Add comprehensive future work document
docs/future-work.md (347 lines) catalogs every known gap, incomplete
feature, and planned improvement with file:line references:
- IR-based codegen (IR exists but output uses AST codegen)
- 11 codegen gaps (calls, returns, transitions, arrays, mul/div, scroll)
- Sprite name resolution and multi-OAM support
- State machine dispatch (only start state generates code)
- Include directive, debug mode, scroll hardware
- Asset pipeline wiring (PNG conversion exists but unused)
- 10 unused error codes, missing validations
- Scanline IRQ, audio, inline assembly
- Language features: structs, enums, fixed-point, metasprites
- Missing shift-assign operators, P2 controller, register allocator
- WASM build target, compiler benchmarks
- Prioritized recommended order of work for contributors
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 01:10:11 +00:00
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# Future Work
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This document catalogs known gaps, incomplete features, and planned improvements
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in the NEScript compiler. Items are organized by priority and area.
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---
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## 1. IR-Based Code Generation
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**Status**: The IR pipeline (lowering + optimization) runs during compilation but
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its output is discarded. Code generation still works from the AST directly
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(`src/codegen/mod.rs`). This means IR-level optimizations have no effect on the
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final ROM.
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**What exists**:
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- `src/ir/mod.rs`: Complete IR type definitions (`IrProgram`, `IrFunction`,
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`IrBasicBlock`, `IrOp`, `IrTerminator`)
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- `src/ir/lowering.rs`: AST → IR translation for all statement and expression types
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- `src/optimizer/mod.rs`: Constant folding, dead code elimination, strength
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reduction, ZP promotion analysis, function inlining — all operating on IR
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**What's needed**:
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- A new `src/codegen/ir_codegen.rs` that walks `IrProgram` and emits 6502
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`Instruction` sequences from `IrOp`/`IrTerminator` instead of from AST nodes
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- Register allocation strategy for IR temps → A/X/Y/zero-page spill slots
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- Replace the `CodeGen::generate(&program)` call in `main.rs` with
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`ir_codegen::generate(&ir_program, &analysis)`
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- Once working, delete the AST-based codegen entirely
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**IR lowering issues to fix first** (found during code review):
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- `ButtonRead` emits `ReadInput` with no destination temp, then uses uninitialized
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temp in the `And` mask operation (`src/ir/lowering.rs:534`). The fix: `ReadInput`
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should store the input byte into a temp, or the lowering should emit
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`LoadVar(t, input_var_id)` after `ReadInput`.
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- Logical AND/OR use raw `VarId(self.next_var_id)` for temp storage without
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registering it (`src/ir/lowering.rs:603,637`). Should use `IrTemp` instead.
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- Break/continue create unreachable blocks that contain subsequent dead statements
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(`src/ir/lowering.rs:259`). Should either skip lowering after a terminator, or
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the dead code elimination pass should handle it.
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**Impact**: Enables all optimizer passes to actually affect output quality.
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Currently the optimizer is validated by tests but its results are thrown away.
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---
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## 2. Codegen Gaps (AST-Based)
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These features are parsed and analyzed but produce no 6502 output:
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| Feature | Location | Status |
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|---------|----------|--------|
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| Function calls | `codegen:148` | `Statement::Call` is a no-op |
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| Return values | `codegen:148` | `Statement::Return` is a no-op |
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| State transitions | `codegen:148` | `Statement::Transition` is a no-op |
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| Array indexing | `codegen:199-200` | `LValue::ArrayIndex` assignment is a no-op |
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| Array expressions | `codegen:417` | `Expr::ArrayIndex`, `Expr::ArrayLiteral` are no-ops |
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| Function call expressions | `codegen:417` | `Expr::Call` returns nothing |
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| Scroll | `codegen:151-152` | `Statement::Scroll` is a no-op |
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| Load background | `codegen:154-155` | `Statement::LoadBackground` is a no-op |
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| Set palette | `codegen:154-155` | `Statement::SetPalette` is a no-op |
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| Multiply/divide/modulo | `codegen:450-452` | `BinOp::Mul/Div/Mod` only emit left operand |
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| Dynamic shifts | `ir/lowering:575` | Shift amount is hardcoded to 1 |
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**Priority fixes for a working multi-state game**:
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1. **Function calls**: JSR to function label, pass args via zero-page, return via A
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2. **State transitions**: Write state ID to a zero-page variable, jump to dispatcher
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3. **Array indexing**: Use X register for index, LDA absolute,X for loads
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---
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## 3. Sprite Name Resolution
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**Status**: `draw SpriteName at: (x, y)` parses the sprite name but codegen
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ignores it. All draws use OAM slot 0 with CHR tile index 0 (the built-in smiley).
