Implement NEScript compiler Milestone 1 ("Hello Sprite")
Complete implementation of the NEScript compiler pipeline for M1:
- Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators
- Parser: recursive descent with Pratt expression parsing (M1 subset)
- Analyzer: symbol resolution, type checking, memory allocation
- 6502 Assembler: full opcode encoding table (~150 valid combinations)
- Code Generator: AST → 6502 instructions (direct, no IR for M1)
- Runtime: NES hardware init, NMI handler, controller read, OAM DMA
- Linker: NROM layout, vector table, palette loading, CHR data
- ROM Builder: iNES header generation, PRG/CHR padding
- CLI: `build` and `check` subcommands via clap
143 tests across all modules:
- 22 lexer tests (literals, keywords, operators, error recovery)
- 18 parser tests (expressions, statements, game structure, errors)
- 7 analyzer tests (symbol resolution, memory allocation, transitions)
- 30 assembler tests (every addressing mode, label resolution)
- 7 codegen tests (var init, arithmetic, buttons, draw, comparisons)
- 11 runtime tests (init sequence, NMI handler, controller read)
- 10 ROM builder tests (iNES format, mirroring, banking, validation)
- 5 linker tests (vector table, CHR data, palette loading)
- 7 integration tests (end-to-end compilation, error detection)
CI: GitHub Actions for check, fmt, clippy, test
Pre-commit: script for local fmt + clippy + test validation
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00
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use super::*;
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use crate::errors::ErrorCode;
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use crate::parser;
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fn analyze_ok(input: &str) -> AnalysisResult {
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let (prog, diags) = parser::parse(input);
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assert!(diags.is_empty(), "parse errors: {diags:?}");
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let prog = prog.unwrap();
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let result = analyze(&prog);
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assert!(
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result.diagnostics.iter().all(|d| !d.is_error()),
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"analysis errors: {:?}",
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result.diagnostics
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);
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result
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}
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fn analyze_errors(input: &str) -> Vec<ErrorCode> {
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let (prog, parse_diags) = parser::parse(input);
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if prog.is_none() {
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return parse_diags.into_iter().map(|d| d.code).collect();
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}
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let result = analyze(&prog.unwrap());
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result.diagnostics.into_iter().map(|d| d.code).collect()
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}
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#[test]
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fn analyze_minimal_program() {
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let result = analyze_ok(
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r#"
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game "Test" { mapper: NROM }
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var px: u8 = 128
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on frame { px = 1 }
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start Main
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"#,
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);
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assert!(result.symbols.contains_key("px"));
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assert_eq!(result.var_allocations.len(), 1);
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}
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#[test]
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fn analyze_allocates_zero_page() {
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let result = analyze_ok(
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r#"
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game "Test" { mapper: NROM }
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var x: u8 = 0
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var y: u8 = 0
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on frame { x = 1 }
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start Main
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"#,
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);
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// u8 vars should be allocated in zero page starting at $10
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assert_eq!(result.var_allocations[0].address, 0x10);
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assert_eq!(result.var_allocations[1].address, 0x11);
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}
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#[test]
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fn analyze_duplicate_var() {
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let errors = analyze_errors(
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r#"
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game "Test" { mapper: NROM }
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var x: u8 = 0
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var x: u8 = 1
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on frame { x = 1 }
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start Main
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"#,
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);
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assert!(errors.contains(&ErrorCode::E0501));
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}
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#[test]
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fn analyze_undefined_transition() {
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let errors = analyze_errors(
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r#"
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game "Test" { mapper: NROM }
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state Main {
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on frame { transition Nonexistent }
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}
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start Main
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"#,
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);
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assert!(errors.contains(&ErrorCode::E0404));
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}
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#[test]
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fn analyze_valid_transition() {
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let _result = analyze_ok(
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r#"
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game "Test" { mapper: NROM }
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state Main {
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on frame { transition Other }
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}
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state Other {
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on frame { wait_frame }
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}
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start Main
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"#,
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);
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}
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#[test]
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fn analyze_start_state_exists() {
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let errors = analyze_errors(
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r#"
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game "Test" { mapper: NROM }
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state Main {
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on frame { wait_frame }
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}
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start Nonexistent
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"#,
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);
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assert!(errors.contains(&ErrorCode::E0404));
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}
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#[test]
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fn analyze_const_symbol() {
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let result = analyze_ok(
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r#"
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game "Test" { mapper: NROM }
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const SPEED: u8 = 2
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var px: u8 = 0
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on frame { px = SPEED }
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start Main
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"#,
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);
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let sym = result.symbols.get("SPEED").unwrap();
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assert!(sym.is_const);
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}
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2026-04-11 23:32:12 +00:00
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#[test]
