2026-04-11 22:17:18 +00:00
# NEScript Examples
## Quick Start
Add README, LICENSE, examples, fix draw parser lookahead
README: project overview, quick start, feature list, example table
LICENSE: MIT
4 new examples covering all language features:
- arrays_and_functions: arrays, while loops, inline/regular functions
- state_machine: multi-state flow with on enter/exit handlers
- sprites_and_palettes: inline CHR data, palette switching, scroll, cast
- mmc1_banked: MMC1 mapper, bank declarations, software multiply
Parser fix: draw statement keyword-arg parsing now checks for ':'
lookahead before consuming an identifier, preventing it from eating
the next statement as a keyword argument (e.g., `i += 1` after a draw).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:38:19 +00:00
```bash
# Build the compiler
2026-04-11 22:17:18 +00:00
cargo build --release
Add README, LICENSE, examples, fix draw parser lookahead
README: project overview, quick start, feature list, example table
LICENSE: MIT
4 new examples covering all language features:
- arrays_and_functions: arrays, while loops, inline/regular functions
- state_machine: multi-state flow with on enter/exit handlers
- sprites_and_palettes: inline CHR data, palette switching, scroll, cast
- mmc1_banked: MMC1 mapper, bank declarations, software multiply
Parser fix: draw statement keyword-arg parsing now checks for ':'
lookahead before consuming an identifier, preventing it from eating
the next statement as a keyword argument (e.g., `i += 1` after a draw).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:38:19 +00:00
# Compile all examples
for f in examples/*.ne; do cargo run -- build "$f"; done
2026-04-11 22:17:18 +00:00
Add README, LICENSE, examples, fix draw parser lookahead
README: project overview, quick start, feature list, example table
LICENSE: MIT
4 new examples covering all language features:
- arrays_and_functions: arrays, while loops, inline/regular functions
- state_machine: multi-state flow with on enter/exit handlers
- sprites_and_palettes: inline CHR data, palette switching, scroll, cast
- mmc1_banked: MMC1 mapper, bank declarations, software multiply
Parser fix: draw statement keyword-arg parsing now checks for ':'
lookahead before consuming an identifier, preventing it from eating
the next statement as a keyword argument (e.g., `i += 1` after a draw).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:38:19 +00:00
# Or compile one
2026-04-11 22:17:18 +00:00
cargo run -- build examples/hello_sprite.ne
```
Add README, LICENSE, examples, fix draw parser lookahead
README: project overview, quick start, feature list, example table
LICENSE: MIT
4 new examples covering all language features:
- arrays_and_functions: arrays, while loops, inline/regular functions
- state_machine: multi-state flow with on enter/exit handlers
- sprites_and_palettes: inline CHR data, palette switching, scroll, cast
- mmc1_banked: MMC1 mapper, bank declarations, software multiply
Parser fix: draw statement keyword-arg parsing now checks for ':'
lookahead before consuming an identifier, preventing it from eating
the next statement as a keyword argument (e.g., `i += 1` after a draw).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:38:19 +00:00
Open any `.nes` file in an NES emulator ([Mesen ](https://www.mesen.ca/ ), [FCEUX ](https://fceux.com/ ), etc.)
2026-04-11 22:17:18 +00:00
## Examples
Add README, LICENSE, examples, fix draw parser lookahead
README: project overview, quick start, feature list, example table
LICENSE: MIT
4 new examples covering all language features:
- arrays_and_functions: arrays, while loops, inline/regular functions
- state_machine: multi-state flow with on enter/exit handlers
- sprites_and_palettes: inline CHR data, palette switching, scroll, cast
- mmc1_banked: MMC1 mapper, bank declarations, software multiply
Parser fix: draw statement keyword-arg parsing now checks for ':'
lookahead before consuming an identifier, preventing it from eating
the next statement as a keyword argument (e.g., `i += 1` after a draw).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:38:19 +00:00
| File | Features | Description |
|------|----------|-------------|
| `hello_sprite.ne` | input, draw | Move a sprite with the d-pad |
| `bouncing_ball.ne` | if/else, variables | Auto-bouncing sprite with edge detection |
| `coin_cavern.ne` | states, functions, constants | 3-state game with gravity and coin collection |
| `arrays_and_functions.ne` | arrays, functions, while | Enemy array with collision detection |
| `state_machine.ne` | on enter/exit, transitions | Multi-state flow with timers |
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
2026-04-13 02:47:37 +00:00
| `sprites_and_palettes.ne` | sprites, scroll, cast | Inline CHR data, PPU scroll writes, type casting |
Add README, LICENSE, examples, fix draw parser lookahead
README: project overview, quick start, feature list, example table
LICENSE: MIT
4 new examples covering all language features:
- arrays_and_functions: arrays, while loops, inline/regular functions
- state_machine: multi-state flow with on enter/exit handlers
- sprites_and_palettes: inline CHR data, palette switching, scroll, cast
- mmc1_banked: MMC1 mapper, bank declarations, software multiply
Parser fix: draw statement keyword-arg parsing now checks for ':'
lookahead before consuming an identifier, preventing it from eating
the next statement as a keyword argument (e.g., `i += 1` after a draw).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:38:19 +00:00
| `mmc1_banked.ne` | MMC1, banks, multiply | Banked mapper with software multiply |
codegen: user code in switchable banks via cross-bank trampolines
Adds a `bank Foo { fun bar() { ... } }` parser form so user functions
can opt into living in a switchable PRG bank instead of the fixed
bank, plus the IR codegen, runtime, and linker work to make calls
across the bank boundary actually run. Programs that don't use the
new syntax produce byte-identical ROMs to before — verified by
rebuilding every existing example and diffing.
Pipeline shape:
* Parser accepts both `bank Foo: prg` (legacy reserved slot) and
`bank Foo { fun ... }` (functions land in the named bank). Nested
functions get tagged `bank: Some("Foo")` on the FunDecl + IrFunction.
* Analyzer bumps the user zero-page start past `$10` whenever the
program declares any banked function, so `__bank_select`'s STA into
ZP_BANK_CURRENT can't clobber a user variable. Programs without
banked functions keep the legacy `$10` start.
* IrCodeGen emits each banked function into its own per-bank
instruction stream (`banked_streams: HashMap<String, Vec<Instruction>>`)
while the fixed-bank stream gets the dispatcher loop + state
handlers + top-level functions, exactly like before. Cross-bank
calls from the fixed bank rewrite `JSR __ir_fn_<name>` to
`JSR __tramp_<name>`; in-bank calls stay direct. Banked → fixed
calls are direct (the fixed bank is always mapped at $C000-$FFFF).
Banked → other-banked calls aren't supported in this pass and
panic loudly during codegen.
* Runtime's `gen_bank_trampoline` takes the trampoline label and
entry label as parameters now (one trampoline per banked function,
not one per bank) so the linker can request any number of stubs.