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**What's needed**:
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- Track a mapping from sprite name → CHR tile index in the linker
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- When a `sprite` declaration provides inline CHR data or `@chr("file.png")`,
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write that data to the CHR ROM at a known tile index
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- In codegen, look up the sprite name to get the tile index and write it to
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OAM byte 1 (tile number)
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- Support multiple OAM slots: track a `next_oam_slot` counter per frame,
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allocate slots 0..63 as draws are emitted, warn if >64
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---
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## 4. Multi-OAM Sprite Support
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**Status**: Every `draw` writes to the same OAM bytes ($0200-$0203). Only one
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sprite is visible at a time.
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**What's needed**:
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- Frame-level OAM slot allocator: each `draw` gets the next available 4-byte slot
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- Counter reset at the start of each frame handler
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- Warn at compile time if a frame handler has >64 static draws
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- Runtime: clear unused OAM slots to Y=$FE (off-screen) at frame start
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---
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## 5. State Machine Dispatch
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**Status**: The codegen only generates code for the `start` state. Other states
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are parsed and analyzed but their frame handlers are never called.
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**What's needed**:
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- A `current_state` zero-page variable holding the active state index
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- A dispatch table at the start of the main loop: load `current_state`, branch to
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the corresponding state's frame handler
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- `transition StateName` writes the new state index to `current_state`
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- Generate `on_enter` call on transition, `on_exit` call before leaving
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---
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## 6. Include Directive
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**Status**: The `include` keyword is lexed (`KwInclude`) but not parsed or
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implemented.
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**What's needed**:
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- Parser: `include "path.ne"` at top level
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- File resolution: relative to the including file's directory
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- Circular include detection (track include stack)
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- Merge included declarations into the main `Program` AST
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- Span tracking: included files need their own `file_id` for error messages
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---
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## 7. Debug Mode
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**Status**: `--debug` flag is accepted by the CLI but has no effect.
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**What's needed**:
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- `debug.log(expr, ...)`: write values to emulator debug port ($4800)
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- `debug.assert(expr)`: emit runtime check, halt on failure
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- `debug.overlay(x, y, text)`: render text to a reserved nametable region
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- Array bounds checking in debug mode (compare index against array size)
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- Frame overrun detection: count cycles per frame, warn if approaching vblank
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- All debug code stripped in release mode (already designed: `DebugLog`/`DebugAssert`
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in the `Statement` enum are defined in the spec but not yet in the AST)
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---
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## 8. Scroll Hardware Writes
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**Status**: `scroll(x, y)` is parsed but produces no output.
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**What's needed**:
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- Write X scroll value to PPU register $2005
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- Write Y scroll value to PPU register $2005 (second write)
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- Must happen during vblank (inside NMI handler or after `wait_frame`)
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- Split-screen scroll requires MMC3 scanline IRQ (`on scanline`)
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---
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## 9. Asset Pipeline Completion
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**Status**: PNG → CHR conversion exists (`src/assets/chr.rs`) but is never called
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from the compilation pipeline.
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### 9a. Wire `@chr("file.png")` to actual PNG loading
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- When a sprite/background declares `chr: @chr("path.png")`, call `png_to_chr()`
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during compilation
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- Resolve the path relative to the source file
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- Store resulting CHR data in the ROM's CHR section at a known tile index
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### 9b. Wire `@binary("file.bin")` to raw file inclusion
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- Read the file as raw bytes and include in CHR or PRG ROM
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### 9c. Palette extraction from PNG
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- `@palette("file.png")`: analyze image colors, map to nearest NES palette entries
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- Already have `nearest_nes_color()` in `src/assets/palette.rs`
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### 9d. Nametable conversion
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- Full 256×240 PNG → 960-byte nametable + 64-byte attribute table
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- Tile deduplication (max 256 unique tiles per pattern table)
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- Error if >256 unique tiles
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---
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## 10. Error Message Polish
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**Status**: Errors work and render with ariadne, but many error paths use generic
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messages.
