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NES hardware quick reference: CPU, memory map, PPU, iNES format.
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# NEScript Language Guide
NEScript is a statically-typed, compiled language designed for NES game development. It compiles directly to 6502 machine code packaged as iNES-format ROMs -- no external assembler or tooling required.
This guide covers every language feature with practical examples.
---
## Program Structure
Every NEScript program consists of a game declaration, top-level definitions, and a start declaration.
```
game "My Game" {
mapper: NROM
mirroring: vertical
}
const SPEED: u8 = 2
var score: u8 = 0
fun helper() -> u8 {
return 42
}
state Title {
on frame {
draw Logo at: (100, 100)
if button.start {
transition Playing
}
}
}
state Playing {
on enter {
score = 0
}
on frame {
// game logic here
}
}
start Title
```
### Game Declaration
The `game` block is required and must appear first. It names the game and sets hardware configuration.
```
game "Coin Cavern" {
mapper: NROM
mirroring: vertical
}
```
Available properties:
| Property | Values | Default |
|--------------|----------------------------------|--------------|
| `mapper` | `NROM` , `MMC1` , `UxROM` , `MMC3` | required |
| `mirroring` | `horizontal` , `vertical` | `horizontal` |
### Start Declaration
Exactly one `start` declaration must exist. It names the initial state entered on power-on.
```
start Title
```
---
## Types
NEScript has four primitive types and fixed-size arrays.
### Primitive Types
| Type | Size | Range | Description |
|--------|---------|-----------------|------------------------------------|
| `u8` | 1 byte | 0 to 255 | Unsigned 8-bit integer |
| `i8` | 1 byte | -128 to 127 | Signed 8-bit integer |
| `u16` | 2 bytes | 0 to 65535 | Unsigned 16-bit integer |
| `bool` | 1 byte | `true` / `false` | Boolean |
### Arrays
Arrays are fixed-size, homogeneous, and zero-indexed. The size must be a compile-time constant. Maximum 256 elements.
```
var enemies: u8[8]
const TABLE: u8[4] = [10, 20, 30, 40]
```
### Type Casting
NEScript has no implicit coercion. All conversions use `as` :
```
var a: u8 = 200
var b: u16 = a as u16 // zero-extend: 200
var c: i8 = a as i8 // reinterpret bits
var d: u8 = b as u8 // truncate to low byte
```
---
## Variables
### Variable Declarations
Variables are declared with `var` and must have an explicit type:
```
var x: u8 // uninitialized (zeroed on state entry)
var y: u8 = 100 // initialized
var pos: u16 = 0x0400 // 16-bit value
var alive: bool = true
var scores: u8[4] = [0, 0, 0, 0]
```
### Constants
Constants are evaluated at compile time and stored in ROM:
```
const MAX_ENEMIES: u8 = 5
const SPEED: u8 = 3
const SIN_TABLE: u8[8] = [0, 49, 90, 117, 127, 117, 90, 49]
```
2026-04-12 11:39:12 +00:00
### Enums
Enums declare a named set of `u8` constants. Each variant is assigned an
index starting at 0 in declaration order:
```
enum Direction { Up, Down, Left, Right }
// Up=0, Down=1, Left=2, Right=3
var player_dir: u8 = Up
on frame {
if button.left { player_dir = Left }
if button.right { player_dir = Right }
if player_dir == Down { /* ... */ }
}
```
Variant names are global — they are flattened into the top-level symbol
table, so a variant cannot share its name with any other constant,
variable, or function (E0501). An enum cannot have more than 256
variants because each is stored as a `u8` .
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### Structs
Structs declare composite types with named fields:
```
struct Vec2 {
x: u8,
y: u8,
}
struct Player {
health: u8,
lives: u8,
}
var pos: Vec2
var hero: Player
on frame {
pos.x = 100
pos.y = 50
hero.health = 3
hero.lives = 5
if button.right { pos.x += 1 }
draw Hero at: (pos.x, pos.y)
}
```
Fields are laid out contiguously in declaration order. A variable of
struct type allocates enough contiguous bytes to hold all its fields;
each field is accessible via the dot operator.
