`inline fun` worked for plain-NEScript bodies but blew up on any
function that used inline asm with `{name}` substitution. The
codegen's `substitute_asm_vars` runs against the analyzer's
per-function scope; after splicing, the scope is the *caller*,
where the inlined fun's parameters don't exist. The result was
`{dst}` left as a literal token in the spliced asm body, and
the asm parser failing with `bad number `{dst}``.
Fix: at inline-expansion time (`try_inline_call_stmt`), when the
splicer detects a `Statement::InlineAsm` in the body and the
call site passed a compile-time constant for a parameter,
pre-substitute `{param}` with `#$<value>` so the spliced body
parses as an immediate-mode operand. The substitution is done
via a new `inline_const_args_stack` parallel to the existing
`inline_subs_stack`, populated from the args' `eval_const`
results.
When *any* arg is non-constant the splicer refuses to inline an
asm-containing function and falls back to a regular `Call` op —
preserving correctness, just at the cost of the JSR/RTS apparatus
the user was hoping to avoid. The fallback is exercised by the
new `inline_fun_with_asm_falls_back_for_runtime_arg` test.
`eval_const` is also extended to consult the same const-args
stack, so a nested inline like `inline_outer(K)` →
`inner(outer_param)` correctly recognises `outer_param` as the
constant `K` and recurses the substitution. Without this, the
cascade stopped at the first level.
Two new tests in `src/ir/tests.rs` lock in the behaviour:
- `inline_fun_with_asm_param_substitutes_immediate` — verifies
`{param}` becomes `#$<value>` in the spliced body and no
Call op is left.
- `inline_fun_with_asm_falls_back_for_runtime_arg` — verifies
the fallback path emits a Call op.
The SHA-256 example doesn't itself opt into the new feature for
its primitives (full inlining would balloon ROM by 5-10 KB —
the call sites add up fast at 1500+ source-level uses); that's
left as a future opportunity. Hash output unchanged; emulator
harness 34/34; reproducibility diff clean.
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
The phased compression driver was computing the schedule/round
*index* per iteration and then shifting it left by 2 to get the
byte offset (`schedule_one(i << 2)`, `round_one(r << 2)`). The
shift compiles to two ASLs per iteration — cheap, but pure dead
work since the byte offset is just the previous one + 4.
Track the byte offset as the loop counter and bump it by 4 each
iteration. The schedule and round APIs already wanted byte
offsets, so the call sites also get a touch shorter (no more
intermediate `var i: u8 = first_idx + step`).
Strict cycle savings are tiny — a handful per iteration — so
this is more about not leaving obviously redundant work in the
inner loop than a meaningful perf win. Hash output unchanged
(still AE9145DB…4E0D for "NES"); no other examples affected;
emulator harness 34/34.
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
The IR codegen lowers `i -= 1` (and friends) into a `LoadImm temp,
1; Sub d, i, temp; StoreVar i, d` triple, and the optimizer
strength-reduces the Sub+StoreVar pair into `DEC i`. The
constant-load-into-A that used to feed the Sub stays around as a
dead `LDA #1`:
LDA #1
DEC ZeroPage(rem)
JMP Label("__ir_blk_while_cond_…")
`remove_dead_loads` was set up to drop exactly this pattern but
gave up at the trailing `JMP` because it couldn't reason about
flow. Extend it to follow one unconditional `JMP <label>` to its
target and resume the dead-store scan from the next instruction.
The first instruction past the loop-condition label is reliably an
`LDA loop_var`, which overwrites A without reading it — so the
`LDA #1` is correctly identified as dead.
Conditional branches still end the scan (their not-taken path is
unconstrained) and only one JMP is followed (to keep the analysis
local). For SHA-256 specifically this drops two `LDA #1`s per
iteration of the rotate/shift bit-loops — about 1K cycles per
block. The same pattern fires across most examples' loop tails.
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. The cycle drift refreshes the four
audio hashes / golden frames timing-sensitive examples already
tracked.
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
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
The generic `rotr_wk(dst, n)` does its byte/bit decomposition
with two runtime `while` loops — necessary in the abstract, but
wasteful in SHA-256 where every rotation amount is one of ten
fixed compile-time constants (2, 6, 7, 11, 13, 17, 18, 19, 22,
25). The loop overhead alone is ~80 cycles of bookkeeping per
call, on top of the actual rotation work.
Replace each `rotr_wk(SIG, 6)` call inside the sigma helpers
with a dedicated `rotr_wk_6(SIG)` (and similarly for the other
amounts and for `shr_wk_3` / `shr_wk_10`). Each new helper just
chains the right number of `byte_rotr_wk` and `rotr1_wk` calls
inline — no `rem` variable, no `>= 8` / `> 0` checks.
The original `rotr_wk` / `shr_wk` wrappers stay defined for
runtime-amount callers; nothing else in the example uses them
today, but keeping them documents the general-purpose form.
Per SHA-256 block: ~45K cycles saved across 384 sigma rotations.
Combined with commit 0b5470b's leaf-function fix, the per-block
compression cost drops by ~3.5 frames at NTSC.
The hash output is unchanged (still
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
for "NES"), no other examples are affected, and the emulator
harness stays at 34/34.
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
Leaf functions — those that never JSR another routine from inside
their body — don't need to spill the `$04..$07` parameter
transport slots into per-function RAM, because nothing inside the
body clobbers those slots. Detect them in `IrCodeGen::new` via a
linear scan over each function's IR ops, point their parameters
at `$04..$07` directly in `var_addrs` (and in a parallel
`leaf_param_overrides` map for inline-asm `{name}` substitution),
and have `gen_function` skip the spill prologue.
