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palette/background: first-class declarations with reset-time load and runtime swaps

Re-adds `palette Name { colors: [...] }` and
`background Name { tiles: [...], attributes: [...] }` as first-class
declarations, plus `set_palette Name` and `load_background Name`
statements for runtime swaps. Unlike the previous iteration that
quietly no-op'd, this one is fully wired through the pipeline and
its behavior is pinned by both unit tests and an emulator golden.

Pipeline:

- Lexer: re-adds `palette`, `background`, `set_palette`,
  `load_background` keywords and tokenizes them.
- AST: `PaletteDecl` (name + 1..=32 colour bytes) and `BackgroundDecl`
  (name + 0..=960 tile bytes + 0..=64 attribute bytes) live in
  `Program`. `Statement::SetPalette` and `Statement::LoadBackground`
  name-reference these declarations.
- Parser: `palette Name { colors: [...] }` / `background Name
  { tiles: [...], attributes: [...] }` blocks and their statement
  forms parse via the existing byte-array helper.
- Analyzer: validates colour indices ($00-$3F), palette length
  (<=32), nametable length (<=960), attribute length (<=64), and
  duplicate decl names. `set_palette` / `load_background` targets
  must reference a declared name (E0502 otherwise). When a program
  declares palette or background, the analyzer bumps the user
  zero-page allocator's starting address from `$10` to `$18` to
  reserve `$11-$17` for the runtime update handshake — programs
  that don't use the feature keep the old layout so their emulator
  goldens stay byte-exact.
- Assets: `PaletteData` and `BackgroundData` resolve declarations
  into zero-padded fixed-size blobs (32 / 960 / 64 bytes) and
  expose `label()` / `tiles_label()` / `attrs_label()` for codegen
  to reference.
- IR: new `IrOp::SetPalette(String)` and
  `IrOp::LoadBackground(String)`; lowering forwards the names
  verbatim.
- Codegen: `gen_set_palette` writes the palette label pointer into
  ZP `$12/$13` and ORs bit 0 into the update flags at `$11`;
  `gen_load_background` does the same for tile/attribute pointers
  at `$14/$15/$16/$17` with bit 1. Both emit a `__ppu_update_used`
  marker so the linker splices in the NMI apply helper only when
  the feature is actually used.
- Runtime: `gen_initial_palette_load` and
  `gen_initial_background_load` write the first declared
  palette/background at reset time (before rendering is enabled,
  where PPU writes are safe). `gen_nmi(has_ppu_updates)` takes a
  new flag; when true it splices `gen_ppu_update_apply` at the top
  of the NMI body, which checks the `$11` flags byte and copies
  pending palette / nametable data to `$3F00` / `$2000` inside
  vblank. All helpers use only ZP $02/$03 as scratch at reset time
  and never clobber ZP slots live across NMI.
- Linker: new `link_banked_with_ppu` takes slice of `PaletteData` /
  `BackgroundData`; splices each blob as a labelled data block in
  PRG ROM, picks the first-declared as the reset-time load target,
  enables background rendering automatically when a background is
  declared, and threads `has_ppu_updates` into `gen_nmi`. Old
  `link_banked` remains as a thin wrapper for callers without
  palette/background data so existing tests don't shift.

Tests:

- Lexer: tokenization of the 4 new keywords (single added test case).
- Parser: 5 new tests for `palette` / `background` decls with and
  without attributes, plus `set_palette` / `load_background`
  statements.
- Analyzer: 9 new tests covering acceptance of declared
  palettes/backgrounds, E0502 for unknown names, E0201 for
  out-of-range NES colors and oversized blobs, E0501 for duplicate
  names, and the zero-page-layout guard (palette/bg decls bump ZP
  start; no decls keeps it at $10).
- Resolver: 3 new tests for zero-padding, truncation of oversized
  decls, and label derivation.
- IR: 2 new lowering tests for `set_palette` and `load_background`.
- Integration: 5 new tests — blob contents spliced verbatim into
  PRG, `STA $12` / `STA $14` emitted by set_palette /
  load_background codegen, and a regression guard that programs
  without palette/background still land user vars at $10.
- Emulator: new `examples/palette_and_background.ne` driven by a
  frame counter that toggles between `CoolBlues` / `WarmReds` and
  `TitleScreen` / `StageOne` every 90 frames. Golden PNG and audio
  hash checked in under `tests/emulator/goldens/` and verified via
  `node run_examples.mjs` — rendered image shows the blue
  `CoolBlues` palette with the nametable populated from
  `TitleScreen`.

Docs:

- `README.md` adds the feature to the headline list and the example
  table.
- `docs/language-guide.md` restores the palette/background sections
  with the full 32-byte layout table and `set_palette` /
  `load_background` statement references.
- `docs/future-work.md` replaces the "removed as dead code" entry
  with the remaining gaps (PNG-sourced palette and nametable
  assets, cross-vblank large background updates, memory-map
  reporting).
- `spec.md` restores the grammar productions and usage examples.
- `examples/README.md` lists the new demo.

