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nescript/tests/emulator/harness.html

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Add jsnes emulator harness and fix four codegen bugs it surfaced Running the compiled example ROMs through a headless puppeteer + local jsnes harness exposed four latent bugs that the header-structure-only integration tests couldn't catch: - src/asm/mod.rs: the first pass treated ANY instruction with `AddressingMode::Label` as a label definition, silently dropping every `JMP`/`JSR` to a label. Now only `NOP + Label` is a label def; other opcodes emit the opcode byte plus a 2-byte absolute fixup resolved in pass two. Without this, every example crashed with "invalid opcode at $1xxx" once the CPU fell through into the math runtime and hit an unbalanced `RTS`. - src/ir/lowering.rs (lower_handler): handler-local `VarDecl`s (e.g. `var i: u8 = 0` inside a `while`) were pushed onto `current_locals` but the handler built its own throwaway `locals` list, so those var ids never got RAM addresses and every `LoadVar`/`StoreVar` for them silently emitted nothing. Seed `current_locals` with the state's declared locals and reuse it so `lower_statement`'s appends flow through to the `IrFunction`. Fixes the black screen in `arrays_and_functions`. - src/ir/lowering.rs (global init): struct-literal initializers on globals (`var player: Player = Player { x: 120, ... }`) fell through to `eval_const`, which returned `None` for a non-literal, so no init code was emitted. Now the per-field synthetic globals each get their own `init_value`. Fixes the black screen in `structs_enums_for`. - src/codegen/mod.rs: the legacy AST codegen was emitting `JSR __fn_poke` / treating `peek` as `LDA #0` for the hardware intrinsics. It only "worked" before because the broken assembler swallowed the bogus JSR. Handle `poke`/`peek` as direct STA/LDA to a compile-time-constant absolute address, matching the IR codegen's intrinsic path. The harness lives in `tests/emulator/`: a tiny HTML page that wraps the `jsnes` npm package, driven by a puppeteer script that loads each ROM, runs ~180 frames, snapshots the canvas, and records a smoke-test verdict (booted without a CPU crash, non-zero pixels rendered, frames differ over time). `npm install && node run_examples.mjs` from `tests/emulator/` runs the full sweep. 9/9 example ROMs now load, render, and animate where expected. All 324 unit + 35 integration tests still pass. https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
2026-04-12 18:46:58 +00:00
<!doctype html>
<html>
<head>
<meta charset="utf-8" />
<title>NEScript jsnes harness</title>
<style>
body { margin: 0; background: #222; color: #eee; font-family: monospace; }
canvas { image-rendering: pixelated; background: #000; display: block; }
#info { padding: 8px; }
</style>
</head>
<body>
<canvas id="screen" width="256" height="240"></canvas>
<div id="info">waiting…</div>
<script src="./node_modules/jsnes/dist/jsnes.js"></script>
<script>
(function () {
const { NES } = window.jsnes;
const canvas = document.getElementById("screen");
const ctx = canvas.getContext("2d");
const image = ctx.createImageData(256, 240);
// Pre-fill alpha channel so we don't have to do it every frame.
const buf = new ArrayBuffer(image.data.length);
const buf8 = new Uint8ClampedArray(buf);
const buf32 = new Uint32Array(buf);
for (let i = 0; i < buf32.length; i++) buf32[i] = 0xff000000;
const nes = new NES({
onFrame(frameBuffer) {
for (let i = 0; i < 256 * 240; i++) {
// jsnes pixel is 0x00BBGGRR in little-endian = 0xFFBBGGRR when alpha set
buf32[i] = 0xff000000 | frameBuffer[i];
}
image.data.set(buf8);
ctx.putImageData(image, 0, 0);
},
// Silence audio; we are only checking video.
onAudioSample() {},
sampleRate: 44100,
});
// Expose an API for puppeteer to drive.
window.nesHarness = {
loadRomBase64(b64) {
// atob produces a binary string, which is exactly what jsnes wants.
