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docs/future-work: prune items shipped on this branch
- PNG-sourced assets: drop the "automatic CHR generation" TODO now that `png_to_nametable_with_chr` ships with the resolver. - User code distribution: drop the banked → banked TODO; only greedy size-packing and the MMC3 per-state-handler split remain. - Language feature gaps: drop the metasprite row from the post-v0.1 table and add a paragraph describing the new `metasprite` syntax. Drop the "nested struct / array struct field" gap; replace it with a note about the still-rejected array-of-structs case. - Audio pipeline: note the new pulse pitch envelope path; replace the "pitch latches once" TODO with the triangle/noise extension. - Debug instrumentation: note `debug.frame_overrun_count()` and `debug.frame_overran()`; drop the matching "richer telemetry" TODO. Items kept (and unchanged) include the WASM build target, register allocator, fixed-point arithmetic, text/HUD, tilemaps, SRAM, DMC, multi-channel tracker, NSF/FTM imports, debug.overlay, per-state background swaps, and the four open design questions. https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
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@ -16,19 +16,25 @@ The palette path maps each pixel to its nearest NES master-palette index
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(via `nearest_nes_color()` in `src/assets/palette.rs`), deduplicates, and
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emits the 32-byte blob; the nametable path slices a 256×240 PNG into the
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32×30 tile grid, deduplicates (max 256 unique tiles), and emits the 960+64
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byte nametable/attribute blobs. `--memory-map` reports per-blob PRG ROM
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addresses and a running total alongside the variable layout.
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byte nametable/attribute blobs. The nametable path now **also auto-generates
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the per-tile CHR data** via `png_to_nametable_with_chr` and slots it into
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CHR ROM after the user's sprite tile range — see
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`examples/auto_chr_background.ne` for the end-to-end flow.
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`--memory-map` reports per-blob PRG ROM addresses and a running total
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alongside the variable layout.
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**Still TODO.**
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- **Automatic CHR generation from `@nametable` PNGs** — the nametable
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resolver currently produces tile indices 0..N but does not write matching
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CHR data, so users still need to supply CHR via `@chr(...)` with the same
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tile ordering. Closing this gap requires coordinating the PNG tile
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dedupe with the CHR allocator so both pipelines agree on indices.
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- **Per-state background rendering control** — programs currently load a
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single nametable at reset. Per-state swaps work but are limited by the
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NMI-time write budget (~2273 cycles, enough for a palette but not a
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full 1024-byte nametable).
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- **Per-quadrant palette selection from PNG sources** — the
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`png_to_nametable_with_chr` attribute path picks sub-palettes based on
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brightness buckets, which is fine for grayscale demos but doesn't let
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the user say "this 32×32 tile uses sub-palette 2". A separate
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`palette_map:` shortcut exists for inline backgrounds; the PNG path
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could grow a sibling `@palette_map("hint.png")` that overrides the
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brightness buckets.
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---
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@ -38,24 +44,29 @@ addresses and a running total alongside the variable layout.
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functions into a specific switchable bank. The codegen emits per-bank
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instruction streams; the linker runs a two-pass assembly (discover labels
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per-bank, then resolve with the merged label table) so banked code can
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still reference fixed-bank symbols. Fixed → banked calls are rewritten to
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`JSR __tramp_<name>`, where each trampoline is a per-function stub in the
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fixed bank that saves the current bank, switches, calls the target,
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restores, and returns. `runtime/mod.rs::gen_bank_trampoline` is the
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per-mapper emitter. See `examples/uxrom_user_banked.ne`.
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still reference fixed-bank symbols. Cross-bank calls — both fixed → banked
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*and* banked → banked — are rewritten to `JSR __tramp_<name>`, where each
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trampoline is a per-function stub in the fixed bank that reads the
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caller's current bank from `ZP_BANK_CURRENT`, pushes it on the hardware
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stack, switches to the target, JSRs the entry, then pulls and restores
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the caller's bank. `gen_mapper_init` seeds `ZP_BANK_CURRENT` with the
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fixed bank index at reset so the first cross-bank call from the fixed
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bank still leaves the fixed bank mapped at $8000. See
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`examples/uxrom_user_banked.ne` (fixed → banked) and
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`examples/uxrom_banked_to_banked.ne` (banked → banked).
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**Still TODO.**
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- **Banked → banked cross-bank calls.** The codegen panics if a function
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in bank A tries to call a function in bank B. The fix is to generalize
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the trampoline registry so the caller's bank restore logic works for
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arbitrary target banks, not just calls originating in the fixed bank.
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- **Greedy size-packing.** Placement is explicit-only today — there is no
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pass that takes a program with too much fixed-bank code and
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automatically spills the biggest leaf functions to declared empty banks.
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- **MMC3 per-state-handler split** — the `mmc3_per_state_split.ne`
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example still uses the legacy fixed-bank placement for its handlers.
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Extending the banked-fun syntax to state handlers (plus trampoline
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emission on handler dispatch) would unify the two paths.
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emission on handler dispatch) would unify the two paths. The blocker
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isn't the trampoline — those work for any caller now — but the
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state-handler dispatcher in the IR codegen needs to learn that
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state handlers can live in a switchable bank, and to JSR through a
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trampoline whose entry is the handler label.
