitters had no callers outside their own tests; `main.rs` never wrote a symbol file. Documented the intent in `docs/future-work.md` so it comes back intentionally if needed. - `ErrorCode::E0202` (invalid cast) and `E0403` (unreachable state): defined, formatted, and marked `#[allow(dead_code)]` but never emitted. W0104 now carries the unreachable-state semantics too. - `Level::Info`: never constructed. - `load_background` / `set_palette` statements and their `BackgroundDecl` / `PaletteDecl` parser support: parsed and silently dropped by IR lowering (`// TODO: implement in asset pipeline`). Removed keywords, AST variants, parser paths, analyzer arms, and tests. `docs/future-work.md` documents the runtime palette/nametable design for when it comes back. Doc cleanup: - `docs/architecture.md` was describing files that don't exist (`analyzer/types.rs`, `optimizer/const_fold.rs`, `codegen/regalloc.rs`, `rom/header.rs`, `debug/symbols.rs`, …). Rewrote it to match the real flat `mod.rs` + `tests.rs` layout and the real pipeline order. - `docs/future-work.md` was a hybrid of open work and "recently completed" entries that duplicated the active stubs at the top of the file. Collapsed to just the gaps that are actually still open. - `README.md` claimed Mesen symbol export and 210 tests; updated both. - `docs/language-guide.md` and `spec.md` described `palette` decls, `set_palette` / `load_background`, `debug.overlay`, and error codes that were never emitted. Trimmed. - Stale comments on `Statement::Play`/`StartMusic`/`StopMusic` claimed the audio subsystem was "a no-op at codegen time". Tests: - Regression tests for every fix above (`lower_shift_left_with_literal _count_uses_that_count`, `lower_shift_right_with_variable_count _uses_runtime_variant`, `lower_divide_emits_div_op_not_load_imm _zero`, `lower_modulo_emits_mod_op_not_load_imm_zero`, `strength_reduce_div_by_power_of_two`, `strength_reduce_mod_by _power_of_two`, `strength_reduce_shift_var_with_constant_amount`). - Renamed the `program_with_sprites_and_palette` integration test (which was exercising the now-removed `load_background`/`set_palette`) to `program_with_inline_sprite_chr`. `examples/sprites_and_palettes.ne` lost its `palette`/`set_palette` usage. Nothing in the emulator test presses A, so the headless jsnes render shouldn't move, but the golden may need regeneration via `UPDATE_GOLDENS=1` if it does. https://claude.ai/code/session_012fKB251HvEUQwG3tizFyqt
2026-04-13 02:47:37 +00:00
| [`sprites_and_palettes.ne`](examples/sprites_and_palettes.ne) | Inline CHR data, scroll, type casting |
| [`mmc1_banked.ne`](examples/mmc1_banked.ne) | MMC1 mapper, bank declarations, multiply |
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
| [`palette_and_background.ne`](examples/palette_and_background.ne) | Palette and background declarations, reset-time load, vblank-safe `set_palette` / `load_background` swaps |
| [`friendly_assets.ne`](examples/friendly_assets.ne) | **Pleasant asset syntax** — named NES colours, grouped `bg0..sp3` palettes with `universal:`, ASCII pixel-art sprites, `legend { } + map:` tilemaps, `palette_map:` attribute grids, scalar sfx `pitch:`, note-name music with `tempo:` |
| [`structs_enums_for.ne`](examples/structs_enums_for.ne) | Structs, enums, `for` loops, struct literals |
| [`inline_asm_demo.ne`](examples/inline_asm_demo.ne) | Inline asm with `{var}` substitution, `poke`/`peek` |
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
| [`audio_demo.ne`](examples/audio_demo.ne) | Audio subsystem: user `sfx`/`music` blocks, builtin effects, `play`/`start_music`/`stop_music` |