* Linker assembles banked banks twice: a discovery pass to learn
each bank's labels, then a final pass that seeds the merged label
table so banked code can JSR into the fixed bank's runtime helpers
(math, audio, etc.). The fixed-bank assembler is also seeded with
the cross-bank labels so the trampolines' `JSR __ir_fn_<name>`
resolves into the bank's $8000 window. New `asm::assemble_with_labels`
/ `asm::assemble_discover_labels` helpers wire this up.
* PrgBank carries `Vec<Instruction>` + a list of `BankTrampoline`
requests now, replacing the old `data: Vec<u8>` + single
`entry_label: Option<String>` shape. The compiler populates both
from the codegen output; the linker's two-pass assembly handles
the rest.
New example: `examples/uxrom_user_banked.ne` puts a sprite-stepping
helper inside `bank Extras { fun step_animation() { ... } }`. The
fixed-bank state handler calls it via the generated trampoline, and
the harness golden locks in pixel + audio output at frame 180.
UxROM is the only mapper exercised by the new example. MMC1 and
MMC3 also work through the same path (the linker emits the right
mapper-specific bank-select code), but no example uses them yet —
the existing `mmc1_banked.ne` / `mmc3_per_state_split.ne` keep
their fixed-bank-only layout.
Limitations carried forward:
* No banked → banked cross-bank calls (panics in codegen).
* No greedy size-packing; placement is explicit-only.
* MMC3 state handlers don't get banked (the per-state split path
is untouched).
2026-04-14 11:41:20 +00:00
| `uxrom_user_banked.ne` | UxROM, `bank Foo { fun ... }` , cross-bank trampoline | First example to put real user code inside a switchable bank. The animation step lives in `bank Extras` and is invoked from the fixed-bank state handler via a generated `__tramp_step_animation` stub that selects bank 0, JSRs the body, then restores the fixed bank before returning. |
2026-04-15 02:37:19 +00:00
| `uxrom_banked_to_banked.ne` | UxROM, banked → banked cross-bank call | Two `bank Foo { fun ... }` blocks: `step` lives in bank Logic and calls `clamp` in bank Helpers. The trampoline uses `ZP_BANK_CURRENT + PHA/PLA` to save and restore the caller's bank, so the same per-callee stub works whether the caller is in the fixed bank or another switchable bank. |
palette/background: first-class declarations with reset-time load and runtime swaps
Re-adds `palette Name { colors: [...] }` and
`background Name { tiles: [...], attributes: [...] }` as first-class
declarations, plus `set_palette Name` and `load_background Name`
statements for runtime swaps. Unlike the previous iteration that
quietly no-op'd, this one is fully wired through the pipeline and
its behavior is pinned by both unit tests and an emulator golden.
Pipeline:
- Lexer: re-adds `palette`, `background`, `set_palette`,
`load_background` keywords and tokenizes them.
- AST: `PaletteDecl` (name + 1..=32 colour bytes) and `BackgroundDecl`
(name + 0..=960 tile bytes + 0..=64 attribute bytes) live in
`Program`. `Statement::SetPalette` and `Statement::LoadBackground`
name-reference these declarations.
- Parser: `palette Name { colors: [...] }` / `background Name
{ tiles: [...], attributes: [...] }` blocks and their statement
forms parse via the existing byte-array helper.
- Analyzer: validates colour indices ($00-$3F), palette length
(<=32), nametable length (<=960), attribute length (<=64), and
duplicate decl names. `set_palette` / `load_background` targets
must reference a declared name (E0502 otherwise). When a program
declares palette or background, the analyzer bumps the user
zero-page allocator's starting address from `$10` to `$18` to
reserve `$11-$17` for the runtime update handshake — programs
that don't use the feature keep the old layout so their emulator
goldens stay byte-exact.
- Assets: `PaletteData` and `BackgroundData` resolve declarations
into zero-padded fixed-size blobs (32 / 960 / 64 bytes) and
expose `label()` / `tiles_label()` / `attrs_label()` for codegen
to reference.
- IR: new `IrOp::SetPalette(String)` and
`IrOp::LoadBackground(String)`; lowering forwards the names
verbatim.
- Codegen: `gen_set_palette` writes the palette label pointer into
ZP `$12/$13` and ORs bit 0 into the update flags at `$11`;
`gen_load_background` does the same for tile/attribute pointers
at `$14/$15/$16/$17` with bit 1. Both emit a `__ppu_update_used`
marker so the linker splices in the NMI apply helper only when
the feature is actually used.
- Runtime: `gen_initial_palette_load` and
`gen_initial_background_load` write the first declared
palette/background at reset time (before rendering is enabled,
where PPU writes are safe). `gen_nmi(has_ppu_updates)` takes a
new flag; when true it splices `gen_ppu_update_apply` at the top
of the NMI body, which checks the `$11` flags byte and copies
pending palette / nametable data to `$3F00` / `$2000` inside
vblank. All helpers use only ZP $02/$03 as scratch at reset time
and never clobber ZP slots live across NMI.
- Linker: new `link_banked_with_ppu` takes slice of `PaletteData` /
`BackgroundData`; splices each blob as a labelled data block in
PRG ROM, picks the first-declared as the reset-time load target,
enables background rendering automatically when a background is
declared, and threads `has_ppu_updates` into `gen_nmi`. Old
`link_banked` remains as a thin wrapper for callers without
palette/background data so existing tests don't shift.
Tests:
- Lexer: tokenization of the 4 new keywords (single added test case).
- Parser: 5 new tests for `palette` / `background` decls with and
without attributes, plus `set_palette` / `load_background`
statements.
- Analyzer: 9 new tests covering acceptance of declared
palettes/backgrounds, E0502 for unknown names, E0201 for
out-of-range NES colors and oversized blobs, E0501 for duplicate
names, and the zero-page-layout guard (palette/bg decls bump ZP
start; no decls keeps it at $10).
- Resolver: 3 new tests for zero-padding, truncation of oversized
decls, and label derivation.
- IR: 2 new lowering tests for `set_palette` and `load_background`.
- Integration: 5 new tests — blob contents spliced verbatim into
PRG, `STA $12` / `STA $14` emitted by set_palette /
load_background codegen, and a regression guard that programs
without palette/background still land user vars at $10.
- Emulator: new `examples/palette_and_background.ne` driven by a
frame counter that toggles between `CoolBlues` / `WarmReds` and
`TitleScreen` / `StageOne` every 90 frames. Golden PNG and audio
hash checked in under `tests/emulator/goldens/` and verified via
`node run_examples.mjs` — rendered image shows the blue
`CoolBlues` palette with the nametable populated from
`TitleScreen`.
Docs:
- `README.md` adds the feature to the headline list and the example
table.
- `docs/language-guide.md` restores the palette/background sections
with the full 32-byte layout table and `set_palette` /
`load_background` statement references.
- `docs/future-work.md` replaces the "removed as dead code" entry
with the remaining gaps (PNG-sourced palette and nametable
assets, cross-vblank large background updates, memory-map
reporting).
- `spec.md` restores the grammar productions and usage examples.