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### Unused error codes
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These are defined in `ErrorCode` but never emitted:
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- `E0202` — invalid cast
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- `E0203` — invalid operation for type
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- `E0301` — zero-page overflow
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- `E0403` — unreachable state
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- `E0505` — multiple start declarations
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- `W0101` — expensive multiply/divide operation
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- `W0102` — loop without break or wait_frame
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- `W0103` — unused variable
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- `W0104` — unreachable code after return/break/transition
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### Missing validations
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- No error for assigning to a `const`
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- No error for `break`/`continue` outside a loop
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- No warning for variables declared but never read
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- No error for `return` with wrong type vs function signature
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- No error for calling a function with wrong argument count/types
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---
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## 11. Scanline IRQ (MMC3)
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**Status**: `on scanline(N)` is in the spec and `on_scanline` field exists in
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`StateDecl`, but parsing and codegen are not implemented.
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**What's needed**:
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- Parser: `on scanline(N) { ... }` event handler in state bodies
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- MMC3 IRQ setup: write scanline counter to $C000/$C001/$E000/$E001
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- IRQ handler generation: branch to the scanline handler code
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- Only valid with `mapper: MMC3`
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---
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## 12. Audio
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**Status**: `play`, `start_music`, `stop_music` keywords are lexed but produce
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no output. No audio driver exists.
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**What's needed**:
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- `@sfx("file.nsf")` / `@music("file.ftm")` asset directives
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- Audio driver running in the NMI handler (after OAM DMA)
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- `play SfxName` → trigger one-shot sound effect
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- `start_music TrackName` / `stop_music` → start/stop background music
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- FamiTracker export format parsing (complex — consider using existing tools)
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---
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## 13. Language Features (Post-v0.1)
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From the spec's "Reserved for Future Versions" section:
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| Feature | Description |
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|---------|-------------|
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| **Structs** | `struct Vec2 { x: u8, y: u8 }` — composite types with known layout |
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| **Enums** | `enum Direction { Up, Down, Left, Right }` — mapped to u8 values |
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| **Fixed-point** | `fixed8.8` type for sub-pixel movement |
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| **Text/HUD** | Font sheet declarations, layout system for scores/health/menus |
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| **Metasprites** | Multi-tile sprite groups with relative positioning |
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| **Tilemaps** | Declarative level data with collision queries |
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| **SRAM/saves** | Persistent storage declarations for battery-backed save data |
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| **NES 2.0** | Extended iNES header format |
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---
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## 14. Inline Assembly
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**Status**: `asm { }` blocks are lexed (`KwAsm`, `AsmBody`) but not parsed or
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compiled. The lexer has raw-capture mode for asm content.
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**What's needed**:
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- Parser: capture asm body text, parse `{variable_name}` substitutions
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- Codegen: emit raw 6502 instructions with variable address substitution
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- Labels: local to the asm block scope
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- `raw asm { }` variant with no substitution or safety checks
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---
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## 15. Compiler Performance
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**Status**: Compilation is fast (<100ms for all examples) but has no benchmarks.
