compiler: audio driver, u16 arithmetic, multi-scanline, slot recycling
Five language features and optimizations from the planned-work backlog:
- **Minimal audio driver**: `play`/`start_music`/`stop_music` now generate
APU pulse-1/pulse-2 writes from a builtin SFX/music name table, and
the NMI handler gains a `JSR __audio_tick` splice (via the linker's
`__audio_used` marker lookup) that ages an SFX countdown counter and
mutes pulse 1 when the tone expires. Programs that never trigger
audio pay zero ROM cost.
- **u16 arithmetic and comparisons**: new IR ops `LoadVarHi`, `StoreVarHi`,
`Add16`, `Sub16`, and six `Cmp*16` variants. The lowering context
tracks variable types via the analyzer's symbol table and routes
expressions through the 8-bit or 16-bit path based on operand width.
Add16 emits `CLC;ADC;ADC` with carry propagating naturally into the
high byte; compares dispatch high-byte-first with a short-circuit
low-byte fallback. Fixes a silent miscompile where `big += 1` on a
u16 var only incremented the low byte.
- **Multi-scanline handlers per state**: `gen_scanline_irq` now
dispatches on `(current_state, ZP_SCANLINE_STEP)` and reloads the
MMC3 counter with the delta to the next scanline in the same state.
`gen_scanline_reload` resets the step counter at the top of each
NMI so a state with multiple handlers fires them in ascending line
order. Previously only the first handler per state ever fired.
- **IR temp slot recycling**: `build_use_counts` pre-scans each
function to count per-temp uses; `retire_op_sources` decrements
the counts after each op and pushes dead slots back onto
`free_slots` for later allocation. `bitwise_ops.ne` used to crash
(debug) or miscompile (release) once it hit 128 concurrent temps;
with recycling the same function now uses ~4 slots instead of 136.
- **INC/DEC peephole fold + improved dead-load elimination**:
`fold_inc_dec` collapses `LDA addr; CLC; ADC #1; STA addr` into
a single `INC addr` (and the SEC/SBC variant into `DEC addr`),
saving 5 bytes and 5 cycles per increment. The fold is suppressed
when the next instruction reads carry. `remove_dead_loads` now
walks past INC/DEC/STX/STY (which don't touch A) to find the
actual next A-use, catching more dead loads.
Tests: 331 unit + 39 integration (up from 313 + 37), including new
guards for audio, u16, multi-scanline, and slot recycling.
https://claude.ai/code/session_01A8qk3gw2jWSzdiXBZPZSFE
2026-04-12 22:21:53 +00:00
|
|
|
// Audio Demo — shows off the minimal APU driver.
|
|
|
|
|
//
|
|
|
|
|
// Press a button to trigger each sound effect. Start begins the
|
|
|
|
|
// background tone; Select stops it. The driver uses pulse 1 for
|
|
|
|
|
// SFX and pulse 2 for music, both running out of the built-in
|
|
|
|
|
// NMI audio tick.
|
|
|
|
|
//
|
|
|
|
|
// The SFX name is looked up in a small builtin table of tones:
|
|
|
|
|
// coin — high short blip (also: pickup, collect)
|
|
|
|
|
// jump — mid short tone (also: hop)
|
|
|
|
|
// hit — low short blast (also: damage, explode)
|
|
|
|
|
// click — short beep (also: select, confirm)
|
|
|
|
|
// cancel — low longer tone (also: back, error)
|
|
|
|
|
// shoot — very high short pulse (also: laser, fire)
|
|
|
|
|
// Unknown names play a generic mid-frequency beep.
|
|
|
|
|
//
|
|
|
|
|
// Build: cargo run -- build examples/audio_demo.ne
|
|
|
|
|
// Output: examples/audio_demo.nes
|
|
|
|
|
|
|
|
|
|
game "Audio Demo" {
|
|
|
|
|
mapper: NROM
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var px: u8 = 128
|
|
|
|
|
var py: u8 = 120
|
2026-04-12 22:33:48 +00:00
|
|
|
var timer: u8 = 0
|
|
|
|
|
var music_on: bool = false
|
compiler: audio driver, u16 arithmetic, multi-scanline, slot recycling
Five language features and optimizations from the planned-work backlog:
- **Minimal audio driver**: `play`/`start_music`/`stop_music` now generate
APU pulse-1/pulse-2 writes from a builtin SFX/music name table, and
the NMI handler gains a `JSR __audio_tick` splice (via the linker's
`__audio_used` marker lookup) that ages an SFX countdown counter and
mutes pulse 1 when the tone expires. Programs that never trigger
audio pay zero ROM cost.
- **u16 arithmetic and comparisons**: new IR ops `LoadVarHi`, `StoreVarHi`,
`Add16`, `Sub16`, and six `Cmp*16` variants. The lowering context
tracks variable types via the analyzer's symbol table and routes
expressions through the 8-bit or 16-bit path based on operand width.
Add16 emits `CLC;ADC;ADC` with carry propagating naturally into the
high byte; compares dispatch high-byte-first with a short-circuit
low-byte fallback. Fixes a silent miscompile where `big += 1` on a
u16 var only incremented the low byte.
- **Multi-scanline handlers per state**: `gen_scanline_irq` now
dispatches on `(current_state, ZP_SCANLINE_STEP)` and reloads the
MMC3 counter with the delta to the next scanline in the same state.
`gen_scanline_reload` resets the step counter at the top of each
NMI so a state with multiple handlers fires them in ascending line
order. Previously only the first handler per state ever fired.
