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nescript/src/errors/diagnostic.rs

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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
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use crate::lexer::Span;
use std::fmt;
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Level {
Error,
Warning,
}
/// Error codes organized by compiler phase.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum ErrorCode {
// E01xx: Lexer errors
E0101, // unterminated string
E0102, // invalid character
E0103, // number literal overflow
// E02xx: Type errors
E0201, // type mismatch
E0203, // invalid operation for type
// E03xx: Memory errors
E0301, // zero-page overflow / RAM exhausted
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
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// E04xx: Control flow errors
E0401, // call depth exceeded
E0402, // recursion detected
E0404, // transition to undefined state
// E05xx: Declaration errors
E0501, // duplicate declaration
E0502, // undefined variable
E0503, // undefined function
E0504, // missing start declaration
E0505, // multiple start declarations
// W01xx: Warnings
W0101, // expensive multiply/divide operation
W0102, // loop without break or wait_frame
W0103, // unused variable
cleanup: fix silent miscompiles and delete dead code exposed by code review Two correctness bugs were silently producing wrong ROMs: - `x << n` / `x >> n` always shifted by 1, regardless of `n`, because the IR lowering for `BinOp::ShiftLeft`/`ShiftRight` hardcoded the count. Now eval_const the RHS into a compile-time count; fall back to a new `IrOp::ShiftLeftVar` / `ShiftRightVar` (runtime loop) when the amount isn't constant. Strength reduction folds the variable form back to a fixed count once the optimizer knows the value. - `x / n` / `x % n` always returned 0, because the lowering emitted `LoadImm(t, 0)` for `BinOp::Div`/`Mod` with a comment saying the runtime call was "TODO for now". Added real `IrOp::Div` and `IrOp::Mod`, wired them through use-counting and DCE, gave codegen `__divide`-based implementations, and taught strength reduction to rewrite power-of-two divisors into shifts and modulo-by-2ⁿ into AND masks. Constant folding now handles `Mul`/`Div`/`Mod`/shifts too, which were previously left for the codegen to emit inefficient software calls. Dead code removed (no backward-compat shims kept): - `src/debug/` entirely. `DebugSymbols`, `SourceMap`, and the Mesen/.sym emitters had no callers outside their own tests; `main.rs` never wrote a symbol file. Documented the intent in `docs/future-work.md` so it comes back intentionally if needed. - `ErrorCode::E0202` (invalid cast) and `E0403` (unreachable state): defined, formatted, and marked `#[allow(dead_code)]` but never emitted. W0104 now carries the unreachable-state semantics too. - `Level::Info`: never constructed. - `load_background` / `set_palette` statements and their `BackgroundDecl` / `PaletteDecl` parser support: parsed and silently dropped by IR lowering (`// TODO: implement in asset pipeline`). Removed keywords, AST variants, parser paths, analyzer arms, and tests. `docs/future-work.md` documents the runtime palette/nametable design for when it comes back. Doc cleanup: - `docs/architecture.md` was describing files that don't exist (`analyzer/types.rs`, `optimizer/const_fold.rs`, `codegen/regalloc.rs`, `rom/header.rs`, `debug/symbols.rs`, …). Rewrote it to match the real flat `mod.rs` + `tests.rs` layout and the real pipeline order. - `docs/future-work.md` was a hybrid of open work and "recently completed" entries that duplicated the active stubs at the top of the file. Collapsed to just the gaps that are actually still open. - `README.md` claimed Mesen symbol export and 210 tests; updated both. - `docs/language-guide.md` and `spec.md` described `palette` decls, `set_palette` / `load_background`, `debug.overlay`, and error codes that were never emitted. Trimmed. - Stale comments on `Statement::Play`/`StartMusic`/`StopMusic` claimed the audio subsystem was "a no-op at codegen time". Tests: - Regression tests for every fix above (`lower_shift_left_with_literal _count_uses_that_count`, `lower_shift_right_with_variable_count _uses_runtime_variant`, `lower_divide_emits_div_op_not_load_imm _zero`, `lower_modulo_emits_mod_op_not_load_imm_zero`, `strength_reduce_div_by_power_of_two`, `strength_reduce_mod_by _power_of_two`, `strength_reduce_shift_var_with_constant_amount`). - Renamed the `program_with_sprites_and_palette` integration test (which was exercising the now-removed `load_background`/`set_palette`) to `program_with_inline_sprite_chr`. `examples/sprites_and_palettes.ne` lost its `palette`/`set_palette` usage. Nothing in the emulator test presses A, so the headless jsnes render shouldn't move, but the golden may need regeneration via `UPDATE_GOLDENS=1` if it does. https://claude.ai/code/session_012fKB251HvEUQwG3tizFyqt