feat(platformer): add stomp-or-die enemy collisions, live HUD, GameOver state The previous platformer example drew enemies but had almost no interaction with them: only enemy 1 had a stomp check, the stomp window was unreachable under the default +1-px-per-frame-plus-a- jump-every-40-frames autopilot, contact from any other angle was a silent no-op, and the header comment promised a "title → playing → game-over state machine" that didn't actually exist. The README demo gif and the committed golden both froze that state — a level the player could walk through indefinitely with no consequence. Flesh the enemy interaction model out into something real: - `resolve_enemy_hit(e_sx)`: one helper, called symmetrically for both enemies. Computes the player/enemy hitbox overlap (horizontal in `e_sx ∈ (72, 96)`, vertical in `player_y ∈ (152, 176)`) and branches three ways — falling onto the head is a stomp bounce (`rise_count = 6`, `fall_vy = 0`, `stomp_count += 1`, `play Boing`); overlap while `rise_count > 0` is a grace pass-through so the stomp bounce itself can't retrigger contact on the same enemy; anything else (walking into the side, standing on the ground against the enemy) is fatal — `alive = 0` and `play hit`. - New `GameOver` state: draws four enemy tiles across the middle of the screen plus a coin row sized to `stomp_count`, stops the music, lingers 60 frames then auto-retries, and also honours Start for an instant retry. - Proximity-based autopilot: pre-jump when an enemy is exactly 19 px ahead (`e1_sx == 99` or `e2_sx == 99`), capped at two jumps per life by `auto_jumps < AUTOPILOT_JUMPS`. Tuning: a JUMP_RISE=12, GRAVITY_CAP=4 jump lands the player's feet at enemy-head height exactly 21 frames after lift-off, by which point the autopilot camera has scrolled the enemy under the player. The first jump fires on Playing frame 1 and stomps enemy 1 on frame 22; the second fires on Playing frame 101 and stomps enemy 2 on frame 122. After that the autopilot is exhausted and the third enemy encounter (camera wraps back past enemy 1) is fatal — the golden harness now sees the full stomp, stomp, die, retry, stomp loop instead of a frozen walk. - Live HUD: up to four coin sprites in the top-left, one per stomp, rendered both during `Playing` and on the `GameOver` screen so the score is visible in the death frame. `Playing`'s player draw is now guarded by `if alive == 1` so the hero disappears on the fatal-contact frame and the enemy that killed them is visible underneath. Verified with a per-frame ZP trace through the patched puppeteer + jsnes harness: first stomp at emu frame 44 (camera_x=22), second at emu frame 144 (camera_x=122), death at emu frame 283 (camera_x=5 after a 256-px wrap), `Playing` restart at emu frame 343, third stomp at emu frame 365. All 22 emulator goldens still match after the update, and `docs/platformer.gif` regenerated from the new ROM now shows two clean stomps, a clean side-collision death, the GameOver screen, and the retry cycle all inside the 6-second demo window. Golden updates: - `tests/emulator/goldens/platformer.png` — the frame-180 capture now shows the hero walking forward with a two-coin HUD after both autopilot stomps (previously: a frozen bouncing hero). - `tests/emulator/goldens/platformer.audio.hash` — the track now includes two `Boing` stomp bounces, which shifts the hash. - `examples/platformer.nes` — rebuilt from the rewritten source. Also updates the platformer rows in `README.md` and `examples/README.md` to match the new gameplay. https://claude.ai/code/session_013Bi4H4YQ5or5HtMB4doUFi
2026-04-13 20:19:28 +00:00
| [`platformer.ne`](examples/platformer.ne) | **End-to-end side-scroller** — custom CHR tileset, full background nametable, metasprite player with gravity/jump physics, wrap-around scrolling, stomp-or-die enemy collisions, live stomp-count HUD, pickup coins, user-declared SFX + music, and a Title → Playing → GameOver state machine with a proximity-based autopilot so the headless harness demonstrates the full gameplay loop (stomp, stomp, die, retry) inside six seconds |
## Compiler Commands
```bash
# Compile to ROM
nescript build game.ne
# Compile with custom output path
nescript build game.ne --output my_game.nes