The "leaf" predicate is conservative: any of `IrOp::Call`, `Mul`,
`Div`, `Mod`, `Transition`, or an inline-asm body containing a
`JSR` token disqualifies the function. SetPalette /
LoadBackground / PlaySfx / StartMusic / DebugLog / DebugAssert
were verified by inspection to not emit JSRs.
Per call to a leaf primitive: `LDA $04 / STA <local> / LDA $05 /
STA <local+1>` is now omitted — saves 12 cycles and 12 bytes of
code per call. Across the SHA-256 example's ~5500 leaf-primitive
calls per block, that's ~66K cycles saved per compression — about
2.2 frames at NTSC.
The fix also touches every committed `examples/*.nes` (the leaf
prologue was emitted by every fun with params, not just the SHA
ones), so 9 ROMs and the same three timing-sensitive goldens
(war.png + platformer/pong/war audio hashes) get refreshed; the
two committed gifs that drifted do too.
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
Six wins surfaced by the inner-loop analysis. This file gets
deleted when everything's shipped — anchors the work + the
after-each-change checklist while it's in flight.
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
Bug #1 (inline `asm { {param} }` resolving to an address nothing
writes to) landed in commit 76d0fd0 along with the SHA-256
workaround revert, so the log is back to its empty "no bugs
logged" state. The how-it-was-fixed writeup lives in commit
76d0fd0's message and the explanatory comment in
`IrCodeGen::new`, which is where future readers are likely to
need it.
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
Commit 76d0fd0 moved function-locals from a codegen-minted
`$0300+` absolute range into the analyzer's zero-page
allocations so inline-asm `{param}` substitutions resolve
correctly (compiler-bugs.md #1). Observable semantics are
preserved — the analyzer + codegen now agree, and every
primitive that used to work still does — but the emitted ROM
bytes change whenever a function reads or writes a local,
because zero-page addressing uses a 2-byte instruction and
absolute addressing uses 3.
Consequences that need regenerated artifacts:
- **Twelve committed `.nes` files are stale.** Same source, new
compiler, different bytes. The `Build Examples` CI job
rebuilds each example into a tmp path and diffs against the
committed ROM, so any drift is a hard failure. Rebuilt all
twelve (arrays_and_functions, bitwise_ops, coin_cavern,
function_chain, loop_break_continue, mmc1_banked, platformer,
pong, sprites_and_palettes, state_machine, structs_enums_for,
war).
- **Three goldens drift by one animation frame.** Zero-page
addressing shaves a cycle per local access, which over a full
frame handler shifts timing-sensitive sequences by a cycle or
two. war's dealing animation and platformer + pong's audio
tick stream catch the shift at frame 180 — war's card under
player A's deck is now one frame earlier in its slide, and all
three programs' captured audio buffers start from slightly
different envelope positions. The new goldens (`war.png` + the
three `.audio.hash` files) reflect the same code compiled with
the cycle-count-corrected primitives.
- **`platformer.gif` and `war.gif` rebuild.** Same one-frame
timing drift, integrated across 360 frames of captured
gameplay — the emulator job's gif-reproducibility check
wouldn't pass without the refresh. `pong.gif` happened to
byte-match the old capture after rebuild.
All verified:
- `cargo clippy --all-targets -- -D warnings` clean on both
rustc 1.94.1 and 1.95.0.
- `cargo test --all-targets` — 616 + 3 + 75 tests pass.
- Full emulator harness — 34/34 ROMs match goldens.
- Committed-ROM reproducibility diff clean — every
`examples/*.ne` compiles byte-identical to its committed
`.nes`.
- `docs/{platformer,war,pong}.gif` byte-match fresh captures.
- SHA-256 of "NES" still computes to `AE9145DB…4E0D`.
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
Fixes compiler-bugs.md #1 — the inline-asm `{name}` resolver
looks parameters up in the analyzer's `VarAllocation` table
(because that's the only address map it has), but `IrCodeGen::new`
was minting a parallel `$0300+` range for every function-local and
ignoring what the analyzer had picked. The spill prologue wrote the
param to the codegen's private address, the inline asm read from
the analyzer's zero-page address, and nothing ever bridged the two
— `LDA {param}` would silently load whatever the RAM clear left at
the stale slot (always `0`).
Fix: drop the `local_ram_next` loop and just look each local up in
`allocations` by the analyzer's qualified name
(`__local__{scope}__{local}`). The scope string that `gen_function`
already computed for `substitute_asm_vars` is now shared with the
new address-seeding loop via a `scope_prefix_for_fn(&str)` helper,
so the two call sites can't drift. The analyzer's layout already
satisfies the "no overlapping live locals" invariant the codegen
was relying on — it scopes every local under
`__local__<scope>__<name>` so two functions with a parameter named
`x` land in different slots.
Updated `gen_function_prologue_spills_params_to_local_ram`: the
regression test for the War-era param clobbering bug was asserting
the spill's destination specifically had to be an absolute address
at `$0300+`. That's no longer the mechanism — the spill lands in
whatever slot the analyzer assigned, which is zero page when
there's room. The test now asserts the destination is *any*
address outside `$04-$07`, which is the actual invariant.
Reverted the `LDX $04` / `LDY $05` workaround in
`examples/sha256/sha_core.ne` — every primitive there now uses
`{dst}` / `{src}` / `{w_ofs}` / `{h_ofs}` / `{k_ofs}` substitution
as originally intended. The "Parameter convention" comment that
documented the workaround is gone.
Regenerated `tests/emulator/goldens/inline_asm_demo.png`: that
example's `times_four(input)` was previously returning `input`
verbatim because the inline asm's `LDA {result}` / `ASL A` /
`ASL A` / `STA {result}` operated on a zero-page byte that was
disconnected from the NEScript-level `result` variable. With the
fix, `times_four` correctly returns `input * 4`, so the
smiley-tracker's frame-180 position shifts by the expected
`(frame_count * 4) mod 256` delta. The other 33 ROMs remain
byte-identical.