- `examples/README.md` lists the new demo.
All 497 unit + integration tests pass. Clippy clean. All 21
emulator goldens match after the update pass.
https://claude.ai/code/session_012fKB251HvEUQwG3tizFyqt
2026-04-13 11:11:33 +00:00
| `palette_and_background.ne` | palette, background, set_palette, load_background | Reset-time initial load plus vblank-safe runtime swaps |
2026-04-15 03:29:58 +00:00
| `auto_chr_background.ne` | `background @nametable(...)` with auto-CHR | First example to use the `@nametable("file.png")` shortcut without supplying any matching CHR data. The resolver dedupes the PNG's 8× 8 cells, encodes them via the same brightness-bucketing the sprite CHR encoder uses, and slots them into CHR ROM at the next free tile slot. The committed `auto_chr_bg.png` is a 256× 240 grayscale gradient that exercises ~50 unique tiles. |
language: pleasant asset syntax for palettes, CHR, bg, sfx, music
Adds six NES-friendly authoring shortcuts so programs don't have to
hand-pack hex bytes for every kind of art asset. Every new syntax is
strictly additive — existing examples keep their byte-identical ROMs
and goldens.
* palette: ~50 named NES colours (`black`, `sky_blue`, `dk_red`, …)
usable anywhere a colour byte is expected, plus a grouped-form
`bg0..sp3` + `universal:` shape that auto-fills every sub-
palette's first byte (fixing the `$3F10` mirror trap).
* sprite: `pixels:` ASCII-art alternative to 16-byte CHR, supporting
multi-tile sprites split in row-major reading order.
* sfx: scalar `pitch:` matching the v1 driver's latch-once behaviour,
plus `envelope:` as a friendlier alias for `volume:`.
* music: `tempo:` default duration + note-name notes (`C4, Eb4,
rest 10`) alongside the existing `pitch, duration` pair form.
* background: `legend { '.': 0, '#': 1 }` + `map:` string rows,
plus `palette_map:` grids that auto-pack the 64-byte attribute
table from 16×15 sub-palette digits.
A new `examples/friendly_assets.ne` exercises every shortcut at once
with a matching pixel + audio golden; the other 22 golden tests still
match byte-for-byte.
https://claude.ai/code/session_01PzaSFj3VahDzxEYTKCESkz
2026-04-13 16:09:53 +00:00
| `friendly_assets.ne` | named colours, grouped palette, pixel art, tilemap+legend, palette_map, scalar sfx pitch, note-name music | Exercises every "friendlier" asset syntax at once — the `palette` uses `bg0..sp3` + a shared `universal:` , the sprite is authored as ASCII pixel art, the background uses a `legend { ... } + map:` tilemap with a `palette_map:` for attributes, the sfx uses a scalar `pitch:` + `envelope:` alias, and the music uses note names (`C4, E4 40, rest 10` ) with a `tempo:` default. |
2026-04-14 10:42:53 +00:00
| `noise_triangle_sfx.ne` | `channel: noise` , `channel: triangle` on `sfx` blocks | Demonstrates the noise and triangle sfx channels. Declares one noise burst and one triangle bass note, plays each on a timer so the emulator harness captures both the pixel output and the APU state. |
2026-04-15 02:54:56 +00:00
| `sfx_pitch_envelope.ne` | varying-pitch pulse SFX | A 16-frame frequency sweep written as a per-frame `pitch:` array on a Pulse-1 sfx. The compiler emits a separate `__sfx_pitch_<name>` blob and gates the audio tick's pitch update path on the `__sfx_pitch_used` marker, so programs that stick to the scalar `pitch:` form still get byte-identical ROM output. |
2026-04-15 03:13:30 +00:00
| `metasprite_demo.ne` | declarative multi-tile sprites | A 16× 16 hero sprite split into a `metasprite Hero { sprite: Hero16, dx: [...], dy: [...], frame: [...] }` declaration. `draw Hero at: (px, py)` then expands to one `DrawSprite` op per tile in the IR lowering, each with its dx/dy added to the user's anchor point and the frame offset by the underlying sprite's base tile. The codegen needs no metasprite-specific support — it sees N regular draws and the OAM cursor allocator handles the slots. |
analyzer/lowering: support nested struct fields and array struct fields
Struct field types beyond the v1 scalar set (`u8`, `i8`, `u16`,
`bool`) used to error out with `E0201: struct fields must be
u8/i8/u16/bool`. The size accumulator already handled them
correctly — what was missing was: (1) the analyzer side that
synthesizes per-leaf symbols and allocations for nested structs
plus a single array-typed symbol for array fields, (2) the
parser's chained-field-access path, and (3) the IR-lowering
recursion through nested struct literal initializers and array
literal field values.
The synthetic-variable model carries through unchanged: a
`var p: Player` where `Player { pos: Vec2, hp: u8, inv: u8[4] }`
and `Vec2 { x: u8, y: u8 }` produces flat allocations for
`p.pos.x`, `p.pos.y`, `p.hp`, and `p.inv`, plus an intermediate
`p.pos` Struct symbol so dotted-name lookups still resolve. Array
fields get a single allocation with the array type so the
existing `Expr::ArrayIndex` lowering path handles `p.inv[i]`
without changes. Array-of-structs is still rejected with E0201
because the synthetic model can't index per-element layouts
without further codegen work.
The parser change is the only structural move: `parse_primary`
and `parse_assign_or_call` now loop the dot chain into a single
joined identifier so `p.pos.x` becomes `FieldAccess("p.pos", "x")`
and `p.inv[0]` becomes `ArrayIndex("p.inv", 0)`. The downstream
analyzer and IR lowering use the same `format!("{name}.{field}")`
join they already used for one-level access — no plumbing
changes required.
Includes a new `examples/nested_structs.ne` that exercises both
features end-to-end with two `Hero` instances carrying nested
positions and inventory arrays. The reproducibility tripwire
ROM is committed alongside it and the emulator harness has a
matching pair of golden files.
https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
2026-04-15 02:19:49 +00:00
| `nested_structs.ne` | nested struct fields, array struct fields, chained literals | Two `Hero` instances each carry a `Vec2` position and a `u8[4]` inventory. Exercises `hero.pos.x` chained access, `hero.inv[i]` array-field access, and chained struct-literal initializers (`Hero { pos: Vec2 { x: ..., y: ... }, inv: [...] }` ). |
feat(platformer): add stomp-or-die enemy collisions, live HUD, GameOver state
The previous platformer example drew enemies but had almost no
interaction with them: only enemy 1 had a stomp check, the stomp
window was unreachable under the default +1-px-per-frame-plus-a-
jump-every-40-frames autopilot, contact from any other angle was
a silent no-op, and the header comment promised a "title → playing
→ game-over state machine" that didn't actually exist. The README
demo gif and the committed golden both froze that state — a level
the player could walk through indefinitely with no consequence.
