Implement NEScript compiler Milestone 1 ("Hello Sprite")
Complete implementation of the NEScript compiler pipeline for M1:
- Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators
- Parser: recursive descent with Pratt expression parsing (M1 subset)
- Analyzer: symbol resolution, type checking, memory allocation
- 6502 Assembler: full opcode encoding table (~150 valid combinations)
- Code Generator: AST → 6502 instructions (direct, no IR for M1)
- Runtime: NES hardware init, NMI handler, controller read, OAM DMA
- Linker: NROM layout, vector table, palette loading, CHR data
- ROM Builder: iNES header generation, PRG/CHR padding
- CLI: `build` and `check` subcommands via clap
143 tests across all modules:
- 22 lexer tests (literals, keywords, operators, error recovery)
- 18 parser tests (expressions, statements, game structure, errors)
- 7 analyzer tests (symbol resolution, memory allocation, transitions)
- 30 assembler tests (every addressing mode, label resolution)
- 7 codegen tests (var init, arithmetic, buttons, draw, comparisons)
- 11 runtime tests (init sequence, NMI handler, controller read)
- 10 ROM builder tests (iNES format, mirroring, banking, validation)
- 5 linker tests (vector table, CHR data, palette loading)
- 7 integration tests (end-to-end compilation, error detection)
CI: GitHub Actions for check, fmt, clippy, test
Pre-commit: script for local fmt + clippy + test validation
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
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use clap::Parser;
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2026-04-12 10:01:44 +00:00
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use std::path::{Path, PathBuf};
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Implement NEScript compiler Milestone 1 ("Hello Sprite")
Complete implementation of the NEScript compiler pipeline for M1:
- Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators
- Parser: recursive descent with Pratt expression parsing (M1 subset)
- Analyzer: symbol resolution, type checking, memory allocation
- 6502 Assembler: full opcode encoding table (~150 valid combinations)
- Code Generator: AST → 6502 instructions (direct, no IR for M1)
- Runtime: NES hardware init, NMI handler, controller read, OAM DMA
- Linker: NROM layout, vector table, palette loading, CHR data
- ROM Builder: iNES header generation, PRG/CHR padding
- CLI: `build` and `check` subcommands via clap
143 tests across all modules:
- 22 lexer tests (literals, keywords, operators, error recovery)
- 18 parser tests (expressions, statements, game structure, errors)
- 7 analyzer tests (symbol resolution, memory allocation, transitions)
- 30 assembler tests (every addressing mode, label resolution)
- 7 codegen tests (var init, arithmetic, buttons, draw, comparisons)
- 11 runtime tests (init sequence, NMI handler, controller read)
- 10 ROM builder tests (iNES format, mirroring, banking, validation)
- 5 linker tests (vector table, CHR data, palette loading)
- 7 integration tests (end-to-end compilation, error detection)
CI: GitHub Actions for check, fmt, clippy, test
Pre-commit: script for local fmt + clippy + test validation
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
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use nescript::analyzer;
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2026-04-12 10:01:44 +00:00
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use nescript::assets;
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Remove the legacy AST codegen — IR path is canonical now
The `--use-ast` path through `src/codegen/mod.rs` was a strictly
inferior subset of the IR codegen. Building every example with
`--use-ast` through the jsnes harness:
- `arrays_and_functions` — fully black (array init + function
return values + OAM-in-loop all broken)
- `structs_enums_for` — fully black (struct literal is a no-op,
all fields stay at 0)
- `inline_asm_demo` — fully black
- `bitwise_ops`, `loop_break_continue` — below sprite floors
(static `next_oam_slot` bug B)
- `match_demo` — panics at compile time with
`branch offset 153 out of range` (AST's if/else-chain
desugaring of `match` emits short branches that can't reach
the far arms in a multi-arm match)
Six of fourteen examples are non-functional under `--use-ast`.
The other eight happen to fall inside the subset AST handles
(no arrays, no structs, no function return values, no
multi-sprite loops, no long match chains).
`docs/future-work.md` already listed "Once working, delete the
AST-based codegen entirely" as the intended direction. It's
working, so this commit does the deletion.
What's removed:
- The `CodeGen` struct, its impl block, and every helper in
`src/codegen/mod.rs` (the AST codegen body) — ~1150 lines.
The file is now a module header that re-exports `IrCodeGen`.
- `src/codegen/tests.rs` — 15 AST-specific instruction-pattern
tests. Every feature they covered has an equivalent test in
`src/codegen/ir_codegen.rs::{tests,more_tests}` already.
- The `--use-ast` CLI flag and its branch in `src/main.rs`.
- `compile_with_ir_codegen` in `tests/integration_test.rs` —
`compile()` now does what it did, so they merged. All 40
integration tests go through the IR path.
- Outdated sections in `docs/future-work.md` that described the
IR codegen as "not yet implemented" and listed AST codegen
gaps as priority work.
What's kept:
- `src/codegen/ir_codegen.rs` — the real codegen.
- `src/codegen/peephole.rs` — post-codegen cleanup pass, now
run unconditionally from `main.rs`.
Test plan:
- `cargo test --release` — 313 unit + 37 integration tests pass
(was 328 + 37; the 15 dropped are the deleted AST-specific
tests).
- `cargo fmt --check` clean.
- `cargo clippy --release --all-targets -- -D warnings` clean.
- `node tests/emulator/run_examples.mjs` — 14/14 ROMs render
above their per-example nonBlack floors.
- The one tightening: `sprite_resolution_uses_tile_index` was
asserting on the old static-slot encoding
(`A9 01 8D 01 02`). Updated to the cursor-based form
(`A9 01 99 01 02`, i.e. STA AbsoluteY).
Net diff: 1581 deletions, 62 insertions.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
2026-04-12 20:37:59 +00:00
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use nescript::codegen::IrCodeGen;
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Implement NEScript compiler Milestone 1 ("Hello Sprite")
Complete implementation of the NEScript compiler pipeline for M1:
- Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators
- Parser: recursive descent with Pratt expression parsing (M1 subset)
- Analyzer: symbol resolution, type checking, memory allocation
- 6502 Assembler: full opcode encoding table (~150 valid combinations)
- Code Generator: AST → 6502 instructions (direct, no IR for M1)
- Runtime: NES hardware init, NMI handler, controller read, OAM DMA
- Linker: NROM layout, vector table, palette loading, CHR data
- ROM Builder: iNES header generation, PRG/CHR padding
- CLI: `build` and `check` subcommands via clap
143 tests across all modules:
- 22 lexer tests (literals, keywords, operators, error recovery)
- 18 parser tests (expressions, statements, game structure, errors)
- 7 analyzer tests (symbol resolution, memory allocation, transitions)
- 30 assembler tests (every addressing mode, label resolution)
- 7 codegen tests (var init, arithmetic, buttons, draw, comparisons)
- 11 runtime tests (init sequence, NMI handler, controller read)
- 10 ROM builder tests (iNES format, mirroring, banking, validation)
- 5 linker tests (vector table, CHR data, palette loading)
- 7 integration tests (end-to-end compilation, error detection)
CI: GitHub Actions for check, fmt, clippy, test
Pre-commit: script for local fmt + clippy + test validation
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
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use nescript::errors::render_diagnostics;
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2026-04-11 23:34:35 +00:00
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use nescript::ir;
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2026-04-14 02:39:36 +00:00
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use nescript::linker::{render_mlb, render_source_map, Linker, PrgBank};
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2026-04-11 23:34:35 +00:00
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use nescript::optimizer;
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banks: implement multi-bank PRG layout and bank-switching runtime
Prior to this commit the linker always shipped a single 16 KB PRG
bank regardless of the declared mapper, so the README's MMC1/UxROM/
MMC3 support was aspirational. This commit gives the three banked
mappers a real multi-bank ROM layout:
* RomBuilder.set_prg_banks() writes any number of 16 KB banks
back-to-back so the iNES header reflects the true PRG size.
* Linker.link_banked() places switchable banks first, fixed bank
last, so the fixed bank maps to $C000-$FFFF (the address window
where vectors and the runtime live).
* runtime::gen_mapper_init() emits reset-time mapper config:
MMC1 serial-writes a control-register value that pins the last
bank at $C000 with the correct mirroring, UxROM relies on the
power-on default, MMC3 writes the $8000/$8001/$A000/$E000
registers to get a known PRG and mirroring state.
* runtime::gen_bank_select() is a mapper-specific subroutine
(callable with the target bank in A) that maps any physical
bank to $8000-$BFFF.