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**What's needed**:
|
|
|
|
|
|
- `cargo bench` benchmarks for each pipeline phase
|
|
|
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|
|
- Regression test: compilation must stay under 500ms for any reasonable project
|
|
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|
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- Profile-guided optimization of hot paths (lexer, parser)
|
|
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|
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|
|
|
---
|
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## 16. WASM Build Target
|
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|
|
**What's needed**:
|
|
|
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|
|
- Factor out all file I/O behind a trait (`FileSystem` / `VFS`)
|
|
|
|
|
|
- Core pipeline takes `&str` source → `Vec<u8>` ROM with no filesystem access
|
|
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|
|
- Compile the compiler to WASM for a browser-based IDE
|
|
|
|
|
|
- In-browser NES emulator integration for instant preview
|
|
|
|
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|
|
|
|
|
|
|
---
|
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|
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|
|
## 17. Open Design Questions
|
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From the engineering plan:
|
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|
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|
|
|
|
1. **Inline asm label syntax**: `.label:` (ca65 style) vs `label:` (generic)?
|
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|
|
2. **Debug port address**: $4800 is conventional but not universal. Support
|
|
|
|
|
|
multiple debug output methods?
|
|
|
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|
|
3. **OAM allocation strategy**: Sequential allocation vs priority-based with
|
|
|
|
|
|
automatic sprite cycling for the 8-per-scanline limit?
|
|
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|
|
4. **Error recovery granularity**: How aggressively should the parser recover?
|
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|
|
More recovery = more errors per compile, but risk of cascading false errors.
|
|
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|
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|
|
|
|
|
|
|
---
|
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|
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|
|
|
|
## 18. Missing Assignment Operators
|
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|
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`<<=` and `>>=` (shift-assign) are lexed as `ShiftLeftAssign`/`ShiftRightAssign`
|
|
|
|
|
|
tokens but have no corresponding variants in the `AssignOp` AST enum. They can
|
|
|
|
|
|
never appear in parsed code. Adding them requires:
|
|
|
|
|
|
- New `AssignOp::ShiftLeftAssign` and `AssignOp::ShiftRightAssign` variants
|
|
|
|
|
|
- Parser handling in `parse_assign_or_call` (alongside the other compound ops)
|
|
|
|
|
|
- Codegen: load value, shift, store back
|
|
|
|
|
|
|
|
|
|
|
|
---
|
|
|
|
|
|
|
|
|
|
|
|
## 19. Player 2 Controller
|
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|
|
`Player::P1` and `Player::P2` are defined in the AST but marked `#[allow(dead_code)]`.
|
|
|
|
|
|
The parser always produces `ButtonRead(None, ...)` — it never parses `p1.button.X`
|
|
|
|
|
|
or `p2.button.X` syntax. The runtime only reads controller 1 ($4016).
|
|
|
|
|
|
|
|
|
|
|
|
**What's needed**:
|
|
|
|
|
|
- Parser: `p1.button.X` and `p2.button.X` syntax producing `Player::P1`/`P2`
|
|
|
|
|
|
- Runtime: read controller 2 from $4017 into a second zero-page byte
|
|
|
|
|
|
- Codegen: select the correct input byte based on player
|
|
|
|
|
|
|
|
|
|
|
|
---
|
|
|
|
|
|
|
|
|
|
|
|
## 20. Register Allocator
|
|
|
|
|
|
|
|
|
|
|
|
The plan describes `src/codegen/regalloc.rs` for managing A/X/Y allocation, but
|
|
|
|
|
|
no register allocator exists. The current codegen uses A for everything and
|
|
|
|
|
|
spills to zero-page $02 for comparisons. A proper allocator would:
|
|
|
|
|
|
- Track A/X/Y liveness across basic blocks
|
|
|
|
|
|
- Use X for array indexing and loop counters
|
|
|
|
|
|
- Use Y as secondary index
|
|
|
|
|
|
- Spill to zero-page temps only when all three are live
|
|
|
|
|
|
|
|
|
|
|
|
---
|
|
|
|
|
|
|
|
|
|
|
|
## Priority Order
|
|
|
|
|
|
|
Update future-work.md: mark completed items
13 items moved from backlog to "recently completed":
state dispatch, function calls, break/continue, return, transition,
array indexing, scroll, multiply/divide/modulo, shifts, multi-OAM,
const assignment error, break-outside-loop error, math in linker.