Verified:
- `cargo clippy --all-targets -- -D warnings` clean on both
rustc 1.94.1 and 1.95.0.
- `cargo test --all-targets`: 616 + 3 + 75 tests pass.
- `cargo fmt --check` clean.
- Full emulator harness: 34/34 ROMs match goldens.
- SHA-256 of "NES" still computes to
`AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D`.
- `--memory-map` output now reflects what the generated code
actually reads and writes (previously the codegen's $0300+
override was invisible to the dump).
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
Rust stable rolled to 1.95.0 today (2026-04-16), which fires four
new warning-by-default lints on pre-existing code. All four have
mechanical fixes suggested by clippy itself:
- `collapsible_match` (2x) in `src/analyzer/mod.rs` — merge the
`if args.len() != N` guard into the `match` arm pattern. One
diagnostic-push per arm, shape is identical to before.
- `unnecessary_sort_by` in `src/optimizer/mod.rs` — replace
`sort_by(|a, b| b.1.cmp(&a.1))` with
`sort_by_key(|(_, c)| std::cmp::Reverse(*c))`.
- `manual_checked_ops` in `src/optimizer/mod.rs::Div` folding —
replace `if vb == 0 { 0 } else { va / vb }` with
`va.checked_div(vb).unwrap_or(0)`. Same `x / 0 == 0` fallback.
- `map_unwrap_or` in `src/main.rs` — `std::fs::metadata(...).
map(|m| m.len()).unwrap_or(0)` → `.map_or(0, |m| m.len())`.
Verified with both the old 1.94.1 stable and the freshly-installed
1.95.0: `cargo clippy --all-targets -- -D warnings` is clean on
both; `cargo fmt --check` is clean; `cargo test --all-targets`
still passes 616 + 3 + 75; the emulator harness still matches
all 34 goldens byte-for-byte.
This unblocks the SHA-256 PR (imjasonh/nescript#28) and any
other PRs that run CI against Rust 1.95.
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
Full writeup of the codegen bug found while building the SHA-256
example: function parameters (and function-local `var`s)
referenced inside an `asm { ... }` block resolve to the
analyzer's zero-page allocation, but the codegen's prologue
spills the parameter transport slots ($04-$07) to a completely
different per-function RAM slot. Nothing copies between the two,
so `LDA {param}` always reads a stale zero-page byte.
The entry includes a minimal reproducer, a walk-through of the
two disagreeing address maps (analyzer's `var_allocations` vs.
codegen's `var_addrs` override in `Emitter::new`), the exact
workaround the SHA-256 primitives use (`LDX $04` / `LDY $05`
directly instead of `{dst}` / `{src}`), notes on the
inline_asm_demo golden silently encoding the bug
(`times_four(x)` returns `x`, not `x*4`), and a guess at the
fix (delete the codegen's override so both maps agree on the
analyzer's zero-page allocation).
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
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
A complete, playable Pong game split across examples/pong/*.ne files
and pulled in from a top-level examples/pong.ne. Features:
- **Title screen** with a 3-option menu (CPU VS CPU / 1 PLAYER /
2 PLAYERS), a cursor sprite, blinking "PRESS A" prompt, brisk
title march on pulse 2, and autopilot that auto-confirms CPU VS
CPU after 45 frames of no input so the headless jsnes golden
harness reaches gameplay by frame 180.
- **Ball physics** with signed-magnitude velocity (u8 magnitude +
sign bit per axis), wall bounce at top/bottom, paddle AABB
collision with push-out, and score-out detection at left/right
exits.
- **Multi-ball** via parallel ball_* arrays (MAX_BALLS = 3). Each
ball scores a point independently; the round continues until the
last ball exits the playfield.
- **CPU AI** that tracks the nearest active ball heading toward its
side with a per-frame step, 4 px dead zone, and CPU_SPEED = 1 so
rallies can end naturally.
- **Three powerup types** that spawn every ~4 seconds, bounce off
all four walls, and are caught by paddle AABB overlap:
1. LONG — extends the catching paddle from 24 → 40 px for 5 hits
2. FAST — doubles ball x-velocity on the catcher's next hit
3. MULTI — spawns two extra balls on the catcher's next hit
- **Victory** at first-to-7 with a "PLAYER N WINS" banner and the
builtin fanfare, auto-returning to Title.
- **Audio**: 5 user-declared sfx (WallBounce, PaddleHit, Score,
PowerSpawn, PowerCatch) plus a title march and the builtin
fanfare for victory.
Source layout mirrors examples/war:
examples/pong.ne top-level game shell
examples/pong/PLAN.md living design doc
examples/pong/constants.ne layout + gameplay constants
examples/pong/assets.ne 45-tile Tileset (paddles, ball, alphabet,
digits, cursor, center-line, powerup icons)
examples/pong/audio.ne sfx + music declarations
examples/pong/state.ne all mutable globals
examples/pong/rng.ne 8-bit Galois LFSR
examples/pong/render.ne draw helpers
examples/pong/input.ne paddle step (human + CPU AI)
examples/pong/ball.ne multi-ball physics + paddle collision
examples/pong/powerup.ne powerup entity (spawn, bounce, catch, apply)
examples/pong/title_state.ne state Title + menu
examples/pong/play_state.ne state Playing (P_SERVE/P_PLAY/P_POINT)
examples/pong/victory_state.ne state Victory
Verification:
- 616 compiler unit tests pass (cargo test --all-targets)
- cargo fmt / cargo clippy --all-targets -- -D warnings clean
- 33/33 emulator harness goldens match
- examples/pong.nes builds byte-identically from source
https://claude.ai/code/session_0134F5uwDEVTes2Ee9S7JeXy
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.