* runtime::gen_bank_trampoline() generates a cross-bank call
stub in the fixed bank that saves the caller's bank, switches,
JSRs the target, and restores the fixed bank.
* The CLI and integration helper thread declared `bank X: prg`
declarations through to the linker so MMC1/UxROM/MMC3 programs
actually produce multi-bank ROMs.
Coverage:
* Runtime unit tests (18 new): mapper init patterns for every
supported mapper, bank-select signatures, trampoline dispatch
order, UxROM bus-conflict table contents.
* RomBuilder tests (6 new): multi-bank layout, padding,
byte-level fidelity, per-bank size validation, legacy
single-bank fallback.
* Linker tests (13 new): multi-bank ROM sizes across MMC1/
UxROM/MMC3, fixed-bank placement, switchable-bank payload
fidelity, bank-select subroutine detection, NROM rejection
of switchable banks.
* Integration e2e tests (16 new): compile real .ne sources
through the full pipeline and assert on iNES headers,
mapper init signatures in the fixed bank, vector locations,
and a regression check against `examples/mmc1_banked.ne`.
Total: 474 tests pass under `cargo test` with
`RUSTFLAGS="-D warnings"`.
https://claude.ai/code/session_01UCressA5e8k1XsuoJYLav2
2026-04-13 01:50:51 +00:00
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use nescript::parser::ast::BankType;
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Implement NEScript compiler Milestone 1 ("Hello Sprite")
Complete implementation of the NEScript compiler pipeline for M1:
- Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators
- Parser: recursive descent with Pratt expression parsing (M1 subset)
- Analyzer: symbol resolution, type checking, memory allocation
- 6502 Assembler: full opcode encoding table (~150 valid combinations)
- Code Generator: AST → 6502 instructions (direct, no IR for M1)
- Runtime: NES hardware init, NMI handler, controller read, OAM DMA
- Linker: NROM layout, vector table, palette loading, CHR data
- ROM Builder: iNES header generation, PRG/CHR padding
- CLI: `build` and `check` subcommands via clap
143 tests across all modules:
- 22 lexer tests (literals, keywords, operators, error recovery)
- 18 parser tests (expressions, statements, game structure, errors)
- 7 analyzer tests (symbol resolution, memory allocation, transitions)
- 30 assembler tests (every addressing mode, label resolution)
- 7 codegen tests (var init, arithmetic, buttons, draw, comparisons)
- 11 runtime tests (init sequence, NMI handler, controller read)
- 10 ROM builder tests (iNES format, mirroring, banking, validation)
- 5 linker tests (vector table, CHR data, palette loading)
- 7 integration tests (end-to-end compilation, error detection)
CI: GitHub Actions for check, fmt, clippy, test
Pre-commit: script for local fmt + clippy + test validation
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
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#[derive(Parser)]
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#[command(name = "nescript", about = "NEScript compiler — NES game development")]
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enum Cli {
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/// Compile a .ne source file into a .nes ROM
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Build {
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/// Input source file
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input: PathBuf,
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/// Output ROM file (default: input with .nes extension)
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#[arg(short, long)]
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output: Option<PathBuf>,
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2026-04-12 00:09:47 +00:00
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/// Enable debug mode (runtime checks, debug.log)
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#[arg(long)]
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debug: bool,
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M4+M5: Optimizer passes, type casting, bank switching, math runtime
Milestone 4 — Optimization & Polish:
- Strength reduction: multiply by power-of-2 → shift left
- Zero-page promotion analysis: rank variables by access frequency
- `as` type casting expression in parser/AST/analyzer
- `scroll(x, y)` statement
- `--asm-dump` flag for viewing generated assembly
- Extended optimizer tests (strength reduction, frequency analysis)
Milestone 5 — Bank Switching & Release:
- Mapper support: MMC1 (1), UxROM (2), MMC3 (4) in parser and ROM builder
- Bank declarations: `bank Name: prg` / `bank Name: chr`
- Linker::with_mapper for mapper-aware ROM generation
- Software multiply (8x8→16, shift-and-add algorithm)
- Software divide (8÷8→8, restoring division algorithm)
- ROM tests for mapper encoding round-trip
- Integration test for MMC1 compilation
210 tests total (18 new), all pre-commit checks pass.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:22:11 +00:00
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/// Dump generated 6502 assembly to stdout
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#[arg(long)]
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asm_dump: bool,
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2026-04-12 10:23:43 +00:00
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2026-04-12 11:31:01 +00:00
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/// Dump the lowered IR program to stdout (after optimization)
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#[arg(long)]
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dump_ir: bool,
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2026-04-12 17:43:39 +00:00
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/// Dump a human-readable memory map of variable allocations
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/// to stdout.
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#[arg(long)]
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memory_map: bool,
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2026-04-12 17:46:13 +00:00
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/// Dump a call graph showing which functions call which.
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#[arg(long)]
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call_graph: bool,
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2026-04-14 01:43:51 +00:00
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/// Skip the IR optimizer pass. Useful for bisecting
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/// optimizer-introduced miscompiles: if a program misbehaves
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/// with the optimizer on but works with `--no-opt`, the bug
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/// lives in `src/optimizer/`.
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#[arg(long)]
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no_opt: bool,
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2026-04-14 02:39:36 +00:00
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/// Write a Mesen-compatible symbol file (`.mlb`) next to the
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/// ROM. Contains one `<type>:<address>:<label>` entry per
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/// function, state handler, and user variable. Enables
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/// symbol-level debugging in Mesen / fceux without manual
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/// address lookups.
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#[arg(long, value_name = "PATH")]
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symbols: Option<PathBuf>,
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/// Write a plain-text source map (`.map`) next to the ROM.
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/// Each line has the form `<rom_offset_hex> <file_id>
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/// <line> <col>` and records the position of every IR-level
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/// statement in the assembled fixed bank. Useful for
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/// reverse-mapping a crash address back to the source.
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#[arg(long, value_name = "PATH")]
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source_map: Option<PathBuf>,
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Implement NEScript compiler Milestone 1 ("Hello Sprite")
Complete implementation of the NEScript compiler pipeline for M1:
- Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators
- Parser: recursive descent with Pratt expression parsing (M1 subset)
- Analyzer: symbol resolution, type checking, memory allocation
- 6502 Assembler: full opcode encoding table (~150 valid combinations)
- Code Generator: AST → 6502 instructions (direct, no IR for M1)
- Runtime: NES hardware init, NMI handler, controller read, OAM DMA
- Linker: NROM layout, vector table, palette loading, CHR data
- ROM Builder: iNES header generation, PRG/CHR padding
- CLI: `build` and `check` subcommands via clap
143 tests across all modules:
- 22 lexer tests (literals, keywords, operators, error recovery)
- 18 parser tests (expressions, statements, game structure, errors)
- 7 analyzer tests (symbol resolution, memory allocation, transitions)
- 30 assembler tests (every addressing mode, label resolution)
- 7 codegen tests (var init, arithmetic, buttons, draw, comparisons)
- 11 runtime tests (init sequence, NMI handler, controller read)
- 10 ROM builder tests (iNES format, mirroring, banking, validation)
- 5 linker tests (vector table, CHR data, palette loading)
- 7 integration tests (end-to-end compilation, error detection)
CI: GitHub Actions for check, fmt, clippy, test
Pre-commit: script for local fmt + clippy + test validation
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
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},
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/// Type-check a source file without building
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Check {
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/// Input source file
