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
Five language features and optimizations from the planned-work backlog:
- **Minimal audio driver**: `play`/`start_music`/`stop_music` now generate
APU pulse-1/pulse-2 writes from a builtin SFX/music name table, and
the NMI handler gains a `JSR __audio_tick` splice (via the linker's
`__audio_used` marker lookup) that ages an SFX countdown counter and
mutes pulse 1 when the tone expires. Programs that never trigger
audio pay zero ROM cost.
- **u16 arithmetic and comparisons**: new IR ops `LoadVarHi`, `StoreVarHi`,
`Add16`, `Sub16`, and six `Cmp*16` variants. The lowering context
tracks variable types via the analyzer's symbol table and routes
expressions through the 8-bit or 16-bit path based on operand width.
Add16 emits `CLC;ADC;ADC` with carry propagating naturally into the
high byte; compares dispatch high-byte-first with a short-circuit
low-byte fallback. Fixes a silent miscompile where `big += 1` on a
u16 var only incremented the low byte.
- **Multi-scanline handlers per state**: `gen_scanline_irq` now
dispatches on `(current_state, ZP_SCANLINE_STEP)` and reloads the
MMC3 counter with the delta to the next scanline in the same state.
`gen_scanline_reload` resets the step counter at the top of each
NMI so a state with multiple handlers fires them in ascending line
order. Previously only the first handler per state ever fired.
- **IR temp slot recycling**: `build_use_counts` pre-scans each
function to count per-temp uses; `retire_op_sources` decrements
the counts after each op and pushes dead slots back onto
`free_slots` for later allocation. `bitwise_ops.ne` used to crash
(debug) or miscompile (release) once it hit 128 concurrent temps;
with recycling the same function now uses ~4 slots instead of 136.
- **INC/DEC peephole fold + improved dead-load elimination**:
`fold_inc_dec` collapses `LDA addr; CLC; ADC #1; STA addr` into
a single `INC addr` (and the SEC/SBC variant into `DEC addr`),
saving 5 bytes and 5 cycles per increment. The fold is suppressed
when the next instruction reads carry. `remove_dead_loads` now
walks past INC/DEC/STX/STY (which don't touch A) to find the
actual next A-use, catching more dead loads.
Tests: 331 unit + 39 integration (up from 313 + 37), including new
guards for audio, u16, multi-scanline, and slot recycling.
https://claude.ai/code/session_01A8qk3gw2jWSzdiXBZPZSFE
The smoke test used to check a per-example `nonBlack` floor — "at
least one sprite rendered," plus a per-example minimum for the
multi-sprite examples. That catches gross regressions (a compiler
bug that makes everything go black) but silently lets through
anything that changes a handful of pixels without dropping below
the sprite floor. The whole point of this harness is to catch
compiler miscompiles before they land; a softer check means bugs
can still sneak in.
This swap makes every run diff the raw canvas framebuffer against
a committed PNG golden. One mismatched byte at pixel (120, 119)
is enough to fail CI — there's nowhere for a regression to hide.
Workflow:
# normal — fails on any pixel change
node tests/emulator/run_examples.mjs
# when the diff is intentional, rewrite the goldens
UPDATE_GOLDENS=1 node tests/emulator/run_examples.mjs
# or: node tests/emulator/run_examples.mjs --update-goldens
git diff tests/emulator/goldens/ # review the change
git add tests/emulator/goldens/
git commit # explain WHY in the message
When a run fails without `UPDATE_GOLDENS`, the runner writes:
tests/emulator/actual/<name>.png the run's raw output
tests/emulator/actual/<name>.diff.png red-highlighted pixel diff
so reviewers can eyeball what changed without rerunning locally.
`actual/` is gitignored and re-created on every run. The CI job
now uploads `actual/`, `goldens/`, and `report.json` together as
a single `emulator-diff` artifact on failure — side by side means
the "what changed" story is obvious without cloning.
Implementation:
- `tests/emulator/screenshots/` is renamed to `tests/emulator/goldens/`.
All 18 existing PNGs are preserved as the initial goldens (git
detected them as pure renames).
- `harness.html` gets a new `window.nesHarness.rawPixelsBase64()`
that returns the 245760-byte (256 × 240 × 4 bytes) RGBA canvas
buffer as base64. The runner compares raw pixels, not PNG
bytes, so encoder quirks (zlib level, filter heuristics) can't
cause false positives across Chrome versions or platforms.
- The runner uses `pngjs` (pure-JS, no native deps) to decode
goldens and to write diff PNGs. `PNG.sync.write` is
byte-deterministic for identical pixels, so `git diff` on a
committed golden only ever shows up when the actual rendered
pixels changed — not because two machines produced slightly
different compression.
- The committed goldens were re-encoded with pngjs in this commit
so the baseline is consistent from day one. File sizes are a
touch larger than Chrome's output (~1KB vs ~800B on average),
but that's negligible and it eliminates one entire class of
flaky-looking diffs in the future.
Determinism verification: I ran each of the 18 ROMs twice
through fresh `NES` instances in fresh puppeteer pages, hashed
the 245760-byte framebuffers at frame 180 with SHA-256, and
confirmed `run1 == run2` for every single one. Exact-pixel diffs
are safe for this ROM set.
Negative path verification: I corrupted one golden (flipped one
pixel to pure red via pngjs) and reran the runner. It printed
DIFF hello_sprite 1/61440 pixels differ; first at (120,120)
expected [255,0,0] got [0,0,0]
actual: tests/emulator/actual/hello_sprite.png
diff: tests/emulator/actual/hello_sprite.diff.png
and exited 1 as expected. The diff PNG shows a dim-grayscale
silhouette of the expected frame with a bright-red dot on the
one mismatched pixel — enough visual context to locate the
regression at a glance.
