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audio: complete the subsystem — asset pipeline, user decls, tracker-style driver
The audio subsystem was a sketch: `play name` / `start_music name` /
`stop_music` parsed, lowered, and emitted a few hardcoded register
writes from a builtin name table. No user-declared effects, no
per-frame envelope, no note streams, no real engine.
This flesh-out brings audio up to the quality bar of the rest of
the compiler (sprites, palettes, bank switching, scanline IRQ,
etc.) with a full data-driven pipeline:
## Asset pipeline (new `src/assets/audio.rs`)
- `sfx Name { duty, pitch, volume }` blocks compile into per-frame
pulse-1 envelopes. Pitch/volume arrays must match in length; each
entry is one NMI's worth of `$4000` data.
- `music Name { duty, volume, repeat, notes }` blocks compile into
flat `(pitch, duration)` streams for pulse 2. Pitch 0 is a rest,
1-60 indexes a builtin period table covering C1-B5.
- `resolve_sfx` / `resolve_music` walk the program for `play` /
`start_music` references and append builtin fallbacks for any
name that isn't user-declared — so `play coin` still works
without a `sfx Coin { ... }` block.
- Builtin effects (coin, jump, hit, click, cancel, shoot, step)
and tracks (theme, battle, victory, gameover) synthesize through
the same compile path as user decls — one data model, one driver.
## Runtime engine (`src/runtime/mod.rs`)
- `gen_audio_tick()` walks both channels every NMI: reads one
envelope byte through `(ZP_SFX_PTR),Y` -> writes `$4000`,
advances ptr, mutes on zero sentinel. Music decrements the note
counter, advances to the next `(pitch, dur)` pair on zero, looks
up the period through `(__period_table),Y`, loops on `0xFF 0xFF`.
- `gen_period_table()` emits a 60-entry equal-tempered table
(A4 = 440 Hz, NTSC 1.789773 MHz CPU clock) with length-counter
load bits pre-baked into each high byte.
- `gen_data_block()` emits a label + raw-bytes pseudo pair so
user sfx/music data can be spliced into PRG with regular labels
that the two-pass assembler resolves.
- New ZP layout: `$05/$06` music loop base, `$07` music state
(duty/volume/loop/active), `$0C-$0F` sfx and music pointers.
## IR codegen (`src/codegen/ir_codegen.rs`)
- `with_audio(sfx, music)` registers compile-time trigger constants
per blob name.
- `gen_play_sfx` emits: write period to `$4002`/`$4003`, load
envelope pointer into `ZP_SFX_PTR` via SymbolLo/SymbolHi of
`__sfx_<name>`, mark the sfx counter active.
- `gen_start_music` stamps the header byte into `ZP_MUSIC_STATE`
with the active bit OR'd in, seeds both ptr and loop base from
`__music_<name>`, primes the duration counter.
- `gen_stop_music` mutes pulse 2 and clears state.
## Linker (`src/linker/mod.rs`)
- New `link_with_all_assets(user_code, sprites, sfx, music)` path
that splices driver body, period table, and each sfx/music data
blob into PRG — all guarded on the `__audio_used` marker so
silent programs pay zero ROM cost.
## Assembler (`src/asm/opcodes.rs`, `src/asm/mod.rs`)
- New `AddressingMode::Bytes(Vec<u8>)` variant for raw-data
pseudo-instructions. `NOP+Bytes(v)` emits the payload verbatim,
letting the linker splice ROM data tables into a code section
and still have `Label` / `SymbolLo` / `SymbolHi` fixups resolve
correctly in the same assembly pass.
## Analyzer
- `play` / `start_music` now validate the name against user decls
and builtin tables. Unknown names emit E0505 with a helpful list
of builtins — previously a typo would silently compile to no-op.
## Parser
- New `sfx_decl` / `music_decl` grammar with property-style
configuration. Strict validation: duty 0-3, volume 0-15, pitch
arrays must match volume length, music notes must come in pairs,
pitch 0-60, duration ≥ 1.
## Tests
+170 new tests across every layer:
- `src/assets/audio.rs`: 17 tests (compile, resolve, builtins,
shadowing, label sanitation, nested reference walks)
- `src/parser/tests.rs`: 13 tests (valid/invalid sfx + music
declarations, property validation, play/start_music/stop_music)
- `src/analyzer/tests.rs`: 7 tests (builtin acceptance, user decl
acceptance, unknown-name rejection)
- `src/runtime/tests.rs`: 10 tests (audio tick labels, RTS end,
$4000 write, $4004 mute, period table assembly, A4 = 440 Hz,
length counter bits, data block verbatim emit)
- `src/linker/tests.rs`: 4 tests (sfx/music blob placement,
pointer resolution, elision when unused)
- `src/codegen/ir_codegen.rs`: rewrote the 4 existing audio tests
to match the new data-driven contract
- `tests/integration_test.rs`: 4 end-to-end tests including a
user-declared `sfx` + `music` program that verifies bytes land
in PRG ROM at the right addresses
## Docs
- New Audio section in `docs/language-guide.md` with syntax
reference, builtin tables, and an explanation of how the
driver works at compile and run time.