- **IR temp slot recycling**: `build_use_counts` pre-scans each
function to count per-temp uses; `retire_op_sources` decrements
the counts after each op and pushes dead slots back onto
`free_slots` for later allocation. `bitwise_ops.ne` used to crash
(debug) or miscompile (release) once it hit 128 concurrent temps;
with recycling the same function now uses ~4 slots instead of 136.
- **INC/DEC peephole fold + improved dead-load elimination**:
`fold_inc_dec` collapses `LDA addr; CLC; ADC #1; STA addr` into
a single `INC addr` (and the SEC/SBC variant into `DEC addr`),
saving 5 bytes and 5 cycles per increment. The fold is suppressed
when the next instruction reads carry. `remove_dead_loads` now
walks past INC/DEC/STX/STY (which don't touch A) to find the
actual next A-use, catching more dead loads.
Tests: 331 unit + 39 integration (up from 313 + 37), including new
guards for audio, u16, multi-scanline, and slot recycling.
https://claude.ai/code/session_01A8qk3gw2jWSzdiXBZPZSFE
2026-04-12 22:21:53 +00:00
|
|
|
|
|
|
|
|
on frame {
|
|
|
|
|
// Move the smiley so you can see the game is running.
|
|
|
|
|
if button.right { px += 1 }
|
|
|
|
|
if button.left { px -= 1 }
|
|
|
|
|
if button.down { py += 1 }
|
|
|
|
|
if button.up { py -= 1 }
|
|
|
|
|
|
|
|
|
|
// Trigger SFX on d-pad-press equivalents. Using `_pressed`
|
|
|
|
|
// would be nicer but the builtin table keys off the name, so
|
|
|
|
|
// holding a button just retriggers the same tone every frame,
|
|
|
|
|
// which is audible and good for a demo.
|
|
|
|
|
if button.a { play coin }
|
|
|
|
|
if button.b { play jump }
|
|
|
|
|
|
|
|
|
|
// Start/stop the background music loop.
|
|
|
|
|
if button.start { start_music theme }
|
|
|
|
|
if button.select { stop_music }
|
|
|
|
|
|
2026-04-12 22:33:48 +00:00
|
|
|
// Even without any button presses, the demo auto-plays a
|
|
|
|
|
// short coin SFX every 60 frames so the e2e harness (which
|
|
|
|
|
// runs headless without simulated input) can capture a
|
|
|
|
|
// non-silent audio hash. This exercises the full play-path
|
|
|
|
|
// through the APU driver under CI.
|
|
|
|
|
timer += 1
|
|
|
|
|
if timer == 30 {
|
|
|
|
|
play coin
|
|
|
|
|
}
|
|
|
|
|
if timer == 60 {
|
|
|
|
|
timer = 0
|
|
|
|
|
if music_on {
|
|
|
|
|
stop_music
|
|
|
|
|
music_on = false
|
|
|
|
|
} else {
|
|
|
|
|
start_music theme
|
|
|
|
|
music_on = true
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
compiler: audio driver, u16 arithmetic, multi-scanline, slot recycling
Five language features and optimizations from the planned-work backlog:
- **Minimal audio driver**: `play`/`start_music`/`stop_music` now generate
APU pulse-1/pulse-2 writes from a builtin SFX/music name table, and
the NMI handler gains a `JSR __audio_tick` splice (via the linker's
`__audio_used` marker lookup) that ages an SFX countdown counter and
mutes pulse 1 when the tone expires. Programs that never trigger
audio pay zero ROM cost.
- **u16 arithmetic and comparisons**: new IR ops `LoadVarHi`, `StoreVarHi`,
`Add16`, `Sub16`, and six `Cmp*16` variants. The lowering context
tracks variable types via the analyzer's symbol table and routes
expressions through the 8-bit or 16-bit path based on operand width.
Add16 emits `CLC;ADC;ADC` with carry propagating naturally into the
high byte; compares dispatch high-byte-first with a short-circuit
low-byte fallback. Fixes a silent miscompile where `big += 1` on a
u16 var only incremented the low byte.
- **Multi-scanline handlers per state**: `gen_scanline_irq` now
dispatches on `(current_state, ZP_SCANLINE_STEP)` and reloads the
MMC3 counter with the delta to the next scanline in the same state.
`gen_scanline_reload` resets the step counter at the top of each
NMI so a state with multiple handlers fires them in ascending line
order. Previously only the first handler per state ever fired.
- **IR temp slot recycling**: `build_use_counts` pre-scans each
function to count per-temp uses; `retire_op_sources` decrements
the counts after each op and pushes dead slots back onto
`free_slots` for later allocation. `bitwise_ops.ne` used to crash
(debug) or miscompile (release) once it hit 128 concurrent temps;
with recycling the same function now uses ~4 slots instead of 136.
- **INC/DEC peephole fold + improved dead-load elimination**:
`fold_inc_dec` collapses `LDA addr; CLC; ADC #1; STA addr` into
a single `INC addr` (and the SEC/SBC variant into `DEC addr`),
saving 5 bytes and 5 cycles per increment. The fold is suppressed
when the next instruction reads carry. `remove_dead_loads` now
walks past INC/DEC/STX/STY (which don't touch A) to find the
actual next A-use, catching more dead loads.
Tests: 331 unit + 39 integration (up from 313 + 37), including new
guards for audio, u16, multi-scanline, and slot recycling.
https://claude.ai/code/session_01A8qk3gw2jWSzdiXBZPZSFE
2026-04-12 22:21:53 +00:00
|
|
|
draw Smiley at: (px, py)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
start Main
|