All 18 examples match their goldens in strict mode. `cargo fmt
--check`, `cargo clippy --release --all-targets -- -D warnings`,
and `cargo test --release` (313 unit + 37 integration) are all
still green.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
Fallout from removing the `--use-ast` flag and the AST codegen.
Four references in `docs/future-work.md` and one in `plan.md` were
still implying a parallel AST code path existed:
- `future-work.md` "--debug CLI flag wired" entry — said the flag
threads through `CodeGen::with_debug` (the old AST codegen's
builder). Updated to `IrCodeGen::with_debug`.
- `future-work.md` IR debug.log/assert entry — had a parenthetical
"(same behavior as AST codegen)" that no longer makes sense
without an AST codegen to compare against. Dropped.
- `future-work.md` inline assembly entry — said "Both IR and AST
codegen splice parsed instructions directly into the output
stream." There's only the IR codegen now. Updated.
- `future-work.md` `on scanline(N)` entry — described scanline
handling as "codegen (MMC3 IRQ vector wiring) is still TODO."
That wiring has been in place for a while: the IR codegen
emits `__irq_user` + `__ir_mmc3_reload` with per-state
dispatch, and `examples/scanline_split.ne` and
`examples/mmc3_per_state_split.ne` both exercise it in the
jsnes smoke test. Rewrote the entry to match reality.
- `plan.md` M2 "Compiler phases built" list — had "Codegen from
IR (replacing direct AST codegen)." The present-tense
parenthetical read as if AST codegen still existed; stripped
it. M1's "direct AST → 6502, skip IR for this milestone" line
is left as a historical milestone scope description.
One intentional mention remains: `future-work.md` "Recently
completed" bullet explicitly notes the AST-based path and the
`--use-ast` flag were removed. That's the correct tombstone.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
Four new examples bring total coverage to 18/18 ROMs through
the jsnes smoke test:
- mmc3_per_state_split.ne — two states, each with their own
`on scanline(N)` handler at a different line (80 vs 160).
Pressing START transitions between them. Verifies the
per-state MMC3 IRQ dispatch: the `__ir_mmc3_reload` helper
CMPs `current_state` on every NMI and writes the right
latch value to `$C000`/`$C001`, and `__irq_user` runs the
current state's handler when the counter fires. This is
the first example that exercises the per-state reload logic
at runtime, not just at compile-time.
- two_player.ne — exercises `p2.button.*` reads alongside
the default (P1) `button.*`. Two independently-moveable
sprites sharing a single frame handler and the runtime OAM
cursor. The runtime's NMI controller poll already reads
both `$4016` and `$4017`, but until this example no
runtime test actually looked at `$08` (the P2 input byte).
- function_chain.ne — five-deep user-function call chain
(`frame -> compute -> scale -> clamp -> fold -> taper`)
with parameter passing through ZP `$04-$07` and return
values through A. Early returns inside nested `if`s,
handler-local result var, mixed shift + additive transforms.
Catches any regression in: JSR stack discipline, param slot
layout, RTS stack unwinding, return-value flow, or the
analyzer's call-graph / max-depth computation.
- comparisons.ne — one `if` per comparison operator
(`==`, `!=`, `<`, `<=`, `>`, `>=`) gated on a u8 ramping
through 0..255. Each `if` drives a pip sprite at a fixed
column. Exercises every `CmpKind::*` case in the IR
codegen's `gen_cmp`, catching regressions in branch-opcode
selection (BEQ/BNE/BCC/BCS) and inverted-branch peephole
folding.
Smoke test deltas (all 18/18 pass, with per-example floors):
comparisons 208 (floor 150)
function_chain 104 (floor 100)
mmc3_per_state_split 104 (floor 80)
two_player 104 (floor 100)
`tests/emulator/run_examples.mjs` gets new `EXAMPLE_FLOORS`
entries for each, with notes describing the expected content
so a regression prints a helpful reason.
cargo test (313 unit + 37 integration), cargo fmt --check,
cargo clippy --release -- -D warnings all clean.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
The `--use-ast` path through `src/codegen/mod.rs` was a strictly
inferior subset of the IR codegen. Building every example with
`--use-ast` through the jsnes harness:
- `arrays_and_functions` — fully black (array init + function
return values + OAM-in-loop all broken)
- `structs_enums_for` — fully black (struct literal is a no-op,
all fields stay at 0)
- `inline_asm_demo` — fully black
- `bitwise_ops`, `loop_break_continue` — below sprite floors
(static `next_oam_slot` bug B)
- `match_demo` — panics at compile time with
`branch offset 153 out of range` (AST's if/else-chain
desugaring of `match` emits short branches that can't reach
the far arms in a multi-arm match)
Six of fourteen examples are non-functional under `--use-ast`.
The other eight happen to fall inside the subset AST handles
(no arrays, no structs, no function return values, no
multi-sprite loops, no long match chains).
`docs/future-work.md` already listed "Once working, delete the
AST-based codegen entirely" as the intended direction. It's
working, so this commit does the deletion.
What's removed:
- The `CodeGen` struct, its impl block, and every helper in
`src/codegen/mod.rs` (the AST codegen body) — ~1150 lines.
The file is now a module header that re-exports `IrCodeGen`.
- `src/codegen/tests.rs` — 15 AST-specific instruction-pattern
tests. Every feature they covered has an equivalent test in
`src/codegen/ir_codegen.rs::{tests,more_tests}` already.