const bin = atob(b64);
nes.loadROM(bin);
},
frame() {
nes.frame();
},
runFrames(n) {
for (let i = 0; i < n; i++) nes.frame();
},
buttonDown(player, button) {
nes.buttonDown(player, button);
},
buttonUp(player, button) {
nes.buttonUp(player, button);
},
// Return a hash and non-zero-pixel count for the current canvas contents.
frameStats() {
const data = ctx.getImageData(0, 0, 256, 240).data;
let nonBlack = 0;
let hash = 2166136261 >>> 0; // FNV-1a
for (let i = 0; i < data.length; i += 4) {
const r = data[i], g = data[i + 1], b = data[i + 2];
if (r !== 0 || g !== 0 || b !== 0) nonBlack++;
hash ^= r; hash = Math.imul(hash, 16777619);
hash ^= g; hash = Math.imul(hash, 16777619);
hash ^= b; hash = Math.imul(hash, 16777619);
}
return { nonBlack, hash: (hash >>> 0).toString(16), totalPixels: 256 * 240 };
},
tests/emulator: byte-exact golden-image diffs The smoke test used to check a per-example `nonBlack` floor — "at least one sprite rendered," plus a per-example minimum for the multi-sprite examples. That catches gross regressions (a compiler bug that makes everything go black) but silently lets through anything that changes a handful of pixels without dropping below the sprite floor. The whole point of this harness is to catch compiler miscompiles before they land; a softer check means bugs can still sneak in. This swap makes every run diff the raw canvas framebuffer against a committed PNG golden. One mismatched byte at pixel (120, 119) is enough to fail CI — there's nowhere for a regression to hide. Workflow: # normal — fails on any pixel change node tests/emulator/run_examples.mjs # when the diff is intentional, rewrite the goldens UPDATE_GOLDENS=1 node tests/emulator/run_examples.mjs # or: node tests/emulator/run_examples.mjs --update-goldens git diff tests/emulator/goldens/ # review the change git add tests/emulator/goldens/ git commit # explain WHY in the message When a run fails without `UPDATE_GOLDENS`, the runner writes: tests/emulator/actual/<name>.png the run's raw output tests/emulator/actual/<name>.diff.png red-highlighted pixel diff so reviewers can eyeball what changed without rerunning locally. `actual/` is gitignored and re-created on every run. The CI job now uploads `actual/`, `goldens/`, and `report.json` together as a single `emulator-diff` artifact on failure — side by side means the "what changed" story is obvious without cloning. Implementation: - `tests/emulator/screenshots/` is renamed to `tests/emulator/goldens/`. All 18 existing PNGs are preserved as the initial goldens (git detected them as pure renames). - `harness.html` gets a new `window.nesHarness.rawPixelsBase64()` that returns the 245760-byte (256 × 240 × 4 bytes) RGBA canvas buffer as base64. The runner compares raw pixels, not PNG bytes, so encoder quirks (zlib level, filter heuristics) can't cause false positives across Chrome versions or platforms. - The runner uses `pngjs` (pure-JS, no native deps) to decode goldens and to write diff PNGs. `PNG.sync.write` is byte-deterministic for identical pixels, so `git diff` on a committed golden only ever shows up when the actual rendered pixels changed — not because two machines produced slightly different compression. - The committed goldens were re-encoded with pngjs in this commit so the baseline is consistent from day one. File sizes are a touch larger than Chrome's output (~1KB vs ~800B on average), but that's negligible and it eliminates one entire class of flaky-looking diffs in the future. Determinism verification: I ran each of the 18 ROMs twice through fresh `NES` instances in fresh puppeteer pages, hashed the 245760-byte framebuffers at frame 180 with SHA-256, and confirmed `run1 == run2` for every single one. Exact-pixel diffs are safe for this ROM set. Negative path verification: I corrupted one golden (flipped one pixel to pure red via pngjs) and reran the runner. It printed DIFF hello_sprite 1/61440 pixels differ; first at (120,120) expected [255,0,0] got [0,0,0] actual: tests/emulator/actual/hello_sprite.png diff: tests/emulator/actual/hello_sprite.diff.png and exited 1 as expected. The diff PNG shows a dim-grayscale silhouette of the expected frame with a bright-red dot on the one mismatched pixel — enough visual context to locate the regression at a glance. All 18 examples match their goldens in strict mode. `cargo fmt --check`, `cargo clippy --release --all-targets -- -D warnings`, and `cargo test --release` (313 unit + 37 integration) are all still green. https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
2026-04-12 21:30:18 +00:00
// Raw canvas pixels as a base64-encoded RGBA buffer
// (256 * 240 * 4 bytes). Used by the golden-diff runner to
// compare pixel-for-pixel against a decoded PNG golden file.