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input: PathBuf,
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},
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}
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fn main() {
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let cli = Cli::parse();
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match cli {
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2026-04-12 00:09:47 +00:00
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Cli::Build {
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input,
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output,
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debug,
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M4+M5: Optimizer passes, type casting, bank switching, math runtime
Milestone 4 — Optimization & Polish:
- Strength reduction: multiply by power-of-2 → shift left
- Zero-page promotion analysis: rank variables by access frequency
- `as` type casting expression in parser/AST/analyzer
- `scroll(x, y)` statement
- `--asm-dump` flag for viewing generated assembly
- Extended optimizer tests (strength reduction, frequency analysis)
Milestone 5 — Bank Switching & Release:
- Mapper support: MMC1 (1), UxROM (2), MMC3 (4) in parser and ROM builder
- Bank declarations: `bank Name: prg` / `bank Name: chr`
- Linker::with_mapper for mapper-aware ROM generation
- Software multiply (8x8→16, shift-and-add algorithm)
- Software divide (8÷8→8, restoring division algorithm)
- ROM tests for mapper encoding round-trip
- Integration test for MMC1 compilation
210 tests total (18 new), all pre-commit checks pass.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:22:11 +00:00
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asm_dump,
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2026-04-12 11:31:01 +00:00
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dump_ir,
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2026-04-12 17:43:39 +00:00
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memory_map,
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2026-04-12 17:46:13 +00:00
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call_graph,
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2026-04-14 01:43:51 +00:00
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no_opt,
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2026-04-14 02:39:36 +00:00
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symbols,
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source_map,
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2026-04-12 00:09:47 +00:00
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} => {
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Implement NEScript compiler Milestone 1 ("Hello Sprite")
Complete implementation of the NEScript compiler pipeline for M1:
- Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators
- Parser: recursive descent with Pratt expression parsing (M1 subset)
- Analyzer: symbol resolution, type checking, memory allocation
- 6502 Assembler: full opcode encoding table (~150 valid combinations)
- Code Generator: AST → 6502 instructions (direct, no IR for M1)
- Runtime: NES hardware init, NMI handler, controller read, OAM DMA
- Linker: NROM layout, vector table, palette loading, CHR data
- ROM Builder: iNES header generation, PRG/CHR padding
- CLI: `build` and `check` subcommands via clap
143 tests across all modules:
- 22 lexer tests (literals, keywords, operators, error recovery)
- 18 parser tests (expressions, statements, game structure, errors)
- 7 analyzer tests (symbol resolution, memory allocation, transitions)
- 30 assembler tests (every addressing mode, label resolution)
- 7 codegen tests (var init, arithmetic, buttons, draw, comparisons)
- 11 runtime tests (init sequence, NMI handler, controller read)
- 10 ROM builder tests (iNES format, mirroring, banking, validation)
- 5 linker tests (vector table, CHR data, palette loading)
- 7 integration tests (end-to-end compilation, error detection)
CI: GitHub Actions for check, fmt, clippy, test
Pre-commit: script for local fmt + clippy + test validation
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
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let output = output.unwrap_or_else(|| input.with_extension("nes"));
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2026-04-12 11:31:01 +00:00
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match compile(
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&input,
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&CompileOptions {
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debug,
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asm_dump,
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dump_ir,
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2026-04-12 17:43:39 +00:00
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memory_map,
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2026-04-12 17:46:13 +00:00
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call_graph,
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2026-04-14 01:43:51 +00:00
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no_opt,
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2026-04-14 02:39:36 +00:00
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symbols: symbols.clone(),
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source_map: source_map.clone(),
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2026-04-12 11:31:01 +00:00
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},
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) {
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Implement NEScript compiler Milestone 1 ("Hello Sprite")
Complete implementation of the NEScript compiler pipeline for M1:
- Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators
- Parser: recursive descent with Pratt expression parsing (M1 subset)
- Analyzer: symbol resolution, type checking, memory allocation
- 6502 Assembler: full opcode encoding table (~150 valid combinations)
- Code Generator: AST → 6502 instructions (direct, no IR for M1)
- Runtime: NES hardware init, NMI handler, controller read, OAM DMA
- Linker: NROM layout, vector table, palette loading, CHR data
- ROM Builder: iNES header generation, PRG/CHR padding
- CLI: `build` and `check` subcommands via clap
143 tests across all modules:
- 22 lexer tests (literals, keywords, operators, error recovery)
- 18 parser tests (expressions, statements, game structure, errors)
- 7 analyzer tests (symbol resolution, memory allocation, transitions)
- 30 assembler tests (every addressing mode, label resolution)
- 7 codegen tests (var init, arithmetic, buttons, draw, comparisons)
- 11 runtime tests (init sequence, NMI handler, controller read)
- 10 ROM builder tests (iNES format, mirroring, banking, validation)
- 5 linker tests (vector table, CHR data, palette loading)
- 7 integration tests (end-to-end compilation, error detection)
CI: GitHub Actions for check, fmt, clippy, test
Pre-commit: script for local fmt + clippy + test validation
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
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Ok(rom) => {
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|
|
std::fs::write(&output, rom).unwrap_or_else(|e| {
|
|
|
|
|
eprintln!("error: failed to write {}: {e}", output.display());
|
|
|
|
|
std::process::exit(1);
|
|
|
|
|
});
|
|
|
|
|
println!(
|
|
|
|
|
"compiled {} -> {} ({} bytes)",
|
|
|
|
|
input.display(),
|
|
|
|
|
output.display(),
|
|
|
|
|
std::fs::metadata(&output).map(|m| m.len()).unwrap_or(0)
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
Err(()) => std::process::exit(1),
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
Cli::Check { input } => match check(&input) {
|
|
|
|
|
Ok(()) => println!("no errors found in {}", input.display()),
|
|
|
|
|
Err(()) => std::process::exit(1),
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-12 17:43:39 +00:00
|
|
|
/// Print a human-readable memory map of variable allocations.
|
|
|
|
|
/// Entries are sorted by address and labelled with their scope
|
|
|
|
|
/// (zero-page vs RAM).
|
|
|
|
|
fn print_memory_map(analysis: &nescript::analyzer::AnalysisResult) {
|
|
|
|
|
let mut allocs: Vec<_> = analysis.var_allocations.iter().collect();
|
|
|
|
|
allocs.sort_by_key(|a| a.address);
|
|
|
|
|
|
|
|
|
|
println!("=== NEScript Memory Map ===");
|
|
|
|
|
println!("Zero Page ($00-$FF):");
|
|
|
|
|
println!(" $00-$0F [SYSTEM] reserved (frame flag, input, state, params, scratch)");
|
|
|
|
|
for a in allocs.iter().filter(|a| a.address < 0x100) {
|
|
|
|
|
if a.size == 1 {
|
|
|
|
|
println!(" ${:04X} [USER] {} (u8)", a.address, a.name);
|
|
|
|
|
} else {
|
|
|
|
|
println!(
|
|
|
|
|
" ${:04X}-${:04X} [USER] {} ({} bytes)",
|
|
|
|
|
a.address,
|
|
|
|
|
a.address + a.size - 1,
|
|
|
|
|
a.name,
|
|
|
|
|
a.size
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
let ram_allocs: Vec<_> = allocs.iter().filter(|a| a.address >= 0x100).collect();
|
|
|
|
|
if !ram_allocs.is_empty() {
|
|
|
|
|
println!("\nRAM ($0200-$07FF):");
|
|
|
|
|
println!(" $0200-$02FF [SYSTEM] OAM shadow buffer");
|
|
|
|
|
for a in &ram_allocs {
|
|
|
|
|
if a.size == 1 {
|
|
|
|
|
println!(" ${:04X} [USER] {} (u8)", a.address, a.name);
|
|
|
|
|
} else {
|
|
|
|
|
println!(
|
|
|
|
|
" ${:04X}-${:04X} [USER] {} ({} bytes)",
|
|
|
|
|
a.address,
|
|
|
|
|
a.address + a.size - 1,
|
|
|
|
|
a.name,
|
|
|
|
|
a.size
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Summary line.
|
|
|
|
|
let zp_used: u16 = allocs
|
|
|
|
|
.iter()
|
|
|
|
|
.filter(|a| a.address < 0x80)
|
|
|
|
|
.map(|a| a.size)
|
|
|
|
|
.sum();
|
|
|
|
|
let ram_used: u16 = allocs
|
|
|
|
|
.iter()
|
|
|
|
|
.filter(|a| a.address >= 0x300)
|
|
|
|
|
.map(|a| a.size)
|
|
|
|
|
.sum();
|
|
|
|
|
println!();
|
|
|
|
|
println!("Zero Page: {zp_used}/128 bytes used");
|
|
|
|
|
println!("Main RAM: {ram_used}/1280 bytes used");
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-12 17:46:13 +00:00
|
|
|
/// Print a human-readable call graph of the analyzed program.
|
|
|
|
|
/// Entries show the max call depth reached from each entry point
|
|
|
|
|
/// (state handler) and the transitive callees.