- The `--use-ast` CLI flag and its branch in `src/main.rs`.
- `compile_with_ir_codegen` in `tests/integration_test.rs` —
`compile()` now does what it did, so they merged. All 40
integration tests go through the IR path.
- Outdated sections in `docs/future-work.md` that described the
IR codegen as "not yet implemented" and listed AST codegen
gaps as priority work.
What's kept:
- `src/codegen/ir_codegen.rs` — the real codegen.
- `src/codegen/peephole.rs` — post-codegen cleanup pass, now
run unconditionally from `main.rs`.
Test plan:
- `cargo test --release` — 313 unit + 37 integration tests pass
(was 328 + 37; the 15 dropped are the deleted AST-specific
tests).
- `cargo fmt --check` clean.
- `cargo clippy --release --all-targets -- -D warnings` clean.
- `node tests/emulator/run_examples.mjs` — 14/14 ROMs render
above their per-example nonBlack floors.
- The one tightening: `sprite_resolution_uses_tile_index` was
asserting on the old static-slot encoding
(`A9 01 8D 01 02`). Updated to the cursor-based form
(`A9 01 99 01 02`, i.e. STA AbsoluteY).
Net diff: 1581 deletions, 62 insertions.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
`IrCodeGen::next_oam_slot` incremented at *compile time*: one
`draw` statement = one fixed OAM slot, baked into absolute-mode
stores at codegen. A `draw` inside a `while`/`for`/`loop` body
was lowered once and then always wrote to the same four OAM
bytes every iteration, so only the last iteration was ever
visible. The writeup in the earlier PR called this "bug B".
Fix: reserve ZP `$09` as `ZP_OAM_CURSOR`, reset it to 0 at the
top of every frame handler (right after the existing OAM clear
loop), and lower each `DrawSprite` IR op to:
LDY $09 ; load cursor
LDA <y_temp>
STA $0200,Y ; sprite Y
LDA #tile
STA $0201,Y ; tile
LDA #0
STA $0202,Y ; attr
LDA <x_temp>
STA $0203,Y ; sprite X
INC $09 x4 ; bump cursor by 4
Cost is ~+6 bytes per `draw` over the old static form. At 64
slots the u8 cursor wraps naturally, giving classic NES
"too many sprites" flicker instead of a silent compile-time
drop. `next_oam_slot` and its resets are gone from the IR
codegen entirely.
Secondary fix: `for i in 0..N` counters are now registered as
handler locals. `lower_statement` created a `VarId` for the
counter via `get_or_create_var` but never pushed it onto
`current_locals`, so the IR codegen's `var_addrs` lookup
returned `None` for every `StoreVar(i)` / `LoadVar(i)` and
silently emitted nothing. The counter stayed at 0 forever,
the loop spun indefinitely, and every iteration wrote the
first array element into OAM — turning all 64 sprites into
the same smiley. Same class as the handler-local `var` decl
bug from the earlier PR, just for for-loop variables.
Smoke-test deltas (all 14/14 still pass):
- arrays_and_functions: 104 -> 260 (player + 4 enemies)
- bitwise_ops: 104 -> 416 (player + flag sprites + pips)
- loop_break_continue: 208 -> 208 (already fixed by the earlier pass)
- structs_enums_for: 104 -> 260 (player + 4 enemies)
Regression tests:
- `ir_codegen::more_tests::ir_codegen_draw_sprite` — checks a
single `draw` emits `LDY cursor`, four `STA $020N,Y`, and
four `INC cursor`.
- `ir_codegen::more_tests::ir_codegen_multi_oam_uses_sequential_slots`
— rewritten for the new form: each draw gets its own
`LDY cursor` + 4 `INC cursor`.
- `ir_codegen::more_tests::ir_codegen_draw_in_loop_...` —
proves a `draw` inside a `while` compiles to ONE cursor-based
draw (not N unrolled statics and not zero), and asserts no
stray `STA $0204`/`$0208`/... absolute stores — those would
indicate bug B has regressed.
- `ir::tests::for_loop_counter_is_registered_as_handler_local`
— verifies `for i in 0..N` pushes `i` onto `current_locals`
so the IR codegen allocates it.
Smoke-test tightening: `tests/emulator/run_examples.mjs` now
has per-example `minNonBlack` floors. `arrays_and_functions`,
`structs_enums_for`, `loop_break_continue`, and `bitwise_ops`
all require multi-sprite rendering — if the OAM cursor bug
comes back, the smoke test fails loudly instead of passing on
the default `nonBlack > 0` check.
The legacy AST codegen in `src/codegen/mod.rs` still uses the
compile-time `next_oam_slot` approach. It's only reachable via
`--use-ast`, none of the examples use it, and its integration
tests only check iNES structure — left alone on purpose.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
Landing bug A from the previous writeup plus two adjacent bugs
that the fix exposed. All three miscompile anything that uses a
u8[N] global with a literal initializer.
1. Array-literal globals are now actually initialized.
`lower_program` only expanded `Expr::StructLiteral` into per-
field synthetic globals — `Expr::ArrayLiteral` hit
`eval_const`, returned `None`, and the array boot-cleared to
zero. `IrGlobal` now carries an `init_array: Vec<u8>`
populated by lowering, and the IR codegen startup loop emits
one `LDA #byte; STA base+i` pair per element.
2. Local variables no longer overlap array globals.
`IrCodeGen::new` advanced `local_ram_next` past
`max_global_base + 1` — for an array at `$0300-$0303` it
placed the first handler-local at `$0301`, inside the array.