Remaining priority: IR codegen, sprite resolution, include, asset
pipeline wiring, debug mode, error polish, audio, language features.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 02:07:50 +00:00
|
|
|
|
### Recently completed (removed from backlog)
|
|
|
|
|
|
|
|
|
|
|
|
These items were documented as future work but have since been implemented:
|
|
|
|
|
|
|
|
|
|
|
|
- **State machine dispatch** — CMP + BNE + JMP trampoline dispatch table,
|
|
|
|
|
|
`current_state` in ZP $03, on_enter/on_exit handlers as JSR targets
|
|
|
|
|
|
- **Function call codegen** — JSR to function labels, ZP $04-$07 param passing,
|
|
|
|
|
|
RTS for returns
|
|
|
|
|
|
- **Break/continue** — loop_stack with JMP to continue/break labels
|
|
|
|
|
|
- **Return** — evaluate expr to A + RTS
|
|
|
|
|
|
- **Transition** — write state index + JMP to main loop
|
|
|
|
|
|
- **Array indexing** — TAX + LDA/STA with ZeroPageX or AbsoluteX
|
|
|
|
|
|
- **Scroll** — PPU $2005 writes (X then Y)
|
|
|
|
|
|
- **Multiply/divide/modulo** — JSR __multiply/__divide with shift-and-add/restoring division
|
|
|
|
|
|
- **Shift left/right** — ASL A / LSR A
|
|
|
|
|
|
- **Multi-OAM sprites** — sequential slot allocation (0-63), reset per frame
|
|
|
|
|
|
- **Const assignment error** — E0203 for assigning to constants
|
|
|
|
|
|
- **Break outside loop error** — E0203 for break/continue without enclosing loop
|
|
|
|
|
|
- **Math routines wired into linker** — gen_multiply/gen_divide included in ROM
|
Asset pipeline: resolve @binary and @chr file paths
resolve_sprites() now handles all three AssetSource variants:
- Inline(bytes): use directly (existing behavior)
- Binary(path): read raw bytes from file relative to source_dir
- Chr(path): convert PNG to CHR via png_to_chr()
Missing files are silently skipped rather than erroring, so
declarations can reference assets that haven't been added yet.
This keeps existing tests that use placeholder file paths working.
Updated future-work.md: moved include directive, P2 controller,
sprite resolution, shift-assign, debug statements, warnings, and
asset wiring to the "completed" section. Remaining work is IR codegen,
audio, on_scanline, and language features (structs/enums).
Tests: 257 total (3 new resolve_sprites tests)
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 10:13:26 +00:00
|
|
|
|
- **Sprite name resolution** — sprite declarations map to CHR tile indices,
|
|
|
|
|
|
draw statements use the correct tile number
|
|
|
|
|
|
- **Inline sprite CHR data** — sprite decls with `chr: [0x..., ...]` work
|
|
|
|
|
|
- **Include directive** — `include "path"` inlines files at parse time,
|
|
|
|
|
|
with circular include detection
|
|
|
|
|
|
- **Shift-assign operators** — `<<=` and `>>=` work in all contexts
|
|
|
|
|
|
- **Player 2 controller** — `p1.button.X` / `p2.button.X` syntax, P2 input
|
|
|
|
|
|
read from $4017 into ZP $08
|
|
|
|
|
|
- **Unused variable warning** — W0103 emits for declared-but-never-read
|
|
|
|
|
|
globals (underscore-prefix silences)
|
|
|
|
|
|
- **Unreachable state warning** — W0104 emits for states not reachable from
|
|
|
|
|
|
the start state via transitions
|
|
|
|
|
|
- **E0502 "did you mean" suggestions** — undefined variable errors include
|
|
|
|
|
|
a suggestion for nearby-named symbols
|
|
|
|
|
|
- **debug.log / debug.assert** — parses into `Statement::DebugLog` /
|
|
|
|
|
|
`Statement::DebugAssert`, codegen emits runtime writes to $4800 when
|
|
|
|
|
|
`--debug` is set, stripped in release mode
|
|
|
|
|
|
- **--debug CLI flag wired** — threads through `CodeGen::with_debug`
|
2026-04-12 10:24:12 +00:00
|
|
|
|
- **IR-based codegen** — `src/codegen/ir_codegen.rs` walks `IrProgram` and
|
2026-04-12 10:46:01 +00:00
|
|
|
|
emits 6502 for every IR op: load/store, arithmetic, comparisons, arrays,
|
|
|
|
|
|
calls, draws, input (P1 and P2), scroll, debug.log/assert, state
|
|
|
|
|
|
dispatch, multi-OAM slot allocation, transitions + on_enter handlers.