2026-04-12 17:15:57 +00:00
Struct literals initialize or assign all fields at once:
```
struct Vec2 { x: u8, y: u8 }
// as an initializer
var pos: Vec2 = Vec2 { x: 100, y: 50 }
// as an assignment
on frame {
pos = Vec2 { x: 0, y: 0 }
if button.right {
pos = Vec2 { x: pos.x + 1, y: pos.y }
}
}
```
Inside `if` , `while` , and `for` conditions the struct literal syntax
is reserved for the following block, so wrap the literal in parens if
you ever need one in a condition:
```
if pos == (Vec2 { x: 0, y: 0 }) { /* ... */ }
```
2026-04-12 16:18:29 +00:00
In v0.1 only primitive field types (`u8` , `i8` , `bool` ) are supported —
nested structs, `u16` , and array fields are not yet allowed.
Add comprehensive documentation
docs/language-guide.md (895 lines):
Complete reference for every language feature with code examples.
Covers: program structure, types, expressions, statements, assets,
mappers, error codes, and compiler flags.
docs/architecture.md (130 lines):
Compiler pipeline overview, module descriptions, testing guide.
docs/nes-reference.md (190 lines):
NES hardware quick reference: CPU, memory map, PPU, iNES format.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:41:34 +00:00
### Memory Placement Hints
The NES has 256 bytes of zero-page RAM with faster access. You can hint where variables should be placed:
```
fast var px: u8 // prefer zero-page (faster instructions)
slow var high_score: u16 // prefer upper RAM (saves zero-page space)
var normal: u8 // compiler decides automatically
```
If zero-page is exhausted and `fast` variables cannot be placed, the compiler emits error `E0301` .
### Scope
| Scope | Declared In | Lifetime |
|----------|----------------|---------------------------------------------|
| Global | Top level | Entire program, permanent RAM allocation |
| State | `state` block | Active while state is active; RAM reusable |
| Function | `fun` block | Duration of function call |
| Block | `if` /`while` | Enclosing block, shares parent allocation |
---
## Functions
### Declaration
Functions use `fun` , with optional parameters and return type:
```
fun add(a: u8, b: u8) -> u8 {
return a + b
}
fun reset_score() {
score = 0
}
```
### Inline Functions
The `inline` keyword hints the compiler to inline the function at call sites:
```
inline fun clamp(val: u8, max: u8) -> u8 {
if val > max {
return max
}
return val
}
```
`inline` is a hint -- the compiler may decline for large functions.
### Calling Functions
```
var result: u8 = add(10, 20)
reset_score()
```
### Restrictions
- **No recursion.** Both direct and indirect recursion are compile errors (`E0402` ).
- **Call depth limit.** The default maximum call depth is 8. Exceeding it produces error `E0401` .
---
## States
States are the top-level organizational unit. Exactly one state is active at any time.
### State Declaration
```
state Playing {
var timer: u8 = 0 // state-local variable
on enter {
// runs once when entering this state
timer = 60
}
on exit {
// runs once when leaving this state
}
on frame {
// runs every frame (60 Hz) while this state is active
timer -= 1
draw Player at: (player_x, player_y)
}
}
```
`on frame` is syntactic sugar for a loop with an implicit `wait_frame()` at the end. A state can have any combination of `on enter` , `on exit` , and `on frame` .
### State Transitions
```
transition GameOver
```
Transitions are immediate. The current state's `on exit` runs, then the target state's `on enter` runs. The remainder of the current frame handler does not execute.
---
## Expressions
### Literals
```
42 // decimal integer
0xFF // hexadecimal
0b10110001 // binary
1_000 // underscores allowed for readability (if supported)
true // boolean
false // boolean
[1, 2, 3] // array literal
```
All integer literals must fit in `u16` (0-65535). The compiler narrows to the required type at usage.
### Arithmetic Operators
| Operator | Description | Example |
|----------|----------------|--------------|
| `+` | Addition | `a + b` |
| `-` | Subtraction | `a - b` |
| `*` | Multiplication | `a * b` |
| `/` | Division | `a / b` |
| `%` | Modulo | `a % b` |
`*` , `/` , and `%` are available but expensive on the 6502 (software routines). The compiler optimizes power-of-two operations to shifts and warns on non-power-of-two multiply/divide.