|
|
|
|
|
fn print_call_graph(analysis: &nescript::analyzer::AnalysisResult) {
|
|
|
|
|
use std::collections::BTreeMap;
|
|
|
|
|
|
|
|
|
|
let sorted: BTreeMap<_, _> = analysis
|
|
|
|
|
.call_graph
|
|
|
|
|
.iter()
|
|
|
|
|
.map(|(k, v)| (k.clone(), v.clone()))
|
|
|
|
|
.collect();
|
|
|
|
|
let max_depth = analysis.max_depths.values().copied().max().unwrap_or(0);
|
|
|
|
|
|
|
|
|
|
println!("=== Call Graph (max depth: {max_depth} / 8) ===");
|
|
|
|
|
if sorted.is_empty() {
|
|
|
|
|
println!(" (no functions or handlers)");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
for (caller, callees) in &sorted {
|
|
|
|
|
if let Some(depth) = analysis.max_depths.get(caller) {
|
|
|
|
|
println!("{caller} (max depth {depth})");
|
|
|
|
|
} else {
|
|
|
|
|
println!("{caller}");
|
|
|
|
|
}
|
|
|
|
|
if callees.is_empty() {
|
|
|
|
|
println!(" └── (leaf)");
|
|
|
|
|
} else {
|
|
|
|
|
let count = callees.len();
|
|
|
|
|
for (i, callee) in callees.iter().enumerate() {
|
|
|
|
|
let branch = if i + 1 == count {
|
|
|
|
|
"└──"
|
|
|
|
|
} else {
|
|
|
|
|
"├──"
|
|
|
|
|
};
|
|
|
|
|
println!(" {branch} {callee}");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
M4+M5: Optimizer passes, type casting, bank switching, math runtime
Milestone 4 — Optimization & Polish:
- Strength reduction: multiply by power-of-2 → shift left
- Zero-page promotion analysis: rank variables by access frequency
- `as` type casting expression in parser/AST/analyzer
- `scroll(x, y)` statement
- `--asm-dump` flag for viewing generated assembly
- Extended optimizer tests (strength reduction, frequency analysis)
Milestone 5 — Bank Switching & Release:
- Mapper support: MMC1 (1), UxROM (2), MMC3 (4) in parser and ROM builder
- Bank declarations: `bank Name: prg` / `bank Name: chr`
- Linker::with_mapper for mapper-aware ROM generation
- Software multiply (8x8→16, shift-and-add algorithm)
- Software divide (8÷8→8, restoring division algorithm)
- ROM tests for mapper encoding round-trip
- Integration test for MMC1 compilation
210 tests total (18 new), all pre-commit checks pass.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:22:11 +00:00
|
|
|
fn dump_asm(instructions: &[nescript::asm::Instruction]) {
|
2026-04-12 16:29:15 +00:00
|
|
|
use nescript::asm::{AddressingMode, Opcode};
|
M4+M5: Optimizer passes, type casting, bank switching, math runtime
Milestone 4 — Optimization & Polish:
- Strength reduction: multiply by power-of-2 → shift left
- Zero-page promotion analysis: rank variables by access frequency
- `as` type casting expression in parser/AST/analyzer
- `scroll(x, y)` statement
- `--asm-dump` flag for viewing generated assembly
- Extended optimizer tests (strength reduction, frequency analysis)
Milestone 5 — Bank Switching & Release:
- Mapper support: MMC1 (1), UxROM (2), MMC3 (4) in parser and ROM builder
- Bank declarations: `bank Name: prg` / `bank Name: chr`
- Linker::with_mapper for mapper-aware ROM generation
- Software multiply (8x8→16, shift-and-add algorithm)
- Software divide (8÷8→8, restoring division algorithm)
- ROM tests for mapper encoding round-trip
- Integration test for MMC1 compilation
210 tests total (18 new), all pre-commit checks pass.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:22:11 +00:00
|
|
|
for inst in instructions {
|
2026-04-12 16:29:15 +00:00
|
|
|
// A bare `NOP` with a `Label` operand is a label *definition*
|
|
|
|
|
// (the pseudo-instruction the codegen emits when marking a
|
|
|
|
|
// position). Any other opcode with `Label` mode is an actual
|
|
|
|
|
// instruction like `JSR foo` or `JMP bar`, so we show the
|
|
|
|
|
// opcode + target.
|
|
|
|
|
if inst.opcode == Opcode::NOP {
|
|
|
|
|
if let AddressingMode::Label(name) = &inst.mode {
|
|
|
|
|
println!("{name}:");
|
|
|
|
|
continue;
|
|
|
|
|
}
|
M4+M5: Optimizer passes, type casting, bank switching, math runtime
Milestone 4 — Optimization & Polish:
- Strength reduction: multiply by power-of-2 → shift left
- Zero-page promotion analysis: rank variables by access frequency
- `as` type casting expression in parser/AST/analyzer
- `scroll(x, y)` statement
- `--asm-dump` flag for viewing generated assembly
- Extended optimizer tests (strength reduction, frequency analysis)
Milestone 5 — Bank Switching & Release:
- Mapper support: MMC1 (1), UxROM (2), MMC3 (4) in parser and ROM builder
- Bank declarations: `bank Name: prg` / `bank Name: chr`
- Linker::with_mapper for mapper-aware ROM generation
- Software multiply (8x8→16, shift-and-add algorithm)
- Software divide (8÷8→8, restoring division algorithm)
- ROM tests for mapper encoding round-trip
- Integration test for MMC1 compilation
210 tests total (18 new), all pre-commit checks pass.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:22:11 +00:00
|
|
|
}
|
|
|
|
|
println!(" {:?} {:?}", inst.opcode, inst.mode);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-12 11:31:01 +00:00
|
|
|
#[allow(clippy::struct_excessive_bools)]
|
|
|
|
|
struct CompileOptions {
|
|
|
|
|
debug: bool,
|
|
|
|
|
asm_dump: bool,
|
|
|
|
|
dump_ir: bool,
|
2026-04-12 17:43:39 +00:00
|
|
|
memory_map: bool,
|
2026-04-12 17:46:13 +00:00
|
|
|
call_graph: bool,
|
2026-04-14 01:43:51 +00:00
|
|
|
no_opt: bool,
|
2026-04-14 02:39:36 +00:00
|
|
|
symbols: Option<PathBuf>,
|
|
|
|
|
source_map: Option<PathBuf>,
|
2026-04-12 11:31:01 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fn compile(input: &PathBuf, opts: &CompileOptions) -> Result<Vec<u8>, ()> {
|
|
|
|
|
let debug = opts.debug;
|
|
|
|
|
let asm_dump = opts.asm_dump;
|
|
|
|
|
let dump_ir = opts.dump_ir;
|
2026-04-12 17:43:39 +00:00
|
|
|
let memory_map = opts.memory_map;
|
2026-04-12 17:46:13 +00:00
|
|
|
let call_graph = opts.call_graph;
|
2026-04-14 01:43:51 +00:00
|
|
|
let no_opt = opts.no_opt;
|
2026-04-14 02:39:36 +00:00
|
|
|
let symbols_path = opts.symbols.as_ref();
|
|
|
|
|
let source_map_path = opts.source_map.as_ref();
|
2026-04-12 10:06:58 +00:00
|
|
|
let raw_source = std::fs::read_to_string(input).map_err(|e| {
|
Implement NEScript compiler Milestone 1 ("Hello Sprite")
Complete implementation of the NEScript compiler pipeline for M1:
- Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators
- Parser: recursive descent with Pratt expression parsing (M1 subset)
- Analyzer: symbol resolution, type checking, memory allocation
- 6502 Assembler: full opcode encoding table (~150 valid combinations)
- Code Generator: AST → 6502 instructions (direct, no IR for M1)
- Runtime: NES hardware init, NMI handler, controller read, OAM DMA
- Linker: NROM layout, vector table, palette loading, CHR data
- ROM Builder: iNES header generation, PRG/CHR padding
- CLI: `build` and `check` subcommands via clap
143 tests across all modules:
- 22 lexer tests (literals, keywords, operators, error recovery)
- 18 parser tests (expressions, statements, game structure, errors)
- 7 analyzer tests (symbol resolution, memory allocation, transitions)
- 30 assembler tests (every addressing mode, label resolution)
- 7 codegen tests (var init, arithmetic, buttons, draw, comparisons)
- 11 runtime tests (init sequence, NMI handler, controller read)
- 10 ROM builder tests (iNES format, mirroring, banking, validation)
- 5 linker tests (vector table, CHR data, palette loading)
- 7 integration tests (end-to-end compilation, error detection)
CI: GitHub Actions for check, fmt, clippy, test
Pre-commit: script for local fmt + clippy + test validation
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