All 497 unit + integration tests pass. Clippy clean. All 21
emulator goldens match after the update pass.

https://claude.ai/code/session_012fKB251HvEUQwG3tizFyqt
This commit is contained in:
Claude 2026-04-13 11:11:33 +00:00
parent fdb1ec7c91
commit d98c7f3d82
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29 changed files with 1757 additions and 46 deletions

44
spec.md
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@ -63,8 +63,9 @@ if else while for in match
break continue return
true false not and or
fast slow include start transition
sprite sfx music
sprite background palette sfx music
draw play stop_music start_music
load_background set_palette
asm raw bank
loop wait_frame
u8 i8 u16 bool
@ -498,7 +499,24 @@ The compiler auto-generates the controller read routine and previous-frame track
### 10.1 Palettes
The NES has 4 background palettes and 4 sprite palettes, each containing 4 colors selected from the NES's 64-color master palette. First-class `palette` declarations and `set_palette` / `load_background` statements are not yet in the language — see `docs/future-work.md`. Until then, push palette and nametable bytes directly via `poke(0x2006, ...)` / `poke(0x2007, ...)` inside an `on frame` handler (immediately after vblank).
The NES has 4 background palettes and 4 sprite palettes, each containing 4 colors selected from the NES's 64-color master palette. A `palette` declaration provides all 32 bytes at once:
```
palette my_palette {
colors: [0x0F, 0x00, 0x10, 0x30, // bg sub-palette 0
0x0F, 0x07, 0x17, 0x27, // bg sub-palette 1
0x0F, 0x09, 0x19, 0x29, // bg sub-palette 2
0x0F, 0x01, 0x11, 0x21, // bg sub-palette 3
0x0F, 0x00, 0x10, 0x30, // sprite sub-palette 0
0x0F, 0x14, 0x24, 0x34, // sprite sub-palette 1
0x0F, 0x1A, 0x2A, 0x3A, // sprite sub-palette 2
0x0F, 0x12, 0x22, 0x32] // sprite sub-palette 3
}
set_palette my_palette // queued for next vblank
```
The first declared palette is loaded at reset time, before rendering is enabled. Subsequent declarations live in PRG ROM as named blobs and become active via `set_palette`, which queues the write for the next vblank via the NMI handler.
### 10.2 Sprites
@ -525,7 +543,16 @@ The `draw` statement writes to the OAM shadow buffer. The compiler manages OAM s
### 10.3 Backgrounds
First-class `background` declarations and `load_background` are not yet in the language. See `docs/future-work.md` for the roadmap; for now, use `poke` inside a frame handler to push nametable bytes directly to PPU `$2006/$2007`.
```
background TitleScreen {
tiles: [0x00, 0x01, 0x02, /* ... up to 960 bytes ... */]
attributes: [0xFF, 0x55, /* ... up to 64 bytes ... */]
}
load_background TitleScreen // queued for next vblank
```
`tiles` is a 32×30 nametable (up to 960 bytes, in row-major order); `attributes` is the 8×8 attribute table (up to 64 bytes). Shorter lists are zero-padded; omitted `attributes` default to all-zero. The first declared background is loaded at reset time and background rendering is enabled automatically.
### 10.4 Scrolling
@ -847,7 +874,8 @@ game_prop = IDENT ":" ( IDENT | INTEGER ) ;
include = "include" STRING ;
top_level_decl = var_decl | const_decl | fun_decl | state_decl
| sprite_decl | sfx_decl | music_decl | bank_decl ;
| sprite_decl | palette_decl | background_decl
| sfx_decl | music_decl | bank_decl ;
var_decl = ["fast" | "slow"] "var" IDENT ":" type ["=" expr] ;
const_decl = "const" IDENT ":" type "=" expr ;
@ -866,6 +894,10 @@ event_kind = "enter" | "exit" | "frame" | "scanline" "(" INTEGER ")" ;
sprite_decl = "sprite" IDENT "{" { sprite_prop } "}" ;
sprite_prop = IDENT ":" expr ;
palette_decl = "palette" IDENT "{" "colors" ":" "[" int_list "]" "}" ;
background_decl = "background" IDENT "{" bg_prop { bg_prop } "}" ;
bg_prop = ("tiles" | "attributes") ":" "[" int_list "]" ;
sfx_decl = "sfx" IDENT "{" sfx_prop { sfx_prop } "}" ;
sfx_prop = ("duty" ":" INTEGER | "pitch" ":" "[" int_list "]" | "volume" ":" "[" int_list "]") ;
music_decl = "music" IDENT "{" music_prop { music_prop } "}" ;
@ -881,7 +913,7 @@ statement = var_decl | const_decl | assign_stmt | if_stmt | while_stmt
| for_stmt | loop_stmt | return_stmt | break_stmt | continue_stmt
| draw_stmt | play_stmt | transition_stmt | fun_call
| asm_block | debug_stmt | music_stmt | scroll_stmt
| wait_frame_stmt ;
| load_bg_stmt | set_palette_stmt | wait_frame_stmt ;
if_stmt = "if" expr block { "else" "if" expr block } [ "else" block ] ;
while_stmt = "while" expr block ;
@ -898,6 +930,8 @@ play_stmt = "play" IDENT ;
music_stmt = ("start_music" | "stop_music") [IDENT] ;
transition_stmt = "transition" IDENT ;
scroll_stmt = "scroll" "(" expr "," expr ")" ;
load_bg_stmt = "load_background" IDENT ;
set_palette_stmt= "set_palette" IDENT ;
wait_frame_stmt = "wait_frame" "(" ")" ;
debug_stmt = "debug" "." ( "log" | "assert" ) "(" expr { "," expr } ")" ;