### Bitwise Operators
| Operator | Description | Example |
|----------|----------------|--------------|
| `&` | Bitwise AND | `a & 0x0F` |
| `\|` | Bitwise OR | `a \| 0x80` |
| `^` | Bitwise XOR | `a ^ mask` |
| `~` | Bitwise NOT | `~a` |
| `<<` | Shift left | `a << 2` |
| `>>` | Shift right | `a >> 1` |
### Comparison Operators
| Operator | Description | Example |
|----------|-------------------|--------------|
| `==` | Equal | `a == 0` |
| `!=` | Not equal | `a != b` |
| `<` | Less than | `a < 10` |
| `>` | Greater than | `a > max` |
| `<=` | Less or equal | `a <= 255` |
| `>=` | Greater or equal | `a >= min` |
### Logical Operators
NEScript uses keyword-based logical operators:
```
if alive and (health > 0) {
// ...
}
if not paused or force_update {
// ...
}
```
| Operator | Description |
|----------|--------------- |
| `and` | Logical AND |
| `or` | Logical OR |
| `not` | Logical NOT |
### Operator Precedence
From highest to lowest:
| Level | Operators | Associativity |
|-------|------------------------------------|---------------|
| 1 | `()` grouping | -- |
| 2 | `-` (unary), `~` , `not` | right |
| 3 | `*` , `/` , `%` | left |
| 4 | `+` , `-` | left |
| 5 | `<<` , `>>` | left |
| 6 | `&` | left |
| 7 | `^` | left |
| 8 | `\|` | left |
| 9 | `==` , `!=` , `<` , `>` , `<=` , `>=` | left |
| 10 | `and` | left |
| 11 | `or` | left |
### Button Reads
Read controller input as boolean expressions:
```
if button.right {
player_x += SPEED
}
if button.a {
jump()
}
```
Available buttons: `up` , `down` , `left` , `right` , `a` , `b` , `start` , `select` .
For two-player games, prefix with the player:
```
if p1.button.a { /* player 1 */ }
if p2.button.right { /* player 2 */ }
```
Without a prefix, `button` refers to player 1.
### Function Calls in Expressions
```
var clamped: u8 = clamp_x(player_x + SPEED)
```
### Array Indexing
```
var val: u8 = table[i]
table[i] = 0
```
### Type Casting
```
var wide: u16 = narrow as u16
```
---
## Statements
### Assignment
```
x = 10
x += 5
x -= 1
x & = 0x0F
x |= 0x80
x ^= mask
```
All assignment operators:
| Operator | Description |
|----------|---------------------|
| `=` | Assign |
| `+=` | Add and assign |
| `-=` | Subtract and assign |
| `&=` | AND and assign |
| `\|=` | OR and assign |
| `^=` | XOR and assign |
Array element assignment:
```
enemies[i] = 0
scores[player] += 10
```
### If / Else If / Else
Braces are always required. No ternary operator.
```
if health == 0 {
transition GameOver
} else if health < 3 {
flash_warning()
} else {
// normal gameplay
}
```
### While Loop
```
var i: u8 = 0
while i < 10 {
enemies[i] = 0
i += 1
}
```
2026-04-12 17:21:00 +00:00
### Match Statement
`match` matches a scrutinee against a sequence of patterns and
executes the body of the first matching arm. Each arm's pattern is
compared against the scrutinee with `==` . An underscore arm `_` acts
as the catch-all:
```
enum State { Title, Playing, GameOver }
var state: u8 = Title
on frame {
match state {
Title => {
if button.start { state = Playing }
}
Playing => {
// ... game logic ...
}
GameOver => {
if button.a { state = Title }
}
_ => {}
}
}
```
`match` desugars to an `if` / `else if` chain at parse time, so
patterns can be any expression that produces a value comparable to
the scrutinee.
2026-04-12 16:55:18 +00:00
### For Loop
The `for` loop iterates over a half-open integer range `[start, end)` :
```
for i in 0..8 {
total += arr[i]
}
```
The loop variable is a `u8` scoped to the loop body. Both bounds can
be any expression that evaluates to `u8` at runtime, including
constants or variables. The range is half-open, so `0..8` iterates
`0, 1, 2, ..., 7` (8 iterations). For a closed range, use `0..9` .