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fn analyze_function_registered() {
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let result = analyze_ok(
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r#"
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game "Test" { mapper: NROM }
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fun add(a: u8, b: u8) -> u8 { return a }
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on frame { wait_frame }
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start Main
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"#,
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);
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assert!(result.symbols.contains_key("add"));
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}
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#[test]
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fn analyze_recursion_detected() {
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let errors = analyze_errors(
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r#"
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game "Test" { mapper: NROM }
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fun a() { a() }
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on frame { wait_frame }
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start Main
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"#,
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);
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assert!(errors.contains(&ErrorCode::E0402));
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}
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#[test]
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fn analyze_mutual_recursion() {
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let errors = analyze_errors(
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r#"
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game "Test" { mapper: NROM }
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fun a() { b() }
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fun b() { a() }
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on frame { wait_frame }
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start Main
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"#,
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);
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assert!(errors.contains(&ErrorCode::E0402));
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}
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#[test]
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fn analyze_call_depth_ok() {
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// 3 levels of nesting — well within the default limit of 8
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let result = analyze_ok(
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r#"
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game "Test" { mapper: NROM }
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fun c() { wait_frame }
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fun b() { c() }
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fun a() { b() }
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on frame { a() }
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start Main
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"#,
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);
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// The frame handler's depth should be <= 8
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for &depth in result.max_depths.values() {
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assert!(depth <= 8, "depth {depth} should be within limit");
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}
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}
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#[test]
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fn analyze_call_depth_exceeded() {
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// Build a call chain deeper than 8: f1 -> f2 -> ... -> f10
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let result = analyze_errors(
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r#"
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game "Test" { mapper: NROM }
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fun f10() { wait_frame }
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fun f9() { f10() }
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fun f8() { f9() }
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fun f7() { f8() }
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fun f6() { f7() }
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fun f5() { f6() }
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fun f4() { f5() }
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fun f3() { f4() }
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fun f2() { f3() }
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fun f1() { f2() }
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on frame { f1() }
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start Main
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"#,
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);
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assert!(
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result.contains(&ErrorCode::E0401),
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"expected E0401 for exceeded call depth, got: {result:?}"
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);
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}
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#[test]
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fn analyze_undefined_function() {
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let errors = analyze_errors(
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r#"
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game "Test" { mapper: NROM }
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on frame { no_such_fn() }
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start Main
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"#,
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);
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assert!(errors.contains(&ErrorCode::E0503));
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}
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Implement codegen for state dispatch, functions, arrays, math, scroll
State machine dispatch:
- Assign each state a numeric index, store in ZP $03
- Main loop dispatch table: CMP + BNE + JMP trampoline pattern
(avoids branch range limits for large programs)
- on_enter/on_exit handlers generated as JSR targets
- Transition statement writes state index + JSR enter/exit handlers
Function calls:
- Function bodies emitted as labeled subroutines with RTS
- Statement::Call generates parameter passing via ZP + JSR
- Statement::Return generates RTS (with value in A if present)
- Parameter slots at ZP $04-$07
Break/continue:
- Loop stack tracks continue/break label pairs
- Break generates JMP to break_label
- Continue generates JMP to continue_label
- While and Loop push/pop the stack
Array indexing:
- LValue::ArrayIndex generates TAX + STA absolute,X
- Expr::ArrayIndex generates TAX + LDA absolute,X / ZP,X
- Compound array assignments (+=, -=, &=, |=, ^=) load-modify-store
Scroll:
- scroll(x, y) writes to PPU $2005 twice (X then Y)
Math:
- Multiply generates JSR __multiply (shift-and-add routine)
- Divide generates JSR __divide (restoring division)
- Modulo loads remainder from $03 after divide
- ShiftLeft generates ASL A, ShiftRight generates LSR A
- Math routines wired into linker
Error validations:
- E0203 for assignment to const variables
- Break/continue outside loop detection (in_loop tracking)
233 tests (8 new codegen + 2 analyzer + 2 integration), all passing.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 02:04:49 +00:00
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2026-04-12 10:49:36 +00:00
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#[test]
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fn analyze_call_arity_mismatch() {
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let errors = analyze_errors(
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r#"
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game "Test" { mapper: NROM }
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fun add(a: u8, b: u8) -> u8 { return a }
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on frame { add(1) }
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start Main
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"#,
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);
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assert!(
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errors.contains(&ErrorCode::E0203),
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"calling with wrong argument count should produce E0203, got: {errors:?}"
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);
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}
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#[test]
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fn analyze_call_arity_ok() {
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analyze_ok(
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r#"
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game "Test" { mapper: NROM }
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fun add(a: u8, b: u8) -> u8 { return a }
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on frame { add(1, 2) }
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start Main
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"#,
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);
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}
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#[test]
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fn analyze_call_arity_in_expr_context() {
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// Calls used as expressions should also be checked.
