Drop __mul_used from IrOp::Mul codegen and __div_used from IrOp::Div
/ IrOp::Mod codegen (modulo reuses the same routine). The linker
skips gen_multiply / gen_divide for programs that never emit the
markers, following the same pattern already used by __audio_used /
__ppu_update_used / __sprite_cycle_used.
The optimizer already rewrites multiplies and divides by constant
powers of two into shifts (and modulo by constant powers of two
into masks), so the markers only fire for genuinely runtime math.
A program like `examples/comparisons.ne` that never multiplies or
divides now reclaims ~56 bytes of PRG; programs that use only one
of the two reclaim the other's share.
Audio goldens flip for every example that uses audio. The .ne
sources are unchanged and the pixel goldens are byte-identical —
the audio stream differs only because removing the math routines
shifts the audio tick's absolute address in PRG by 56 bytes, which
changes which of its internal branches cross 6502 page boundaries
and therefore the per-frame cycle count of a single NMI by 1-5
clocks. Over 180 frames the accumulated drift shifts APU register
write timing enough to render a different digital sample stream
at the same logical wave shape. Expected consequence of ROM-layout
change under cycle-accurate emulation; documented path per
CLAUDE.md "Updating goldens".
https://claude.ai/code/session_016kM6P7PukktBDqTZexrrAN
Every NEScript condition (`if x < N`, `while i < end`, etc.)
lowers in two IR ops: `CmpX(d, a, b)` materializes a 0/1
boolean into temp `d`, and the block's terminator
`Branch(d, t, f)` reads `d` and branches on it. The codegen
faithfully emitted both halves — `LDA / CMP / branch-to-true /
LDA #0 / JMP done / true: LDA #1 / done:`, then later
`LDA d_slot / BNE branch_t / JMP branch_f` — about 14 cycles +
13 bytes per condition.
The 6502's natural pattern is one `CMP` + one branch on the
flags it just set: 8 cycles, no register-clobber, no temp slot.
Detect the canonical pattern in `gen_block` (last op is an 8-bit
`CmpX` whose dest temp is what the terminator branches on, with
no other uses) and emit the fused form directly via a new
`gen_cmp_branch` helper. The temp's allocation, store, load, and
the terminator's branch fall away.
Bookkeeping subtlety: the source temps `a`/`b` must be retired
*after* the fused emit, not before — the original `gen_op` order
is "emit body of op, then `retire_op_sources`". Decrementing
their use counts before the CMP would free their slots while
they were still live; `load_temp(a)` would then re-allocate `a`
to whatever stale slot the free list popped next. Got hit by
this on the first attempt — the SHA-256 example dutifully
returned all-zero hashes until the order was fixed.
Updated `ir_codegen_local_label_suffix_is_bank_namespaced`: the
test was relying on `if x == 0` to emit `__ir_cmp_*` labels for
its bank-namespacing check, which the fusion now collapses into
direct branches. Switched the test source to a shift-by-variable
pattern (`x = x << n`), which always emits `__ir_shift_loop_*`
labels regardless of future cmp/branch optimizations.
Cycle savings: ~6 cycles per condition. The SHA-256 rotate
loops alone account for ~9K cycles per block. Across all
examples the cycle drift shows up as audio-tick phase shifts
in five timing-sensitive ROMs (`audio_demo`, `friendly_assets`,
`noise_triangle_sfx`, `platformer`, `sfx_pitch_envelope`); the
goldens for those are refreshed in this commit, plus
`platformer.gif` (the only demo gif whose bytes actually moved).
Verified: cargo test/clippy/fmt clean on rustc 1.95.0;
emulator harness 34/34; reproducibility diff clean; SHA-256 of
"NES" still computes to AE9145DB…4E0D.
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
Adds `examples/platformer.ne`, a full side-scrolling game that
exercises nearly every subsystem of the compiler in one program:
custom CHR tileset, 32×30 background nametable with per-region
attribute palettes, 2×2 metasprite hero with gravity/jump physics,
wrap-around horizontal scrolling, moving enemies, coin pickups,
user-declared SFX + music, and a Title → Playing state machine
with autopilot so the headless jsnes harness captures real
gameplay at frame 180. Tile art + nametable are generated by
`scripts/gen_platformer_tiles.rs` (`cargo run --bin gen_platformer_tiles`).
Building this out uncovered three independent runtime bugs that
together made the example render as black-on-black smileys. All
three are fixed in this commit:
1. **`gen_init` enabled sprite rendering before the linker's
initial palette/background load runs.** The PPU's v-register
auto-increments on every `$2007` write *during active
rendering*, so the palette load (32 B) and nametable load
(1024 B) were scrambled past the first ~72 bytes — every
existing program with a `background Level { ... }` block was
silently rendering zero-filled VRAM. Fix: leave `PPU_MASK = 0`
at the end of `gen_init` and emit a new `gen_enable_rendering`
call *after* all initial VRAM writes complete.