|
|
|
eprintln!("error: failed to read {}: {e}", input.display());
|
|
|
|
|
})?;
|
|
|
|
|
|
2026-04-12 10:06:58 +00:00
|
|
|
// Preprocess: inline include directives
|
|
|
|
|
let source = nescript::parser::preprocess_source(&raw_source, Some(input)).map_err(|e| {
|
|
|
|
|
eprintln!("error: {e}");
|
|
|
|
|
})?;
|
|
|
|
|
|
Implement NEScript compiler Milestone 1 ("Hello Sprite")
Complete implementation of the NEScript compiler pipeline for M1:
- Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators
- Parser: recursive descent with Pratt expression parsing (M1 subset)
- Analyzer: symbol resolution, type checking, memory allocation
- 6502 Assembler: full opcode encoding table (~150 valid combinations)
- Code Generator: AST → 6502 instructions (direct, no IR for M1)
- Runtime: NES hardware init, NMI handler, controller read, OAM DMA
- Linker: NROM layout, vector table, palette loading, CHR data
- ROM Builder: iNES header generation, PRG/CHR padding
- CLI: `build` and `check` subcommands via clap
143 tests across all modules:
- 22 lexer tests (literals, keywords, operators, error recovery)
- 18 parser tests (expressions, statements, game structure, errors)
- 7 analyzer tests (symbol resolution, memory allocation, transitions)
- 30 assembler tests (every addressing mode, label resolution)
- 7 codegen tests (var init, arithmetic, buttons, draw, comparisons)
- 11 runtime tests (init sequence, NMI handler, controller read)
- 10 ROM builder tests (iNES format, mirroring, banking, validation)
- 5 linker tests (vector table, CHR data, palette loading)
- 7 integration tests (end-to-end compilation, error detection)
CI: GitHub Actions for check, fmt, clippy, test
Pre-commit: script for local fmt + clippy + test validation
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
|
|
|
let filename = input.to_string_lossy();
|
|
|
|
|
|
|
|
|
|
// Parse
|
|
|
|
|
let (program, parse_diags) = nescript::parser::parse(&source);
|
|
|
|
|
if !parse_diags.is_empty() {
|
|
|
|
|
render_diagnostics(&source, &filename, &parse_diags);
|
|
|
|
|
}
|
|
|
|
|
if parse_diags
|
|
|
|
|
.iter()
|
|
|
|
|
.any(nescript::errors::Diagnostic::is_error)
|
|
|
|
|
{
|
|
|
|
|
return Err(());
|
|
|
|
|
}
|
|
|
|
|
let program = program.ok_or(())?;
|
|
|
|
|
|
|
|
|
|
// Analyze
|
|
|
|
|
let analysis = analyzer::analyze(&program);
|
|
|
|
|
if !analysis.diagnostics.is_empty() {
|
|
|
|
|
render_diagnostics(&source, &filename, &analysis.diagnostics);
|
|
|
|
|
}
|
|
|
|
|
if analysis
|
|
|
|
|
.diagnostics
|
|
|
|
|
.iter()
|
|
|
|
|
.any(nescript::errors::Diagnostic::is_error)
|
|
|
|
|
{
|
|
|
|
|
return Err(());
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-14 01:43:51 +00:00
|
|
|
// IR lowering and (optionally) optimization. `--no-opt` skips
|
|
|
|
|
// the IR optimizer pass entirely so optimizer-introduced
|
|
|
|
|
// miscompiles can be bisected against the unoptimized output.
|
2026-04-11 23:34:35 +00:00
|
|
|
let mut ir_program = ir::lower(&program, &analysis);
|
2026-04-14 01:43:51 +00:00
|
|
|
if !no_opt {
|
|
|
|
|
optimizer::optimize(&mut ir_program);
|
|
|
|
|
}
|
2026-04-11 23:34:35 +00:00
|
|
|
|
2026-04-12 11:31:01 +00:00
|
|
|
if dump_ir {
|
|
|
|
|
print!("{}", ir_program.pretty());
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-12 17:43:39 +00:00
|
|
|
if memory_map {
|
|
|
|
|
print_memory_map(&analysis);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-12 17:46:13 +00:00
|
|
|
if call_graph {
|
|
|
|
|
print_call_graph(&analysis);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-12 10:01:44 +00:00
|
|
|
// Resolve sprite assets (CHR data + tile indices) relative to the
|
|
|
|
|
// source file's directory, so `@binary` / `@chr` paths work naturally.
|
|
|
|
|
let source_dir = input.parent().unwrap_or_else(|| Path::new("."));
|
|
|
|
|
let sprites = assets::resolve_sprites(&program, source_dir).map_err(|e| {
|
|
|
|
|
eprintln!("error: {e}");
|
|
|
|
|
})?;
|
|
|
|
|
|
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
|
|
|
// Resolve audio assets: user-declared sfx/music plus any
|
|
|
|
|
// builtins referenced via `play foo` / `start_music bar` for
|
|
|
|
|
// names that aren't in the program's sfx/music declarations.
|
|
|
|
|
let sfx = assets::resolve_sfx(&program).map_err(|e| {
|
|
|
|
|
eprintln!("error: {e}");
|
|
|
|
|
})?;
|
|
|
|
|
let music = assets::resolve_music(&program).map_err(|e| {
|
|
|
|
|
eprintln!("error: {e}");
|
|
|
|
|
})?;
|
|
|
|
|
|
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
|
|
|
// Resolve palette and background declarations into fixed-size
|
|
|
|
|
// ROM data blobs. These are purely compile-time — the byte
|
|
|
|
|
// arrays came from the parser and all the analyzer validation
|
|
|
|
|
// has already run.
|
|
|
|
|
let palettes = assets::resolve_palettes(&program);
|
|
|
|
|
let backgrounds = assets::resolve_backgrounds(&program);
|
|
|
|
|
|
Remove the legacy AST codegen — IR path is canonical now
The `--use-ast` path through `src/codegen/mod.rs` was a strictly
inferior subset of the IR codegen. Building every example with
`--use-ast` through the jsnes harness:
- `arrays_and_functions` — fully black (array init + function
return values + OAM-in-loop all broken)
- `structs_enums_for` — fully black (struct literal is a no-op,
all fields stay at 0)
- `inline_asm_demo` — fully black
- `bitwise_ops`, `loop_break_continue` — below sprite floors
(static `next_oam_slot` bug B)
- `match_demo` — panics at compile time with
`branch offset 153 out of range` (AST's if/else-chain
desugaring of `match` emits short branches that can't reach
the far arms in a multi-arm match)
Six of fourteen examples are non-functional under `--use-ast`.
The other eight happen to fall inside the subset AST handles
(no arrays, no structs, no function return values, no
multi-sprite loops, no long match chains).
`docs/future-work.md` already listed "Once working, delete the
AST-based codegen entirely" as the intended direction. It's
working, so this commit does the deletion.
What's removed:
- The `CodeGen` struct, its impl block, and every helper in
`src/codegen/mod.rs` (the AST codegen body) — ~1150 lines.
The file is now a module header that re-exports `IrCodeGen`.
- `src/codegen/tests.rs` — 15 AST-specific instruction-pattern
tests. Every feature they covered has an equivalent test in
`src/codegen/ir_codegen.rs::{tests,more_tests}` already.
- The `--use-ast` CLI flag and its branch in `src/main.rs`.
- `compile_with_ir_codegen` in `tests/integration_test.rs` —
`compile()` now does what it did, so they merged. All 40
integration tests go through the IR path.
- Outdated sections in `docs/future-work.md` that described the
IR codegen as "not yet implemented" and listed AST codegen
gaps as priority work.
What's kept:
- `src/codegen/ir_codegen.rs` — the real codegen.
- `src/codegen/peephole.rs` — post-codegen cleanup pass, now
run unconditionally from `main.rs`.
Test plan:
- `cargo test --release` — 313 unit + 37 integration tests pass
(was 328 + 37; the 15 dropped are the deleted AST-specific
tests).
- `cargo fmt --check` clean.
- `cargo clippy --release --all-targets -- -D warnings` clean.
- `node tests/emulator/run_examples.mjs` — 14/14 ROMs render
above their per-example nonBlack floors.
- The one tightening: `sprite_resolution_uses_tile_index` was
asserting on the old static-slot encoding
(`A9 01 8D 01 02`). Updated to the cursor-based form
(`A9 01 99 01 02`, i.e. STA AbsoluteY).