W0110: when a function marked `inline` has a body shape the IR
lowerer can't splice (conditional early return, loops, nested
control flow, empty void body), the analyzer now emits a
warning at the declaration site so the declined hint is
visible instead of silently falling back to a regular JSR.
Implementation:
- New `W0110` error code in `src/errors/diagnostic.rs` (warning level).
- New `pub fn can_inline_fun(return_type, body) -> bool` in
`src/ir/lowering.rs`, extracted from the existing capture
logic so the analyzer and the IR lowerer share the same
eligibility rules and can never drift.
- New `check_inline_declinability` analyzer pass called from
the tail of `analyze_program`, mirroring the existing
`check_sprite_scanline_budget` / `check_unreachable_states`
passes. Emits W0110 with help + note text pointing at the
two accepted body shapes.
- `capture_inline_bodies` now defers to `can_inline_fun`
instead of duplicating the match pattern, so the two sides
stay in lockstep by construction.
Four regression tests in `src/analyzer/tests.rs` cover the
conditional-return and while-loop declines plus the two
accepted shapes (single-return expression, void sequence).
Example source cleanups: `wrap52` in `examples/war/deck.ne`
and `abs_diff` in both `examples/arrays_and_functions.ne` and
`examples/loop_break_continue.ne` drop the `inline` keyword.
All three were dead hints — the `inline` was being silently
declined before this change, so removing it is source-only;
the three ROMs are byte-identical, all 32 emulator goldens
still match.
Docs refresh
- `docs/language-guide.md`: rewrote the Inline Functions section
(real behaviour + W0110), added W0105/W0106/W0107/W0108/W0109/
W0110 to the warnings table, added the `debug.sprite_overflow*`
builtins + sprite-per-scanline mitigations section to the
Debug Mode docs, added a `cycle_sprites` statement entry and
cross-referenced it from `draw`.
- `docs/nes-reference.md`: fleshed out the "NEScript Memory
Usage" block with the full ZP + high-RAM layout, including
the new `$07EF` / `$07FC` / `$07FD` slots for sprite cycling
and the debug sprite-overflow telemetry.
- `docs/future-work.md`: documented all four debug query
builtins in the "What ships today" block; updated the open
"OAM allocation strategy" question to reference the shipped
`cycle_sprites` path and ask about an automatic-flicker
game attribute as a follow-up.
- `docs/architecture.md`: updated the `ir/` and `optimizer/`
module summaries to describe real inline splicing (now
in lowering, not the optimizer).
- `README.md`: reframed the `inline` bullet from "hint" to
"real splicing for single-return / void-body shapes";
expanded the debug-support bullet to mention the four
query builtins and their stripping in release builds; added
a new bullet for the three-layer sprite-per-scanline
mitigations; bumped the test count from 497 → 694; updated
the war.ne entry to mention the seven compiler bugs are all
fixed and point readers at `git log` (instead of the
deleted COMPILER_BUGS.md).
- `examples/README.md`: same `git log`-pointing rewrite for
the war.ne entry.
Deletions
- `examples/war/COMPILER_BUGS.md` is removed. All seven
catalogued bugs are fixed; the file's historical value
lives in `git log` now. Every source-code comment and doc
reference to the file has been updated to either point at
`git log` or just describe the bug in place.
Test count: 616 unit + 75 integration + 3 doctests = 694 total.
Clippy / fmt clean. 32/32 emulator goldens match.
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
W0109 (shipped last commit) catches the 8-sprites-per-scanline
hardware limit at compile time for static layouts, but the
dynamic case — enemy formations, projectile clusters, animated
NPCs where coordinates come from variables — was still silent.
This change adds two layers of defense on top of W0109:
Layer 2: `cycle_sprites` runtime flicker intrinsic
New keyword statement that rotates the OAM DMA start offset
one slot per call. When called once per `on frame`, the PPU's
sprite evaluation picks up a different subset of the 12+
overlapping sprites each frame, so the permanent-dropout
failure mode becomes visible flicker — the classic NES
technique used by Gradius, Battletoads, and every shmup.
Implementation:
- Lexer keyword `KwCycleSprites` and parser production.
- AST `Statement::CycleSprites(Span)`.
- `IrOp::CycleSprites` lowered by the IR pass.
- Codegen emits `LDA $07EF / CLC / ADC #4 / STA $07EF` with
natural u8 wrap, plus a one-shot `__sprite_cycle_used`
marker label the first time it fires.
- Linker detects the marker and switches `gen_nmi` to the
cycling variant, which reads the rotating offset from
`$07EF` into OAM_ADDR before the DMA instead of writing
a literal 0. Programs that don't call `cycle_sprites`
skip the marker and get byte-identical ROM output.
Layer 3: debug-mode sprite overflow telemetry
Mirrors the frame-overrun pair (`debug.frame_overrun_count` /
`debug.frame_overran`). In debug builds the NMI handler reads
`$2002` at the top of vblank, masks bit 5 (the PPU's sprite
overflow flag), and if set bumps a cumulative counter at
`$07FD` plus a sticky bit at `$07FC`. The sticky bit clears
on every `wait_frame`.
New debug builtins:
- `debug.sprite_overflow_count()` → u8 peek of $07FD
- `debug.sprite_overflow()` → u8 peek of $07FC (sticky bit)
The hardware flag has well-known quirks but is correct for
the overwhelming majority of cases and costs ~15 cycles per
frame to sample. Release builds emit no overflow-check code
at all, so the four bytes at `$07EF` / `$07FC`-`$07FD` stay
free for user allocation.