The frame handler's stores through the local then corrupted
the array mid-frame. The allocator now walks the analyzer's
`VarAllocation` list and advances past `address + size` for
every RAM global, not just the base.
3. Peephole `remove_redundant_loads` honors indexed LDAs.
The pass tracked `LDA Immediate/ZeroPage/Absolute` but let
`LDA AbsoluteX/AbsoluteY/ZeroPageX/IndirectX/IndirectY` fall
through the match, leaving the A-equivalence tracker
unchanged. A later `LDA #v` that happened to match a stale
entry from BEFORE the indexed load would then be dropped as
"already in A" — a silent miscompile that turned every
`draw Sprite at: (arr[i], arr[j])` pattern into garbage
(the second array index would be computed from `arr[i]`'s
value, reading way out of bounds). Indexed LDAs now clear
the tracker.
Regression tests:
- `src/codegen/peephole.rs`: a synthetic
`LDA #0; TAX; LDA AbsX(arr1); STA temp; LDA #0; TAX;
LDA AbsX(arr2); ...` sequence asserts both `LDA #0`s survive.
- `src/ir/tests.rs`: verifies `var xs: u8[4] = [1,2,3,4]`
populates `IrGlobal::init_array` with `[1,2,3,4]`.
- `tests/integration_test.rs`: two IR-codegen tests — one checks
the startup instructions contain `LDA #v; STA base+i` for
every element, the other compiles a handler-local var
alongside an array global and asserts no post-init stores
land inside the array.
Smoke test impact (14/14 still passing, now more visible):
- arrays_and_functions: 56 -> 104 nonBlack, now animated
- loop_break_continue: 52 -> 208 (player + 3 hazards visible)
- structs_enums_for: 52 -> 104 (player + enemy visible)
Existing examples unchanged; no remaining work for bug B
(static OAM slot allocation in loops) — that's the next PR.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
Fills the biggest feature-coverage gaps in the existing example set:
- match_demo.ne — match statement over a Screen enum,
driving a title / playing / paused /
game-over flow with a debounced controller.
- loop_break_continue.ne — `loop { ... }` with `break` and `continue`,
scanning an enemy array for the first hit.
- logic_ops.ne — keyword-based `and` / `or` / `not` gating
movement and scoring on alive/paused flags.
- bitwise_ops.ne — packed status-byte flags with `&` / `|` /
`^` / `>>` plus a health-bar render loop.
- scanline_split.ne — MMC3 `on scanline(120)` handler rewriting
the scroll register mid-frame for a
classic status-bar split.
All 14 examples (9 existing + 5 new) pass the jsnes smoke test
(`14/14 ROMs rendered successfully`) and still pass `cargo fmt`,
`cargo clippy -D warnings`, and `cargo test`.
Known limitations surfaced while authoring these examples, to be
fixed in follow-up commits:
1. Array-literal global initializers (`var xs: u8[4] = [1,2,3,4]`)
are silently dropped by `lower_program` — `eval_const` returns
None for `Expr::ArrayLiteral` and no synthetic per-element
init code is emitted. Affects `arrays_and_functions`,
`structs_enums_for`, `loop_break_continue`, and any future
array-using example. Arrays effectively boot at all-zero.
2. `draw` inside a loop body reuses one static OAM slot —
`next_oam_slot` increments at IR-codegen time rather than at
runtime, so N iterations all write to the same 4-byte OAM
entry. Affects `arrays_and_functions`, `structs_enums_for`,
`bitwise_ops` (health pips), and any loop that wants to
render per-iteration sprites.
Both bugs are latent and didn't surface until I tried to write
examples that exercise the relevant features — the existing
integration tests only check iNES header structure, and the
jsnes smoke test's "at least one sprite rendered" bar is
satisfied by one sprite even when several were intended.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
Runs the jsnes + puppeteer harness on every push/PR so the same
execution-level bugs that the test suite previously couldn't catch
(missing JMP/JSR fixups, orphaned handler locals, uninitialized
struct fields, silently-swallowed intrinsic calls) will be caught in
CI going forward.
The job installs the handful of shared libs Chrome for Testing needs
on the ubuntu-latest runner, builds the compiler in release, compiles
every example, then drives each ROM through the harness. On failure
it uploads the captured screenshots and the JSON report as a build
artifact so regressions are easy to triage without re-running
locally.
Kept separate from the existing `Build Examples` job so compile-time
and execution-time issues report independently.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
Running the compiled example ROMs through a headless puppeteer +
local jsnes harness exposed four latent bugs that the
header-structure-only integration tests couldn't catch:
- src/asm/mod.rs: the first pass treated ANY instruction with
`AddressingMode::Label` as a label definition, silently dropping
every `JMP`/`JSR` to a label. Now only `NOP + Label` is a label
def; other opcodes emit the opcode byte plus a 2-byte absolute
fixup resolved in pass two. Without this, every example crashed
with "invalid opcode at $1xxx" once the CPU fell through into
the math runtime and hit an unbalanced `RTS`.
- src/ir/lowering.rs (lower_handler): handler-local `VarDecl`s
(e.g. `var i: u8 = 0` inside a `while`) were pushed onto
`current_locals` but the handler built its own throwaway
`locals` list, so those var ids never got RAM addresses and
every `LoadVar`/`StoreVar` for them silently emitted nothing.
Seed `current_locals` with the state's declared locals and
reuse it so `lower_statement`'s appends flow through to the
`IrFunction`. Fixes the black screen in `arrays_and_functions`.
- src/ir/lowering.rs (global init): struct-literal initializers
on globals (`var player: Player = Player { x: 120, ... }`) fell
through to `eval_const`, which returned `None` for a
non-literal, so no init code was emitted. Now the per-field
synthetic globals each get their own `init_value`. Fixes the
black screen in `structs_enums_for`.