Net diff: 1581 deletions, 62 insertions.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
2026-04-12 20:37:59 +00:00
|
|
|
// IR-based code generation. Lower → optimize → emit 6502.
|
2026-04-14 02:39:36 +00:00
|
|
|
//
|
|
|
|
|
// We hold on to the codegen after `generate()` because it
|
|
|
|
|
// carries the source-location marker list — one entry per
|
|
|
|
|
// `SourceLoc` IR op — which the CLI reads to emit a source
|
|
|
|
|
// map. Dropping the codegen before then would throw that
|
|
|
|
|
// metadata away. Source-marker emission is opt-in (the label
|
|
|
|
|
// pseudo-ops shift peephole block boundaries, which would
|
|
|
|
|
// flip release-mode ROM bytes if it was always on) — so we
|
|
|
|
|
// only enable it when the user actually asked for a source
|
|
|
|
|
// map on the command line.
|
|
|
|
|
let emit_source_map = source_map_path.is_some();
|
|
|
|
|
let mut codegen = IrCodeGen::new(&analysis.var_allocations, &ir_program)
|
Remove the legacy AST codegen — IR path is canonical now
The `--use-ast` path through `src/codegen/mod.rs` was a strictly
inferior subset of the IR codegen. Building every example with
`--use-ast` through the jsnes harness:
- `arrays_and_functions` — fully black (array init + function
return values + OAM-in-loop all broken)
- `structs_enums_for` — fully black (struct literal is a no-op,
all fields stay at 0)
- `inline_asm_demo` — fully black
- `bitwise_ops`, `loop_break_continue` — below sprite floors
(static `next_oam_slot` bug B)
- `match_demo` — panics at compile time with
`branch offset 153 out of range` (AST's if/else-chain
desugaring of `match` emits short branches that can't reach
the far arms in a multi-arm match)
Six of fourteen examples are non-functional under `--use-ast`.
The other eight happen to fall inside the subset AST handles
(no arrays, no structs, no function return values, no
multi-sprite loops, no long match chains).
`docs/future-work.md` already listed "Once working, delete the
AST-based codegen entirely" as the intended direction. It's
working, so this commit does the deletion.
What's removed:
- The `CodeGen` struct, its impl block, and every helper in
`src/codegen/mod.rs` (the AST codegen body) — ~1150 lines.
The file is now a module header that re-exports `IrCodeGen`.
- `src/codegen/tests.rs` — 15 AST-specific instruction-pattern
tests. Every feature they covered has an equivalent test in
`src/codegen/ir_codegen.rs::{tests,more_tests}` already.
- The `--use-ast` CLI flag and its branch in `src/main.rs`.
- `compile_with_ir_codegen` in `tests/integration_test.rs` —
`compile()` now does what it did, so they merged. All 40
integration tests go through the IR path.
- Outdated sections in `docs/future-work.md` that described the
IR codegen as "not yet implemented" and listed AST codegen
gaps as priority work.
What's kept:
- `src/codegen/ir_codegen.rs` — the real codegen.
- `src/codegen/peephole.rs` — post-codegen cleanup pass, now
run unconditionally from `main.rs`.
Test plan:
- `cargo test --release` — 313 unit + 37 integration tests pass
(was 328 + 37; the 15 dropped are the deleted AST-specific
tests).
- `cargo fmt --check` clean.
- `cargo clippy --release --all-targets -- -D warnings` clean.
- `node tests/emulator/run_examples.mjs` — 14/14 ROMs render
above their per-example nonBlack floors.
- The one tightening: `sprite_resolution_uses_tile_index` was
asserting on the old static-slot encoding
(`A9 01 8D 01 02`). Updated to the cursor-based form
(`A9 01 99 01 02`, i.e. STA AbsoluteY).
Net diff: 1581 deletions, 62 insertions.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
2026-04-12 20:37:59 +00:00
|
|
|
.with_sprites(&sprites)
|
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
|
|
|
.with_audio(&sfx, &music)
|
Remove the legacy AST codegen — IR path is canonical now
The `--use-ast` path through `src/codegen/mod.rs` was a strictly
inferior subset of the IR codegen. Building every example with
`--use-ast` through the jsnes harness:
- `arrays_and_functions` — fully black (array init + function
return values + OAM-in-loop all broken)
- `structs_enums_for` — fully black (struct literal is a no-op,
all fields stay at 0)
- `inline_asm_demo` — fully black
- `bitwise_ops`, `loop_break_continue` — below sprite floors
(static `next_oam_slot` bug B)
- `match_demo` — panics at compile time with
`branch offset 153 out of range` (AST's if/else-chain
desugaring of `match` emits short branches that can't reach
the far arms in a multi-arm match)
Six of fourteen examples are non-functional under `--use-ast`.
The other eight happen to fall inside the subset AST handles
(no arrays, no structs, no function return values, no
multi-sprite loops, no long match chains).
`docs/future-work.md` already listed "Once working, delete the
AST-based codegen entirely" as the intended direction. It's
working, so this commit does the deletion.
What's removed:
- The `CodeGen` struct, its impl block, and every helper in
`src/codegen/mod.rs` (the AST codegen body) — ~1150 lines.
The file is now a module header that re-exports `IrCodeGen`.
- `src/codegen/tests.rs` — 15 AST-specific instruction-pattern
tests. Every feature they covered has an equivalent test in
`src/codegen/ir_codegen.rs::{tests,more_tests}` already.
- The `--use-ast` CLI flag and its branch in `src/main.rs`.
- `compile_with_ir_codegen` in `tests/integration_test.rs` —
`compile()` now does what it did, so they merged. All 40
integration tests go through the IR path.
- Outdated sections in `docs/future-work.md` that described the
IR codegen as "not yet implemented" and listed AST codegen
gaps as priority work.
What's kept:
- `src/codegen/ir_codegen.rs` — the real codegen.
- `src/codegen/peephole.rs` — post-codegen cleanup pass, now
run unconditionally from `main.rs`.
Test plan:
- `cargo test --release` — 313 unit + 37 integration tests pass
(was 328 + 37; the 15 dropped are the deleted AST-specific
tests).
- `cargo fmt --check` clean.
- `cargo clippy --release --all-targets -- -D warnings` clean.
- `node tests/emulator/run_examples.mjs` — 14/14 ROMs render
above their per-example nonBlack floors.
- The one tightening: `sprite_resolution_uses_tile_index` was
asserting on the old static-slot encoding
(`A9 01 8D 01 02`). Updated to the cursor-based form
(`A9 01 99 01 02`, i.e. STA AbsoluteY).
Net diff: 1581 deletions, 62 insertions.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
2026-04-12 20:37:59 +00:00
|
|
|
.with_debug(debug)
|
2026-04-14 02:39:36 +00:00
|
|
|
.with_source_map(emit_source_map);
|
|
|
|
|
let mut instructions = codegen.generate(&ir_program);
|
Remove the legacy AST codegen — IR path is canonical now
The `--use-ast` path through `src/codegen/mod.rs` was a strictly
inferior subset of the IR codegen. Building every example with
`--use-ast` through the jsnes harness:
- `arrays_and_functions` — fully black (array init + function
return values + OAM-in-loop all broken)
- `structs_enums_for` — fully black (struct literal is a no-op,
all fields stay at 0)
- `inline_asm_demo` — fully black
- `bitwise_ops`, `loop_break_continue` — below sprite floors
(static `next_oam_slot` bug B)
- `match_demo` — panics at compile time with
`branch offset 153 out of range` (AST's if/else-chain
desugaring of `match` emits short branches that can't reach
the far arms in a multi-arm match)
Six of fourteen examples are non-functional under `--use-ast`.
The other eight happen to fall inside the subset AST handles
(no arrays, no structs, no function return values, no
multi-sprite loops, no long match chains).
`docs/future-work.md` already listed "Once working, delete the
AST-based codegen entirely" as the intended direction. It's
working, so this commit does the deletion.
What's removed:
- The `CodeGen` struct, its impl block, and every helper in
`src/codegen/mod.rs` (the AST codegen body) — ~1150 lines.
The file is now a module header that re-exports `IrCodeGen`.
- `src/codegen/tests.rs` — 15 AST-specific instruction-pattern
tests. Every feature they covered has an equivalent test in
`src/codegen/ir_codegen.rs::{tests,more_tests}` already.
- The `--use-ast` CLI flag and its branch in `src/main.rs`.
- `compile_with_ir_codegen` in `tests/integration_test.rs` —
`compile()` now does what it did, so they merged. All 40
integration tests go through the IR path.
- Outdated sections in `docs/future-work.md` that described the
IR codegen as "not yet implemented" and listed AST codegen
gaps as priority work.
