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metatiles + collision: metatileset, room, paint_room, collides_at

Closes §H. 2×2 metatiles and a parallel collision map are now a
first-class construct. `metatileset Name { metatiles: [{ id, tiles,
collide }, ...] }` declares a library of 2×2 tile bundles. `room Name
{ metatileset: M, layout: [...] }` lays them out on a 16×15 grid. The
compiler expands each room at compile time into:

- a 960-byte nametable (`__room_tiles_<name>`)
- a 64-byte attribute table (`__room_attrs_<name>`)
- a 240-byte collision bitmap (`__room_col_<name>`)

`paint_room Name` reuses the vblank-safe `load_background` update
machinery for the nametable blit and installs the collision bitmap
pointer into `ZP_ROOM_COL_LO`/`ZP_ROOM_COL_HI` (ZP $18/$19).
`collides_at(x, y)` JSRs into a small runtime helper that reads
`(room_col),Y` with `Y = (y & 0xF0) | (x >> 4)` and returns 0/1.
The helper links in only when the `__collides_at_used` marker is
emitted, so programs that declare a room but never query it pay
zero bytes for the subroutine.

`parse_byte_array` grows a `[value; count]` shortcut — 240-entry
`layout` arrays are unwieldy to spell out a byte at a time.

See `examples/metatiles_demo.ne` for the end-to-end flow: a probe
sprite bounces off walls via `collides_at` and lands on the left
side of the playfield at frame 180 — direct evidence that the
collision query works.

Also defers the register-allocator work from §"Code quality /
tooling" and documents the audio-goldens constraint in future-work
so the next agent sees it.
This commit is contained in:
Claude 2026-04-19 01:28:17 +00:00
parent 9719dc4111
commit 82b3d0d20a
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23 changed files with 1344 additions and 60 deletions

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@ -52,6 +52,7 @@ Open any `.nes` file in an NES emulator ([Mesen](https://www.mesen.ca/), [FCEUX]
| `sprite_0_split_demo.ne` | `sprite_0_split(x, y)` | Mid-frame scroll change driven by the PPU's sprite-0 hit flag (`$2002` bit 6), so the effect works on any mapper — NROM, UxROM, MMC1 — not just MMC3 via `on_scanline(N)`. Two-phase busy-wait (wait for clear, then wait for set) guarantees the hit we're responding to came from the current frame. Requires a sprite in OAM slot 0 that overlaps opaque background pixels; this demo uses a full smiley background so every frame's sprite-0 hit fires deterministically. |
| `i16_demo.ne` | `i16` signed 16-bit type | Negative literals fold to wide two's complement (`-10``$FFF6`), so `var vy: i16 = -10` stores the right bytes instead of the zero-extended `$00F6`. The companion `i16_negative_literal_sign_extends_to_wide_store` integration test guards the literal-fold path. |
| `signed_compare.ne` | signed `<` / `<=` / `>` / `>=` on `i8` and `i16` | Bounces a marker between X = 32 and X = 224 driven by signed `i16` compares against negative deltas, plus four pip sprites at the top of the screen that gate on directly-negative compares (`i8_neg < 0`, `i16_minus_one < i16_one`, etc.). The signed lowering uses the canonical `CMP / SBC / BVC / EOR #$80` overflow-correction idiom in `gen_cmp_signed_set_n` so the N flag reflects the true sign of the difference. The fourth pip is intentionally dark — it would only light if the lowering fell back to unsigned semantics. The companion integration tests `signed_i16_lt_emits_overflow_corrected_branch` and `signed_i8_lt_emits_overflow_corrected_branch` enforce the asm shape. |
| `metatiles_demo.ne` | `metatileset`, `room`, `paint_room`, `collides_at(x, y)` | 2×2 metatile level format plus a runtime collision query. The `metatileset Blocks` declaration carries two metatile IDs (floor, wall); the `room Dungeon` lays them out as a 16×15 grid the compiler expands to a 32×30 nametable + 240-byte collision bitmap at compile time. `paint_room Dungeon` reuses the existing `load_background` vblank-safe blit machinery and additionally installs the room's collision-bitmap pointer. A probe sprite walks right at 2 px/frame, bounces off the right wall when `collides_at(probe_x + 8, probe_y)` returns `true`, and is back on the left side of the playfield by the golden frame — direct evidence that the collision query works. |
| `sram_demo.ne` | `save { var ... }` | Battery-backed save block. The analyzer allocates `high_score` and `coins` at `$6000+` (cartridge SRAM window) instead of main RAM, and the linker flips iNES header byte-6 bit-1 so emulators (FCEUX, Mesen, Nestopia) load and persist the region from a `.sav` file alongside the ROM. SRAM is uninitialized at first power-on; production games should reserve a magic-byte sentinel and validate it before trusting the rest of the data — the compiler doesn't auto-initialize and emits W0111 if you try. |
| `vram_buffer_demo.ne` | `nt_set`, `nt_attr`, `nt_fill_h` | Minimal VRAM update buffer exercise — three single-tile writes, a 16-tile horizontal fill, and an attribute write firing every frame. Useful as a test case; see `hud_demo.ne` for a realistic usage pattern. |
| `hud_demo.ne` | VRAM buffer driving a classic status bar | A bouncing ball playfield with a HUD across the top: a 5-cell lives indicator that ticks down once per second via `nt_fill_h`, a score counter at the right edge that bumps on every wall hit via `nt_set`, and a one-shot `nt_attr` call at startup that flips the top-left metatile group to a red "UI chrome" palette. Shadow-comparing `score` / `lives` to their `last_*` copies keeps the buffer empty on the ~58-of-60 frames when nothing changed — per-frame cost scales with what actually moved. This is the pattern every nesdoug scoreboard / dialog box / destroyed-metatile animation is built on. |