Flesh the enemy interaction model out into something real:
- `resolve_enemy_hit(e_sx)`: one helper, called symmetrically for
both enemies. Computes the player/enemy hitbox overlap (horizontal
in `e_sx ∈ (72, 96)`, vertical in `player_y ∈ (152, 176)`) and
branches three ways — falling onto the head is a stomp bounce
(`rise_count = 6`, `fall_vy = 0`, `stomp_count += 1`, `play Boing`);
overlap while `rise_count > 0` is a grace pass-through so the
stomp bounce itself can't retrigger contact on the same enemy;
anything else (walking into the side, standing on the ground
against the enemy) is fatal — `alive = 0` and `play hit`.
- New `GameOver` state: draws four enemy tiles across the middle
of the screen plus a coin row sized to `stomp_count`, stops the
music, lingers 60 frames then auto-retries, and also honours
Start for an instant retry.
- Proximity-based autopilot: pre-jump when an enemy is exactly 19 px
ahead (`e1_sx == 99` or `e2_sx == 99`), capped at two jumps per
life by `auto_jumps < AUTOPILOT_JUMPS`. Tuning: a JUMP_RISE=12,
GRAVITY_CAP=4 jump lands the player's feet at enemy-head height
exactly 21 frames after lift-off, by which point the autopilot
camera has scrolled the enemy under the player. The first jump
fires on Playing frame 1 and stomps enemy 1 on frame 22; the
second fires on Playing frame 101 and stomps enemy 2 on frame
122. After that the autopilot is exhausted and the third enemy
encounter (camera wraps back past enemy 1) is fatal — the
golden harness now sees the full stomp, stomp, die, retry, stomp
loop instead of a frozen walk.
- Live HUD: up to four coin sprites in the top-left, one per
stomp, rendered both during `Playing` and on the `GameOver`
screen so the score is visible in the death frame. `Playing`'s
player draw is now guarded by `if alive == 1` so the hero
disappears on the fatal-contact frame and the enemy that killed
them is visible underneath.
Verified with a per-frame ZP trace through the patched puppeteer
+ jsnes harness: first stomp at emu frame 44 (camera_x=22), second
at emu frame 144 (camera_x=122), death at emu frame 283 (camera_x=5
after a 256-px wrap), `Playing` restart at emu frame 343, third
stomp at emu frame 365. All 22 emulator goldens still match after
the update, and `docs/platformer.gif` regenerated from the new ROM
now shows two clean stomps, a clean side-collision death, the
GameOver screen, and the retry cycle all inside the 6-second demo
window.
Golden updates:
- `tests/emulator/goldens/platformer.png` — the frame-180 capture
now shows the hero walking forward with a two-coin HUD after
both autopilot stomps (previously: a frozen bouncing hero).
- `tests/emulator/goldens/platformer.audio.hash` — the track now
includes two `Boing` stomp bounces, which shifts the hash.
- `examples/platformer.nes` — rebuilt from the rewritten source.
Also updates the platformer rows in `README.md` and
`examples/README.md` to match the new gameplay.
https://claude.ai/code/session_013Bi4H4YQ5or5HtMB4doUFi
2026-04-13 20:19:28 +00:00
| `platformer.ne` | **every subsystem** | End-to-end side-scrolling demo: custom CHR tileset, full 32× 30 nametable with per-region attribute palettes, 2× 2 metasprite hero with gravity/jump physics, wrap-around horizontal scrolling, stomp-or-die enemy collisions with a live stomp-count HUD, coin pickups, user-declared SFX + music, and a Title → Playing → GameOver state machine with a proximity-based autopilot so the headless harness cycles through stomp, stomp, die, and retry inside six seconds. Regenerate the tile art with `cargo run --bin gen_platformer_tiles` . |
sprite-per-scanline: add cycle_sprites runtime flicker + debug telemetry
W0109 (shipped last commit) catches the 8-sprites-per-scanline
hardware limit at compile time for static layouts, but the
dynamic case — enemy formations, projectile clusters, animated
NPCs where coordinates come from variables — was still silent.
This change adds two layers of defense on top of W0109:
Layer 2: `cycle_sprites` runtime flicker intrinsic
New keyword statement that rotates the OAM DMA start offset
one slot per call. When called once per `on frame`, the PPU's
sprite evaluation picks up a different subset of the 12+
overlapping sprites each frame, so the permanent-dropout
failure mode becomes visible flicker — the classic NES
technique used by Gradius, Battletoads, and every shmup.
Implementation:
- Lexer keyword `KwCycleSprites` and parser production.
- AST `Statement::CycleSprites(Span)`.
- `IrOp::CycleSprites` lowered by the IR pass.
- Codegen emits `LDA $07EF / CLC / ADC #4 / STA $07EF` with
natural u8 wrap, plus a one-shot `__sprite_cycle_used`
marker label the first time it fires.
- Linker detects the marker and switches `gen_nmi` to the
cycling variant, which reads the rotating offset from
`$07EF` into OAM_ADDR before the DMA instead of writing
a literal 0. Programs that don't call `cycle_sprites`
skip the marker and get byte-identical ROM output.
Layer 3: debug-mode sprite overflow telemetry
Mirrors the frame-overrun pair (`debug.frame_overrun_count` /
`debug.frame_overran`). In debug builds the NMI handler reads
`$2002` at the top of vblank, masks bit 5 (the PPU's sprite
overflow flag), and if set bumps a cumulative counter at
`$07FD` plus a sticky bit at `$07FC`. The sticky bit clears
on every `wait_frame`.
New debug builtins:
- `debug.sprite_overflow_count()` → u8 peek of $07FD
- `debug.sprite_overflow()` → u8 peek of $07FC (sticky bit)
The hardware flag has well-known quirks but is correct for
the overwhelming majority of cases and costs ~15 cycles per
frame to sample. Release builds emit no overflow-check code
at all, so the four bytes at `$07EF` / `$07FC`-`$07FD` stay
free for user allocation.
Related changes:
- `gen_nmi` now takes an `NmiOptions` struct. Four bool
parameters tripped clippy's `fn_params_excessive_bools`.
- CLI `build` now renders analyzer warnings on a successful
build. Previously warnings were silently dropped unless
the user also ran `nescript check`, which made W0109
effectively invisible to CI and local dev alike. Existing
pre-existing W0103 / W0106 warnings on `coin_cavern`,
`mmc3_per_state_split`, `sprites_and_palettes` surface
too — not regressions, just now visible.
New example: `examples/sprite_flicker_demo.ne`
Draws 12 sprites into a 4-pixel band, W0109 fires at compile
time with nine labels pointing at the offenders, and a
`cycle_sprites` call at the end of `on frame` turns the
hardware dropout into flicker. The committed emulator golden
captures one frame of the cycling pattern (deterministic).