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let errors = analyze_errors(
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r#"
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game "Test" { mapper: NROM }
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fun two(a: u8, b: u8) -> u8 { return a }
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var x: u8 = 0
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on frame { x = two(1) }
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start Main
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"#,
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);
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assert!(
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errors.contains(&ErrorCode::E0203),
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|
|
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"call arity error in expression context should still trigger E0203: {errors:?}"
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);
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}
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|
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|
2026-04-12 10:52:06 +00:00
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|
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#[test]
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fn analyze_return_type_ok() {
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analyze_ok(
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r#"
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|
|
|
|
game "Test" { mapper: NROM }
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|
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fun get_five() -> u8 { return 5 }
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on frame { wait_frame }
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|
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start Main
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|
|
|
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"#,
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);
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}
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#[test]
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|
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fn analyze_return_wrong_type() {
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let errors = analyze_errors(
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|
|
|
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r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
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fun is_ok() -> bool { return 5 }
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on frame { wait_frame }
|
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|
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start Main
|
|
|
|
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"#,
|
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|
|
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);
|
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|
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assert!(
|
|
|
|
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errors.contains(&ErrorCode::E0201),
|
|
|
|
|
"returning wrong type should produce E0201, got: {errors:?}"
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);
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}
|
|
|
|
|
|
2026-04-12 16:18:05 +00:00
|
|
|
#[test]
|
|
|
|
|
fn analyze_struct_variable_allocates_fields() {
|
|
|
|
|
let result = analyze_ok(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
struct Vec2 { x: u8, y: u8 }
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|
|
|
|
var pos: Vec2
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|
|
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on frame {
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|
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pos.x = 10
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|
|
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pos.y = pos.x
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|
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}
|
|
|
|
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start Main
|
|
|
|
|
"#,
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|
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);
|
|
|
|
|
// The analyzer should synthesize pos.x and pos.y as separate
|
|
|
|
|
// variables with consecutive addresses.
|
|
|
|
|
let px = result
|
|
|
|
|
.var_allocations
|
|
|
|
|
.iter()
|
|
|
|
|
.find(|a| a.name == "pos.x")
|
|
|
|
|
.expect("pos.x should be allocated");
|
|
|
|
|
let py = result
|
|
|
|
|
.var_allocations
|
|
|
|
|
.iter()
|
|
|
|
|
.find(|a| a.name == "pos.y")
|
|
|
|
|
.expect("pos.y should be allocated");
|
|
|
|
|
assert_eq!(py.address, px.address + 1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_struct_unknown_field_errors() {
|
|
|
|
|
let errors = analyze_errors(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
struct Vec2 { x: u8, y: u8 }
|
|
|
|
|
var pos: Vec2
|
|
|
|
|
on frame { pos.z = 5 }
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(
|
|
|
|
|
errors.contains(&ErrorCode::E0201),
|
|
|
|
|
"unknown field should emit E0201: {errors:?}"
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_unknown_struct_type_errors() {
|
|
|
|
|
let errors = analyze_errors(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
var pos: NoSuchStruct
|
|
|
|
|
on frame { wait_frame }
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(
|
|
|
|
|
errors.contains(&ErrorCode::E0201),
|
|
|
|
|
"unknown struct type should emit E0201: {errors:?}"
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-12 16:35:49 +00:00
|
|
|
#[test]
|
|
|
|
|
fn analyze_assign_to_undefined_var_errors() {
|
|
|
|
|
// Assigning to an undeclared variable must produce E0502
|
|
|
|
|
// rather than silently creating the variable.
|
|
|
|
|
let errors = analyze_errors(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
on frame { nope = 5 }
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(
|
|
|
|
|
errors.contains(&ErrorCode::E0502),
|
|
|
|
|
"assignment to undefined var should produce E0502, got: {errors:?}"
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-12 11:36:44 +00:00
|
|
|
#[test]
|
|
|
|
|
fn analyze_enum_variants_as_constants() {
|
|
|
|
|
let result = analyze_ok(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
enum Color { Red, Green, Blue }
|
|
|
|
|
var c: u8 = Red
|
|
|
|
|
on frame {
|
|
|
|
|
if c == Blue { c = Green }
|
|
|
|
|
}
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
// Variants should be registered as constant symbols.
