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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
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src/linker/mod.rs
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142
src/linker/mod.rs
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#[cfg(test)]
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mod tests;
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use crate::asm;
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use crate::asm::{AddressingMode as AM, Instruction, Opcode::*};
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use crate::parser::ast::Mirroring;
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use crate::rom::RomBuilder;
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use crate::runtime;
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/// Link compiled code into a complete NES ROM.
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pub struct Linker {
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mirroring: Mirroring,
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}
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/// A smiley face CHR tile for the default sprite (M1).
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const DEFAULT_SPRITE_CHR: [u8; 16] = [
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// Plane 0 (low bits)
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0b0011_1100,
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0b0100_0010,
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0b1010_0101,
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0b1000_0001,
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0b1010_0101,
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0b1001_1001,
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0b0100_0010,
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0b0011_1100,
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// Plane 1 (high bits) — all zeros means color 1 only
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0b0011_1100,
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0b0111_1110,
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0b1111_1111,
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0b1111_1111,
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0b1111_1111,
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0b1111_1111,
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0b0111_1110,
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0b0011_1100,
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];
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/// Default palette data for M1 (writes to PPU $3F00).
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const DEFAULT_PALETTE: [u8; 32] = [
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// Background palettes
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0x0F, 0x00, 0x10, 0x20, // palette 0 (black, dark gray, light gray, white)
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0x0F, 0x06, 0x16, 0x26, // palette 1
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0x0F, 0x09, 0x19, 0x29, // palette 2
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0x0F, 0x01, 0x11, 0x21, // palette 3
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// Sprite palettes
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0x0F, 0x00, 0x10, 0x20, // sprite palette 0 (same as bg)
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0x0F, 0x14, 0x24, 0x34, // sprite palette 1
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0x0F, 0x1A, 0x2A, 0x3A, // sprite palette 2
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0x0F, 0x12, 0x22, 0x32, // sprite palette 3
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];
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impl Linker {
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pub fn new(mirroring: Mirroring) -> Self {
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Self { mirroring }
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}
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/// Link all code sections into a .nes ROM.
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pub fn link(&self, user_code: &[Instruction]) -> Vec<u8> {
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// For NROM: everything fits in one 16 KB PRG bank ($C000-$FFFF)
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// Layout:
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// $C000: RESET handler (init + palette load + user code)
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// ... : NMI handler
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// ... : IRQ handler
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// $FFFA: Vector table (NMI, RESET, IRQ)
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let mut all_instructions = Vec::new();
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// RESET entry point
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all_instructions.push(Instruction::new(NOP, AM::Label("__reset".into())));
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// Hardware initialization
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all_instructions.extend(runtime::gen_init());
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// Load default palette
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all_instructions.extend(self.gen_palette_load());
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// User code (var init + main loop)
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all_instructions.extend(user_code.iter().cloned());
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// NMI handler
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all_instructions.push(Instruction::new(NOP, AM::Label("__nmi".into())));
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all_instructions.extend(runtime::gen_nmi());
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// IRQ handler
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all_instructions.push(Instruction::new(NOP, AM::Label("__irq".into())));
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all_instructions.extend(runtime::gen_irq());
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// Assemble everything at $C000
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let base_addr = 0xC000;
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let result = asm::assemble(&all_instructions, base_addr);
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// Build PRG ROM with vector table
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let mut prg = result.bytes;
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// Pad to fill the bank up to vector table location
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// Vector table is at $FFFA-$FFFF (relative offset: $3FFA in a 16 KB bank)
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let vector_offset = 0x3FFA;
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if prg.len() > vector_offset {
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panic!("PRG code exceeds 16 KB bank (code is {} bytes)", prg.len());
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}
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prg.resize(vector_offset, 0xFF);
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// Write vector table
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let nmi_addr = result.labels.get("__nmi").copied().unwrap_or(0xC000);
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let reset_addr = result.labels.get("__reset").copied().unwrap_or(0xC000);
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let irq_addr = result.labels.get("__irq").copied().unwrap_or(0xC000);
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prg.extend_from_slice(&nmi_addr.to_le_bytes());
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prg.extend_from_slice(&reset_addr.to_le_bytes());
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prg.extend_from_slice(&irq_addr.to_le_bytes());
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// Build ROM
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let mut builder = RomBuilder::new(self.mirroring);
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builder.set_prg(prg);
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// CHR ROM with default sprite tile
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let mut chr = vec![0u8; 8192];
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chr[..16].copy_from_slice(&DEFAULT_SPRITE_CHR);
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builder.set_chr(chr);
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builder.build()
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}
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/// Generate instructions to load the default palette into the PPU.
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fn gen_palette_load(&self) -> Vec<Instruction> {
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let mut out = Vec::new();
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// Set PPU address to $3F00 (palette start)
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out.push(Instruction::new(LDA, AM::Absolute(0x2002))); // read PPU status to reset latch
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out.push(Instruction::new(LDA, AM::Immediate(0x3F)));
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out.push(Instruction::new(STA, AM::Absolute(0x2006))); // PPU addr high byte
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out.push(Instruction::new(LDA, AM::Immediate(0x00)));
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out.push(Instruction::new(STA, AM::Absolute(0x2006))); // PPU addr low byte
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// Write all 32 palette bytes
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for &color in &DEFAULT_PALETTE {
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out.push(Instruction::new(LDA, AM::Immediate(color)));
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out.push(Instruction::new(STA, AM::Absolute(0x2007))); // PPU data
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}
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out
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}
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}
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