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compiler: audio driver, u16 arithmetic, multi-scanline, slot recycling

Five language features and optimizations from the planned-work backlog:

- **Minimal audio driver**: `play`/`start_music`/`stop_music` now generate
  APU pulse-1/pulse-2 writes from a builtin SFX/music name table, and
  the NMI handler gains a `JSR __audio_tick` splice (via the linker's
  `__audio_used` marker lookup) that ages an SFX countdown counter and
  mutes pulse 1 when the tone expires. Programs that never trigger
  audio pay zero ROM cost.

- **u16 arithmetic and comparisons**: new IR ops `LoadVarHi`, `StoreVarHi`,
  `Add16`, `Sub16`, and six `Cmp*16` variants. The lowering context
  tracks variable types via the analyzer's symbol table and routes
  expressions through the 8-bit or 16-bit path based on operand width.
  Add16 emits `CLC;ADC;ADC` with carry propagating naturally into the
  high byte; compares dispatch high-byte-first with a short-circuit
  low-byte fallback. Fixes a silent miscompile where `big += 1` on a
  u16 var only incremented the low byte.

- **Multi-scanline handlers per state**: `gen_scanline_irq` now
  dispatches on `(current_state, ZP_SCANLINE_STEP)` and reloads the
  MMC3 counter with the delta to the next scanline in the same state.
  `gen_scanline_reload` resets the step counter at the top of each
  NMI so a state with multiple handlers fires them in ascending line
  order. Previously only the first handler per state ever fired.

- **IR temp slot recycling**: `build_use_counts` pre-scans each
  function to count per-temp uses; `retire_op_sources` decrements
  the counts after each op and pushes dead slots back onto
  `free_slots` for later allocation. `bitwise_ops.ne` used to crash
  (debug) or miscompile (release) once it hit 128 concurrent temps;
  with recycling the same function now uses ~4 slots instead of 136.

- **INC/DEC peephole fold + improved dead-load elimination**:
  `fold_inc_dec` collapses `LDA addr; CLC; ADC #1; STA addr` into
  a single `INC addr` (and the SEC/SBC variant into `DEC addr`),
  saving 5 bytes and 5 cycles per increment. The fold is suppressed
  when the next instruction reads carry. `remove_dead_loads` now
  walks past INC/DEC/STX/STY (which don't touch A) to find the
  actual next A-use, catching more dead loads.

Tests: 331 unit + 39 integration (up from 313 + 37), including new
guards for audio, u16, multi-scanline, and slot recycling.

https://claude.ai/code/session_01A8qk3gw2jWSzdiXBZPZSFE
This commit is contained in:
Claude 2026-04-12 22:21:53 +00:00
parent 9ebf58f7db
commit 9a539ea068
No known key found for this signature in database
12 changed files with 2108 additions and 144 deletions

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@ -25,6 +25,15 @@ pub const ZP_INPUT_P2: u8 = 0x08;
/// the oldest slot gets overwritten — the classic NES flicker
/// fallback.
pub const ZP_OAM_CURSOR: u8 = 0x09;
/// Pulse-1 SFX countdown frames. `play SfxName` sets this to the
/// SFX duration and writes the tone registers; the NMI audio tick
/// decrements it every frame, silencing pulse 1 when it reaches 0.
pub const ZP_SFX_COUNTER: u8 = 0x0A;
/// Pulse-2 music countdown frames. `start_music TrackName` sets
/// this to `$FF` (infinite sustain) and writes a pulse-2 tone;
/// `stop_music` zeros it and mutes pulse 2. `$FF` skips the NMI
/// decrement so music plays until explicitly stopped.
pub const ZP_MUSIC_COUNTER: u8 = 0x0B;
/// Generate the NES hardware initialization sequence.
/// This runs at RESET and sets up the hardware before user code.
@ -48,9 +57,29 @@ pub fn gen_init() -> Vec<Instruction> {
out.push(Instruction::new(STA, AM::Absolute(PPU_CTRL)));
out.push(Instruction::new(STA, AM::Absolute(PPU_MASK)));
// Disable DMC IRQs
// Disable DMC IRQs momentarily (will re-enable the square
// channels below so `play`/`start_music` can make sound).
out.push(Instruction::new(STA, AM::Absolute(APU_STATUS)));
// Enable pulse 1 and pulse 2 channels for the minimal audio
// driver. SFX runs on pulse 1, music on pulse 2. We leave
// triangle / noise / DMC disabled — the engine is deliberately
// simple and those channels would go unused anyway.
out.push(Instruction::new(LDA, AM::Immediate(0x03)));
out.push(Instruction::new(STA, AM::Absolute(APU_STATUS)));
// Pre-silence both channels: `$30` on the volume register sets
// constant-volume envelope with volume 0 and halts the length
// counter, which is the canonical "silent but armed" state.
out.push(Instruction::new(LDA, AM::Immediate(0x30)));
out.push(Instruction::new(STA, AM::Absolute(0x4000)));
out.push(Instruction::new(STA, AM::Absolute(0x4004)));
// Clear sweep units so the channel tone doesn't auto-slide.
out.push(Instruction::new(LDA, AM::Immediate(0x08)));
out.push(Instruction::new(STA, AM::Absolute(0x4001)));
out.push(Instruction::new(STA, AM::Absolute(0x4005)));
// Restore the zero we need for the subsequent RAM clear below.
out.push(Instruction::new(LDA, AM::Immediate(0x00)));
// Wait for first vblank
// vblankwait1:
out.push(Instruction::new(NOP, AM::Label("__vblankwait1".into())));
@ -227,6 +256,46 @@ pub fn gen_multiply() -> Vec<Instruction> {
out
}
/// Generate the per-NMI audio tick that ages the SFX counter and
/// silences pulse 1 when the counter hits zero. Music on pulse 2
/// uses the sentinel `$FF` for infinite sustain and is never
/// decremented here — `stop_music` handles mute explicitly.
///
/// The linker splices a `JSR __audio_tick` into the NMI handler
/// whenever user code contains any audio ops, so programs that
/// never call `play`/`start_music`/`stop_music` pay zero cost.
///
/// Contract:
/// - Input: `ZP_SFX_COUNTER` = remaining frames for pulse 1's tone
/// - Effect: decrements the counter; on 0→transition mutes $4000
/// - Clobbers: A (which the NMI handler restores via PLA)
pub fn gen_audio_tick() -> Vec<Instruction> {
let mut out = Vec::new();
out.push(Instruction::new(NOP, AM::Label("__audio_tick".into())));
// SFX counter check: if 0, nothing to do.
out.push(Instruction::new(LDA, AM::ZeroPage(ZP_SFX_COUNTER)));
out.push(Instruction::new(
BEQ,
AM::LabelRelative("__audio_tick_done".into()),
));
out.push(Instruction::new(DEC, AM::ZeroPage(ZP_SFX_COUNTER)));
// If still non-zero, leave the tone alone.
out.push(Instruction::new(
BNE,
AM::LabelRelative("__audio_tick_done".into()),
));
// Counter just hit 0: silence pulse 1 (volume envelope = mute).
out.push(Instruction::new(LDA, AM::Immediate(0x30)));
out.push(Instruction::new(STA, AM::Absolute(0x4000)));
out.push(Instruction::new(NOP, AM::Label("__audio_tick_done".into())));
out.push(Instruction::implied(RTS));
out
}
/// Generate 8 / 8 -> 8 software divide routine (restoring division).
///
/// Input: A = dividend, zero-page $02 = divisor