What's kept:
- `src/codegen/ir_codegen.rs` — the real codegen.
- `src/codegen/peephole.rs` — post-codegen cleanup pass, now
run unconditionally from `main.rs`.
Test plan:
- `cargo test --release` — 313 unit + 37 integration tests pass
(was 328 + 37; the 15 dropped are the deleted AST-specific
tests).
- `cargo fmt --check` clean.
- `cargo clippy --release --all-targets -- -D warnings` clean.
- `node tests/emulator/run_examples.mjs` — 14/14 ROMs render
above their per-example nonBlack floors.
- The one tightening: `sprite_resolution_uses_tile_index` was
asserting on the old static-slot encoding
(`A9 01 8D 01 02`). Updated to the cursor-based form
(`A9 01 99 01 02`, i.e. STA AbsoluteY).
Net diff: 1581 deletions, 62 insertions.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
2026-04-12 20:37:59 +00:00
|
|
|
|
|
|
|
|
// Peephole pass: cleans up the IR codegen's temp-heavy output —
|
|
|
|
|
// dead stores, redundant loads, short-branch folds, etc.
|
2026-04-12 11:19:56 +00:00
|
|
|
nescript::codegen::peephole::optimize(&mut instructions);
|
|
|
|
|
|
M4+M5: Optimizer passes, type casting, bank switching, math runtime
Milestone 4 — Optimization & Polish:
- Strength reduction: multiply by power-of-2 → shift left
- Zero-page promotion analysis: rank variables by access frequency
- `as` type casting expression in parser/AST/analyzer
- `scroll(x, y)` statement
- `--asm-dump` flag for viewing generated assembly
- Extended optimizer tests (strength reduction, frequency analysis)
Milestone 5 — Bank Switching & Release:
- Mapper support: MMC1 (1), UxROM (2), MMC3 (4) in parser and ROM builder
- Bank declarations: `bank Name: prg` / `bank Name: chr`
- Linker::with_mapper for mapper-aware ROM generation
- Software multiply (8x8→16, shift-and-add algorithm)
- Software divide (8÷8→8, restoring division algorithm)
- ROM tests for mapper encoding round-trip
- Integration test for MMC1 compilation
210 tests total (18 new), all pre-commit checks pass.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:22:11 +00:00
|
|
|
if asm_dump {
|
|
|
|
|
dump_asm(&instructions);
|
|
|
|
|
}
|
|
|
|
|
|
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
|
|
|
// Link into ROM with both graphic assets (sprite CHR) and audio
|
2026-04-13 01:27:42 +00:00
|
|
|
// assets (sfx envelopes, music note streams) spliced in. We use
|
|
|
|
|
// `Linker::with_mapper` so the iNES header's mapper byte
|
|
|
|
|
// reflects the source's `mapper:` declaration — without this
|
|
|
|
|
// the CLI always shipped mapper 0 (NROM) regardless of whether
|
|
|
|
|
// the program actually needed MMC1/MMC3 bank switching.
|
banks: implement multi-bank PRG layout and bank-switching runtime
Prior to this commit the linker always shipped a single 16 KB PRG
bank regardless of the declared mapper, so the README's MMC1/UxROM/
MMC3 support was aspirational. This commit gives the three banked
mappers a real multi-bank ROM layout:
* RomBuilder.set_prg_banks() writes any number of 16 KB banks
back-to-back so the iNES header reflects the true PRG size.
* Linker.link_banked() places switchable banks first, fixed bank
last, so the fixed bank maps to $C000-$FFFF (the address window
where vectors and the runtime live).
* runtime::gen_mapper_init() emits reset-time mapper config:
MMC1 serial-writes a control-register value that pins the last
bank at $C000 with the correct mirroring, UxROM relies on the
power-on default, MMC3 writes the $8000/$8001/$A000/$E000
registers to get a known PRG and mirroring state.
* runtime::gen_bank_select() is a mapper-specific subroutine
(callable with the target bank in A) that maps any physical
bank to $8000-$BFFF.
* runtime::gen_bank_trampoline() generates a cross-bank call
stub in the fixed bank that saves the caller's bank, switches,
JSRs the target, and restores the fixed bank.
* The CLI and integration helper thread declared `bank X: prg`
declarations through to the linker so MMC1/UxROM/MMC3 programs
actually produce multi-bank ROMs.
Coverage:
* Runtime unit tests (18 new): mapper init patterns for every
supported mapper, bank-select signatures, trampoline dispatch
order, UxROM bus-conflict table contents.
* RomBuilder tests (6 new): multi-bank layout, padding,
byte-level fidelity, per-bank size validation, legacy
single-bank fallback.
* Linker tests (13 new): multi-bank ROM sizes across MMC1/
UxROM/MMC3, fixed-bank placement, switchable-bank payload
fidelity, bank-select subroutine detection, NROM rejection
of switchable banks.
* Integration e2e tests (16 new): compile real .ne sources
through the full pipeline and assert on iNES headers,
mapper init signatures in the fixed bank, vector locations,
and a regression check against `examples/mmc1_banked.ne`.
Total: 474 tests pass under `cargo test` with
`RUSTFLAGS="-D warnings"`.
https://claude.ai/code/session_01UCressA5e8k1XsuoJYLav2
2026-04-13 01:50:51 +00:00
|
|
|
//
|
|
|
|
|
// For banked mappers (MMC1, UxROM, MMC3) we collect the
|
|
|
|
|
// declared `bank X: prg` entries and turn each into an empty
|
|
|
|
|
// 16 KB switchable slot. User code currently still lives in
|
|
|
|
|
// the fixed bank — the declared banks exist so programs that
|
|
|
|
|
// outgrow 16 KB have real ROM space to grow into and so
|
|
|
|
|
// mapper-specific fixtures (vectors, trampolines, bank-select
|
|
|
|
|
// helpers) land in the right place.
|
2026-04-14 02:05:51 +00:00
|
|
|
let linker = Linker::with_mapper(program.game.mirroring, program.game.mapper)
|
|
|
|
|
.with_header(program.game.header);
|
banks: implement multi-bank PRG layout and bank-switching runtime
Prior to this commit the linker always shipped a single 16 KB PRG
bank regardless of the declared mapper, so the README's MMC1/UxROM/
MMC3 support was aspirational. This commit gives the three banked
mappers a real multi-bank ROM layout:
* RomBuilder.set_prg_banks() writes any number of 16 KB banks
back-to-back so the iNES header reflects the true PRG size.
* Linker.link_banked() places switchable banks first, fixed bank
last, so the fixed bank maps to $C000-$FFFF (the address window
where vectors and the runtime live).
* runtime::gen_mapper_init() emits reset-time mapper config:
MMC1 serial-writes a control-register value that pins the last
bank at $C000 with the correct mirroring, UxROM relies on the
power-on default, MMC3 writes the $8000/$8001/$A000/$E000
registers to get a known PRG and mirroring state.
* runtime::gen_bank_select() is a mapper-specific subroutine
(callable with the target bank in A) that maps any physical
bank to $8000-$BFFF.
* runtime::gen_bank_trampoline() generates a cross-bank call
stub in the fixed bank that saves the caller's bank, switches,
JSRs the target, and restores the fixed bank.
* The CLI and integration helper thread declared `bank X: prg`
declarations through to the linker so MMC1/UxROM/MMC3 programs
actually produce multi-bank ROMs.
Coverage:
* Runtime unit tests (18 new): mapper init patterns for every
supported mapper, bank-select signatures, trampoline dispatch
order, UxROM bus-conflict table contents.
* RomBuilder tests (6 new): multi-bank layout, padding,
byte-level fidelity, per-bank size validation, legacy
single-bank fallback.
* Linker tests (13 new): multi-bank ROM sizes across MMC1/
UxROM/MMC3, fixed-bank placement, switchable-bank payload
fidelity, bank-select subroutine detection, NROM rejection
of switchable banks.
* Integration e2e tests (16 new): compile real .ne sources
through the full pipeline and assert on iNES headers,
mapper init signatures in the fixed bank, vector locations,
and a regression check against `examples/mmc1_banked.ne`.