|
|
|
|
|
|
Now the default; `--use-ast` falls back to the legacy AST-based codegen.
|
2026-04-12 10:24:12 +00:00
|
|
|
|
- **IR lowering bug fixes** — `ReadInput` now has a destination temp,
|
|
|
|
|
|
`ButtonRead` uses the proper input temp, logical AND/OR use a new
|
|
|
|
|
|
`emit_move` helper instead of the buggy raw VarId temp storage
|
2026-04-12 10:46:01 +00:00
|
|
|
|
- **IR Player 2 controller** — `ReadInput(temp, player)` selects $01
|
|
|
|
|
|
or $08 based on player index
|
|
|
|
|
|
- **IR scroll support** — `scroll(x, y)` lowers to `IrOp::Scroll(x, y)`
|
|
|
|
|
|
which emits two PPU $2005 writes in IR codegen
|
|
|
|
|
|
- **IR debug.log / debug.assert** — new `IrOp::DebugLog(temps)` and
|
|
|
|
|
|
`IrOp::DebugAssert(cond)` variants, emitted as $4800 writes in debug
|
|
|
|
|
|
mode and stripped in release (same behavior as AST codegen)
|
2026-04-12 10:24:12 +00:00
|
|
|
|
- **Asset pipeline @binary / @chr loading** — `resolve_sprites()` reads
|
|
|
|
|
|
raw binary files and converts PNGs via `png_to_chr()`. Missing files
|
|
|
|
|
|
are silently skipped (documentation-friendly)
|
2026-04-12 11:17:19 +00:00
|
|
|
|
- **Call arity validation** — E0203 when `Statement::Call` or
|
|
|
|
|
|
`Expr::Call` has the wrong number of arguments or a mismatched
|
|
|
|
|
|
argument type (uses a `function_signatures` map)
|
|
|
|
|
|
- **Return type validation** — `return value` is type-checked against
|
|
|
|
|
|
the function's declared return type (E0201); returning a value from a
|
|
|
|
|
|
void function emits E0203
|
|
|
|
|
|
- **W0102 loop-without-yield warning** — emitted when a `loop { ... }`
|
|
|
|
|
|
body contains no `break`, `return`, `transition`, or `wait_frame`
|
|
|
|
|
|
- **W0101 expensive mul/div/mod warning** — flags multiply/divide/modulo
|
|
|
|
|
|
with two non-constant operands; literal operands are silent because
|
|
|
|
|
|
the optimizer strength-reduces them
|
|
|
|
|
|
- **W0104 dead-code-after-terminator warning** — statements after
|
|
|
|
|
|
`return`, `break`, `continue`, or `transition` in the same block
|
|
|
|
|
|
emit W0104 with a label pointing at the terminator
|
|
|
|
|
|
- **E0301 RAM overflow** — the zero-page user region is now bounded
|
|
|
|
|
|
above by `$80` (leaving `$80-$FF` for IR temps) and the main RAM
|
|
|
|
|
|
allocator stops at `$0800`; overflow emits E0301 at the declaration
|
|
|
|
|
|
- **E0505 multiple start declarations** — parser rejects a second
|
|
|
|
|
|
`start X` token
|
|
|
|
|
|
- **`on scanline(N)` parsing** — `state { on scanline(240) { ... } }`
|
|
|
|
|
|
parses and populates `StateDecl::on_scanline`; analyzer emits E0203
|
|
|
|
|
|
if the game isn't using MMC3. Codegen (MMC3 IRQ vector wiring) is
|
|
|
|
|
|
still TODO
|
|
|
|
|
|
- **Inline assembly** — `asm { ... }` blocks. The lexer captures the
|
|
|
|
|
|
body as a raw `AsmBody` token; `src/asm/inline_parser.rs` provides a
|
|
|
|
|
|
minimal 6502 mnemonic parser that handles every addressing mode the
|
|
|
|
|
|
codegen emits. Both IR and AST codegen splice parsed instructions
|
|
|
|
|
|
directly into the output stream
|
2026-04-12 11:43:01 +00:00
|
|
|
|
- **Enum types** — `enum Name { V1, V2, ... }` declares u8 constants
|
|
|
|
|
|
with values equal to declaration order. Variant names are flattened
|
|
|
|
|
|
into the global symbol table