Tests:
- `runtime::tests::nmi_debug_mode_samples_sprite_overflow`
- `runtime::tests::nmi_sprite_cycle_variant_reads_rotating_offset`
- `ir_codegen::*::debug_sprite_overflow_count_loads_07fd`
- `ir_codegen::*::debug_sprite_overflow_flag_loads_07fc`
- `ir_codegen::*::wait_frame_clears_sprite_overflow_sticky_in_debug_mode`
- `ir_codegen::*::wait_frame_release_does_not_touch_sprite_overflow_sticky`
- `ir_codegen::*::cycle_sprites_emits_marker_and_add4`
- `ir_codegen::*::cycle_sprites_marker_dedup_across_multiple_calls`
- `ir_codegen::*::program_without_cycle_sprites_emits_no_marker`
- `analyzer::*::accepts_debug_sprite_overflow_builtins`
- `analyzer::*::rejects_unknown_debug_method_lists_all_four_known_names`
- `analyzer::*::accepts_cycle_sprites_statement`
Docs: `examples/war/COMPILER_BUGS.md` §4 now describes all three
layers (W0109, `cycle_sprites`, debug telemetry) with reasoning
for when each applies. `README.md` and `examples/README.md` add
the new example to their tables.
All 32 emulator goldens still match — the cycling is opt-in
and programs that don't call `cycle_sprites` or enable debug
mode are byte-identical to the pre-change output.
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
2026-04-15 22:07:19 +00:00
| `sprite_flicker_demo.ne` | `cycle_sprites` , 8-per-scanline hardware limit | Twelve sprites packed onto the same 4-pixel band — two more than the NES's 8-sprites-per-scanline hardware budget. The W0109 analyzer warning fires at compile time, and a `cycle_sprites` call at the end of `on frame` rotates the OAM DMA offset one slot per frame so the PPU drops a *different* sprite each frame. The permanent-dropout failure mode becomes visible flicker, which the eye reconstructs across frames. The classic NES technique used by Gradius, Battletoads, and every shmup that ever existed. |
W0110 inline fallback warning + docs refresh
W0110: when a function marked `inline` has a body shape the IR
lowerer can't splice (conditional early return, loops, nested
control flow, empty void body), the analyzer now emits a
warning at the declaration site so the declined hint is
visible instead of silently falling back to a regular JSR.
Implementation:
- New `W0110` error code in `src/errors/diagnostic.rs` (warning level).
- New `pub fn can_inline_fun(return_type, body) -> bool` in
`src/ir/lowering.rs`, extracted from the existing capture
logic so the analyzer and the IR lowerer share the same
eligibility rules and can never drift.
- New `check_inline_declinability` analyzer pass called from
the tail of `analyze_program`, mirroring the existing
`check_sprite_scanline_budget` / `check_unreachable_states`
passes. Emits W0110 with help + note text pointing at the
two accepted body shapes.
- `capture_inline_bodies` now defers to `can_inline_fun`
instead of duplicating the match pattern, so the two sides
stay in lockstep by construction.
Four regression tests in `src/analyzer/tests.rs` cover the
conditional-return and while-loop declines plus the two
accepted shapes (single-return expression, void sequence).
Example source cleanups: `wrap52` in `examples/war/deck.ne`
and `abs_diff` in both `examples/arrays_and_functions.ne` and
`examples/loop_break_continue.ne` drop the `inline` keyword.
All three were dead hints — the `inline` was being silently
declined before this change, so removing it is source-only;
the three ROMs are byte-identical, all 32 emulator goldens
still match.
Docs refresh
- `docs/language-guide.md`: rewrote the Inline Functions section
(real behaviour + W0110), added W0105/W0106/W0107/W0108/W0109/
W0110 to the warnings table, added the `debug.sprite_overflow*`
builtins + sprite-per-scanline mitigations section to the
Debug Mode docs, added a `cycle_sprites` statement entry and
cross-referenced it from `draw`.
- `docs/nes-reference.md`: fleshed out the "NEScript Memory
Usage" block with the full ZP + high-RAM layout, including
the new `$07EF` / `$07FC` / `$07FD` slots for sprite cycling
and the debug sprite-overflow telemetry.
- `docs/future-work.md`: documented all four debug query
builtins in the "What ships today" block; updated the open
"OAM allocation strategy" question to reference the shipped
`cycle_sprites` path and ask about an automatic-flicker
game attribute as a follow-up.
- `docs/architecture.md`: updated the `ir/` and `optimizer/`
module summaries to describe real inline splicing (now
in lowering, not the optimizer).
- `README.md`: reframed the `inline` bullet from "hint" to
"real splicing for single-return / void-body shapes";
expanded the debug-support bullet to mention the four
query builtins and their stripping in release builds; added
a new bullet for the three-layer sprite-per-scanline
mitigations; bumped the test count from 497 → 694; updated
the war.ne entry to mention the seven compiler bugs are all
fixed and point readers at `git log` (instead of the
deleted COMPILER_BUGS.md).
- `examples/README.md`: same `git log`-pointing rewrite for
the war.ne entry.
Deletions
- `examples/war/COMPILER_BUGS.md` is removed. All seven
catalogued bugs are fixed; the file's historical value
lives in `git log` now. Every source-code comment and doc
reference to the file has been updated to either point at
`git log` or just describe the bug in place.
Test count: 616 unit + 75 integration + 3 doctests = 694 total.
Clippy / fmt clean. 32/32 emulator goldens match.
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
2026-04-15 23:19:07 +00:00
| `war.ne` | **production-quality card game** , multi-file source layout | A complete port of the card game War, split across `examples/war/*.ne` files and pulled in via `include` directives. Title screen with a 0/1/2-player menu (cursor sprite, blinking PRESS A, brisk 4/4 march on pulse 2), a 50-frame deal animation, a deep `Playing` state with an inner phase machine (`P_WAIT_A` /`P_FLY_A` /.../`P_WAR_BANNER` /`P_WAR_BURY` /`P_CHECK` ), card-conserving queue-based decks built on a 200-iteration random-swap shuffle, a "WAR!" tie-break that buries 3+1 face-down cards per player and plays a noise-channel thump per bury, and a victory screen with the builtin fanfare. The first NEScript example to use a top-level file as a thin shell that `include` s ~12 component files; building it surfaced seven compiler bugs across the analyzer, IR lowerer, and codegen that were all fixed on the same branch (see `git log` for details). |
examples/pong: production-quality Pong game with powerups and multi-ball
A complete, playable Pong game split across examples/pong/*.ne files
and pulled in from a top-level examples/pong.ne. Features:
- **Title screen** with a 3-option menu (CPU VS CPU / 1 PLAYER /
2 PLAYERS), a cursor sprite, blinking "PRESS A" prompt, brisk
title march on pulse 2, and autopilot that auto-confirms CPU VS
CPU after 45 frames of no input so the headless jsnes golden
harness reaches gameplay by frame 180.
- **Ball physics** with signed-magnitude velocity (u8 magnitude +
sign bit per axis), wall bounce at top/bottom, paddle AABB
collision with push-out, and score-out detection at left/right
exits.
- **Multi-ball** via parallel ball_* arrays (MAX_BALLS = 3). Each
ball scores a point independently; the round continues until the
last ball exits the playfield.