Total: 474 tests pass under `cargo test` with
`RUSTFLAGS="-D warnings"`.
https://claude.ai/code/session_01UCressA5e8k1XsuoJYLav2
2026-04-13 01:50:51 +00:00
|
|
|
let switchable_banks: Vec<PrgBank> = program
|
|
|
|
|
.banks
|
|
|
|
|
.iter()
|
|
|
|
|
.filter(|b| b.bank_type == BankType::Prg)
|
|
|
|
|
.map(|b| PrgBank::empty(&b.name))
|
|
|
|
|
.collect();
|
2026-04-14 02:39:36 +00:00
|
|
|
let link_result = linker.link_banked_with_ppu_detailed(
|
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
|
|
|
&instructions,
|
|
|
|
|
&sprites,
|
|
|
|
|
&sfx,
|
|
|
|
|
&music,
|
|
|
|
|
&palettes,
|
|
|
|
|
&backgrounds,
|
|
|
|
|
&switchable_banks,
|
|
|
|
|
);
|
Implement NEScript compiler Milestone 1 ("Hello Sprite")
Complete implementation of the NEScript compiler pipeline for M1:
- Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators
- Parser: recursive descent with Pratt expression parsing (M1 subset)
- Analyzer: symbol resolution, type checking, memory allocation
- 6502 Assembler: full opcode encoding table (~150 valid combinations)
- Code Generator: AST → 6502 instructions (direct, no IR for M1)
- Runtime: NES hardware init, NMI handler, controller read, OAM DMA
- Linker: NROM layout, vector table, palette loading, CHR data
- ROM Builder: iNES header generation, PRG/CHR padding
- CLI: `build` and `check` subcommands via clap
143 tests across all modules:
- 22 lexer tests (literals, keywords, operators, error recovery)
- 18 parser tests (expressions, statements, game structure, errors)
- 7 analyzer tests (symbol resolution, memory allocation, transitions)
- 30 assembler tests (every addressing mode, label resolution)
- 7 codegen tests (var init, arithmetic, buttons, draw, comparisons)
- 11 runtime tests (init sequence, NMI handler, controller read)
- 10 ROM builder tests (iNES format, mirroring, banking, validation)
- 5 linker tests (vector table, CHR data, palette loading)
- 7 integration tests (end-to-end compilation, error detection)
CI: GitHub Actions for check, fmt, clippy, test
Pre-commit: script for local fmt + clippy + test validation
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
|
|
|
|
2026-04-14 02:39:36 +00:00
|
|
|
if let Some(path) = symbols_path {
|
|
|
|
|
let mlb = render_mlb(&link_result, &analysis.var_allocations);
|
|
|
|
|
std::fs::write(path, mlb).map_err(|e| {
|
|
|
|
|
eprintln!("error: failed to write symbol file {}: {e}", path.display());
|
|
|
|
|
})?;
|
|
|
|
|
}
|
|
|
|
|
if let Some(path) = source_map_path {
|
|
|
|
|
let map = render_source_map(&link_result, codegen.source_locs(), &source);
|
|
|
|
|
std::fs::write(path, map).map_err(|e| {
|
|
|
|
|
eprintln!("error: failed to write source map {}: {e}", path.display());
|
|
|
|
|
})?;
|
|
|
|
|
}
|
|
|
|
|
|
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Ok(link_result.rom)
|
Implement NEScript compiler Milestone 1 ("Hello Sprite")
Complete implementation of the NEScript compiler pipeline for M1:
- Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators
- Parser: recursive descent with Pratt expression parsing (M1 subset)
- Analyzer: symbol resolution, type checking, memory allocation
- 6502 Assembler: full opcode encoding table (~150 valid combinations)
- Code Generator: AST → 6502 instructions (direct, no IR for M1)
- Runtime: NES hardware init, NMI handler, controller read, OAM DMA
- Linker: NROM layout, vector table, palette loading, CHR data
- ROM Builder: iNES header generation, PRG/CHR padding
- CLI: `build` and `check` subcommands via clap
143 tests across all modules:
- 22 lexer tests (literals, keywords, operators, error recovery)
- 18 parser tests (expressions, statements, game structure, errors)
- 7 analyzer tests (symbol resolution, memory allocation, transitions)
- 30 assembler tests (every addressing mode, label resolution)
- 7 codegen tests (var init, arithmetic, buttons, draw, comparisons)
- 11 runtime tests (init sequence, NMI handler, controller read)
- 10 ROM builder tests (iNES format, mirroring, banking, validation)
- 5 linker tests (vector table, CHR data, palette loading)
- 7 integration tests (end-to-end compilation, error detection)
CI: GitHub Actions for check, fmt, clippy, test
Pre-commit: script for local fmt + clippy + test validation
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
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}
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fn check(input: &PathBuf) -> Result<(), ()> {
|
2026-04-12 10:06:58 +00:00
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let raw_source = std::fs::read_to_string(input).map_err(|e| {
|
Implement NEScript compiler Milestone 1 ("Hello Sprite")
Complete implementation of the NEScript compiler pipeline for M1:
- Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators
- Parser: recursive descent with Pratt expression parsing (M1 subset)
- Analyzer: symbol resolution, type checking, memory allocation
- 6502 Assembler: full opcode encoding table (~150 valid combinations)
- Code Generator: AST → 6502 instructions (direct, no IR for M1)
- Runtime: NES hardware init, NMI handler, controller read, OAM DMA
- Linker: NROM layout, vector table, palette loading, CHR data
- ROM Builder: iNES header generation, PRG/CHR padding
- CLI: `build` and `check` subcommands via clap
143 tests across all modules:
- 22 lexer tests (literals, keywords, operators, error recovery)
- 18 parser tests (expressions, statements, game structure, errors)
- 7 analyzer tests (symbol resolution, memory allocation, transitions)
- 30 assembler tests (every addressing mode, label resolution)
- 7 codegen tests (var init, arithmetic, buttons, draw, comparisons)
- 11 runtime tests (init sequence, NMI handler, controller read)
- 10 ROM builder tests (iNES format, mirroring, banking, validation)
- 5 linker tests (vector table, CHR data, palette loading)
- 7 integration tests (end-to-end compilation, error detection)
CI: GitHub Actions for check, fmt, clippy, test
Pre-commit: script for local fmt + clippy + test validation
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
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eprintln!("error: failed to read {}: {e}", input.display());
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})?;
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2026-04-12 10:06:58 +00:00
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let source = nescript::parser::preprocess_source(&raw_source, Some(input)).map_err(|e| {
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eprintln!("error: {e}");
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})?;
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|
|
|
Implement NEScript compiler Milestone 1 ("Hello Sprite")
Complete implementation of the NEScript compiler pipeline for M1:
- Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators
- Parser: recursive descent with Pratt expression parsing (M1 subset)
- Analyzer: symbol resolution, type checking, memory allocation
- 6502 Assembler: full opcode encoding table (~150 valid combinations)
- Code Generator: AST → 6502 instructions (direct, no IR for M1)
- Runtime: NES hardware init, NMI handler, controller read, OAM DMA
- Linker: NROM layout, vector table, palette loading, CHR data
- ROM Builder: iNES header generation, PRG/CHR padding
- CLI: `build` and `check` subcommands via clap
143 tests across all modules:
- 22 lexer tests (literals, keywords, operators, error recovery)
- 18 parser tests (expressions, statements, game structure, errors)
- 7 analyzer tests (symbol resolution, memory allocation, transitions)
- 30 assembler tests (every addressing mode, label resolution)
- 7 codegen tests (var init, arithmetic, buttons, draw, comparisons)
- 11 runtime tests (init sequence, NMI handler, controller read)
- 10 ROM builder tests (iNES format, mirroring, banking, validation)
- 5 linker tests (vector table, CHR data, palette loading)
- 7 integration tests (end-to-end compilation, error detection)
CI: GitHub Actions for check, fmt, clippy, test
Pre-commit: script for local fmt + clippy + test validation
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
|
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let filename = input.to_string_lossy();
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let (program, parse_diags) = nescript::parser::parse(&source);
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if !parse_diags.is_empty() {
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render_diagnostics(&source, &filename, &parse_diags);
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}
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if parse_diags
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.iter()
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.any(nescript::errors::Diagnostic::is_error)
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{
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return Err(());
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|
}
|
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let program = program.ok_or(())?;
|
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|
let analysis = analyzer::analyze(&program);
|
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|
|
if !analysis.diagnostics.is_empty() {
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|
render_diagnostics(&source, &filename, &analysis.diagnostics);
|
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|
|
|
}
|
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|
|
|
if analysis
|
|
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|
|
.diagnostics
|
|
|
|
|
.iter()
|
|
|
|
|
.any(nescript::errors::Diagnostic::is_error)
|
|
|
|
|
{
|
|
|
|
|
return Err(());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Ok(())
|
|
|
|
|
}
|