- src/codegen/mod.rs: the legacy AST codegen was emitting
`JSR __fn_poke` / treating `peek` as `LDA #0` for the hardware
intrinsics. It only "worked" before because the broken
assembler swallowed the bogus JSR. Handle `poke`/`peek` as
direct STA/LDA to a compile-time-constant absolute address,
matching the IR codegen's intrinsic path.
The harness lives in `tests/emulator/`: a tiny HTML page that
wraps the `jsnes` npm package, driven by a puppeteer script that
loads each ROM, runs ~180 frames, snapshots the canvas, and
records a smoke-test verdict (booted without a CPU crash, non-zero
pixels rendered, frames differ over time). `npm install && node
run_examples.mjs` from `tests/emulator/` runs the full sweep.
9/9 example ROMs now load, render, and animate where expected.
All 324 unit + 35 integration tests still pass.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
Updates the feature list to mention structs, enums, for loops,
match, inline asm + \`{var}\` substitution, \`poke\`/\`peek\`
intrinsics, and the new \`--memory-map\` / \`--call-graph\`
diagnostics. Adds the two new examples (structs_enums_for and
inline_asm_demo) to the table.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
The OAM clear at frame-handler entry is only needed if the
handler actually modifies OAM — handlers that never call \`draw\`
don't need to reset the shadow buffer at all, since the previous
handler's contents are still correct (or the startup zero-fill
still applies). Adds a \`function_draws_sprites\` helper that
walks the IR ops once and emits the clear loop only when at least
one \`DrawSprite\` exists.
Handlers like a title screen that doesn't render sprites pay zero
cycles for the OAM clear now.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
A small example that exercises all three inline-assembly paths in
one program:
- \`asm { ... }\` with \`{var}\` substitution for \`result\` and
\`frame_count\`
- \`poke(addr, value)\` for a hardware register write (PPU \$2005)
- A helper function whose body is hand-written 6502 that still
reads and writes NEScript-owned local variables
Useful as a short reference for anyone learning the escape hatches
to hand-written 6502.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
A \`return\` with no value inside a function that has a declared
return type is an error — the caller expects a value. Previously
it compiled silently and the callee returned whatever was in A
from the last computation.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Each frame handler now begins with a short 64-slot loop that
writes \$FE to the Y-position byte of every OAM entry, hiding any
sprites the previous frame drew that the current frame doesn't.
Without this, stopping a \`draw\` call one frame leaves the sprite
lingering at its last position forever.
Cost: ~384 cycles per frame (2.3% of the ~16 666 cycles available
between vblanks). The per-frame \`draw\` calls overwrite the slots
they actually use, so the clear is free at runtime for sprites
that ARE drawn.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Previously \`remove_redundant_loads\` tracked only a single value
for A at a time, so \`STA addr\` would overwrite the prior
\`Imm(v)\` with \`Zp(addr)\`, losing the ability to eliminate a
following \`LDA #v\`. Now A's known value is an equivalence class
(\`Vec<AValue>\`): every \`STA addr\` *adds* the address to the
class instead of replacing it, so
LDA #5
STA \$10
LDA #5 ; eliminated — A still equals 5
collapses to just two instructions. Adding this also catches the
earlier \`STA \$10; LDA \$10\` idiom because \`Zp(\$10)\` is now part
of the class after the STA.
Any op that clobbers A clears the whole class; writes via STX/STY
or INC/DEC to an address in the class invalidate just that entry.
Instruction counts tighten on every example, most visibly on
bouncing_ball (123→120) and arrays_and_functions (247→245).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Prints a tree view of every function/handler and its direct
callees, plus the max call depth reached from each state-handler
entry point. Useful for stack-budget investigation since the NES
has only 256 bytes of stack.
=== Call Graph (max depth: 2 / 8) ===
Main::frame (max depth 2)
├── clamp
├── clamp
└── check_collision
check_collision
├── abs_diff
└── abs_diff
abs_diff
└── (leaf)
clamp
└── (leaf)
Max-depth labels are only shown on entry points where the analyzer
has computed a depth; transitive callees print without a label so
the output isn't confusing.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Dumps a human-readable table of variable allocations sorted by
address, separated into zero-page and main RAM sections with a
final byte-usage summary. Struct fields show up as individual
entries under their synthetic \`var.field\` names.
Example output for examples/structs_enums_for.ne:
=== NEScript Memory Map ===
Zero Page (\$00-\$FF):
\$00-\$0F [SYSTEM] reserved (frame flag, input, state, params, scratch)
\$0010 [USER] enemy_y (u8)
\$0011 [USER] i (u8)
RAM (\$0200-\$07FF):
\$0200-\$02FF [SYSTEM] OAM shadow buffer
\$0300 [USER] player.x (u8)
\$0301 [USER] player.y (u8)
\$0302 [USER] player.vx (u8)
...
Zero Page: 2/128 bytes used
Main RAM: 11/1280 bytes used
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Common PPU/APU/mapper access previously required either variable
aliases or inline asm. Now two built-in intrinsics handle the
single-register case directly:
poke(0x2006, 0x3F) // STA \$3F, \$2006
poke(0x2006, 0x00)
poke(0x2007, 0x0F)
var status: u8 = peek(0x2002)
- Analyzer: \`poke\` / \`peek\` are recognized as built-in intrinsics
so they don't require a function declaration. Arity is still
checked (E0203 on mismatch).
- IR: new \`IrOp::Poke(u16, IrTemp)\` and \`IrOp::Peek(IrTemp, u16)\`
variants carrying the compile-time constant address.