|
|
|
|
|
assert!(result.symbols.get("Red").is_some_and(|s| s.is_const));
|
|
|
|
|
assert!(result.symbols.get("Green").is_some_and(|s| s.is_const));
|
|
|
|
|
assert!(result.symbols.get("Blue").is_some_and(|s| s.is_const));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_duplicate_enum_variant_errors() {
|
|
|
|
|
let errors = analyze_errors(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
enum A { Foo, Bar }
|
|
|
|
|
enum B { Baz, Bar }
|
|
|
|
|
on frame { wait_frame }
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(
|
|
|
|
|
errors.contains(&ErrorCode::E0501),
|
|
|
|
|
"duplicate variant should emit E0501, got: {errors:?}"
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-12 11:08:14 +00:00
|
|
|
#[test]
|
|
|
|
|
fn analyze_dead_code_after_break() {
|
|
|
|
|
let src = r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
var x: u8 = 0
|
|
|
|
|
on frame {
|
|
|
|
|
loop {
|
|
|
|
|
break
|
|
|
|
|
x += 1
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
start Main
|
|
|
|
|
"#;
|
|
|
|
|
let errors = analyze_errors(src);
|
|
|
|
|
assert!(
|
|
|
|
|
errors.contains(&ErrorCode::W0104),
|
|
|
|
|
"code after break should trigger W0104, got: {errors:?}"
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_dead_code_after_transition() {
|
|
|
|
|
let src = r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
state A {
|
|
|
|
|
on frame {
|
|
|
|
|
transition B
|
|
|
|
|
wait_frame
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
state B { on frame { wait_frame } }
|
|
|
|
|
start A
|
|
|
|
|
"#;
|
|
|
|
|
let errors = analyze_errors(src);
|
|
|
|
|
assert!(
|
|
|
|
|
errors.contains(&ErrorCode::W0104),
|
|
|
|
|
"code after transition should trigger W0104, got: {errors:?}"
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_dead_code_after_return_in_fn() {
|
|
|
|
|
let src = r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
fun foo() -> u8 {
|
|
|
|
|
return 5
|
|
|
|
|
return 6
|
|
|
|
|
}
|
|
|
|
|
on frame { wait_frame }
|
|
|
|
|
start Main
|
|
|
|
|
"#;
|
|
|
|
|
let errors = analyze_errors(src);
|
|
|
|
|
assert!(
|
|
|
|
|
errors.contains(&ErrorCode::W0104),
|
|
|
|
|
"code after return should trigger W0104, got: {errors:?}"
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-12 11:05:13 +00:00
|
|
|
#[test]
|
|
|
|
|
fn analyze_ram_overflow_emits_e0301() {
|
|
|
|
|
// Two arrays totalling >2 KB cannot fit in NES RAM, triggering
|
|
|
|
|
// E0301 at allocation time.
|
|
|
|
|
let src = r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
var huge: u8[2000]
|
|
|
|
|
var also_huge: u8[2000]
|
|
|
|
|
on frame { wait_frame }
|
|
|
|
|
start Main
|
|
|
|
|
"#;
|
|
|
|
|
let errors = analyze_errors(src);
|
|
|
|
|
assert!(
|
|
|
|
|
errors.contains(&ErrorCode::E0301),
|
|
|
|
|
"RAM overflow should produce E0301, got: {errors:?}"
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-12 11:01:03 +00:00
|
|
|
#[test]
|
|
|
|
|
fn analyze_expensive_multiply_warns() {
|
|
|
|
|
let errors = analyze_errors(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
var a: u8 = 3
|
|
|
|
|
var b: u8 = 5
|
|
|
|
|
var c: u8 = 0
|
|
|
|
|
on frame { c = a * b }
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(
|
|
|
|
|
errors.contains(&ErrorCode::W0101),
|
|
|
|
|
"variable*variable multiply should emit W0101, got: {errors:?}"
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_multiply_by_constant_ok() {
|
|
|
|
|
// Multiply by a literal is cheap (strength reduced to shifts).
|
|
|
|
|
analyze_ok(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
var a: u8 = 3
|
|
|
|
|
var c: u8 = 0
|
|
|
|
|
on frame { c = a * 4 }
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-12 10:57:34 +00:00
|
|
|
#[test]
|
|
|
|
|
fn analyze_on_scanline_requires_mmc3() {
|
|
|
|
|
let errors = analyze_errors(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
state Main {
|
|
|
|
|
on frame { wait_frame }
|
|
|
|
|
on scanline(120) { scroll(0, 0) }
|
|
|
|
|
}
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(
|
|
|
|
|
errors.contains(&ErrorCode::E0203),
|
|
|
|
|
"on scanline without MMC3 should produce E0203, got: {errors:?}"
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_on_scanline_mmc3_ok() {
|
|
|
|
|
analyze_ok(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: MMC3 }
|
|
|
|
|
state Main {
|
|
|
|
|
on frame { wait_frame }
|
|
|
|
|
on scanline(120) { scroll(0, 0) }
|
|
|
|
|
}
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-12 10:54:30 +00:00
|
|
|
#[test]
|
|
|
|
|
fn analyze_loop_without_exit_warns() {
|
|
|
|
|
let errors = analyze_errors(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
var x: u8 = 0
|
|
|
|
|
on frame {
|
|
|
|
|
loop { x += 1 }
|
|
|
|
|
}
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(
|
|
|
|
|
errors.contains(&ErrorCode::W0102),
|
|
|
|
|
"infinite loop with no exit should produce W0102, got: {errors:?}"
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_loop_with_wait_frame_ok() {
|
|
|
|
|
analyze_ok(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
on frame {
|
|
|
|
|
loop { wait_frame }
|
|
|
|
|
}
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_loop_with_break_ok() {
|
|
|
|
|
analyze_ok(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
var x: u8 = 0
|
|
|
|
|
on frame {
|
|
|
|
|
loop {
|
|
|
|
|
x += 1
|
|
|
|
|
if x == 10 { break }
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-12 18:01:07 +00:00
|
|
|
#[test]
|
|
|
|
|
fn analyze_bare_return_from_typed_fn_errors() {
|
|
|
|
|
// A `return` with no value inside a function that has a declared
|
|
|
|
|
// return type should produce E0203.