- **CPU AI** that tracks the nearest active ball heading toward its
side with a per-frame step, 4 px dead zone, and CPU_SPEED = 1 so
rallies can end naturally.
- **Three powerup types** that spawn every ~4 seconds, bounce off
all four walls, and are caught by paddle AABB overlap:
1. LONG — extends the catching paddle from 24 → 40 px for 5 hits
2. FAST — doubles ball x-velocity on the catcher's next hit
3. MULTI — spawns two extra balls on the catcher's next hit
- **Victory** at first-to-7 with a "PLAYER N WINS" banner and the
builtin fanfare, auto-returning to Title.
- **Audio**: 5 user-declared sfx (WallBounce, PaddleHit, Score,
PowerSpawn, PowerCatch) plus a title march and the builtin
fanfare for victory.
Source layout mirrors examples/war:
examples/pong.ne top-level game shell
examples/pong/PLAN.md living design doc
examples/pong/constants.ne layout + gameplay constants
examples/pong/assets.ne 45-tile Tileset (paddles, ball, alphabet,
digits, cursor, center-line, powerup icons)
examples/pong/audio.ne sfx + music declarations
examples/pong/state.ne all mutable globals
examples/pong/rng.ne 8-bit Galois LFSR
examples/pong/render.ne draw helpers
examples/pong/input.ne paddle step (human + CPU AI)
examples/pong/ball.ne multi-ball physics + paddle collision
examples/pong/powerup.ne powerup entity (spawn, bounce, catch, apply)
examples/pong/title_state.ne state Title + menu
examples/pong/play_state.ne state Playing (P_SERVE/P_PLAY/P_POINT)
examples/pong/victory_state.ne state Victory
Verification:
- 616 compiler unit tests pass (cargo test --all-targets)
- cargo fmt / cargo clippy --all-targets -- -D warnings clean
- 33/33 emulator harness goldens match
- examples/pong.nes builds byte-identically from source
https://claude.ai/code/session_0134F5uwDEVTes2Ee9S7JeXy
2026-04-16 01:25:29 +00:00
| `pong.ne` | **production-quality Pong** , powerups, multi-ball, multi-file | A complete Pong game split across `examples/pong/*.ne` . CPU VS CPU / 1 PLAYER / 2 PLAYERS title menu with brisk pulse-2 title march and autopilot, smooth ball physics with wall and paddle bouncing, CPU AI that tracks the ball with a reaction lag and dead zone, three powerup types (LONG paddle for 5 hits, FAST ball on next hit, MULTI-ball on next hit spawning 3 balls) that bounce around the field and are caught by paddle AABB overlap, multi-ball scoring (each ball scores a point, round continues until last ball exits), inner phase machine (`P_SERVE` /`P_PLAY` /`P_POINT` ), and a "PLAYER N WINS" victory screen with the builtin fanfare. First-to-7 wins. |
examples: add feature_canary that turns red on any memory silent-drop regression
Phase 5 of the post-PR-#31 audit, and the structural piece that
closes the failure mode the earlier phases couldn't fix alone.
The audit's recurring diagnosis: pixel/audio goldens capture
*whatever* the program does, not what it *should* do. A silent
drop in codegen is still deterministic — the golden locks in
the broken behaviour and every future run agrees with it. That's
how state-locals, uninitialized struct-field writes, `on exit`
handlers, and `slow` placement each sat broken for months-to-a-
year in a green CI.
The canary inverts the relationship: the committed golden is a
solid-green universal backdrop that only appears when every
round-trip check passes. Each check writes a distinctive constant
through one language construct, reads it back, and clears
`all_ok` on mismatch. A final `if all_ok == 0 { set_palette Fail }`
flips the entire screen red for the rest of the run.
Checks cover the silent-drop shapes caught by this audit:
- state-local variable write-read (PR #31)
- uninitialized struct-field write-read (caught by phase 1)
- u8 / u16 globals (u16 exercises both StoreVar + StoreVarHi)
- array-element write at nonzero index
- `slow`-placed global still round-trips
- function call return value
The canary doesn't use `debug.assert` on purpose — debug-only
ops get stripped in release and the emulator harness runs
release builds. The palette swap works in release and is what
the harness pixel-diff sees.
### Why this matters as a long-lived test
The harness already had 34 pixel goldens covering full-program
behaviour, but none of them exist specifically to fail if a
*specific language feature* silently drops. The canary does.
Every silent-drop bug the audit found would have flipped it
red the moment the check was added, which is the "behaviour
assertion that can't be satisfied by silence" the plan called
for.
### Harness footprint
`tests/emulator/goldens/feature_canary.{png,audio.hash}` +
`examples/feature_canary.{ne,nes}`. 35/35 ROMs match their
goldens with the canary added. Listed in both README tables.
https://claude.ai/code/session_01AoQ678uVeqpyayvWHpfDhC
2026-04-18 00:14:40 +00:00
| `feature_canary.ne` | **regression canary** , state-locals, uninitialized struct-field writes, u16, arrays, `slow` placement, function returns | A minimal program whose sole job is to paint a green universal backdrop at frame 180 when every memory-affecting language construct round-trips a write through the compiler correctly, and to flip to red if any check fails. Each check writes a distinctive byte through one construct (state-local, uninit struct field, u8/u16 global, array element, `slow` -placed u8, function call return), reads it back, and clears `all_ok` on mismatch. Because the emulator harness compares pixels at frame 180, any compiler regression that silently drops one of these writes turns the committed golden red — the structural counter to the "goldens capture whatever happens, not what should happen" failure mode that let PR #31 survive for a year. |
examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 14:02:58 +00:00
| `sha256.ne` | **interactive SHA-256** , inline-asm 32-bit primitives, multi-file | A full FIPS 180-4 SHA-256 hasher split across `examples/sha256/*.ne` . An on-screen 5× 8 keyboard grid lets the player type up to 16 ASCII characters (`A` ..`Z` , `0` ..`9` , space, `.` , backspace, enter), and pressing ↵ runs the 48-entry message-schedule expansion + 64-round compression on the NES itself. Every 32-bit primitive (`copy` , `xor` , `and` , `add` , `not` , rotate-right, shift-right) is hand-tuned inline assembly that walks the four little-endian bytes of a word with `LDA {wk},X` / `ADC {wk},Y` chains, so a whole round costs a few thousand cycles. The phased driver runs four schedule steps or four rounds per frame so the full compression finishes well under a second, and the 64-character hex digest renders as sprites in 8 rows of 8 glyphs at the bottom of the screen. The jsnes golden auto-types `"NES"` after 1 s of keyboard idle and captures its hash `AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D` . |
compiler: PRNG / edge input / palette fade / AxROM / CNROM / FCEUX labels
Closes seven of the cc65/nesdoug parity gaps catalogued in
docs/future-work.md in a single pass. All of the new features are
gated on marker labels so programs that don't use them produce
byte-identical ROM output (every pre-existing committed .nes file
round-trips unchanged).