- IR lowering: recognizes the \`poke\`/\`peek\` call names, evaluates
the address as a const expression, and emits the intrinsic op.
Falls back to a regular call if the address isn't a constant.
- IR codegen: emits a single LDA/STA in ZP or absolute mode based
on whether the address fits in a byte.
- Optimizer: Poke has a source temp (liveness), Peek has a dest
(new value); both pass through the existing passes.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
raw asm {
LDA #\$42
STA \$00
}
Unlike regular \`asm\`, \`raw asm\` does not perform \`{var}\`
substitution — the body is passed to the inline parser verbatim.
Useful for writing completely unmanaged bytes that don't rely on
the analyzer's variable allocations, e.g. mapper init snippets.
Implementation:
- Parser: \`KwRaw\` followed by \`KwAsm\` emits
\`Statement::RawAsm(body, span)\`.
- IR lowering: prepends a \`\\0RAW\\0\` marker to the body when
emitting \`IrOp::InlineAsm\` so the codegen can distinguish raw
from regular without adding a second op variant.
- IR codegen: strips the marker and skips substitution when present.
- AST codegen: same, handling \`Statement::RawAsm\` directly.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Within \`asm { ... }\` blocks, \`{name}\` is replaced with the
resolved hex address of the variable at codegen time. The lexer's
asm-body capture now balances nested braces so it doesn't cut off
at the first \`{x}\`. Both IR and AST codegen paths preprocess the
body before passing to the inline parser:
var counter: u8 = 0
on frame {
asm {
LDA {counter}
CLC
ADC #\$01
STA {counter}
}
}
Zero-page addresses become \`\$XX\`, absolute addresses become
\`\$XXXX\`. Unknown names pass through unchanged so the asm parser
can surface the "unknown mnemonic" / "unexpected token" error.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Newlines remain the primary separator, but \`;\` now lets short
statements share a line for readability:
on frame {
a += 1; b += 2
if button.a { a -= 1; b -= 1 }
}
Implementation: \`parse_block\` consumes any \`;\` tokens between
statements.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
match state {
Title => { if button.start { state = Playing } }
Playing => { /* ... */ }
GameOver => { if button.a { state = Title } }
_ => {}
}
- Lexer: \`match\` keyword and \`=>\` (FatArrow) token
- Parser: \`parse_match\` after the existing loop constructs. Each
arm is \`pattern => { body }\`, with \`_\` as the catch-all. The
match scrutinee is parsed with struct-literal restriction enabled
so the following \`{\` is unambiguously the match body, not a
struct literal.
- The parser desugars match directly into an if/else-if chain so
the analyzer, IR lowering, and codegen don't need new AST variants
— each arm becomes \`scrutinee == pattern\` as the condition, and
the default arm (if any) becomes the final \`else\` block.
Tests cover parse + full pipeline integration for state-style
dispatch using an enum.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
struct Vec2 { x: u8, y: u8 }
var pos: Vec2 = Vec2 { x: 100, y: 50 }
on frame {
pos = Vec2 { x: pos.x + 1, y: pos.y }
}
- AST: new \`Expr::StructLiteral(name, fields, span)\` variant
- Parser: in expression position, \`Ident {\` enters struct-literal
mode when the new \`restrict_struct_literals\` flag is off.
\`if\`/\`while\`/\`for\` conditions set the flag so the \`{\` keeps
going to the following block. Condition contexts can still use
struct literals by parenthesizing them.
- Analyzer: validates that the struct type exists, each named field
belongs to it, and each field value has a compatible type.
- IR lowering: desugars \`var = StructLiteral { ... }\` (both in
assignments and variable initializers) into per-field StoreVar
operations against the analyzer-synthesized \`var.field\`
variables. No IR type for struct values is needed.
- AST codegen: no-op (legacy path).
- examples/structs_enums_for.ne now uses a struct literal for the
initial \`player\` state instead of per-field assignments.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Lists structs, for loops, audio parsing, const folding, on_scanline
codegen, all new peephole passes, and the fixed function call ABI /
local variable allocation. Re-prioritizes remaining work.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
A small platformer scaffold that exercises every recent language
feature in one place:
- \`struct Player { ... }\` with u8 and bool fields
- \`enum Direction { Up, Down, Left, Right }\`
- \`enum AnimFrame { Idle, Run1, Run2 }\`
- \`for i in 0..4 { ... }\` looping over a fixed-size array
- Struct field assignment and reads
- Enum variant assignment
Compiles through the default IR codegen and links cleanly.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Both peephole passes now track \`Absolute\` addresses in addition to
zero-page. This lets function-local variables (which live in RAM at
\$0300+) benefit from the same redundant-load elimination and
operand-rewriting that globals at ZP addresses already enjoyed.
Before:
LDA \$04 ; load param
STA \$0300 ; store to t
LDA \$0300 ; reload t
STA \$81 ; store to temp
LDA \$0300 ; reload t again
STA \$82 ; store to temp
LDA \$81
CLC
ADC \$82
STA \$0300
LDA \$0300
RTS
After:
LDA \$04
STA \$0300
CLC
ADC \$0300
STA \$0300
RTS
Renames the A-tracking enum's \`Addr\` variant to \`Zp\` alongside a
new \`Abs\` variant, matching the \`Source\` type used by copy prop.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Function bodies can declare local variables with \`var NAME: u8 = …\`.
Previously the lowering created a VarId for them but didn't track it
on the \`IrFunction.locals\` list, so the IR codegen had no address
to map it to and \`LoadVar\` / \`StoreVar\` silently did nothing. The
generated function body read and wrote random temp slots.