Related changes:
- `gen_nmi` now takes an `NmiOptions` struct. Four bool
parameters tripped clippy's `fn_params_excessive_bools`.
- CLI `build` now renders analyzer warnings on a successful
build. Previously warnings were silently dropped unless
the user also ran `nescript check`, which made W0109
effectively invisible to CI and local dev alike. Existing
pre-existing W0103 / W0106 warnings on `coin_cavern`,
`mmc3_per_state_split`, `sprites_and_palettes` surface
too — not regressions, just now visible.
New example: `examples/sprite_flicker_demo.ne`
Draws 12 sprites into a 4-pixel band, W0109 fires at compile
time with nine labels pointing at the offenders, and a
`cycle_sprites` call at the end of `on frame` turns the
hardware dropout into flicker. The committed emulator golden
captures one frame of the cycling pattern (deterministic).
Tests:
- `runtime::tests::nmi_debug_mode_samples_sprite_overflow`
- `runtime::tests::nmi_sprite_cycle_variant_reads_rotating_offset`
- `ir_codegen::*::debug_sprite_overflow_count_loads_07fd`
- `ir_codegen::*::debug_sprite_overflow_flag_loads_07fc`
- `ir_codegen::*::wait_frame_clears_sprite_overflow_sticky_in_debug_mode`
- `ir_codegen::*::wait_frame_release_does_not_touch_sprite_overflow_sticky`
- `ir_codegen::*::cycle_sprites_emits_marker_and_add4`
- `ir_codegen::*::cycle_sprites_marker_dedup_across_multiple_calls`
- `ir_codegen::*::program_without_cycle_sprites_emits_no_marker`
- `analyzer::*::accepts_debug_sprite_overflow_builtins`
- `analyzer::*::rejects_unknown_debug_method_lists_all_four_known_names`
- `analyzer::*::accepts_cycle_sprites_statement`
Docs: `examples/war/COMPILER_BUGS.md` §4 now describes all three
layers (W0109, `cycle_sprites`, debug telemetry) with reasoning
for when each applies. `README.md` and `examples/README.md` add
the new example to their tables.
All 32 emulator goldens still match — the cycling is opt-in
and programs that don't call `cycle_sprites` or enable debug
mode are byte-identical to the pre-change output.
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
Fixes the last two deferred compiler bugs catalogued in
examples/war/COMPILER_BUGS.md, finishing the bug-cleanup arc on
the War branch.
Bug #5 — `inline fun` inliner
Previously the `inline` keyword was parsed into `FunDecl.is_inline`
and then dropped on the floor: every call site emitted a regular
`JSR` through the $04-$07 transport slots. Now the IR lowerer
captures inline function bodies up front in
`LoweringContext::capture_inline_bodies` and rewrites call sites
at lowering time. Two body shapes are supported:
1. Single-return expression — the body is re-lowered in place
of the `Call` op with the parameter names substituted to
fresh IR temps for each argument.
2. Void multi-statement body whose every statement is one of
Assign/Call/Draw/Scroll/SetPalette/LoadBackground/WaitFrame/
Play/StartMusic/StopMusic/InlineAsm/RawAsm/DebugLog/DebugAssert
— the statements are spliced into the caller's block with
the same parameter substitution machinery.
Control-flow-heavy inline bodies (conditional early returns,
loops, transitions) fall back to a regular out-of-line call with
no diagnostic. That's predictable and documented in the bug-tracking
doc. Nested inline expansion uses a substitution-frame stack so
an inline calling another inline sees the right arguments.
A codegen follow-up was needed because bug #3's scope-qualified
local names broke `{result}` substitution in inline asm. The
codegen now tracks `current_fn_scope_prefix` per function and the
InlineAsm op tries the qualified name first before falling back
to the bare name.
Bug #4 — W0109 sprite-per-scanline static check
Adds a new warning code W0109 and an analyzer pass
`check_sprite_scanline_budget` that walks each state's `on_frame`
handler, collects literal-coordinate `draw` statements (including
metasprite expansion via dx/dy offsets), and iterates scanlines
0..240 to count how many 8x8 sprites overlap each line. When a
scanline has > 8, the analyzer emits W0109 with labels pointing
at each offending draw site plus a help message about staggering
y-rows and a note explaining the hardware dropout. Non-literal
coordinates are skipped (static analysis can't resolve them).
Nested `if`/`while`/`for`/`loop` blocks are unioned conservatively.
Tests added
src/ir/tests.rs
- inline_fun_expression_body_emits_no_call_at_use_site
- inline_fun_void_body_statements_are_spliced
- inline_fun_with_conditional_return_compiles_as_regular_call
- inline_fun_nested_inlines_substitute_correctly
src/analyzer/tests.rs
- analyze_sprite_scanline_budget_warns_over_eight
- analyze_sprite_scanline_budget_ok_when_staggered
- analyze_sprite_scanline_budget_skips_dynamic_coords
- analyze_sprite_scanline_budget_expands_metasprites
- analyze_sprite_scanline_budget_recurses_into_if
COMPILER_BUGS.md
Bugs #4 and #5 marked **FIXED** in the status table, with full
reproduction/root-cause/fix/regression-test write-ups updated in
place. All seven catalogued bugs now have shipped fixes.
Artifact churn
- examples/war.nes and examples/inline_asm_demo.nes rebuild
byte-shifted (different JSR targets post-inliner).
- tests/emulator/goldens/war.audio.hash shifts from 143660f to
13443e28 — the inliner removes JSRs to set_phase, which nudges
NMI sampling timing. No pixel diff; behavior is unchanged.