The loop is desugared into a `while` loop with an index variable, so
`break` and `continue` work the same as in any loop body.
Add comprehensive documentation
docs/language-guide.md (895 lines):
Complete reference for every language feature with code examples.
Covers: program structure, types, expressions, statements, assets,
mappers, error codes, and compiler flags.
docs/architecture.md (130 lines):
Compiler pipeline overview, module descriptions, testing guide.
docs/nes-reference.md (190 lines):
NES hardware quick reference: CPU, memory map, PPU, iNES format.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:41:34 +00:00
### Loop (Infinite)
```
loop {
wait_frame()
if button.start {
break
}
}
```
The compiler warns if a `loop` contains neither `break` , `wait_frame` , nor `transition` .
### Break and Continue
```
var i: u8 = 0
while i < 20 {
i += 1
if enemies[i] == 0 {
continue // skip inactive enemies
}
if i > 10 {
break // stop processing
}
update_enemy(i)
}
```
### Return
```
fun abs_diff(a: u8, b: u8) -> u8 {
if a > b {
return a - b
}
return b - a
}
```
Functions without a return type use `return` with no value (or simply reach the end of the function body).
### Draw
Render a sprite to the screen:
```
draw Player at: (player_x, player_y)
draw Coin at: (COIN_X, COIN_Y) frame: anim_frame
```
The `draw` statement writes to the OAM shadow buffer. The NES supports up to 64 sprites per frame.
Syntax: `draw SpriteName at: (x_expr, y_expr) [frame: expr]`
### Transition
Switch to another state immediately:
```
transition GameOver
```
The current state's `on exit` runs, then the target state's `on enter` runs.
### Wait Frame
Yield execution until the next vertical blank (NMI). Synchronizes to the 60 Hz display refresh.
```
wait_frame()
```
This triggers OAM DMA transfer and PPU updates before yielding. Inside `on frame` , a `wait_frame()` is implicit at the end of each frame.
### Scroll
Set the PPU scroll position:
```
scroll(scroll_x, scroll_y)
```
### Load Background
Load a background nametable:
```
load_background TitleBG
```
### Set Palette
Apply a palette:
```
set_palette GamePalette
```
### Function Calls as Statements
```
reset_score()
update_physics(player_x, player_y)
```
---
## Assets
### Sprite Declarations
```
sprite Player {
chr: @chr ("assets/player.png")
}
sprite Coin {
chr: @binary ("assets/coin.bin")
}
```
### Palette Declarations
Define color palettes using NES PPU color indices (`$00` -`$3F` ):
```
palette GamePalette {
colors: [0x0F, 0x00, 0x10, 0x30,
0x0F, 0x07, 0x17, 0x27,
0x0F, 0x09, 0x19, 0x29,
0x0F, 0x01, 0x11, 0x21]
}
```
Each group of 4 values is a sub-palette. The first color is typically `0x0F` (black) as the shared background color.
### Background Declarations
```
background TitleBG {
chr: @chr ("assets/title_screen.png")
}
```
### Asset Sources
Three ways to provide asset data:
| Source | Description |
|----------------------------|---------------------------------------|
| `@chr("file.png")` | Convert PNG to CHR tile data |
| `@binary("file.bin")` | Include raw binary data verbatim |
| Inline `[0x00, 0x7E, ...]` | Hex byte array directly in source |
---
audio: complete the subsystem — asset pipeline, user decls, tracker-style driver
The audio subsystem was a sketch: `play name` / `start_music name` /
`stop_music` parsed, lowered, and emitted a few hardcoded register
writes from a builtin name table. No user-declared effects, no
per-frame envelope, no note streams, no real engine.
This flesh-out brings audio up to the quality bar of the rest of
the compiler (sprites, palettes, bank switching, scanline IRQ,
etc.) with a full data-driven pipeline:
## Asset pipeline (new `src/assets/audio.rs`)
- `sfx Name { duty, pitch, volume }` blocks compile into per-frame
pulse-1 envelopes. Pitch/volume arrays must match in length; each
entry is one NMI's worth of `$4000` data.
- `music Name { duty, volume, repeat, notes }` blocks compile into
flat `(pitch, duration)` streams for pulse 2. Pitch 0 is a rest,
1-60 indexes a builtin period table covering C1-B5.