# Type-check only (no ROM output)
nescript check game.ne
# View generated 6502 assembly
nescript build game.ne --asm-dump
# Enable debug mode
nescript build game.ne --debug
```
## Emulator Compatibility
Output ROMs are standard iNES format and work with any NES emulator:
- **[Mesen](https://www.mesen.ca/)** -- recommended, best debugging support
- **[FCEUX](https://fceux.com/)**
- **[Nestopia](http://nestopia.sourceforge.net/)**
## Project Status
NEScript implements all five planned milestones:
| Milestone | Status | Key Features |
|-----------|--------|-------------|
| M1: Hello Sprite | Done | Full compiler pipeline, assembler, ROM builder |
| M2: Game Loop | Done | Functions, arrays, IR, optimizer, call graph analysis |
cleanup: fix silent miscompiles and delete dead code exposed by code review Two correctness bugs were silently producing wrong ROMs: - `x << n` / `x >> n` always shifted by 1, regardless of `n`, because the IR lowering for `BinOp::ShiftLeft`/`ShiftRight` hardcoded the count. Now eval_const the RHS into a compile-time count; fall back to a new `IrOp::ShiftLeftVar` / `ShiftRightVar` (runtime loop) when the amount isn't constant. Strength reduction folds the variable form back to a fixed count once the optimizer knows the value. - `x / n` / `x % n` always returned 0, because the lowering emitted `LoadImm(t, 0)` for `BinOp::Div`/`Mod` with a comment saying the runtime call was "TODO for now". Added real `IrOp::Div` and `IrOp::Mod`, wired them through use-counting and DCE, gave codegen `__divide`-based implementations, and taught strength reduction to rewrite power-of-two divisors into shifts and modulo-by-2ⁿ into AND masks. Constant folding now handles `Mul`/`Div`/`Mod`/shifts too, which were previously left for the codegen to emit inefficient software calls. Dead code removed (no backward-compat shims kept): - `src/debug/` entirely. `DebugSymbols`, `SourceMap`, and the Mesen/.sym emitters had no callers outside their own tests; `main.rs` never wrote a symbol file. Documented the intent in `docs/future-work.md` so it comes back intentionally if needed. - `ErrorCode::E0202` (invalid cast) and `E0403` (unreachable state): defined, formatted, and marked `#[allow(dead_code)]` but never emitted. W0104 now carries the unreachable-state semantics too. - `Level::Info`: never constructed. - `load_background` / `set_palette` statements and their `BackgroundDecl` / `PaletteDecl` parser support: parsed and silently dropped by IR lowering (`// TODO: implement in asset pipeline`). Removed keywords, AST variants, parser paths, analyzer arms, and tests. `docs/future-work.md` documents the runtime palette/nametable design for when it comes back. Doc cleanup: - `docs/architecture.md` was describing files that don't exist (`analyzer/types.rs`, `optimizer/const_fold.rs`, `codegen/regalloc.rs`, `rom/header.rs`, `debug/symbols.rs`, …). Rewrote it to match the real flat `mod.rs` + `tests.rs` layout and the real pipeline order. - `docs/future-work.md` was a hybrid of open work and "recently completed" entries that duplicated the active stubs at the top of the file. Collapsed to just the gaps that are actually still open. - `README.md` claimed Mesen symbol export and 210 tests; updated both. - `docs/language-guide.md` and `spec.md` described `palette` decls, `set_palette` / `load_background`, `debug.overlay`, and error codes that were never emitted. Trimmed. - Stale comments on `Statement::Play`/`StartMusic`/`StopMusic` claimed the audio subsystem was "a no-op at codegen time". Tests: - Regression tests for every fix above (`lower_shift_left_with_literal _count_uses_that_count`, `lower_shift_right_with_variable_count _uses_runtime_variant`, `lower_divide_emits_div_op_not_load_imm _zero`, `lower_modulo_emits_mod_op_not_load_imm_zero`, `strength_reduce_div_by_power_of_two`, `strength_reduce_mod_by _power_of_two`, `strength_reduce_shift_var_with_constant_amount`). - Renamed the `program_with_sprites_and_palette` integration test (which was exercising the now-removed `load_background`/`set_palette`) to `program_with_inline_sprite_chr`. `examples/sprites_and_palettes.ne` lost its `palette`/`set_palette` usage. Nothing in the emulator test presses A, so the headless jsnes render shouldn't move, but the golden may need regeneration via `UPDATE_GOLDENS=1` if it does. https://claude.ai/code/session_012fKB251HvEUQwG3tizFyqt