Fixes:
- Lowering: replaced the per-function \`locals\` local with a
long-lived \`current_locals\` field; \`lower_function\` resets it
on entry and moves it into the \`IrFunction\` at exit. Each
\`Statement::VarDecl\` inside a function body appends to
\`current_locals\`.
- IR codegen: iterate every function's \`locals\` list. Params 0..4
still map to \$04-\$07, and the remaining locals get addresses in
main RAM starting at \$0300. Each function's locals are disjoint,
so nested calls don't corrupt each other's state.
- Integration test \`program_with_function_local_variables\`
exercises nested calls with function-local state to guard against
regression.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Adds a \`for NAME in START..END { BODY }\` half-open range loop:
for i in 0..8 {
total += arr[i]
}
- Lexer: \`for\`, \`in\` keywords and the \`..\` range operator
- AST: new \`Statement::For\` variant with var/start/end/body
- Parser: \`parse_for\` after \`while\` / \`loop\`
- Analyzer: registers the loop variable as a u8 symbol for the body
(restoring any shadowed outer symbol afterwards), allocates it via
the normal RAM allocator, and tracks it as "used"
- IR lowering: desugars to \`var = start; while var < end { body;
var = var + 1 }\` using a \`for_step\` continue-edge block so
\`continue\` properly increments the index
- AST codegen: no-op (legacy path doesn't need for loops)
- Tests: parse + full-pipeline integration
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Constants can now reference other constants and use arithmetic /
bitwise / comparison operators. The lowering runs \`eval_const\` on
each \`ConstDecl\` and \`VarDecl\` initializer, threading the existing
\`const_values\` map for identifier lookups.
Examples that now work:
const BASE: u8 = 10
const OFFSET: u8 = BASE + 5 // 15
const MASK: u8 = FLAG_A | FLAG_B // bitwise-or of two earlier consts
var counter: u8 = BASE // initializer is now 10
Enum variants are registered before constants so a const like
\`const FIRST: u8 = VariantA\` also resolves at compile time.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Two new passes that save 2 instructions per conditional:
- \`fold_branch_over_jmp\` rewrites \`BNE taken; JMP else_block;
taken:\` into \`BEQ else_block; taken:\`. Emitted by the IR codegen
for every \`if\` without a matching \`else\`. Bounded lookahead of
~60 instructions keeps the rewritten branch within the signed
8-bit reach (-128..+127).
- \`remove_jmp_to_next_label\` drops \`JMP foo; foo:\` since the JMP
is a no-op — execution falls through to the label anyway.
Instruction count impact (IR vs AST, lower is better):
before after
arrays_and_functions 262 vs 236 -> 243 vs 235
bouncing_ball 135 vs 144 -> 122 vs 143
coin_cavern 290 vs 291 -> 261 vs 289
hello_sprite 73 vs 64 -> 64 vs 63
mmc1_banked 261 vs 247 -> 235 vs 246
sprites_and_palettes 121 vs 113 -> 108 vs 112
state_machine 233 vs 229 -> 209 vs 228
IR codegen now beats the AST codegen on 5 of 7 examples and is
competitive on the other two.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
The \`play\`, \`start_music\`, and \`stop_music\` keywords were lexed
but not parsed. Programs using them failed with a generic "unexpected
token" error. Now:
- \`Statement::Play(sfx_name, span)\`
- \`Statement::StartMusic(track_name, span)\`
- \`Statement::StopMusic(span)\`
parse successfully and flow through analyzer / IR lowering / codegen
as no-ops. Semantics match the spec but produce no output — no audio
driver exists yet. Users who need sound can still wire in custom
code via \`asm { ... }\` blocks.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Previously an assignment to an undeclared name was silently accepted
because the IR lowering would synthesize a fresh VarId for it. Now
the analyzer emits E0502 with the same "did you mean" suggestion
path as read-side undefined variable errors.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Two bugs in the IR codegen's function call path:
1. \`IrOp::Call\` was emitting \`JSR __fn_name\` but functions are
defined at \`__ir_fn_name\`. The JSR went to an unresolved label
and the generated ROM would jump to garbage.
2. Caller stored arguments to ZP \$04-\$07 but the callee's
\`LoadVar\` for each parameter VarId resolved to a temp slot at
\$80+ because parameter VarIds weren't in \`var_addrs\`. The
callee never read the arguments.
Fixes:
- Register each function's first four parameter VarIds at
\$04-\$07 in \`var_addrs\` during codegen construction, so
\`LoadVar\` for a parameter emits \`LDA \$04\` / \`\$05\` / etc.
- Call emits \`JSR __ir_fn_{name}\` matching the function label.
Adds a unit test that exercises both sides of the contract:
the caller must STA to \$04/\$05 and JSR to \`__ir_fn_sum\`, and the
callee must LDA from \$04 to read the first parameter.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Extends the \`on_scanline\` codegen to support multiple scanline
handlers across states:
- \`__irq_user\` now dispatches by \`current_state\`: each state with a
scanline handler gets a CMP/BNE/JSR entry in the dispatch table.
States without a handler fall through to just acknowledge the IRQ.
- New \`__ir_mmc3_reload\` helper that (re)loads the MMC3 counter
latch based on \`current_state\`. States without a scanline handler
fall through to disable the IRQ (\$E000 write).
- Linker detects the \`__ir_mmc3_reload\` label in user code and
splices a JSR into it at the top of the NMI handler, so the
counter is reloaded once per frame with the current state's
target scanline.