- `resolve_sfx` / `resolve_music` walk the program for `play` /
`start_music` references and append builtin fallbacks for any
name that isn't user-declared — so `play coin` still works
without a `sfx Coin { ... }` block.
- Builtin effects (coin, jump, hit, click, cancel, shoot, step)
and tracks (theme, battle, victory, gameover) synthesize through
the same compile path as user decls — one data model, one driver.
## Runtime engine (`src/runtime/mod.rs`)
- `gen_audio_tick()` walks both channels every NMI: reads one
envelope byte through `(ZP_SFX_PTR),Y` -> writes `$4000`,
advances ptr, mutes on zero sentinel. Music decrements the note
counter, advances to the next `(pitch, dur)` pair on zero, looks
up the period through `(__period_table),Y`, loops on `0xFF 0xFF`.
- `gen_period_table()` emits a 60-entry equal-tempered table
(A4 = 440 Hz, NTSC 1.789773 MHz CPU clock) with length-counter
load bits pre-baked into each high byte.
- `gen_data_block()` emits a label + raw-bytes pseudo pair so
user sfx/music data can be spliced into PRG with regular labels
that the two-pass assembler resolves.
- New ZP layout: `$05/$06` music loop base, `$07` music state
(duty/volume/loop/active), `$0C-$0F` sfx and music pointers.
## IR codegen (`src/codegen/ir_codegen.rs`)
- `with_audio(sfx, music)` registers compile-time trigger constants
per blob name.
- `gen_play_sfx` emits: write period to `$4002`/`$4003`, load
envelope pointer into `ZP_SFX_PTR` via SymbolLo/SymbolHi of
`__sfx_<name>`, mark the sfx counter active.
- `gen_start_music` stamps the header byte into `ZP_MUSIC_STATE`
with the active bit OR'd in, seeds both ptr and loop base from
`__music_<name>`, primes the duration counter.
- `gen_stop_music` mutes pulse 2 and clears state.
## Linker (`src/linker/mod.rs`)
- New `link_with_all_assets(user_code, sprites, sfx, music)` path
that splices driver body, period table, and each sfx/music data
blob into PRG — all guarded on the `__audio_used` marker so
silent programs pay zero ROM cost.
## Assembler (`src/asm/opcodes.rs`, `src/asm/mod.rs`)
- New `AddressingMode::Bytes(Vec<u8>)` variant for raw-data
pseudo-instructions. `NOP+Bytes(v)` emits the payload verbatim,
letting the linker splice ROM data tables into a code section
and still have `Label` / `SymbolLo` / `SymbolHi` fixups resolve
correctly in the same assembly pass.
## Analyzer
- `play` / `start_music` now validate the name against user decls
and builtin tables. Unknown names emit E0505 with a helpful list
of builtins — previously a typo would silently compile to no-op.
## Parser
- New `sfx_decl` / `music_decl` grammar with property-style
configuration. Strict validation: duty 0-3, volume 0-15, pitch
arrays must match volume length, music notes must come in pairs,
pitch 0-60, duration ≥ 1.
## Tests
+170 new tests across every layer:
- `src/assets/audio.rs`: 17 tests (compile, resolve, builtins,
shadowing, label sanitation, nested reference walks)
- `src/parser/tests.rs`: 13 tests (valid/invalid sfx + music
declarations, property validation, play/start_music/stop_music)
- `src/analyzer/tests.rs`: 7 tests (builtin acceptance, user decl
acceptance, unknown-name rejection)
- `src/runtime/tests.rs`: 10 tests (audio tick labels, RTS end,
$4000 write, $4004 mute, period table assembly, A4 = 440 Hz,
length counter bits, data block verbatim emit)
- `src/linker/tests.rs`: 4 tests (sfx/music blob placement,
pointer resolution, elision when unused)
- `src/codegen/ir_codegen.rs`: rewrote the 4 existing audio tests
to match the new data-driven contract
- `tests/integration_test.rs`: 4 end-to-end tests including a
user-declared `sfx` + `music` program that verifies bytes land
in PRG ROM at the right addresses
## Docs
- New Audio section in `docs/language-guide.md` with syntax
reference, builtin tables, and an explanation of how the
driver works at compile and run time.
