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Author SHA1 Message Date
Claude
6d9ebc7d7b
docs: add docs/pong.gif demo to README
Record a 6-second gif of examples/pong.nes running in jsnes and
embed it alongside docs/platformer.gif and docs/war.gif as the
third project demo. The gif opens on Pong's title menu (CPU VS
CPU / 1 PLAYER / 2 PLAYERS) — warmup = 4 frames keeps the menu
as the thumbnail the way war's recording does, and then the
headless autopilot advances to gameplay partway through the
clip.

- docs/pong.gif committed (128 KB)
- README.md links it under the war demo
- scripts/pre-commit rebuilds it when examples/pong* or the
  recorder/harness change
- .github/workflows/ci.yml fails if the committed copy is stale
- CLAUDE.md and tests/emulator/record_gif.mjs reference the new
  gif in the "how to regenerate" sections

https://claude.ai/code/session_0134F5uwDEVTes2Ee9S7JeXy
2026-04-16 10:44:57 +00:00
Claude
318a2f8bef
docs: add docs/war.gif demo to README
Captures the first ~6 s of examples/war.ne via the same
puppeteer + jsnes + gifenc pipeline that powers
docs/platformer.gif: title menu thumbnail, 52-card deal
animation, and a few rounds of CPU vs CPU play. Embedded
in the top-level README right under the platformer demo.

record_gif.mjs gains a 6th positional arg for the warmup
override (defaulting to the existing WARMUP env / 30) so
the war command can keep its title menu as the first frame
while platformer keeps skipping past its own title. The
CI emulator job and the pre-commit hook both rebuild the
gif into a tmp path and fail-with-fix-command if the
committed copy is stale; the war trigger covers war.ne,
war.nes, any examples/war/*.ne include, plus the recorder
and harness.
2026-04-16 00:37:23 +00:00
Claude
5e3e68ca11
docs: regenerate platformer.gif and lock it as a CI invariant
The optimizer fix in the previous commit changes the observable
gameplay of `examples/platformer.ne` — pre-fix the player got
spurious enemy-1 stomp bounces every time coin 2 drifted into its
pickup window, so the README demo gif showed the player bouncing
mid-air around emu frames 85-125 instead of walking through the
coin at ground level. Regenerate `docs/platformer.gif` from the
fixed compiler so the README matches reality.

To stop this from drifting again, treat the gif the same way the
repo already treats `examples/*.nes`:

- `gifenc` + `jsnes` + the harness are deterministic, so a fresh
  recording byte-matches a valid commit. Verified across two
  back-to-back runs (identical md5).

- `.github/workflows/ci.yml`'s `emulator` job now renders the gif
  into `/tmp/platformer.gif` and `cmp`s it against `docs/platformer.gif`,
  emitting a `::error` annotation pointing at the exact rerun
  command if the committed copy is stale. This piggybacks on the
  existing puppeteer + node setup, adding ~20s to the job.

- `scripts/pre-commit` runs the same check locally, but only when
  `examples/platformer.{ne,nes}`, `tests/emulator/record_gif.mjs`,
  or `tests/emulator/harness.html` is staged, and only if
  `tests/emulator/node_modules` is already installed. Cold-start
  puppeteer is ~20s — too slow to pay on every commit, but cheap
  enough to pay when something gif-relevant changed.

- The header of `tests/emulator/record_gif.mjs` and the project
  conventions section of `CLAUDE.md` both spell out the rerun
  command and the invariant, so the next agent doesn't have to
  re-derive any of this.

https://claude.ai/code/session_013Bi4H4YQ5or5HtMB4doUFi
2026-04-13 18:04:17 +00:00
Claude
57faf9e36a
commit built ROMs alongside .ne sources
The compiler is deterministic: rebuilding any example produces
a byte-identical ROM, verified across all 22 examples and all
four mappers (NROM, MMC1, UxROM, MMC3). That means the .nes
files are reproducible artefacts and can live next to their
sources without drift.

Benefits:

- Users can clone the repo and open any example in an emulator
  without installing a Rust toolchain or running the compiler.
- The emulator harness can trust examples/*.nes directly, so its
  CI job no longer needs a compiler build or a "compile all
  examples" loop — it just boots jsnes against the committed
  ROMs and diffs each against its golden.
- ROM diffs in PRs are now meaningful: "this compiler change
  flipped 17 bytes in hello_sprite.nes" is visible review
  signal, not hidden behind the emulator golden.

Guard rails so the ROMs don't drift from their sources:

- .gitignore no longer excludes *.nes.
- The `examples` CI job rebuilds every .ne into /tmp and fails
  loudly (with a GitHub error annotation pointing at the exact
  cargo command to rerun) if any committed ROM differs.
- scripts/pre-commit does the same check locally.
- CLAUDE.md now states that editing a .ne file requires
  rebuilding its .nes in the same commit, so future agents
  won't miss the invariant.

Total footprint: 22 ROMs, 624 KB (avg 28 KB each — most are
NROM 24 KB; two banked examples are larger).

https://claude.ai/code/session_01BcCcHi6FUmTh8jC7UgkA3A
2026-04-13 15:12:39 +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