2026-04-13 02:47:37 +00:00
| M3: Asset Pipeline | Done | PNG-to-CHR, sprites, `debug.log` / `debug.assert` |
| M4: Optimization | Done | Strength reduction, ZP promotion, type casting, asm-dump |
| M5: Bank Switching | Done | MMC1/UxROM/MMC3, bank declarations, software mul/div |
platformer: end-to-end side-scroller demo + three runtime bug fixes Adds `examples/platformer.ne`, a full side-scrolling game that exercises nearly every subsystem of the compiler in one program: custom CHR tileset, 32×30 background nametable with per-region attribute palettes, 2×2 metasprite hero with gravity/jump physics, wrap-around horizontal scrolling, moving enemies, coin pickups, user-declared SFX + music, and a Title → Playing state machine with autopilot so the headless jsnes harness captures real gameplay at frame 180. Tile art + nametable are generated by `scripts/gen_platformer_tiles.rs` (`cargo run --bin gen_platformer_tiles`). Building this out uncovered three independent runtime bugs that together made the example render as black-on-black smileys. All three are fixed in this commit: 1. **`gen_init` enabled sprite rendering before the linker's initial palette/background load runs.** The PPU's v-register auto-increments on every `$2007` write *during active rendering*, so the palette load (32 B) and nametable load (1024 B) were scrambled past the first ~72 bytes — every existing program with a `background Level { ... }` block was silently rendering zero-filled VRAM. Fix: leave `PPU_MASK = 0` at the end of `gen_init` and emit a new `gen_enable_rendering` call *after* all initial VRAM writes complete. 2. **Audio tick corrupted `ZP_CURRENT_STATE`.** The audio driver's period-table lookup reused `$02/$03` as a temporary indirect pointer with a comment claiming the slots were free because the tick doesn't call mul/div. But `$03` is also `ZP_CURRENT_STATE` used by the state dispatch loop, so every music note silently overwrote the state index with the high byte of `__period_table` (`0xC5` in the platformer ROM), wedging the state machine forever. Fix: `gen_nmi` now PHAs `$02/$03` on entry and PLA-restores them on exit, and the audio tick JSR moves inside that save/restore window (it used to be spliced by the linker *before* the register saves, so even A/X/Y were technically being trashed pre-save). Only `audio_demo`'s audio hash shifts (its note timings move a few cycles); every other golden is unchanged. 3. **Sub-palette mirroring footgun.** Writing a 32-byte palette blob sequentially causes the sprite sub-palettes' "index 0" slots at `$3F10/$3F14/$3F18/$3F1C` to clobber the background universal colour at `$3F00/$3F04/$3F08/$3F0C` via NES hardware mirroring. The example's palette sets all eight first bytes to `$22` (sky blue) for this reason; `docs/future-work.md` picks up a TODO to warn on inconsistent first-byte values in the analyzer. Also: - `docs/platformer.gif` — 6-second recording of the example running in jsnes, generated by the new `tests/emulator/record_gif.mjs` puppeteer helper (encodes via `gifenc`, committed as a dev-dependency under `tests/emulator/package.json`). - README / examples/README tables and the 497-test count are updated to cover the new example. https://claude.ai/code/session_01BcCcHi6FUmTh8jC7UgkA3A
2026-04-13 13:04:26 +00:00
497 tests across the lexer, parser, analyzer, IR, optimizer, codegen, assembler, linker, runtime, ROM, and asset modules, with CI running fmt, clippy, test, and example compilation on every push.
## License
[MIT](LICENSE)