- `docs/architecture.md` updated to reflect the real audio
pipeline instead of the old "audio import stubs" stub.
- `docs/future-work.md` moves audio from "status: minimal" to
"status: full subsystem" with a narrower list of follow-up work
(triangle/noise/DMC channels, NSF/FTM imports, richer envelopes).
- `examples/audio_demo.ne` rewritten to showcase user-declared
`sfx LongCoin`, `sfx Zap`, `music Theme`, still demonstrating
builtin fallback via `play coin`.
Total: 424 tests passing (381 unit + 43 integration), clippy clean,
fmt clean, all 19 examples compile.
https://claude.ai/code/session_015WfaDttE3DpWn9rpyfpQd8
2026-04-13 01:10:21 +00:00
## Audio
NEScript ships with a full data-driven audio subsystem. Sound effects run on pulse channel 1 and music runs on pulse channel 2, both driven by an NMI-time tick that walks per-track data tables compiled into PRG ROM. Programs that never touch audio pay zero ROM or cycle cost — the driver and its period table are only linked in when user code contains at least one `play` , `start_music` , or `stop_music` statement.
### Statements
```
play SfxName // trigger a one-shot sound effect
start_music TrackName // begin looping background music
stop_music // silence the music channel
```
Each statement looks up the name in the program's user declarations first, then falls back to the builtin table. Unknown names are a hard error (E0505).
### SFX Declarations
An `sfx` block is a frame-accurate envelope for pulse 1. `pitch` latches the pulse period on trigger; `volume` runs one entry per frame, so the envelope length controls the effect duration.
```
sfx Pickup {
duty: 2 // 0-3, 2 = 50% square (default)
pitch: [0x50, 0x50, 0x50, 0x50, 0x50] // period for each frame
volume: [15, 12, 9, 6, 3] // 0-15, one per frame
}
```
Rules:
- `pitch` and `volume` must have the same length (the frame count).
- `volume` values are 0-15 (4-bit pulse volume).
- `duty` is 0-3 and defaults to 2.
- Maximum 120 frames (2 seconds at 60 fps).
### Music Declarations
A `music` block is a flat list of `(pitch, duration)` note pairs played on pulse 2. Pitch 0 is a rest; pitches 1-60 are indices into the builtin 60-note period table (C1 through B5, with middle C at index 37). Duration is in frames (so at 60 fps, `30` is half a second).
```
music Theme {
duty: 2 // 0-3 (default 2)
volume: 10 // 0-15 (default 10)
repeat: true // loop when track ends (default true)
notes: [
37, 20, // C4 for 20 frames
41, 20, // E4
44, 20, // G4
49, 20, // C5
0, 10, // rest for 10 frames
]
}
```
Rules:
- `notes` must contain an even number of bytes (pitch + duration pairs).
- Pitches are 0 (rest) or 1-60 (period table index).
- Duration must be ≥ 1 frame.
- Maximum 256 notes per track.
### Builtin Names
For programs that want classic game audio without writing data tables, NEScript provides a handful of builtin effects and tracks that can be used directly:
**Builtin SFX**
| Name | Description |
|------|-------------|
| `coin` , `pickup` , `collect` | Ascending high blip |
| `jump` , `hop` | Descending arc |
| `hit` , `damage` , `explode` | Low blast |
| `click` , `select` , `confirm` | Sharp beep |
| `cancel` , `back` , `error` | Low longer tone |
| `shoot` , `laser` , `fire` | Very high pulse |
| `step` , `footstep` | Short low thud |
**Builtin Music**
| Name | Description |
|------|-------------|
| `title` , `theme` , `main` | Major arpeggio (looping) |
| `battle` , `boss` | Driving pulse (looping) |
| `win` , `victory` , `fanfare` | Ascending burst (one-shot) |
| `gameover` , `lose` , `fail` | Descending dirge (looping) |
A user-declared `sfx` or `music` block takes priority over a builtin with the same name, so `sfx coin { ... }` will shadow the default coin effect.
### How It Works
Compile time:
1. The resolver compiles each `sfx` into `(period_lo, period_hi, envelope[])` and each `music` into `(header, (pitch, duration)[])` , appending builtins for any referenced name that isn't user-declared.