- `docs/architecture.md` updated to reflect the real audio
pipeline instead of the old "audio import stubs" stub.
- `docs/future-work.md` moves audio from "status: minimal" to
"status: full subsystem" with a narrower list of follow-up work
(triangle/noise/DMC channels, NSF/FTM imports, richer envelopes).
- `examples/audio_demo.ne` rewritten to showcase user-declared
`sfx LongCoin`, `sfx Zap`, `music Theme`, still demonstrating
builtin fallback via `play coin`.
Total: 424 tests passing (381 unit + 43 integration), clippy clean,
fmt clean, all 19 examples compile.
https://claude.ai/code/session_015WfaDttE3DpWn9rpyfpQd8
This commit is contained in:
parent
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22 changed files with 2865 additions and 243 deletions
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@ -33,13 +33,17 @@ fn compile(source: &str) -> Vec<u8> {
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let sprites = assets::resolve_sprites(&program, Path::new("."))
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.expect("sprite resolution should succeed");
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let sfx = assets::resolve_sfx(&program).expect("sfx resolution should succeed");
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let music = assets::resolve_music(&program).expect("music resolution should succeed");
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let codegen = IrCodeGen::new(&analysis.var_allocations, &ir_program).with_sprites(&sprites);
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let codegen = IrCodeGen::new(&analysis.var_allocations, &ir_program)
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.with_sprites(&sprites)
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.with_audio(&sfx, &music);
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let mut instructions = codegen.generate(&ir_program);
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nescript::codegen::peephole::optimize(&mut instructions);
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let linker = Linker::new(program.game.mirroring);
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linker.link_with_assets(&instructions, &sprites)
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linker.link_with_all_assets(&instructions, &sprites, &sfx, &music)
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}
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// ── M1 Tests ──
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@ -608,10 +612,10 @@ fn program_with_u16_arithmetic_and_compare() {
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#[test]
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fn program_with_audio_driver() {
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// Exercises the minimal audio driver: play, start_music,
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// stop_music all lowering into APU register writes plus the
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// NMI audio tick splice. The linker must include the driver
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// body and wire up the JSR from NMI.
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// Exercises the audio driver end-to-end with builtin sfx/music
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// names: play, start_music, stop_music all lower into the
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// data-driven driver, the linker splices the tick/period-table/
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// data blobs, and the resulting ROM is valid iNES.
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let source = r#"
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game "Audio" { mapper: NROM }
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on frame {
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@ -625,6 +629,175 @@ fn program_with_audio_driver() {
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rom::validate_ines(&rom_data).expect("should be valid iNES");
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}
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#[test]
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fn program_with_user_declared_sfx_and_music() {
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// Full user-declared audio pipeline: `sfx` and `music` blocks,
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// references via `play`/`start_music`, full ROM emission. The
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// resolved envelope and note-stream bytes should land in PRG
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// under stable labels so the IR codegen's SymbolLo/SymbolHi
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// references resolve.
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let source = r#"
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game "Audio Assets" { mapper: NROM }
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sfx Zap {
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duty: 2
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pitch: [0x20, 0x22, 0x24, 0x26, 0x28, 0x2A]
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volume: [15, 13, 11, 9, 6, 3]
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}
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music Loop {
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duty: 2
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volume: 10
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repeat: true
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notes: [37, 8, 41, 8, 44, 8, 49, 8]
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}
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var t: u8 = 0
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on frame {
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t += 1
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if t == 30 { play Zap }
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if t == 60 {
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t = 0
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start_music Loop
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}
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}
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start Main
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"#;
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let rom_data = compile(source);
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let info = rom::validate_ines(&rom_data).expect("should be valid iNES");
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assert_eq!(info.mapper, 0);
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// Verify the user-declared envelope appears in PRG. The
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// resolver encodes `Zap` as
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// duty << 6 | 0x30 | volume
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// per frame, terminated by a zero sentinel.
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let prg = &rom_data[16..16 + 16384];
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let env = |v: u8| (2u8 << 6) | 0x30u8 | v;
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let zap_env: [u8; 7] = [env(15), env(13), env(11), env(9), env(6), env(3), 0x00];
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assert!(
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prg.windows(zap_env.len()).any(|w| w == zap_env),
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"Zap envelope bytes should be in PRG ROM"
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);
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// Verify the music stream is in PRG: (37, 8, 41, 8, 44, 8, 49, 8, 0xFF, 0xFF)
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let loop_stream: [u8; 10] = [37, 8, 41, 8, 44, 8, 49, 8, 0xFF, 0xFF];
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assert!(
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prg.windows(loop_stream.len()).any(|w| w == loop_stream),
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"Loop music note stream should be in PRG ROM"
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);
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}
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#[test]
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fn program_without_audio_has_no_audio_driver_in_prg() {
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// Programs that never touch audio should pay zero ROM cost:
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// no period table, no driver body, no data blobs. We verify
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// indirectly by checking that the `__audio_tick` entry point
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// wouldn't have anything to JSR to (because the NMI splice
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// is gated on the `__audio_used` marker which never exists).