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
Three related scoping bugs from examples/war/COMPILER_BUGS.md,
all fixed in one pass because they're different layer
manifestations of the same "flat global namespace" problem:
## §3: function-local `var` declarations lived in one namespace
`src/analyzer/mod.rs::register_var` inserted every `var` it
saw — top-level, state-local, AND function-body local — into
the same `self.symbols: HashMap<String, Symbol>`. Two different
functions declaring `var i` collided on E0501, which is why
every local in war/*.ne had a function-prefix like `dfa_card`
or `dwp_px`.
Fix: add a `current_scope_prefix: Option<String>` to the
Analyzer, set it to `Some("<fn_name>")` when checking a
function body (or `Some("Title__frame")` for state handler
bodies), and have `register_var` store the declaration under
an internal key `"__local__{prefix}__{name}"`. New
`resolve_symbol` / `resolve_key` helpers try the
scope-qualified key first and fall back to the bare key for
globals / consts / enum variants / state-level vars / function
names. Every existing `self.symbols.get(name)` inside
body-checking code was swapped over.
Two `var i` declarations inside the SAME function body still
collide with E0501 — we scoped per function body, not per
nested block. Per-block scoping would require live-range
analysis to reuse RAM slots.
## §1b: same-named params across functions shared VarIds
`src/ir/lowering.rs::get_or_create_var` looked up names in a
single global `var_map`, so two functions both with a `card:
u8` parameter resolved to the same `VarId`. Whichever function
was lowered last won the zero-page slot mapping, silently
rerouting the other function's param reads to the wrong slot.
Fix: the IR lowerer now mirrors the analyzer's scope logic.
`LoweringContext` gains a `current_scope_prefix` field that
gets set in `lower_function` / `lower_handler`, and
`get_or_create_var` uses a new `scoped_key` helper that
prepends `"__local__{prefix}__"` when the qualified key exists
in `var_map` or `var_types`. Each function's parameters and
locals therefore get distinct VarIds, and the codegen's
`var_addrs` map naturally has no collisions.
## §2: param transport slots $04-$07 clobbered across nested JSRs
Parameters were passed AND kept in `$04-$07` for the lifetime
of a function. Any nested call overwrote those slots with its
own arguments, so the caller's params were silently corrupted
as soon as it invoked anything. Every war helper that took
params and called other helpers (draw_card_face, push_back_a,
etc) snapshotted its params into fresh locals at the top of
the body.
Fix: in `codegen/ir_codegen.rs::IrCodeGen::new`, every
function-local — including parameters — now gets a dedicated
per-function RAM slot at `$0300+`. Parameters are still passed
via the zero-page transport slots `$04-$07` as the calling
convention, but `gen_function` now emits a **prologue** at
every function entry:
LDA $04
STA <param_0_addr>
LDA $05
STA <param_1_addr>
... etc, up to 4 ...
By the time the body runs, every parameter lives in the
function's dedicated RAM slot, so any nested call can freely
clobber $04-$07 (writing its own arguments there) without
corrupting the caller's saved parameters. Costs 4 LDA/STA
pairs (≈ 20 bytes of ROM, 16 cycles) at every function entry
— worth it to make the calling convention sound.
## War cleanup
With all three fixes in place, every workaround prefix in
`examples/war/*.ne` is gone:
- `card_rank(card)` instead of `card_rank(crk_c)` — bug #1b
- `compare_cards(a, b)` instead of `compare_cards(cmp_a, cmp_b)`
- `push_back_a(card)` instead of `push_back_a(pba_in)` — bug #1b
- `var card: u8 = draw_front_a()` in bury_from_* — bug #3
- `var i: u8 = 0` freely in multiple functions — bug #3
- `fun push_back_a(card)` body no longer snapshots `card` into
`pba_card` before calling wrap52 — bug #2
- `fun draw_card_face` body no longer snapshots x/y/card into
locals before calling card_rank/card_suit — bug #2
- `draw_word_player` steps its own x without needing a
`dwp_px` accumulator to avoid the `x + N` arg compilation
quirk — that quirk was a downstream symptom of bug #2 and
is also gone
The source is now about 300 lines shorter and significantly
more readable.
## Regression tests
Seven new tests nail these bugs down:
- `analyzer::tests::analyze_allows_same_local_name_in_two_functions`
- `analyzer::tests::analyze_allows_same_param_name_in_two_functions`
- `analyzer::tests::analyze_allows_same_local_name_in_two_state_handlers`
- `analyzer::tests::analyze_still_rejects_duplicate_local_in_same_function`
- `codegen::ir_codegen::gen_function_prologue_spills_params_to_local_ram`
Plus the four param-arity tests from the earlier E0506 fix
and the wide_hi-leak regression test from the previous
compiler fix. Total suite: 591 unit tests, all passing.
## Golden drift
The prologue change adds a few cycles to every function entry,
which shifts NMI sampling by a handful of cycles and flips
the audio-hash of any example that plays sfx or music
(platformer, war). `arrays_and_functions.png` also picks up a
1-pixel shift in its enemy positions due to the same timing
drift. All three golden updates are pure "compiler produces
different but functionally-identical output" — no game
behavior changed.
## What's still open in COMPILER_BUGS.md
- §4: 8-sprites-per-scanline hardware limit is invisible to
user code. A static analyzer hint could help; deferred.
- §5: `inline` keyword is silently declined for short
functions that the optimizer's inliner doesn't recognize
(it only removes empty functions). Deferred pending a real
single-return-expression inlining pass.