2. The IR codegen emits `play Name` as: write trigger bytes to `$4002` /`$4003` , load envelope pointer into `$0C/$0D` , set the sfx counter. `start_music Name` stamps a state byte into `$07` , loads the stream pointer into `$0E/$0F` (and the loop base into `$05/$06` ), and primes the duration counter.
3. The linker splices the audio tick, the 60-entry period table, and every compiled sfx/music blob into PRG ROM, all guarded on a `__audio_used` marker label so silent programs never pay the cost.
Runtime (every NMI, if audio is in use):
1. **SFX** : if the counter is nonzero, read one envelope byte through `(ZP_SFX_PTR),Y` and write it to `$4000` . A zero sentinel mutes pulse 1 and stops the tick.
2. **Music** : if active and the note counter hits zero, read the next pitch byte. 0 = rest (mute pulse 2). 1-60 = look up the period in the table and write to `$4006` /`$4007` . `0xFF` = loop back to the base pointer (or mute if `repeat: false` ). Then read the duration byte and reload the counter.
Total memory cost: 8 bytes of zero page, ~200 bytes for the driver body, 120 bytes for the period table, plus the data for each user-declared sfx/music.
---
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## Mappers
The mapper determines cartridge hardware and available ROM size.
| Mapper | PRG ROM | CHR ROM | Features |
|---------|---------------|----------------|----------------------------------|
| `NROM` | 16 or 32 KB | 8 KB | No banking, simplest |
| `MMC1` | Up to 256 KB | Up to 128 KB | Switchable banks |
| `UxROM` | Up to 256 KB | 8 KB CHR RAM | PRG banking only |
| `MMC3` | Up to 512 KB | Up to 256 KB | Scanline counter, banking |
### Bank Declarations
For mappers with bank switching:
```
bank MainCode {
// Always-resident code (NMI handler, core engine)
}
bank Level1 {
state Level1 { ... }
background Level1BG { ... }
}
```
Banks can hold `prg` (code/data) or `chr` (graphics) content. Transitions between states in different banks automatically emit bank-switch and trampoline code.
---
## Comments
```
// Line comment -- extends to end of line
/* Block comment
spans multiple lines */
```
---
## Includes
Split your game across multiple files:
```
include "physics.ne"
include "enemies.ne"
```
Includes are resolved relative to the including file. Circular includes are a compile error. Duplicate includes are skipped automatically.
---
## Debug Mode
Compile with `--debug` to enable runtime instrumentation. All debug features are stripped completely in release builds (zero bytes, zero cycles).
### Debug Logging
```
debug.log("Player position: ", px, ", ", py)
```
### Debug Assertions
```
debug.assert(lives > 0, "Lives should never be negative")
```
### Runtime Checks (Debug Only)
In debug mode, the compiler inserts:
- Array bounds checking on indexed access
- Arithmetic overflow warnings
- Stack depth monitoring at function entry
- Frame overrun detection (warns if frame handler exceeds vblank period)
---
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## Hardware Intrinsics
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For the common case of reading or writing a single PPU/APU/mapper
register, NEScript provides two built-in intrinsics:
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```
poke(0x2006, 0x3F) // write $3F to PPU address register
poke(0x2006, 0x00) // (second half of the address)
poke(0x2007, 0x0F) // write a palette byte to PPU data
var status: u8 = peek(0x2002) // read PPU status register
```
The address argument to both is a compile-time constant. Zero-page
addresses compile to `STA $XX` / `LDA $XX` ; anything larger compiles
to absolute addressing.
## Inline Assembly
For more elaborate sequences, use `asm { ... }` blocks:
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```
fun fast_shift(input: u8) -> u8 {
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var result: u8 = 0
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asm {
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LDA {input}
ASL A
ASL A
STA {result}
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}
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return result
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}
```
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Inside an `asm` block, `{name}` is replaced with the resolved
zero-page or absolute address of the variable `name` . Labels
defined with `name:` are local to the block.
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### Raw Assembly
```
raw asm {
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LDA #$42
STA $2007
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}
```
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`raw asm` skips variable substitution — `{name}` is passed through
verbatim. Useful for completely unmanaged snippets that don't
reference NEScript variables.