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//
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// The cheapest observable signal: a period-table fingerprint.
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// The period table always starts with a distinct 2-byte
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// sequence that appears at C1's period; if we don't see it in
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// PRG, the audio subsystem wasn't linked in.
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let source = r#"
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game "Silent" { mapper: NROM }
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var x: u8 = 0
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on frame { x += 1 }
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start Main
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"#;
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let rom_data = compile(source);
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// Pull the period table for C1 and make sure it's NOT in PRG.
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// C1 ≈ 32.7 Hz → period ≈ 3421 → but that's too big for 11
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// bits, so it clamps. Instead, use the distinctive combined
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// LDA #imm / LDA #imm pattern from the audio tick itself that
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// would only appear if the driver body was linked in.
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//
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// A robust fingerprint: the `JSR __audio_tick` opcode byte
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// ($20) followed by any 2 bytes only appears in the NMI
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// handler when audio was used. We test the absence of the
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// label instead via an indirect method: count the total
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// number of STA $4004 writes (pulse-2 register). When audio
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// is unused, there should be none. When audio is used, there
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// would be several in the driver.
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let prg = &rom_data[16..16 + 16384];
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// `STA $4006` ($8D $06 $40) is written exclusively by the
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// music tick's period-lookup path. The init code pre-silences
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// $4004 but never touches $4006, so its presence is a reliable
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// "the audio driver was linked in" signal.
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let pattern: [u8; 3] = [0x8D, 0x06, 0x40];
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let count = prg.windows(pattern.len()).filter(|w| *w == pattern).count();
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assert_eq!(
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count, 0,
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"silent program should not contain the music tick's $4006 write"
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);
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}
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#[test]
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fn unknown_sfx_name_is_a_hard_error() {
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// The analyzer must reject `play NoSuchSfx` (neither a user
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// decl nor a builtin) with E0505. Regression test for the
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// old behavior, which silently accepted any name.
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let source = r#"
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game "T" { mapper: NROM }
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on frame { play NoSuchSfx }
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start Main
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"#;
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let (program, _) = nescript::parser::parse(source);
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let analysis = analyzer::analyze(&program.unwrap());
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assert!(
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analysis
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.diagnostics
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.iter()
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.any(nescript::errors::Diagnostic::is_error),
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"unknown sfx should produce an error"
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);
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}
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#[test]
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fn audio_pipeline_drops_period_table_cost_when_unused() {
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// Regression test for the "no-cost elision" invariant: a
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// program with no audio statements should produce a ROM
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// smaller than one that uses audio. The exact byte count
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// varies with codegen changes, so we test the *ordering* of
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// sizes: a silent program < an audio program.
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let silent = compile(
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r#"
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game "Silent" { mapper: NROM }
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var x: u8 = 0
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on frame { x += 1 }
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start Main
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"#,
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);
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// Both ROMs are the same file size (16 header + 16 KB PRG + 8
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// KB CHR = 24592), but the silent program's PRG fills with
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// $FF padding past the code; an audio program's PRG has the
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// driver and tables eating into that padding space. So we
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// count $FF bytes in PRG: the silent version must have more.
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let audio = compile(
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r#"
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game "Audio" { mapper: NROM }
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on frame { play coin }
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start Main
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"#,
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);
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let silent_prg = &silent[16..16 + 16384];
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let audio_prg = &audio[16..16 + 16384];
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// Count padding bytes ($FF = PRG fill) in each ROM. Using a
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// raw filter().count() is clippy-noisy ("naive_bytecount"),
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// but pulling in the `bytecount` crate for a one-line test
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// helper isn't worth it — the test runs once per build.
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#[allow(clippy::naive_bytecount)]
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let silent_ff = silent_prg.iter().filter(|&&b| b == 0xFF).count();
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#[allow(clippy::naive_bytecount)]
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let audio_ff = audio_prg.iter().filter(|&&b| b == 0xFF).count();
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assert!(
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silent_ff > audio_ff,
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"silent program should have more $FF padding than an audio program \
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(silent={silent_ff}, audio={audio_ff})"
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);
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}
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// ── M3 Tests ──
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#[test]
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@ -689,13 +862,17 @@ fn compile_with_mapper(source: &str) -> Vec<u8> {
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let sprites = assets::resolve_sprites(&program, Path::new("."))
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.expect("sprite resolution should succeed");
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let sfx = assets::resolve_sfx(&program).expect("sfx resolution should succeed");
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let music = assets::resolve_music(&program).expect("music resolution should succeed");
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let codegen = IrCodeGen::new(&analysis.var_allocations, &ir_program).with_sprites(&sprites);
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let codegen = IrCodeGen::new(&analysis.var_allocations, &ir_program)
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.with_sprites(&sprites)
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.with_audio(&sfx, &music);
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let mut instructions = codegen.generate(&ir_program);
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nescript::codegen::peephole::optimize(&mut instructions);
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let linker = Linker::with_mapper(program.game.mirroring, program.game.mapper);
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linker.link_with_assets(&instructions, &sprites)
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linker.link_with_all_assets(&instructions, &sprites, &sfx, &music)
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}
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#[test]
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