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W0104, // unreachable code after terminator, or unreachable state
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W0105, // palette sub-palette universal mismatch (mirror collision)
W0106, // implicit drop of non-void function return value
W0107, // `fast` variable rarely accessed (wastes zero-page slot)
codereview: address four residual concerns from the hardware review - Analyzer: new `W0108` warning when an array's byte size exceeds 256. The codegen lowers `arr[i]` to `LDA base,X` and the 6502's X register is 8 bits, so elements past byte 255 are unreachable. The old debug bounds check silently skipped arrays in that range; it now clamps the compare to 255 and the analyzer diagnoses the declaration up front. - UxROM `__bank_select`: the routine previously wrote the bank number to a fixed `$FFF0`, which works on emulators that don't simulate bus conflicts (jsnes, Mesen permissive) but is broken on real hardware because a single ROM byte can't match every possible bank number. Fixed by `TAX; STA __bank_select_table,X` — the store lands at `table + bank_num`, whose ROM byte is exactly `bank_num`, so CPU bus = A = ROM = no conflict. New `LabelAbsoluteX` addressing-mode variant in the assembler resolves the table's base address through the existing fixup pass. The two existing UxROM example ROMs shift a few bytes but their goldens still match (jsnes is bus-conflict-permissive). - Source maps: new `source_map_survives_aggressive_peephole_folding` regression test. The reviewer was worried peephole could drop `__src_<N>` labels and silently leave stale source-map entries. Peephole actually treats labels as block boundaries and never deletes them — the test pins that down by compiling a program tailored to trip every peephole fold and asserting every codegen-recorded source marker survives into the final linker label table. - Frame-overrun counter: new `debug_frame_overrun_counter_reads_back_from_user_code` end-to-end test that proves the contract works: NMI emits `INC $07FF`, user `peek(0x07FF)` lowers to `LDA $07FF`, and the RAM allocator doesn't hand out `$07FF` to a user variable. https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM
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W0108, // array elements past byte 255 unreachable via 8-bit X index
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
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}
impl fmt::Display for ErrorCode {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
let code = match self {
Self::E0101 => "E0101",
Self::E0102 => "E0102",
Self::E0103 => "E0103",
Self::E0201 => "E0201",
Self::E0203 => "E0203",
Self::E0301 => "E0301",
Self::E0401 => "E0401",
Self::E0402 => "E0402",
Self::E0404 => "E0404",
Self::E0501 => "E0501",
Self::E0502 => "E0502",
Self::E0503 => "E0503",
Self::E0504 => "E0504",
Self::E0505 => "E0505",
Self::W0101 => "W0101",
Self::W0102 => "W0102",
Self::W0103 => "W0103",
Self::W0104 => "W0104",
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Self::W0105 => "W0105",
Self::W0106 => "W0106",
Self::W0107 => "W0107",
codereview: address four residual concerns from the hardware review - Analyzer: new `W0108` warning when an array's byte size exceeds 256. The codegen lowers `arr[i]` to `LDA base,X` and the 6502's X register is 8 bits, so elements past byte 255 are unreachable. The old debug bounds check silently skipped arrays in that range; it now clamps the compare to 255 and the analyzer diagnoses the declaration up front. - UxROM `__bank_select`: the routine previously wrote the bank number to a fixed `$FFF0`, which works on emulators that don't simulate bus conflicts (jsnes, Mesen permissive) but is broken on real hardware because a single ROM byte can't match every possible bank number. Fixed by `TAX; STA __bank_select_table,X` — the store lands at `table + bank_num`, whose ROM byte is exactly `bank_num`, so CPU bus = A = ROM = no conflict. New `LabelAbsoluteX` addressing-mode variant in the assembler resolves the table's base address through the existing fixup pass. The two existing UxROM example ROMs shift a few bytes but their goldens still match (jsnes is bus-conflict-permissive). - Source maps: new `source_map_survives_aggressive_peephole_folding` regression test. The reviewer was worried peephole could drop `__src_<N>` labels and silently leave stale source-map entries. Peephole actually treats labels as block boundaries and never deletes them — the test pins that down by compiling a program tailored to trip every peephole fold and asserting every codegen-recorded source marker survives into the final linker label table. - Frame-overrun counter: new `debug_frame_overrun_counter_reads_back_from_user_code` end-to-end test that proves the contract works: NMI emits `INC $07FF`, user `peek(0x07FF)` lowers to `LDA $07FF`, and the RAM allocator doesn't hand out `$07FF` to a user variable. https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM
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Self::W0108 => "W0108",
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
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};
write!(f, "{code}")
}
}
impl ErrorCode {
pub fn level(self) -> Level {
match self {
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Self::W0101
| Self::W0102
| Self::W0103
| Self::W0104
| Self::W0105
| Self::W0106
codereview: address four residual concerns from the hardware review - Analyzer: new `W0108` warning when an array's byte size exceeds 256. The codegen lowers `arr[i]` to `LDA base,X` and the 6502's X register is 8 bits, so elements past byte 255 are unreachable. The old debug bounds check silently skipped arrays in that range; it now clamps the compare to 255 and the analyzer diagnoses the declaration up front. - UxROM `__bank_select`: the routine previously wrote the bank number to a fixed `$FFF0`, which works on emulators that don't simulate bus conflicts (jsnes, Mesen permissive) but is broken on real hardware because a single ROM byte can't match every possible bank number. Fixed by `TAX; STA __bank_select_table,X` — the store lands at `table + bank_num`, whose ROM byte is exactly `bank_num`, so CPU bus = A = ROM = no conflict. New `LabelAbsoluteX` addressing-mode variant in the assembler resolves the table's base address through the existing fixup pass. The two existing UxROM example ROMs shift a few bytes but their goldens still match (jsnes is bus-conflict-permissive). - Source maps: new `source_map_survives_aggressive_peephole_folding` regression test. The reviewer was worried peephole could drop `__src_<N>` labels and silently leave stale source-map entries. Peephole actually treats labels as block boundaries and never deletes them — the test pins that down by compiling a program tailored to trip every peephole fold and asserting every codegen-recorded source marker survives into the final linker label table. - Frame-overrun counter: new `debug_frame_overrun_counter_reads_back_from_user_code` end-to-end test that proves the contract works: NMI emits `INC $07FF`, user `peek(0x07FF)` lowers to `LDA $07FF`, and the RAM allocator doesn't hand out `$07FF` to a user variable. https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM
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| Self::W0107
| Self::W0108 => Level::Warning,
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
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_ => Level::Error,
}
}
}
#[derive(Debug, Clone)]
pub struct Label {
pub span: Span,
pub message: String,
}
#[derive(Debug, Clone)]
pub struct Diagnostic {
pub level: Level,
pub code: ErrorCode,
pub message: String,
pub span: Span,
pub labels: Vec<Label>,
pub help: Option<String>,
pub note: Option<String>,
}
impl Diagnostic {
pub fn error(code: ErrorCode, message: impl Into<String>, span: Span) -> Self {
Self {
level: code.level(),
code,
message: message.into(),
span,
labels: Vec::new(),
help: None,
note: None,
}
}
/// Construct a diagnostic with the level implied by the code
/// (identical to [`Diagnostic::error`], but reads better at call
/// sites that emit a warning code).
pub fn warning(code: ErrorCode, message: impl Into<String>, span: Span) -> Self {
Self::error(code, message, span)
}
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
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#[must_use]
pub fn with_help(mut self, help: impl Into<String>) -> Self {
self.help = Some(help.into());
self
}
#[must_use]
pub fn with_note(mut self, note: impl Into<String>) -> Self {
self.note = Some(note.into());
self
}
#[must_use]
pub fn with_label(mut self, span: Span, message: impl Into<String>) -> Self {
self.labels.push(Label {
span,
message: message.into(),
});
self
}
pub fn is_error(&self) -> bool {
self.level == Level::Error
}
}
impl fmt::Display for Diagnostic {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
let level = match self.level {
Level::Error => "error",
Level::Warning => "warning",
};
write!(f, "{level}[{}]: {}", self.code, self.message)
}
}