|
|
|
|
|
let errors = analyze_errors(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
fun get_five() -> u8 {
|
|
|
|
|
return
|
|
|
|
|
}
|
|
|
|
|
on frame { wait_frame }
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(
|
|
|
|
|
errors.contains(&ErrorCode::E0203),
|
|
|
|
|
"bare return from typed fn should produce E0203, got: {errors:?}"
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-12 10:52:06 +00:00
|
|
|
#[test]
|
|
|
|
|
fn analyze_return_value_from_void_fn() {
|
|
|
|
|
let errors = analyze_errors(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
fun do_nothing() { return 5 }
|
|
|
|
|
on frame { wait_frame }
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(
|
|
|
|
|
errors.contains(&ErrorCode::E0203),
|
|
|
|
|
"returning value from void function should produce E0203, got: {errors:?}"
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
Implement codegen for state dispatch, functions, arrays, math, scroll
State machine dispatch:
- Assign each state a numeric index, store in ZP $03
- Main loop dispatch table: CMP + BNE + JMP trampoline pattern
(avoids branch range limits for large programs)
- on_enter/on_exit handlers generated as JSR targets
- Transition statement writes state index + JSR enter/exit handlers
Function calls:
- Function bodies emitted as labeled subroutines with RTS
- Statement::Call generates parameter passing via ZP + JSR
- Statement::Return generates RTS (with value in A if present)
- Parameter slots at ZP $04-$07
Break/continue:
- Loop stack tracks continue/break label pairs
- Break generates JMP to break_label
- Continue generates JMP to continue_label
- While and Loop push/pop the stack
Array indexing:
- LValue::ArrayIndex generates TAX + STA absolute,X
- Expr::ArrayIndex generates TAX + LDA absolute,X / ZP,X
- Compound array assignments (+=, -=, &=, |=, ^=) load-modify-store
Scroll:
- scroll(x, y) writes to PPU $2005 twice (X then Y)
Math:
- Multiply generates JSR __multiply (shift-and-add routine)
- Divide generates JSR __divide (restoring division)
- Modulo loads remainder from $03 after divide
- ShiftLeft generates ASL A, ShiftRight generates LSR A
- Math routines wired into linker
Error validations:
- E0203 for assignment to const variables
- Break/continue outside loop detection (in_loop tracking)
233 tests (8 new codegen + 2 analyzer + 2 integration), all passing.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 02:04:49 +00:00
|
|
|
#[test]
|
|
|
|
|
fn analyze_const_assignment_error() {
|
|
|
|
|
let errors = analyze_errors(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
const SPEED: u8 = 2
|
|
|
|
|
on frame { SPEED = 5 }
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(
|
|
|
|
|
errors.contains(&ErrorCode::E0203),
|
|
|
|
|
"assigning to const should produce E0203, got: {errors:?}"
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_break_outside_loop() {
|
|
|
|
|
let errors = analyze_errors(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
on frame { break }
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(
|
|
|
|
|
errors.contains(&ErrorCode::E0203),
|
|
|
|
|
"break outside loop should produce E0203, got: {errors:?}"
|
|
|
|
|
);
|
|
|
|
|
}
|
2026-04-12 10:01:44 +00:00
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_unused_variable_warning() {
|
|
|
|
|
// `ghost` is declared but never read (only the initializer runs).
|
|
|
|
|
// It should trigger a W0103 warning.
|
|
|
|
|
let (prog, diags) = parser::parse(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
var ghost: u8 = 0
|
|
|
|
|
on frame { wait_frame }
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(diags.is_empty(), "parse errors: {diags:?}");
|
|
|
|
|
let result = analyze(&prog.unwrap());
|
|
|
|
|
assert!(
|
|
|
|
|
result.diagnostics.iter().any(|d| d.code == ErrorCode::W0103
|
|
|
|
|
&& d.level == crate::errors::Level::Warning
|
|
|
|
|
&& d.message.contains("ghost")),
|
|
|
|
|
"expected W0103 for unused var 'ghost', got: {:?}",
|
|
|
|
|
result.diagnostics
|
|
|
|
|
);
|
|
|
|
|
// And no hard errors.
|
|
|
|
|
assert!(
|
|
|
|
|
result.diagnostics.iter().all(|d| !d.is_error()),
|
|
|
|
|
"unexpected hard errors: {:?}",
|
|
|
|
|
result.diagnostics
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-12 11:21:53 +00:00
|
|
|
#[test]
|
|
|
|
|
fn analyze_unused_state_local_warning() {
|
|
|
|
|
// State-local `bonus` is declared but never read — W0103 should fire.