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
The first-pass card tiles were riddled with palette-0 transparent
pixels that let the felt background bleed through every rank
glyph, small suit, and big pip. At arm's length the cards looked
like they had green specks eating them. This commit rewrites all
of the card art from scratch:
- **Opaque card bodies.** Every pixel inside a card tile is now
either white (palette 2), red (1), or black (3). No `.` values
anywhere on a face or back tile. The green felt only shows
outside the card rectangle, where it should.
- **Readable rank glyphs.** The 13 rank tiles (A, 2-9, 10, J, Q, K)
are now drawn as bold black strokes on a solid white body. The
"holes" of the letters (e.g. the triangle inside an "A") are
white, not transparent.
- **16x16 big pips.** The big centre pip is now a 4-tile (16x16)
shape split into TL/TR/BL/BR quadrants per suit. Previously it
was a 2-tile (16x8) half-height strip that looked cramped. The
TL/TR quadrants kept their existing tile indices (28-35) so the
shift is local; the new BL/BR quadrants are appended after the
BIG WAR letters at tiles 88-95 to avoid renumbering the entire
alphabet / digits / UI tile range.
- **Distinct suit shapes.** Spade is a smooth teardrop with a
short stem and base; heart is two symmetric lobes with a V
bottom; diamond is a clean rhombus; club is three circles
joined over a stem. Side-by-side they are unmistakable.
- **Clean checkerboard card back.** The old card back was a
diamond lattice that had the same transparent-bleed problem
and looked noisy anyway. Replaced with a crisp 2-pixel black-
and-white checkerboard that tiles seamlessly across the card
back's 16x24 footprint.
- **draw_card_face now emits 6 sprites in a rank/suit + 4-tile
big-pip layout.** The previous 6-sprite layout was
`[rank][ssuit] / [pipL][pipR] / [blankL][blankR]`; the new
one is `[rank][ssuit] / [pipTL][pipTR] / [pipBL][pipBR]` with
the bottom row carrying the bottom half of the big pip
instead of being wasted blank tiles.
Also:
- New constants TILE_PIP_TL_BASE / TR / BL / BR replace the old
TILE_PIP_L_BASE / TILE_PIP_R_BASE in constants.ne.
- Refreshed war.nes and the goldens. Every emulator harness
test still passes (31/31).
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
End-of-implementation polish for the War example after the
compiler bugs were fixed:
- Title state now calls draw_big_war_banner instead of inlining
12 draws — same pixel output, fewer lines.
- P_WAR_BURY redraws the previous round's face-up cards while
the noise thumps fire so the table doesn't look empty for
24 frames between the WAR banner and the new face-ups.
- Drop draw_word_war from render.ne (orphaned by the BIG WAR
metasprite).
- Refresh comments in background.ne (now references the real
felt tile) and deal_state.ne (drop the stale FRAMES_DEAL_STEP
reference now that the deal pace is hard-coded at 2 frames).
- README.md and examples/README.md gain a war row.
- PLAN.md marks every implementation step complete and records
the design revisions made along the way.
- Refresh the war audio hash to match the new ROM (the title
screen helper change shifts one frame of pulse-2 timing
enough to flip the FNV-1a). The frame-180 PNG is unchanged.
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
The IrLowerer's wide_hi map records "this u8 temp's high byte
lives at this other temp" pairs whenever a 16-bit value is
produced. Both lower_function and lower_handler reset next_temp
to 0 at the start of each function, but neither cleared wide_hi
— so stale (low_id -> high_id) entries from earlier functions
leaked into subsequent ones.
When a fresh function reused those temp IDs for unrelated u8
expressions, is_wide() returned spurious true and widen() handed
back stale (lo, hi) pairs whose hi happened to coincide with the
*next* temp ID fresh_temp() was about to allocate. The result
was 16-bit IR ops (CmpEq16 in particular) where the destination
temp aliased one of the source operand high bytes — for War this
made `match phase` arms past P_WIN_B impossible to enter and the
game would freeze with both face-up cards on the table forever.
Fix: clear wide_hi alongside the next_temp reset in both
lower_function and lower_handler. Adds a regression test
(ir::tests::wide_hi_does_not_leak_between_functions) that
constructs a function whose body has no u16 ops but follows a
function that does, and asserts no CmpEq16 op aliases its dest
with an operand high byte.
Also:
- Convert the war Playing state's phase machine from an
if-chain to a `match`, which is what tripped this bug to the
surface (it was lurking in earlier ROMs too but their layouts
never produced the dest/source collision shape).
- Refactor begin_draw_a/b to set fly_card / fly_face_up via
globals before calling arm_fly, since arm_fly only takes 4
params (the v0.1 ABI limit, now diagnosed by E0506).
- Hoist the P_RESOLVE comparison result to the global pf_result
to dodge the param-clobbering issue documented in
examples/war/COMPILER_BUGS.md §2.
- Document the bug as item #6 in COMPILER_BUGS.md with a
minimal repro and reproducer-test pointer.
- Refresh the war golden + audio hash to match the new ROM.
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
The v0.1 calling convention passes parameters through four fixed
zero-page slots ($04-$07). Functions declared with 5+ parameters
were silently dropped past the 4th, producing a runtime miscompile
with no compile-time signal — a trap I hit while building the
War example (arm_fly took 6 params and silently corrupted fly_card
and fly_face_up).
Add E0506 to the analyzer so the over-arity case becomes a clear
compile-time error pointing at the user's `fun` declaration with
guidance toward globals or splitting. New tests cover both the 5-
param rejection and the 4-param accept boundary.
Documented in examples/war/COMPILER_BUGS.md §1, language-guide.md
"Restrictions" section, and the error code table.
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
A complete, playable port of the card game War: title screen with
0/1/2 player menu, animated deal, sliding cards, deck-count HUD, a
"WAR!" tie-break with buried cards, and a victory screen with a
fanfare. Source split across examples/war/*.ne (constants, assets,
audio, deck/queue logic, RNG, render helpers, and one state file
per game state) and pulled in via examples/war.ne.