- IRQ handler no longer re-enables IRQ on ACK (the NMI reload now
handles that) so it won't fire multiple times per frame.
- Program init chooses the start state's scanline count (if any) or
the first scanline handler found as a fallback.
Also fixes \`dump_asm\`: a \`NOP\` with a \`Label\` operand is a label
definition, but any other opcode with a \`Label\` operand is a real
instruction like \`JSR foo\`. The old dump was hiding JSR/JMP targets.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Wires \`on scanline(N)\` handlers through IR lowering and codegen:
- IR lowering: each scanline handler becomes a regular IR function
named \`{state}_scanline_{N}\`
- IR codegen: when any scanline handler exists, emits MMC3 IRQ setup
at program start (\$C000 latch, \$C001 reload, \$E001 enable, CLI)
and a \`__irq_user\` handler that saves registers, acknowledges via
\$E000, JSRs the scanline handler, restores registers, and RTIs
- Linker: vector table prefers \`__irq_user\` over the default \`__irq\`
stub when both exist
Scope of this first pass is intentionally minimal: supports ONE
scanline handler per program (the first one found in IR function
order). Per-state dispatch and multi-scanline reload will come later.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Adds composite \`struct\` types with field access:
struct Vec2 { x: u8, y: u8 }
var pos: Vec2
pos.x = 100
pos.y = pos.x + 5
- Lexer: \`struct\` keyword
- AST: \`StructDecl\` with \`StructField\` list; \`NesType::Struct(name)\`
for struct-typed variable declarations; \`Expr::FieldAccess\` and
\`LValue::Field\` for reads/writes
- Parser: top-level \`struct Name { field: type, ... }\` (optional
trailing comma) and \`ident.field\` syntax in both expression and
lvalue position
- Analyzer: \`register_struct\` computes contiguous field offsets
(no padding) and stores them in \`struct_layouts\`. Struct variables
synthesize a \`VarAllocation\` per field under the name
\`"struct_var.field"\`, and \`Expr::FieldAccess\` / \`LValue::Field\`
resolve against those. Unknown struct types and unknown fields
emit E0201.
- IR lowering + AST codegen: treat struct field access as ordinary
variable access against the synthetic per-field symbols. No new IR
ops are needed.
v1 structs only support primitive fields (u8/i8/bool). Nested structs,
u16 fields, and array fields are not yet allowed.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Adds two new passes that dramatically close the IR-vs-AST output
size gap:
- **copy_propagate_temps**: tracks the source of each \`STA\` into an
IR temp slot (\$80-\$FF). Subsequent \`LDA\` of that slot is rewritten
to load from the original source directly. The same rewrite applies
to arithmetic/logical ops that read a temp (\`ADC\`/\`SBC\`/\`AND\`/
\`ORA\`/\`EOR\`/\`CMP\`). The now-unused \`STA\` is picked up by the
dead-store pass on the next iteration.
- **remove_dead_loads**: drops an \`LDA\` whose value is immediately
overwritten by another A-clobbering load (\`LDA\`/\`PLA\`/\`TXA\`/\`TYA\`).
The existing dead-store pass is also extended to scan through labels
and branches within a function body, since IR temp slots are
SSA-unique per function. Function boundaries (\`__ir_fn_\`/\`__fn_\` labels,
\`RTS\`/\`RTI\`) still stop the scan.
Instruction count comparison (IR vs AST codegen on examples/):
before after
arrays_and_functions.ne 359 vs 236 -> 264 vs 236 (-95 ir)
bouncing_ball.ne 192 vs 144 -> 135 vs 144 (-57 ir, IR now wins)
coin_cavern.ne 412 vs 291 -> 290 vs 291 (-122 ir, IR ties)
hello_sprite.ne 116 vs 64 -> 73 vs 64
mmc1_banked.ne 378 vs 247 -> 261 vs 247
sprites_and_palettes.ne 194 vs 113 -> 121 vs 113
state_machine.ne 323 vs 229 -> 233 vs 229
IR is now competitive with the AST codegen on every example and
beats it on bouncing_ball and coin_cavern.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Tracks what the accumulator currently holds across a linear run of
instructions. When we see \`LDA addr\` or \`LDA #val\` and A is
already known to hold that value, the load is dropped. A-modifying
ops (ADC, SBC, shifts, transfers from X/Y, etc.) clear the tracker.
Any control-flow instruction or label resets it too, so JSR / branches
remain safe.
Reduces STA/LDA count in bouncing_ball from 113 to 108.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Documents the \`enum Name { Variant, ... }\` syntax and adds
\`--dump-ir\` and \`--use-ast\` to the CLI flag table. Also adds
an integration test covering enum-variant-as-condition and variant
assignment through the full compile pipeline.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Adds \`enum Name { V1, V2, ... }\` as a top-level declaration. Each
variant is registered as a \`u8\` constant equal to its index in the
declaration. Variant names are global and must be unique across all
enums and other symbols (E0501 on collision).
- Lexer: \`enum\` keyword
- AST: \`EnumDecl { name, variants, span }\` field on \`Program\`
- Parser: top-level \`enum\` syntax with optional trailing commas
- Analyzer: \`register_enum\` flattens variants into the symbol table
- IR lowering and AST codegen: variants resolve through the existing
\`const_values\` path
- Tests cover parsing, duplicate detection, and usage
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Adds \`IrProgram::pretty()\` for a readable IR dump and wires it to a
new \`--dump-ir\` build flag. Useful for debugging IR-level issues
(optimizer, lowering). Refactored \`compile()\` to take a
\`CompileOptions\` struct to keep clippy's \`fn-params-excessive-bools\`
lint happy.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3