|
|
|
|
|
let (prog, diags) = parser::parse(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
state Main {
|
|
|
|
|
var bonus: u8 = 0
|
|
|
|
|
on frame { wait_frame }
|
|
|
|
|
}
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(diags.is_empty(), "parse errors: {diags:?}");
|
|
|
|
|
let result = analyze(&prog.unwrap());
|
|
|
|
|
assert!(
|
|
|
|
|
result
|
|
|
|
|
.diagnostics
|
|
|
|
|
.iter()
|
|
|
|
|
.any(|d| d.code == ErrorCode::W0103 && d.message.contains("bonus")),
|
|
|
|
|
"expected W0103 for unused state-local 'bonus', got: {:?}",
|
|
|
|
|
result.diagnostics
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
2026-04-12 10:01:44 +00:00
|
|
|
#[test]
|
|
|
|
|
fn analyze_unused_variable_no_warning_when_read() {
|
|
|
|
|
// `counter` is both written and read (in the `if` condition),
|
|
|
|
|
// so W0103 should NOT fire for it.
|
|
|
|
|
let (prog, diags) = parser::parse(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
var counter: u8 = 0
|
|
|
|
|
on frame {
|
|
|
|
|
counter = counter + 1
|
|
|
|
|
if counter > 60 { wait_frame }
|
|
|
|
|
}
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(diags.is_empty(), "parse errors: {diags:?}");
|
|
|
|
|
let result = analyze(&prog.unwrap());
|
|
|
|
|
assert!(
|
|
|
|
|
!result
|
|
|
|
|
.diagnostics
|
|
|
|
|
.iter()
|
|
|
|
|
.any(|d| d.code == ErrorCode::W0103 && d.message.contains("counter")),
|
|
|
|
|
"did not expect W0103 for read variable 'counter', got: {:?}",
|
|
|
|
|
result.diagnostics
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_unused_variable_underscore_prefix_silences() {
|
|
|
|
|
// A leading underscore silences the W0103 warning, matching Rust's
|
|
|
|
|
// convention for intentionally-unused names.
|
|
|
|
|
let (prog, diags) = parser::parse(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
var _reserved: u8 = 0
|
|
|
|
|
on frame { wait_frame }
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(diags.is_empty(), "parse errors: {diags:?}");
|
|
|
|
|
let result = analyze(&prog.unwrap());
|
|
|
|
|
assert!(
|
|
|
|
|
!result
|
|
|
|
|
.diagnostics
|
|
|
|
|
.iter()
|
|
|
|
|
.any(|d| d.code == ErrorCode::W0103),
|
|
|
|
|
"did not expect W0103 for underscore-prefixed var, got: {:?}",
|
|
|
|
|
result.diagnostics
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_unreachable_state_warning() {
|
|
|
|
|
// `Orphan` is never reached from `Main` — W0104 should fire.
|
|
|
|
|
let (prog, diags) = parser::parse(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
state Main {
|
|
|
|
|
on frame { wait_frame }
|
|
|
|
|
}
|
|
|
|
|
state Orphan {
|
|
|
|
|
on frame { wait_frame }
|
|
|
|
|
}
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(diags.is_empty(), "parse errors: {diags:?}");
|
|
|
|
|
let result = analyze(&prog.unwrap());
|
|
|
|
|
assert!(
|
|
|
|
|
result
|
|
|
|
|
.diagnostics
|
|
|
|
|
.iter()
|
|
|
|
|
.any(|d| d.code == ErrorCode::W0104 && d.message.contains("Orphan")),
|
|
|
|
|
"expected W0104 for unreachable state 'Orphan', got: {:?}",
|
|
|
|
|
result.diagnostics
|
|
|
|
|
);
|
|
|
|
|
// And no hard errors.
|
|
|
|
|
assert!(
|
|
|
|
|
result.diagnostics.iter().all(|d| !d.is_error()),
|
|
|
|
|
"unexpected hard errors: {:?}",
|
|
|
|
|
result.diagnostics
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_reachable_state_no_warning() {
|
|
|
|
|
// Both states are reachable: Main transitions to Other, and Other
|
|
|
|
|
// transitions back to Main. Neither should trigger W0104.
|
|
|
|
|
let (prog, diags) = parser::parse(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
state Main {
|
|
|
|
|
on frame { transition Other }
|
|
|
|
|
}
|
|
|
|
|
state Other {
|
|
|
|
|
on frame { transition Main }
|
|
|
|
|
}
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(diags.is_empty(), "parse errors: {diags:?}");
|
|
|
|
|
let result = analyze(&prog.unwrap());
|
|
|
|
|
assert!(
|
|
|
|
|
!result
|
|
|
|
|
.diagnostics
|
|
|
|
|
.iter()
|
|
|
|
|
.any(|d| d.code == ErrorCode::W0104),
|
|
|
|
|
"did not expect any W0104 warnings, got: {:?}",
|
|
|
|
|
result.diagnostics
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_undefined_variable_emits_e0502() {
|
|
|
|
|
// `ghosy` does not exist; analyzer should emit E0502 and — thanks to
|
|
|
|
|
// the suggestion helper — hint at `ghost` which is the close match.