Language / runtime additions:
- `rand8()` / `rand16()` / `seed_rand(u16)` intrinsics backed by a
16-bit Galois LFSR (~30 bytes of runtime, ~40 cycles per draw).
Reset path seeds state to 0xACE1 so the first draw is useful even
without explicit seeding.
- `p1.button.a.pressed` / `.released` edge-triggered input via a
new ReadInputEdge IR op plus an NMI-side prev-frame snapshot into
$07E6/$07E7, gated on the `__edge_input_used` marker.
- `set_palette_brightness(level)` builtin mapping levels 0..8 to
PPU mask emphasis bytes (`$2001`) for neslib-style screen fades.
- `mapper: AxROM` (iNES 7) with automatic 32 KB PRG padding so
emulators that enforce mapper-7's 32 KB page size boot cleanly.
- `mapper: CNROM` (iNES 3) with a reset-time CHR bank 0 select.
- `--fceux-labels <prefix>` CLI flag emitting per-bank `.nl` label
files and a `.ram.nl` file for FCEUX's debugger.
Tests + examples:
- Five new example programs with committed .nes ROMs and
pixel+audio goldens: prng_demo, edge_input_demo,
palette_brightness_demo, axrom_simple, cnrom_simple.
- Seven integration tests covering JSR emission, the
omitted-when-unused invariant, the NMI prev-input snapshot, the
correct mapper numbers for AxROM/CNROM, and negative tests for
unknown button names and bad rand8 arity.
- `is_intrinsic()` now runs in expression-position Call paths too,
so `var x = rand8(1, 2)` errors at compile time instead of
silently dropping the extra arguments.
2026-04-18 18:13:18 +00:00
| `prng_demo.ne` | `rand8()` , `rand16()` , `seed_rand()` | Exercises the runtime xorshift PRNG end-to-end. Four sprite positions are drawn from fresh `rand8()` draws every frame with a `rand16()` sample mixed in. `seed_rand(0x1234)` pins the initial state so the golden is deterministic. The `__rand_used` marker gates linking of `gen_prng` + the reset-time seed — programs that never call any of the three get zero ROM / cycle overhead. |
| `edge_input_demo.ne` | `p1.button.a.pressed` , `p1.button.b.released` | Demonstrates edge-triggered input. The A-sprite advances exactly once per press transition (holding the button does nothing) and the B-sprite advances on release. Lowering emits `IrOp::ReadInputEdge` , which stores the previous-frame input byte into main RAM and XORs it against the current byte at the read site. The NMI handler snapshots both prev bytes before strobing, gated on the `__edge_input_used` marker. |
| `palette_brightness_demo.ne` | `set_palette_brightness(level)` | Cycles through the 9 brightness levels (0 = blank, 4 = normal, 8 = max emphasis) every 20 frames. Exercises the neslib-style `pal_bright` mapping onto `$2001` PPU mask emphasis bits. The runtime routine `__set_palette_brightness` is spliced in only when user code references the builtin. |
| `axrom_simple.ne` | `mapper: AxROM` (mapper 7) | Single-screen AxROM demo. The linker pads PRG to 32 KB (one blank 16 KB bank plus our 16 KB fixed bank) so emulators that enforce mapper-7's 32 KB page size boot cleanly. Register layout: bit 4 of `$8000` selects single-screen lower / upper nametable. |
| `cnrom_simple.ne` | `mapper: CNROM` (mapper 3) | CNROM demo. Fixed 32 KB PRG, switchable 8 KB CHR. Single-bank CNROM is functionally equivalent to NROM at the PRG level, but the iNES header reports mapper 3 and the runtime writes a CHR bank 0 select at reset. |
compiler: GNROM / debug port / sprite flicker / fade / sprite-0 split + docs
Another batch from the cc65/nesdoug gap catalogue. All six items
gated on marker labels (or default-false attributes) so existing
programs produce byte-identical ROMs — every pre-existing .nes
file round-trips unchanged.
**Language / runtime additions:**
- `mapper: GNROM` (iNES 66). Combines AxROM's 32 KB PRG pages with
CNROM's 8 KB CHR banks in a single `$8000` register. Linker
pads single-page ROMs to 32 KB to match mapper-66 expectations.
- `game { debug_port: fceux | mesen | 0xXXXX }`. `debug.log`,
`debug.assert`, and the `__debug_halt` sentinel now target a
user-selected address. `fceux` (default, $4800) and `mesen`
($4018) are named aliases; custom hex addresses are accepted
for unusual debuggers.
- `game { sprite_flicker: true }`. IR lowerer injects an
`IrOp::CycleSprites` at the top of every `on frame` handler,
which flips on the rotating-OAM NMI variant with no per-site
boilerplate. Default false so existing ROMs keep their layout.
- `fade_out(step_frames)` / `fade_in(step_frames)` builtins.
Blocking helpers that walk brightness 4 → 0 or 0 → 4 with
`step_frames` frames between each step. Runtime splices
`__fade_out`, `__fade_in`, and a callable `__wait_frame_rt`
helper when the builtin is used. Zero-guard on step_frames
prevents a pathological 256-frame spin when the caller
accidentally passes 0.
- `sprite_0_split(scroll_x, scroll_y)` intrinsic. Emits a
two-phase busy-wait on `$2002` bit 6 (wait-for-clear,
wait-for-set) then writes the new scroll values to `$2005`.
Works on any mapper — unlike `on_scanline(N)` which requires
MMC3. Enables HUD-over-playfield scrolling on NROM/UxROM/MMC1.
**Docs:**
- New paragraph in the language guide explaining the no-recursion
design choice and the explicit-stack workaround pattern.
- `future-work.md` updated to mark the shipped items out of the
catalogue; remaining items reshuffled in the priority ranking.
- README + examples/README updated with the new mapper and
builtins.
**Tests:**
- 12 new integration tests covering: GNROM header emission,
debug-port targeting (fceux/mesen/custom), unknown-alias
rejection, sprite_flicker on/off/bad-value, fade_out JSR + marker
coupling, fade omitted-when-unused, fade-in-expression rejected,
sprite_0_split byte-level busy-wait verification, sprite_0_split
arity enforcement, sprite_0_split omitted-when-unused, and an
extended void-intrinsic-in-expression-position test covering the
three new void builtins.
- `nes2_mapper_high_nibble_in_byte_8_is_zero_for_small_mappers`
extended to include GNROM.
- Four new examples with committed .nes ROMs + pixel/audio
goldens: `gnrom_simple`, `auto_sprite_flicker`, `fade_demo`,
`sprite_0_split_demo`.
All 752 tests pass. Clippy clean. 44/44 emulator goldens match.
