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Author SHA1 Message Date
Claude
058f7a87b6
M3: Asset pipeline, sprite/palette/background declarations, debug symbols
Parser extensions:
- sprite declarations with chr: @chr("file.png"), @binary("file.bin"), or inline [hex]
- palette declarations with colors: [0x0F, 0x00, 0x10, 0x20]
- background declarations with chr: asset source
- @chr/@binary asset source parsing
- load_background and set_palette statements
- --debug CLI flag (plumbed through, not yet wired to codegen)

Asset pipeline (new module):
- PNG → CHR tile conversion using image crate (8x8 tiles, 2-bitplane encoding)
- NES color palette table (all 64 standard NES colors as RGB)
- Nearest-color matching (Euclidean distance in RGB space)

Debug module (new):
- Source map (ROM address → source Span mapping)
- Debug symbols with variable address table
- Mesen-compatible .mlb label export
- .sym symbol table export

192 tests total (13 new: 5 parser + 3 asset + 5 debug)

https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:09:47 +00:00
Claude
664ccc05db
M2: Add function/array parsing, IR data structures and lowering
Parser extensions:
- Function declarations with params and return types (fun, inline fun)
- Array type syntax (u8[16]), array literal expressions ([1, 2, 3])
- fast/slow variable placement hints
- Functions stored in Program AST

IR module (new):
- IrProgram, IrFunction, IrBasicBlock, IrOp, IrTerminator types
- AST-to-IR lowering pass with:
  - Expression lowering to virtual temps
  - Control flow (if/else, while, loop) to basic blocks with branches
  - Break/continue via loop context stack
  - Short-circuit logical and/or
  - Button reads, draw sprites, wait_frame
  - Constants inlined as LoadImm
  - State handlers lowered as separate IR functions

Tests: 6 new parser tests, 11 new IR lowering tests (153 total)

https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 23:25:26 +00:00
Claude
fd5a940c89
Add example builds to CI, document sprite name behavior
- CI: new "Build Examples" job compiles all .ne files and validates
  the output ROMs have correct iNES headers
- Examples: add notes explaining that sprite names (Smiley, Ball) are
  parsed but not yet resolved — all draws use the built-in CHR tile 0.
  Custom sprite declarations come in M3.
- Codegen: explicit `let _ = &draw.sprite_name` to document the
  intentional skip, with comment about M2/M3 scope

https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:55:43 +00:00
Claude
39ca246151
Implement NEScript compiler Milestone 1 ("Hello Sprite")
Complete implementation of the NEScript compiler pipeline for M1:
- Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators
- Parser: recursive descent with Pratt expression parsing (M1 subset)
- Analyzer: symbol resolution, type checking, memory allocation
- 6502 Assembler: full opcode encoding table (~150 valid combinations)
- Code Generator: AST → 6502 instructions (direct, no IR for M1)
- Runtime: NES hardware init, NMI handler, controller read, OAM DMA
- Linker: NROM layout, vector table, palette loading, CHR data
- ROM Builder: iNES header generation, PRG/CHR padding
- CLI: `build` and `check` subcommands via clap

143 tests across all modules:
- 22 lexer tests (literals, keywords, operators, error recovery)
- 18 parser tests (expressions, statements, game structure, errors)
- 7 analyzer tests (symbol resolution, memory allocation, transitions)
- 30 assembler tests (every addressing mode, label resolution)
- 7 codegen tests (var init, arithmetic, buttons, draw, comparisons)
- 11 runtime tests (init sequence, NMI handler, controller read)
- 10 ROM builder tests (iNES format, mirroring, banking, validation)
- 5 linker tests (vector table, CHR data, palette loading)
- 7 integration tests (end-to-end compilation, error detection)

CI: GitHub Actions for check, fmt, clippy, test
Pre-commit: script for local fmt + clippy + test validation

https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00