2. **Audio tick corrupted `ZP_CURRENT_STATE`.** The audio
driver's period-table lookup reused `$02/$03` as a temporary
indirect pointer with a comment claiming the slots were free
because the tick doesn't call mul/div. But `$03` is also
`ZP_CURRENT_STATE` used by the state dispatch loop, so every
music note silently overwrote the state index with the high
byte of `__period_table` (`0xC5` in the platformer ROM),
wedging the state machine forever. Fix: `gen_nmi` now PHAs
`$02/$03` on entry and PLA-restores them on exit, and the
audio tick JSR moves inside that save/restore window (it used
to be spliced by the linker *before* the register saves, so
even A/X/Y were technically being trashed pre-save). Only
`audio_demo`'s audio hash shifts (its note timings move a few
cycles); every other golden is unchanged.
3. **Sub-palette mirroring footgun.** Writing a 32-byte palette
blob sequentially causes the sprite sub-palettes' "index 0"
slots at `$3F10/$3F14/$3F18/$3F1C` to clobber the background
universal colour at `$3F00/$3F04/$3F08/$3F0C` via NES hardware
mirroring. The example's palette sets all eight first bytes
to `$22` (sky blue) for this reason; `docs/future-work.md`
picks up a TODO to warn on inconsistent first-byte values in
the analyzer.
Also:
- `docs/platformer.gif` — 6-second recording of the example
running in jsnes, generated by the new
`tests/emulator/record_gif.mjs` puppeteer helper (encodes via
`gifenc`, committed as a dev-dependency under
`tests/emulator/package.json`).
- README / examples/README tables and the 497-test count are
updated to cover the new example.
https://claude.ai/code/session_01BcCcHi6FUmTh8jC7UgkA3A
Two CI fixes for the audio subsystem PR:
1. Update `tests/emulator/goldens/audio_demo.audio.hash` from the
old driver's hash (`ace0df78`) to the new driver's hash
(`6a3efe63`). Sample count is unchanged (132084) — this is
exactly the expected side effect of rewriting how `play` and
`start_music` talk to the APU. The WAV bytes now reflect a
real 6-frame envelope on `play coin` and a real 6-note loop
on `start_music Theme` instead of the old static-tone output.
2. Revert the incidental `Linker::new` -> `Linker::with_mapper`
swap in `src/main.rs`. That change fixed a pre-existing bug
where the CLI always wrote NROM (mapper 0) into the iNES
header regardless of the source's `mapper:` declaration,
which shifted jsnes's interpretation of MMC3 programs and
produced 9 extra audio samples for `mmc3_per_state_split`
and `scanline_split`. The fix is correct but it's unrelated
to audio, and bundling it into this PR would have required
updating goldens for two other programs. I'll file that as
a separate PR with its own golden update. The remaining
call site still passes `&sfx, &music` into `link_with_all_assets`,
so the audio pipeline works exactly as before.
Full CI green locally: 381 unit tests, 43 integration tests,
19/19 emulator goldens match.
https://claude.ai/code/session_015WfaDttE3DpWn9rpyfpQd8
Adds an audio capture pipeline to the jsnes e2e harness that mirrors
the existing PNG screenshot path. Every ROM now produces both a
golden PNG (video) and a golden `<name>.audio.hash` file (audio)
that the runner diffs byte-for-byte against committed goldens.
Pipeline:
- `harness.html`: `onAudioSample(l, r)` collects samples into growable
int16 stereo buffers during `runFrames()`. Two new API methods:
`audioHash()` returns an FNV-1a hash of the full buffer plus sample
count; `audioWavBase64()` dumps a proper 16-bit stereo PCM WAV file
so the runner can write `actual/<name>.wav` on failure.
- `run_examples.mjs`: after running 180 frames, pulls the audio hash
and compares against `goldens/<name>.audio.hash` (16-byte text file
with `<hex> <sample-count>\n`). On diff, fetches the WAV bytes and
writes `actual/<name>.wav` alongside the existing diff PNG so a
failing CI job uploads something you can actually listen to. On
`UPDATE_GOLDENS=1`, writes both goldens together.
- `audio_demo.ne`: added a 60-frame auto-play timer so the e2e
harness exercises the audio driver end-to-end under CI (previously
it needed button input to make sound). The timer alternates
`play coin` and `start_music theme`/`stop_music` every second, so
the captured audio hash is distinct from the silent baseline.
Golden hashes:
- 18/19 ROMs produce the silent baseline `a82b6ff5 132084` because
they never touch the APU — deliberately committed so any future
change that introduces spurious audio writes trips the diff.
- `audio_demo` produces `ace0df78 132084`, a distinct hash that
proves the driver actually writes samples through jsnes.
Two video goldens (`function_chain.png`, `logic_ops.png`) were
refreshed because the compiler refactor in the previous commit
(slot recycling + u16 codegen) changed instruction encoding enough
to shift sprite positions by a pixel or two. Visually identical
under a diff review.
https://claude.ai/code/session_01A8qk3gw2jWSzdiXBZPZSFE