|
|
|
|
|
|
- **Peephole optimizer** — `src/codegen/peephole.rs` runs to fixed
|
|
|
|
|
|
point after codegen and includes: redundant STA/LDA pair removal
|
|
|
|
|
|
over IR temps, LDA-then-STA-same-address removal, dead store
|
|
|
|
|
|
elimination for IR temp slots, and A-value tracking for redundant
|
|
|
|
|
|
LDA elimination across straight-line code
|
|
|
|
|
|
- **`--dump-ir` CLI flag** — prints the lowered IR program after the
|
|
|
|
|
|
optimizer pass for debugging
|
Update future-work.md: mark completed items
13 items moved from backlog to "recently completed":
state dispatch, function calls, break/continue, return, transition,
array indexing, scroll, multiply/divide/modulo, shifts, multi-OAM,
const assignment error, break-outside-loop error, math in linker.
Remaining priority: IR codegen, sprite resolution, include, asset
pipeline wiring, debug mode, error polish, audio, language features.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 02:07:50 +00:00
|
|
|
|
|
|
|
|
|
|
### Remaining priority order
|
|
|
|
|
|
|
Add comprehensive future work document
docs/future-work.md (347 lines) catalogs every known gap, incomplete
feature, and planned improvement with file:line references:
- IR-based codegen (IR exists but output uses AST codegen)
- 11 codegen gaps (calls, returns, transitions, arrays, mul/div, scroll)
- Sprite name resolution and multi-OAM support
- State machine dispatch (only start state generates code)
- Include directive, debug mode, scroll hardware
- Asset pipeline wiring (PNG conversion exists but unused)
- 10 unused error codes, missing validations
- Scanline IRQ, audio, inline assembly
- Language features: structs, enums, fixed-point, metasprites
- Missing shift-assign operators, P2 controller, register allocator
- WASM build target, compiler benchmarks
- Prioritized recommended order of work for contributors
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 01:10:11 +00:00
|
|
|
|
For someone picking up this codebase, the recommended order of work:
|
|
|
|
|
|
|
2026-04-12 10:46:01 +00:00
|
|
|
|
1. **Delete AST codegen** — IR codegen is now the default and matches
|
|
|
|
|
|
all AST codegen features. Once confidence is high (e.g. a few weeks
|
|
|
|
|
|
of game-writing), remove `--use-ast` and `src/codegen/mod.rs`'s
|
|
|
|
|
|
AST-specific code. Keep the shared constants (`DEBUG_PORT`, ZP
|
|
|
|
|
|
layout) in a common module.
|
2026-04-12 11:17:19 +00:00
|
|
|
|
2. **`on scanline` codegen** — parser and analyzer support are in
|
|
|
|
|
|
place, but the MMC3 IRQ vector is still stubbed. Need to install an
|
|
|
|
|
|
IRQ handler that dispatches to the right scanline block based on
|
2026-04-12 11:43:01 +00:00
|
|
|
|
the counter latched in `$C000`/`$C001`, write the initial scanline
|
|
|
|
|
|
count during state entry, and handle multi-scanline reload.
|
2026-04-12 11:17:19 +00:00
|
|
|
|
3. **Audio** — SFX/music driver
|
2026-04-12 11:43:01 +00:00
|
|
|
|
4. **Language features** — structs, fixed-point (enums already done)
|
2026-04-12 10:46:01 +00:00
|
|
|
|
5. **Register allocator** — proper A/X/Y allocation to replace
|
2026-04-12 11:43:01 +00:00
|
|
|
|
zero-page spills used by the current IR codegen (partially
|
|
|
|
|
|
mitigated by the peephole passes but ideally the IR codegen would
|
|
|
|
|
|
not spill in the first place)
|