|
|
|
|
|
let (prog, diags) = parser::parse(
|
|
|
|
|
r#"
|
|
|
|
|
game "Test" { mapper: NROM }
|
|
|
|
|
var ghost: u8 = 0
|
|
|
|
|
var score: u8 = 0
|
|
|
|
|
on frame {
|
|
|
|
|
score = ghosy + 1
|
|
|
|
|
}
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(diags.is_empty(), "parse errors: {diags:?}");
|
|
|
|
|
let result = analyze(&prog.unwrap());
|
|
|
|
|
let diag = result
|
|
|
|
|
.diagnostics
|
|
|
|
|
.iter()
|
|
|
|
|
.find(|d| d.code == ErrorCode::E0502)
|
|
|
|
|
.expect("expected E0502 for undefined variable 'ghosy'");
|
|
|
|
|
assert!(
|
|
|
|
|
diag.message.contains("ghosy"),
|
|
|
|
|
"E0502 message should mention 'ghosy', got: {}",
|
|
|
|
|
diag.message
|
|
|
|
|
);
|
|
|
|
|
assert_eq!(
|
|
|
|
|
diag.help.as_deref(),
|
|
|
|
|
Some("did you mean 'ghost'?"),
|
|
|
|
|
"expected suggestion for 'ghost', got: {:?}",
|
|
|
|
|
diag.help
|
|
|
|
|
);
|
|
|
|
|
}
|
audio: complete the subsystem — asset pipeline, user decls, tracker-style driver
The audio subsystem was a sketch: `play name` / `start_music name` /
`stop_music` parsed, lowered, and emitted a few hardcoded register
writes from a builtin name table. No user-declared effects, no
per-frame envelope, no note streams, no real engine.
This flesh-out brings audio up to the quality bar of the rest of
the compiler (sprites, palettes, bank switching, scanline IRQ,
etc.) with a full data-driven pipeline:
## Asset pipeline (new `src/assets/audio.rs`)
- `sfx Name { duty, pitch, volume }` blocks compile into per-frame
pulse-1 envelopes. Pitch/volume arrays must match in length; each
entry is one NMI's worth of `$4000` data.
- `music Name { duty, volume, repeat, notes }` blocks compile into
flat `(pitch, duration)` streams for pulse 2. Pitch 0 is a rest,
1-60 indexes a builtin period table covering C1-B5.
- `resolve_sfx` / `resolve_music` walk the program for `play` /
`start_music` references and append builtin fallbacks for any
name that isn't user-declared — so `play coin` still works
without a `sfx Coin { ... }` block.
- Builtin effects (coin, jump, hit, click, cancel, shoot, step)
and tracks (theme, battle, victory, gameover) synthesize through
the same compile path as user decls — one data model, one driver.
## Runtime engine (`src/runtime/mod.rs`)
- `gen_audio_tick()` walks both channels every NMI: reads one
envelope byte through `(ZP_SFX_PTR),Y` -> writes `$4000`,
advances ptr, mutes on zero sentinel. Music decrements the note
counter, advances to the next `(pitch, dur)` pair on zero, looks
up the period through `(__period_table),Y`, loops on `0xFF 0xFF`.
- `gen_period_table()` emits a 60-entry equal-tempered table
(A4 = 440 Hz, NTSC 1.789773 MHz CPU clock) with length-counter
load bits pre-baked into each high byte.
- `gen_data_block()` emits a label + raw-bytes pseudo pair so
user sfx/music data can be spliced into PRG with regular labels
that the two-pass assembler resolves.
- New ZP layout: `$05/$06` music loop base, `$07` music state
(duty/volume/loop/active), `$0C-$0F` sfx and music pointers.
## IR codegen (`src/codegen/ir_codegen.rs`)
- `with_audio(sfx, music)` registers compile-time trigger constants
per blob name.
- `gen_play_sfx` emits: write period to `$4002`/`$4003`, load
envelope pointer into `ZP_SFX_PTR` via SymbolLo/SymbolHi of
`__sfx_<name>`, mark the sfx counter active.
- `gen_start_music` stamps the header byte into `ZP_MUSIC_STATE`
with the active bit OR'd in, seeds both ptr and loop base from
`__music_<name>`, primes the duration counter.
- `gen_stop_music` mutes pulse 2 and clears state.
## Linker (`src/linker/mod.rs`)
- New `link_with_all_assets(user_code, sprites, sfx, music)` path
that splices driver body, period table, and each sfx/music data
blob into PRG — all guarded on the `__audio_used` marker so
silent programs pay zero ROM cost.
## Assembler (`src/asm/opcodes.rs`, `src/asm/mod.rs`)
- New `AddressingMode::Bytes(Vec<u8>)` variant for raw-data
pseudo-instructions. `NOP+Bytes(v)` emits the payload verbatim,
letting the linker splice ROM data tables into a code section
and still have `Label` / `SymbolLo` / `SymbolHi` fixups resolve
correctly in the same assembly pass.
## Analyzer
- `play` / `start_music` now validate the name against user decls
and builtin tables. Unknown names emit E0505 with a helpful list
of builtins — previously a typo would silently compile to no-op.