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| `gnrom_simple.ne` | `mapper: GNROM` (mapper 66) | GNROM / MHROM demo. Combines AxROM-style 32 KB PRG pages with CNROM-style 8 KB CHR banks in a single `$8000` register (bits 4-5 select PRG, bits 0-1 select CHR). Like AxROM the linker pads single-page ROMs to 32 KB so emulators that enforce mapper-66's page size boot cleanly. |
| `auto_sprite_flicker.ne` | `game { sprite_flicker: true }` | The `game` attribute equivalent of calling `cycle_sprites` at the top of every `on frame` handler. Same 12-sprite layout as `sprite_flicker_demo.ne` , minus the explicit call — the IR lowerer injects the op automatically when the flag is set, so it's byte-identical to a hand-rolled version without the per-site boilerplate. |
| `fade_demo.ne` | `fade_out(n)` , `fade_in(n)` | Blocking fade helpers that walk brightness 4 → 0 and 0 → 4 with `n` frames per step. The runtime splices `__fade_out` / `__fade_in` plus a callable `__wait_frame_rt` helper when the builtin is used; fade use also forces `__set_palette_brightness` to be linked in since the fade body JSRs into it. |
| `sprite_0_split_demo.ne` | `sprite_0_split(x, y)` | Mid-frame scroll change driven by the PPU's sprite-0 hit flag (`$2002` bit 6), so the effect works on any mapper — NROM, UxROM, MMC1 — not just MMC3 via `on_scanline(N)` . Two-phase busy-wait (wait for clear, then wait for set) guarantees the hit we're responding to came from the current frame. Requires a sprite in OAM slot 0 that overlaps opaque background pixels; this demo uses a full smiley background so every frame's sprite-0 hit fires deterministically. |
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Add README, LICENSE, examples, fix draw parser lookahead
README: project overview, quick start, feature list, example table
LICENSE: MIT
4 new examples covering all language features:
- arrays_and_functions: arrays, while loops, inline/regular functions
- state_machine: multi-state flow with on enter/exit handlers
- sprites_and_palettes: inline CHR data, palette switching, scroll, cast
- mmc1_banked: MMC1 mapper, bank declarations, software multiply
Parser fix: draw statement keyword-arg parsing now checks for ':'
lookahead before consuming an identifier, preventing it from eating
the next statement as a keyword argument (e.g., `i += 1` after a draw).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
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## Emulator Controls
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| NES Button | Typical Key |
|------------|-------------|
| D-pad | Arrow keys |
| A | Z |
| B | X |
| Start | Enter |
| Select | Right Shift |
Add README, LICENSE, examples, fix draw parser lookahead
README: project overview, quick start, feature list, example table
LICENSE: MIT
4 new examples covering all language features:
- arrays_and_functions: arrays, while loops, inline/regular functions
- state_machine: multi-state flow with on enter/exit handlers
- sprites_and_palettes: inline CHR data, palette switching, scroll, cast
- mmc1_banked: MMC1 mapper, bank declarations, software multiply
Parser fix: draw statement keyword-arg parsing now checks for ':'
lookahead before consuming an identifier, preventing it from eating
the next statement as a keyword argument (e.g., `i += 1` after a draw).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:38:19 +00:00
## About Sprites
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Add README, LICENSE, examples, fix draw parser lookahead
README: project overview, quick start, feature list, example table
LICENSE: MIT
4 new examples covering all language features:
- arrays_and_functions: arrays, while loops, inline/regular functions
- state_machine: multi-state flow with on enter/exit handlers
- sprites_and_palettes: inline CHR data, palette switching, scroll, cast
- mmc1_banked: MMC1 mapper, bank declarations, software multiply
Parser fix: draw statement keyword-arg parsing now checks for ':'
lookahead before consuming an identifier, preventing it from eating
the next statement as a keyword argument (e.g., `i += 1` after a draw).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:38:19 +00:00
Sprite names in `draw Player at: (x, y)` are parsed and recorded in the AST.
You can define sprites with inline CHR tile data:
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```
Add README, LICENSE, examples, fix draw parser lookahead
README: project overview, quick start, feature list, example table
LICENSE: MIT
4 new examples covering all language features:
- arrays_and_functions: arrays, while loops, inline/regular functions
- state_machine: multi-state flow with on enter/exit handlers
- sprites_and_palettes: inline CHR data, palette switching, scroll, cast
- mmc1_banked: MMC1 mapper, bank declarations, software multiply
Parser fix: draw statement keyword-arg parsing now checks for ':'
lookahead before consuming an identifier, preventing it from eating
the next statement as a keyword argument (e.g., `i += 1` after a draw).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:38:19 +00:00
sprite Player {
chr: [0x3C, 0x42, 0x81, 0x81, 0x81, 0x81, 0x42, 0x3C,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00]
}
```
If no matching sprite declaration exists, the draw uses the built-in default
tile (a smiley face). See `sprites_and_palettes.ne` for a full example.
## Compiler Commands
```bash
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# Compile to ROM
Add README, LICENSE, examples, fix draw parser lookahead
README: project overview, quick start, feature list, example table
LICENSE: MIT
4 new examples covering all language features:
- arrays_and_functions: arrays, while loops, inline/regular functions
- state_machine: multi-state flow with on enter/exit handlers
- sprites_and_palettes: inline CHR data, palette switching, scroll, cast
- mmc1_banked: MMC1 mapper, bank declarations, software multiply
Parser fix: draw statement keyword-arg parsing now checks for ':'
lookahead before consuming an identifier, preventing it from eating
the next statement as a keyword argument (e.g., `i += 1` after a draw).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:38:19 +00:00
cargo run -- build game.ne
# Custom output path
cargo run -- build game.ne --output my_game.nes
# Type-check only
cargo run -- check game.ne
2026-04-11 22:17:18 +00:00
Add README, LICENSE, examples, fix draw parser lookahead
README: project overview, quick start, feature list, example table
LICENSE: MIT
4 new examples covering all language features:
- arrays_and_functions: arrays, while loops, inline/regular functions
- state_machine: multi-state flow with on enter/exit handlers
- sprites_and_palettes: inline CHR data, palette switching, scroll, cast
- mmc1_banked: MMC1 mapper, bank declarations, software multiply
Parser fix: draw statement keyword-arg parsing now checks for ':'
lookahead before consuming an identifier, preventing it from eating
the next statement as a keyword argument (e.g., `i += 1` after a draw).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:38:19 +00:00
# View generated 6502 assembly
cargo run -- build game.ne --asm-dump
2026-04-11 22:17:18 +00:00
Add README, LICENSE, examples, fix draw parser lookahead
README: project overview, quick start, feature list, example table
LICENSE: MIT
4 new examples covering all language features:
- arrays_and_functions: arrays, while loops, inline/regular functions
- state_machine: multi-state flow with on enter/exit handlers
- sprites_and_palettes: inline CHR data, palette switching, scroll, cast
- mmc1_banked: MMC1 mapper, bank declarations, software multiply
Parser fix: draw statement keyword-arg parsing now checks for ':'
lookahead before consuming an identifier, preventing it from eating
the next statement as a keyword argument (e.g., `i += 1` after a draw).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:38:19 +00:00
# Debug mode
cargo run -- build game.ne --debug
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```