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---
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@ -67,19 +78,33 @@ From the spec's "Reserved for Future Versions" section:
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|--------------------|-----------------------------------------------------------------------|
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| **Fixed-point** | `fixed8.8` type for sub-pixel movement with operator support. |
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| **Text / HUD** | Font sheet declarations + layout system for scores, health, menus. |
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| **Metasprites** | Multi-tile sprite groups with relative positioning. |
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| **Tilemaps** | Declarative level data with built-in collision queries. |
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| **SRAM / saves** | Persistent storage declarations for battery-backed save data. |
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NES 2.0 headers are now supported via `game Foo { header: nes2 }` — see
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`src/rom/mod.rs`.
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**Metasprites** are now supported via `metasprite Name { sprite: ...,
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dx: [...], dy: [...], frame: [...] }` — see `examples/metasprite_demo.ne`.
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The IR lowering expands `draw Hero at: (x, y)` into one `DrawSprite` op
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per tile, with each tile's frame index offset by the underlying sprite's
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base tile so the codegen sees a stream of regular draws and the OAM
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cursor allocator picks them up unchanged. Negative offsets and
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runtime-varying tile selection are still TODO — the current form takes
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literal `u8` offsets.
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### Struct / array field widths
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`u16` struct fields now compile. Nested struct fields and array fields are
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still rejected with `E0201`; the field-layout accumulator handles variable
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sizes correctly, but the IR-lowering side needs extending to recurse for
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nested structs and to multiply by element size for array fields.
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Nested struct fields (`hero.pos.x`) and array struct fields
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(`hero.inv[i]`) now compile end-to-end. The analyzer recursively
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flattens the struct layout into per-leaf synthetic variables (with
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intermediate `Struct(...)` symbols for the dotted prefixes), and the
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parser loops the dotted chain in `parse_primary` and
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`parse_assign_or_call` so the existing `format!("{name}.{field}")`
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synthetic-name model still works without IR changes. Array-of-structs
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is still rejected with E0201 — the synthetic-variable model can't
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index per-element struct layouts without further codegen work, see
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`src/analyzer/mod.rs::register_struct`.
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---
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@ -91,8 +116,13 @@ effects and tracks; a 60-entry period table; `__audio_used` marker that
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elides the whole subsystem when no program statement references it. **Plus**
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`channel: triangle` and `channel: noise` on `sfx` blocks, which splice in
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per-channel slots that write to $4008-$400B (triangle) or $400C-$400F
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(noise) when a program declares them. Pulse-only programs still produce
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byte-identical driver code. See `examples/noise_triangle_sfx.ne`.
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(noise) when a program declares them. **Plus per-frame pitch envelopes
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on Pulse-1 sfx** — a `pitch:` array with more than one distinct value
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opts into a separate `__sfx_pitch_<name>` blob that the audio tick walks
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in lockstep with the volume envelope, writing `$4002` on every NMI for a
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real frequency-sweeping pulse channel. Pulse-only programs without
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varying-pitch sfx still produce byte-identical driver code. See
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`examples/noise_triangle_sfx.ne` and `examples/sfx_pitch_envelope.ne`.
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**Still TODO for richer audio.**
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- **DMC channel** — delta-modulation sample playback is not wired yet.
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@ -101,8 +131,12 @@ byte-identical driver code. See `examples/noise_triangle_sfx.ne`.
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tracker).
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- **`@sfx("file.nsf")` / `@music("file.ftm")`** — neither the NSF nor the
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FamiTracker format is parsed yet.
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- **Per-note pitch changes within a sfx** — `pitch` latches once at
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trigger time.
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- **Per-frame pitch envelopes on triangle / noise sfx** — the data
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shape (a parallel pitch array on the `sfx` block) is the same as for
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Pulse-1, but the runtime triangle/noise tick blocks currently only
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write their volume registers (`$4008` / `$400C`). Extending them to
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also walk a per-channel pitch envelope and write `$400A` / `$400E`
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is the natural next step now that the pulse path is proven.
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---
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@ -117,16 +151,15 @@ op and writes a plain-text map of `<rom_offset> <file_id> <line> <col>`
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entries for every lowered statement. Debug builds emit array bounds checks
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(CMP against size, BCC past a `JMP __debug_halt` wedge) and bump an
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overrun counter at `$07FF` in the NMI handler when the main loop didn't
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reach `wait_frame` before the next vblank.
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reach `wait_frame` before the next vblank. **Plus** two new query
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expressions: `debug.frame_overrun_count()` returns the cumulative counter
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and `debug.frame_overran()` returns a per-frame sticky bit (cleared by
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the next `wait_frame`) so user code can write
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`debug.assert(not debug.frame_overran())` guards.
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**Still TODO.**
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- **`debug.overlay(x, y, text)`** — needs the text/HUD subsystem (see
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Language feature gaps).
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- **Richer frame overrun telemetry** — today a single counter is bumped.
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A `debug.frame_overrun_count()` builtin that exposes the counter to user
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code, plus a per-frame "did this frame overrun" bit for
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`debug.assert!(no_overrun)`-style guards, would make the data more
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actionable.
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---
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