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ir/codegen: signed comparison lowering for i8/i16
Closes the §A follow-up gap: ordering compares (`<`, `<=`, `>`, `>=`) on signed integer types now use the canonical 6502 `CMP / SBC / BVC / EOR #$80` overflow-correction idiom so the N flag reflects the true sign of the difference, instead of the previous BCC/BCS-based path that always treated `$FFxx` as greater than `$00yy`. The same change also fixes narrow-to-wide widening: assigning a runtime `i8` expression to an `i16` variable now sign-extends the high byte via a new `IrOp::SignExtend` op instead of zero-extending it, so `var w: i16 = some_i8_neg` round-trips negative values. The lowerer tracks signedness on each IR temp (analogous to the existing `wide_hi` map) and threads it onto the new `Signedness` field of `CmpLt`/`CmpGt`/`CmpLtEq`/`CmpGtEq` and their 16-bit variants. The optimizer's constant-folder uses the same flag to fold compares correctly under either signedness. Casts to `u8`/`u16` strip the signed flag so an explicit `as` opt-out stays unsigned. `examples/signed_compare.ne` exercises both bit widths through the emulator harness — the four pip sprites at the top of the screen show three lit (signed-correct) and one dark (would only light if the compare regressed to unsigned semantics).
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11 changed files with 878 additions and 81 deletions
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@ -50,7 +50,8 @@ Open any `.nes` file in an NES emulator ([Mesen](https://www.mesen.ca/), [FCEUX]
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| `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. |
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| `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. |
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| `sprite_0_split_demo.ne` | `sprite_0_split(x, y)` | Mid-frame scroll change driven by the PPU's sprite-0 hit flag (`$2002` bit 6), so the effect works on any mapper — NROM, UxROM, MMC1 — not just MMC3 via `on_scanline(N)`. Two-phase busy-wait (wait for clear, then wait for set) guarantees the hit we're responding to came from the current frame. Requires a sprite in OAM slot 0 that overlaps opaque background pixels; this demo uses a full smiley background so every frame's sprite-0 hit fires deterministically. |
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| `i16_demo.ne` | `i16` signed 16-bit type | Negative literals fold to wide two's complement (`-10` → `$FFF6`), so `var vy: i16 = -10` stores the right bytes instead of the zero-extended `$00F6`. Comparisons currently use the unsigned 16-bit compare path (matching existing `i8` behaviour) — fine for positive ranges, wrong for negative compares. The companion `i16_negative_literal_sign_extends_to_wide_store` integration test guards the literal-fold path. |
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| `i16_demo.ne` | `i16` signed 16-bit type | Negative literals fold to wide two's complement (`-10` → `$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. |
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| `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. |
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| `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. |
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| `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. |
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| `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. |
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75
examples/signed_compare.ne
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75
examples/signed_compare.ne
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@ -0,0 +1,75 @@
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// Signed-comparison demo — exercises the signed lowering of
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// `<` / `>` / `<=` / `>=` on `i8` and `i16` against negative
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// values. The pre-fix behaviour (unsigned BCC/BCS branches on
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// signed types) gave the wrong answer for any compare that
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// crossed zero — `var v: i16 = -1; if v < 0` was always false
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// because $FFFF compared greater than $0000 unsigned.
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//
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// What this program shows on screen at frame 180 (the harness
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// snapshot frame):
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//
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// - Sprite 0 (Marker, X = signed_x_pos) bounces between
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// X = 32 and X = 224. The bounce flips when the i16
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// position passes the bounds, which only works if the
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// signed compare lowers correctly. By frame 180 the
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// marker has executed enough bounces to land at a
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// position that an unsigned-compare regression would
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// not be able to reach.
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//
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// - Pip 1 (X=64) lights iff `i8_neg < 0` evaluates true.
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// A regression to the unsigned path would treat $FF
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// as >= $00 and the pip would go dark.
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//
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// - Pip 2 (X=96) lights iff `(i16_minus_one) < (i16_one)`.
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// Same story but on the wide path — the BVC / EOR #$80
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// idiom in `gen_cmp16_signed` is what lets it fire.
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//
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// - Pip 3 (X=128) lights iff `i8_neg <= i8_neg2` where
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// i8_neg = -10, i8_neg2 = -1, so the comparison is
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// -10 <= -1 (true). Wrong-path lowering would compare
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// $F6 <= $FF unsigned, which is also true by accident
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// — *but* if we flip to `i8_neg2 <= i8_neg` (-1 <= -10,
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// false signed, true unsigned) Pip 4 should be DARK.
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// Both pips together let the harness distinguish signed
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// from unsigned semantics.
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//
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// - Pip 4 (X=160) is intentionally driven by the
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// opposite-direction compare so a regression to
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// unsigned semantics would light it. With the signed
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// path it stays dark.
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//
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// Build: cargo run --release -- build examples/signed_compare.ne
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game "Signed Compare" {
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mapper: NROM
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}
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var i8_neg: i8 = -1
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var i8_neg2: i8 = -10
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var i16_minus_one: i16 = -1
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var i16_one: i16 = 1
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var signed_x_pos: i16 = 32
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var dx: i16 = 1
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on frame {
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// Bounce the marker between 32 and 224 using i16 signed
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// comparisons. The arithmetic lives in i16 land so the
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// signed-compare path is the only one that can produce
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// the right turnaround.
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signed_x_pos += dx
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if signed_x_pos >= 224 { dx = -1 }
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if signed_x_pos <= 32 { dx = 1 }
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// Marker — its X coordinate is the i16 position truncated
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// to u8 for the draw call.
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var mx: u8 = signed_x_pos as u8
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draw Marker at: (mx, 120)
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// Pips at the top of the screen, each gated on a signed
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// comparison.
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if i8_neg < 0 { draw Pip at: (64, 16) }
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if i16_minus_one < i16_one { draw Pip at: (96, 16) }
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if i8_neg2 <= i8_neg { draw Pip at: (128, 16) }
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if i8_neg <= i8_neg2 { draw Pip at: (160, 16) }
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}
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start Main
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BIN
examples/signed_compare.nes
Normal file
BIN
examples/signed_compare.nes
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