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---
## Error Codes
### Lexer Errors (E01xx)
| Code | Description |
|--------|----------------------------|
| E0101 | Unterminated string literal |
| E0102 | Invalid character |
| E0103 | Number literal overflow |
### Type Errors (E02xx)
| Code | Description |
|--------|----------------------------|
| E0201 | Type mismatch |
| E0202 | Invalid cast |
| E0203 | Invalid operation for type |
### Memory Errors (E03xx)
| Code | Description |
|--------|----------------------------|
| E0301 | Zero-page overflow |
### Control Flow Errors (E04xx)
| Code | Description |
|--------|----------------------------|
| E0401 | Call depth exceeded |
| E0402 | Recursion detected |
| E0403 | Unreachable state |
| E0404 | Transition to undefined state |
### Declaration Errors (E05xx)
| Code | Description |
|--------|----------------------------|
| E0501 | Duplicate declaration |
| E0502 | Undefined variable |
| E0503 | Undefined function |
| E0504 | Missing start declaration |
| E0505 | Multiple start declarations|
### Warnings (W01xx)
| Code | Description |
|--------|------------------------------------------|
| W0101 | Expensive multiply/divide operation |
| W0102 | Loop without break or wait_frame |
| W0103 | Unused variable |
| W0104 | Unreachable code |
### Example Error Output
```
error[E0201]: type mismatch
--> game.ne:42:15
|
42 | var x: u8 = -5
| ^^ expected u8, found negative integer
|
= help: use i8 if you need negative values: var x: i8 = -5
```
```
error[E0402]: recursion is not allowed
--> game.ne:55:5
|
55 | flood_fill(x + 1, y)
| ^^^^^^^^^^^^^^^^^^^^
|
= note: flood_fill calls itself (directly recursive)
= help: the NES has only 256 bytes of stack; use an iterative algorithm instead
```
---
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## Command Line
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Compile a `.ne` source file into a `.nes` ROM:
```
nescript build game.ne
nescript build game.ne --output my_game.nes
nescript build game.ne --debug
nescript build game.ne --asm-dump
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nescript build game.ne --dump-ir
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```
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| Flag | Description |
|-----------------|----------------------------------------------------------------|
| `--output` | Set output ROM file path (default: input.nes) |
| `--debug` | Enable debug mode with runtime checks |
| `--asm-dump` | Dump generated 6502 assembly to stdout |
| `--dump-ir` | Dump the lowered IR program (after optimization) to stdout |
| `--memory-map` | Dump a memory map of variable allocations to stdout |
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| `--call-graph` | Dump a call graph (which handler/function calls which) to stdout |
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mappers, error codes, and compiler flags.
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### Check
Type-check a source file without producing a ROM:
```
nescript check game.ne
```
---
## Complete Example
A full game demonstrating states, input, functions, constants, and transitions:
```
game "Coin Cavern" {
mapper: NROM
}
const SPEED: u8 = 2
const SCREEN_RIGHT: u8 = 240
const COIN_X: u8 = 180
const COIN_Y: u8 = 100
var player_x: u8 = 40
var player_y: u8 = 200
var score: u8 = 0
var coins_left: u8 = 3
fun clamp_x(val: u8) -> u8 {
if val > SCREEN_RIGHT {
return 0
}
return val
}
state Title {
on frame {
draw Logo at: (100, 100)
if button.start {
transition Playing
}
}
}
state Playing {
on enter {
player_x = 40
player_y = 200
score = 0
coins_left = 3
}
on frame {
if button.right {
player_x += SPEED
if player_x > SCREEN_RIGHT {
player_x = SCREEN_RIGHT
}
}
if button.left {
if player_x >= SPEED {
player_x -= SPEED
} else {
player_x = 0
}
}
if player_x >= COIN_X {
if player_y >= COIN_Y {
score += 1
coins_left -= 1
if coins_left == 0 {
transition GameOver
}
}
}
draw Player at: (player_x, player_y)
draw Coin at: (COIN_X, COIN_Y)
}
}
state GameOver {
on frame {
draw Trophy at: (120, 100)
if button.start {
transition Title
}
}
}
start Title
```
Build and run:
```
nescript build coin_cavern.ne
# produces coin_cavern.nes -- open in any NES emulator
```