// Base64 is cheap and avoids any puppeteer JSON-serialization
// pitfalls with typed arrays.
rawPixelsBase64() {
const data = ctx.getImageData(0, 0, 256, 240).data;
const chunks = [];
// Chunk to stay under String.fromCharCode's argument limit.
for (let i = 0; i < data.length; i += 4096) {
chunks.push(String.fromCharCode.apply(null, data.subarray(i, i + 4096)));
}
return btoa(chunks.join(""));
},
Add jsnes emulator harness and fix four codegen bugs it surfaced Running the compiled example ROMs through a headless puppeteer + local jsnes harness exposed four latent bugs that the header-structure-only integration tests couldn't catch: - src/asm/mod.rs: the first pass treated ANY instruction with `AddressingMode::Label` as a label definition, silently dropping every `JMP`/`JSR` to a label. Now only `NOP + Label` is a label def; other opcodes emit the opcode byte plus a 2-byte absolute fixup resolved in pass two. Without this, every example crashed with "invalid opcode at $1xxx" once the CPU fell through into the math runtime and hit an unbalanced `RTS`. - src/ir/lowering.rs (lower_handler): handler-local `VarDecl`s (e.g. `var i: u8 = 0` inside a `while`) were pushed onto `current_locals` but the handler built its own throwaway `locals` list, so those var ids never got RAM addresses and every `LoadVar`/`StoreVar` for them silently emitted nothing. Seed `current_locals` with the state's declared locals and reuse it so `lower_statement`'s appends flow through to the `IrFunction`. Fixes the black screen in `arrays_and_functions`. - src/ir/lowering.rs (global init): struct-literal initializers on globals (`var player: Player = Player { x: 120, ... }`) fell through to `eval_const`, which returned `None` for a non-literal, so no init code was emitted. Now the per-field synthetic globals each get their own `init_value`. Fixes the black screen in `structs_enums_for`. - src/codegen/mod.rs: the legacy AST codegen was emitting `JSR __fn_poke` / treating `peek` as `LDA #0` for the hardware intrinsics. It only "worked" before because the broken assembler swallowed the bogus JSR. Handle `poke`/`peek` as direct STA/LDA to a compile-time-constant absolute address, matching the IR codegen's intrinsic path. The harness lives in `tests/emulator/`: a tiny HTML page that wraps the `jsnes` npm package, driven by a puppeteer script that loads each ROM, runs ~180 frames, snapshots the canvas, and records a smoke-test verdict (booted without a CPU crash, non-zero pixels rendered, frames differ over time). `npm install && node run_examples.mjs` from `tests/emulator/` runs the full sweep. 9/9 example ROMs now load, render, and animate where expected. All 324 unit + 35 integration tests still pass. https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
2026-04-12 18:46:58 +00:00
};
// Controller button enum constants (from jsnes Controller).
window.nesButtons = {
A: 0, B: 1, SELECT: 2, START: 3,
UP: 4, DOWN: 5, LEFT: 6, RIGHT: 7,
};
document.getElementById("info").textContent = "ready";
})();
</script>
</body>
</html>