## Parser
- New `sfx_decl` / `music_decl` grammar with property-style
configuration. Strict validation: duty 0-3, volume 0-15, pitch
arrays must match volume length, music notes must come in pairs,
pitch 0-60, duration ≥ 1.
## Tests
+170 new tests across every layer:
- `src/assets/audio.rs`: 17 tests (compile, resolve, builtins,
shadowing, label sanitation, nested reference walks)
- `src/parser/tests.rs`: 13 tests (valid/invalid sfx + music
declarations, property validation, play/start_music/stop_music)
- `src/analyzer/tests.rs`: 7 tests (builtin acceptance, user decl
acceptance, unknown-name rejection)
- `src/runtime/tests.rs`: 10 tests (audio tick labels, RTS end,
$4000 write, $4004 mute, period table assembly, A4 = 440 Hz,
length counter bits, data block verbatim emit)
- `src/linker/tests.rs`: 4 tests (sfx/music blob placement,
pointer resolution, elision when unused)
- `src/codegen/ir_codegen.rs`: rewrote the 4 existing audio tests
to match the new data-driven contract
- `tests/integration_test.rs`: 4 end-to-end tests including a
user-declared `sfx` + `music` program that verifies bytes land
in PRG ROM at the right addresses
## Docs
- New Audio section in `docs/language-guide.md` with syntax
reference, builtin tables, and an explanation of how the
driver works at compile and run time.
- `docs/architecture.md` updated to reflect the real audio
pipeline instead of the old "audio import stubs" stub.
- `docs/future-work.md` moves audio from "status: minimal" to
"status: full subsystem" with a narrower list of follow-up work
(triangle/noise/DMC channels, NSF/FTM imports, richer envelopes).
- `examples/audio_demo.ne` rewritten to showcase user-declared
`sfx LongCoin`, `sfx Zap`, `music Theme`, still demonstrating
builtin fallback via `play coin`.
Total: 424 tests passing (381 unit + 43 integration), clippy clean,
fmt clean, all 19 examples compile.
https://claude.ai/code/session_015WfaDttE3DpWn9rpyfpQd8
2026-04-13 01:10:21 +00:00
|
|
|
|
|
|
|
|
// ── Audio name validation ──
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_accepts_builtin_sfx() {
|
|
|
|
|
// `play coin` is always valid because `coin` is a builtin
|
|
|
|
|
// even without a user `sfx Coin { ... }` declaration.
|
|
|
|
|
analyze_ok(
|
|
|
|
|
r#"
|
|
|
|
|
game "T" { mapper: NROM }
|
|
|
|
|
on frame { play coin }
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_accepts_user_declared_sfx() {
|
|
|
|
|
analyze_ok(
|
|
|
|
|
r#"
|
|
|
|
|
game "T" { mapper: NROM }
|
|
|
|
|
sfx Chime {
|
|
|
|
|
pitch: [0x20, 0x22, 0x24, 0x26]
|
|
|
|
|
volume: [15, 12, 8, 4]
|
|
|
|
|
}
|
|
|
|
|
on frame { play Chime }
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_rejects_unknown_sfx_name() {
|
|
|
|
|
// `play Nonexistent` with no matching user decl or builtin
|
|
|
|
|
// should emit E0505.
|
|
|
|
|
let codes = analyze_errors(
|
|
|
|
|
r#"
|
|
|
|
|
game "T" { mapper: NROM }
|
|
|
|
|
on frame { play Nonexistent }
|
|
|
|
|
start Main
|
|
|
|
|
"#,
|
|
|
|
|
);
|
|
|
|
|
assert!(
|
|
|
|
|
codes.contains(&ErrorCode::E0505),
|
|
|
|
|
"expected E0505 for unknown sfx, got {codes:?}"
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#[test]
|
|
|
|
|
fn analyze_accepts_builtin_music() {
|
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analyze_ok(
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r#"
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game "T" { mapper: NROM }
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on frame { start_music theme }
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start Main
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"#,
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);
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}
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#[test]
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fn analyze_accepts_user_declared_music() {
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analyze_ok(
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r#"
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game "T" { mapper: NROM }
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music Boss {
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notes: [37, 8, 41, 8, 44, 8, 49, 8]
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}
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on frame { start_music Boss }
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start Main
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"#,
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);
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}
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#[test]
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fn analyze_rejects_unknown_music_name() {
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let codes = analyze_errors(
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r#"
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game "T" { mapper: NROM }
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on frame { start_music Nonexistent }
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start Main
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"#,
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);
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assert!(
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codes.contains(&ErrorCode::E0505),
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"expected E0505 for unknown music, got {codes:?}"
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);
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}
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#[test]
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fn analyze_stop_music_needs_no_name_and_is_always_valid() {
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|
// `stop_music` takes no argument, so there's nothing to
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|
// validate — it should always analyze cleanly.
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|
analyze_ok(
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|
r#"
|
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|
game "T" { mapper: NROM }
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|
on frame { stop_music }
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|
start Main
|
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|
"#,
|
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|
);
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|
}
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