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codegen: support banked → banked cross-bank function calls
Programs that put functions in switchable banks can now call across
bank boundaries — `bank A { fun step() { helper() } }` where
`helper` lives in `bank B` used to panic in the IR codegen. Three
small pieces unblock it:
1. **Generic trampoline.** `runtime/gen_bank_trampoline` no longer
takes a `fixed_bank_index` argument. Instead it reads the
caller's current bank from `ZP_BANK_CURRENT`, pushes it on the
hardware stack, switches to the target, JSRs the entry, then
pulls and restores the saved bank. The same per-callee stub
works for fixed→banked and banked→banked direction; nested
trampolines compose because each PHA/PLA pair sits inside its
own JSR/RTS frame. `gen_mapper_init` seeds `ZP_BANK_CURRENT`
with the fixed bank index for any banked mapper so the very
first cross-bank call from the fixed bank still restores to
the fixed bank (matching pre-banked-banked semantics).
2. **Codegen drops the panic.** The `Some(from), Some(to)` arm in
the call-resolution switch now emits `JSR __tramp_<name>` like
the fixed→banked case instead of panicking. Banked→fixed calls
still go direct (the fixed bank is always mapped at $C000).
3. **Bank-namespaced local labels.** Two banks emitting the same
`__ir_cmp_e_8` would trip the linker's discovery-pass duplicate-
label check the moment any banked code generated a comparison.
The new `local_label_suffix` helper prefixes the suffix with the
current bank name when banked code is being emitted, leaving
fixed-bank label generation untouched (so existing examples are
byte-identical apart from the trampoline / init bytes
themselves).
The new `examples/uxrom_banked_to_banked.ne` demonstrates the path
end-to-end: `bank Logic { fun step() { ... clamp() } }` calls
`bank Helpers { fun clamp() { ... } }` once per frame. The harness
golden is committed alongside it. The five existing banked example
ROMs change byte-for-byte because of the new trampoline shape and
the seed-ZP_BANK_CURRENT init, but their emulator goldens still
match exactly — observable behaviour is unchanged.
https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
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@ -27,6 +27,7 @@ Open any `.nes` file in an NES emulator ([Mesen](https://www.mesen.ca/), [FCEUX]
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| `sprites_and_palettes.ne` | sprites, scroll, cast | Inline CHR data, PPU scroll writes, type casting |
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| `mmc1_banked.ne` | MMC1, banks, multiply | Banked mapper with software multiply |
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| `uxrom_user_banked.ne` | UxROM, `bank Foo { fun ... }`, cross-bank trampoline | First example to put real user code inside a switchable bank. The animation step lives in `bank Extras` and is invoked from the fixed-bank state handler via a generated `__tramp_step_animation` stub that selects bank 0, JSRs the body, then restores the fixed bank before returning. |
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| `uxrom_banked_to_banked.ne` | UxROM, banked → banked cross-bank call | Two `bank Foo { fun ... }` blocks: `step` lives in bank Logic and calls `clamp` in bank Helpers. The trampoline uses `ZP_BANK_CURRENT + PHA/PLA` to save and restore the caller's bank, so the same per-callee stub works whether the caller is in the fixed bank or another switchable bank. |
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| `palette_and_background.ne` | palette, background, set_palette, load_background | Reset-time initial load plus vblank-safe runtime swaps |
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| `friendly_assets.ne` | named colours, grouped palette, pixel art, tilemap+legend, palette_map, scalar sfx pitch, note-name music | Exercises every "friendlier" asset syntax at once — the `palette` uses `bg0..sp3` + a shared `universal:`, the sprite is authored as ASCII pixel art, the background uses a `legend { ... } + map:` tilemap with a `palette_map:` for attributes, the sfx uses a scalar `pitch:` + `envelope:` alias, and the music uses note names (`C4, E4 40, rest 10`) with a `tempo:` default. |
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| `noise_triangle_sfx.ne` | `channel: noise`, `channel: triangle` on `sfx` blocks | Demonstrates the noise and triangle sfx channels. Declares one noise burst and one triangle bass note, plays each on a timer so the emulator harness captures both the pixel output and the APU state. |
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