Drives nearly every NEScript subsystem at once: custom 88-tile
sprite sheet (card frames, ranks, suits, font, BIG WAR letters);
felt background nametable; pulse-1 / pulse-2 / noise sfx; looping
march on pulse 2; an 8-bit Galois LFSR PRNG; queue-based decks
that conserve cards across rounds; a phase machine inside the
Playing state that handles draw/reveal/win/war/check; and an
autopilot that boots straight into 0-PLAYERS mode so the headless
jsnes harness captures real gameplay at frame 180.
While building this I uncovered five compiler bugs / limitations
in the v0.1 implementation; each is documented with a minimal
reproduction, root cause, current workaround, and proposed fix in
examples/war/COMPILER_BUGS.md. The most painful was the
parameter-VarId aliasing one (#1b) — two functions sharing a
parameter NAME end up sharing a single zero-page slot mapping
across the whole program. Once those compiler bugs are fixed, the
workarounds in war/*.ne should be reverted in the same PR.
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
Living design doc for a production-grade War example: file layout
under examples/war/, sprite/tile/RAM budgets, card encoding, RNG +
shuffle strategy, state machine shape, audio design, and a 12-step
implementation checklist. The plan itself will be updated in-flight
as each step lands.
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
A focused review of the branch surfaced two correctness bugs and
four important polish items in the new features. None of the
existing example goldens shift — every fix is gated on conditions
that don't fire in the committed examples.
**debug.frame_overran() never reset between frames in implicit
wait_frame programs.** The IR-level WaitFrame op cleared $07FE,
but the implicit main-loop flag-clear that runs between dispatch
iterations only cleared ZP_FRAME_FLAG. A program whose
`on frame { ... }` body had no explicit `wait_frame` would latch
$07FE to 1 on the first miss and never reset, breaking
`debug.assert(not debug.frame_overran())` guards. The dispatch
loop now also clears $07FE in debug builds, mirroring the
WaitFrame path. New regression test asserts the main loop emits
exactly one STA $07FE in a no-wait_frame debug build.
**Metasprite base-tile resolution silently miscompiled for
`@chr` / `@binary` sprites.** The IR lowering walks
`program.sprites` to compute base tile indices but assumes
1 tile per non-Inline source, while the real asset resolver
reads the file. The analyzer now hard-rejects the combination
with a clear "use inline pixels" hint instead of letting it
compile to a visual glitch. New analyzer test
`analyze_metasprite_with_external_chr_sprite_errors` covers it.
**next_sprite_tile capping silently allowed CHR overlap.** The
pipeline used `.min(255)` which would let a background tile
overwrite a sprite tile when the sprite range filled the
pattern table. Now hard-errors via CompileError::AssetResolution
when the sprite range >= 256 *and* the program declares any
`@nametable(...)` background. Inline backgrounds aren't affected.
**Linker silently truncated background CHR overflow.** The
`if end <= chr.len()` guard at the CHR copy site dropped any
auto-CHR bytes that would have run past the pattern table.
Replaced with a debug assertion since the resolver should
have caught it upstream — defense in depth.
**Stale comment in nested_structs.ne** said struct literals
"don't accept array fields yet" while the example itself
demonstrates inline array fields working through
`expand_struct_literal_init`. Comment updated.
**Misleading sentinel comment in audio.rs** described the pitch
envelope's trailing zero as a runtime sentinel; in practice the
volume tick `JMP`s to `__audio_sfx_done` first and the pitch
update block never reads the trailing byte. Rewrote the comment
to clarify it's padding for predictable blob length.
Also tidies up two minor items the reviewer flagged:
- `flatten_struct_fields` rebuilt the `struct_sizes` HashMap on
every leaf field; hoisted the snapshot to the function entry.
- Integration tests called `resolve_backgrounds(..., 0)` (the new
`next_sprite_tile` parameter); changed to `1` so a future
PNG-nametable test fixture won't accidentally overwrite the
runtime smiley at tile 0.
https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
Adds a focused unit test that constructs a `SpriteData` at tile 1
and a `BackgroundData` whose `chr_bytes` claim tiles 5-6, then
verifies the linker's CHR ROM placement preserves the smiley at
tile 0, the sprite at tile 1, leaves tiles 2-4 untouched, and
copies the background blob at the requested base offset. Catches
any future regression in the
`BackgroundData::chr_base_tile` → CHR ROM splice that
`assets: auto-generate CHR data from @nametable() PNG sources`
introduced.
https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
- PNG-sourced assets: drop the "automatic CHR generation" TODO
now that `png_to_nametable_with_chr` ships with the resolver.
- User code distribution: drop the banked → banked TODO; only
greedy size-packing and the MMC3 per-state-handler split remain.
- Language feature gaps: drop the metasprite row from the post-v0.1
table and add a paragraph describing the new `metasprite` syntax.
Drop the "nested struct / array struct field" gap; replace it
with a note about the still-rejected array-of-structs case.
- Audio pipeline: note the new pulse pitch envelope path; replace
the "pitch latches once" TODO with the triangle/noise extension.
- Debug instrumentation: note `debug.frame_overrun_count()` and
`debug.frame_overran()`; drop the matching "richer telemetry" TODO.
Items kept (and unchanged) include the WASM build target, register
allocator, fixed-point arithmetic, text/HUD, tilemaps, SRAM, DMC,
multi-channel tracker, NSF/FTM imports, debug.overlay, per-state
background swaps, and the four open design questions.
https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
`background Foo @nametable("file.png")` previously decoded the PNG
into a tile-index table and an attribute table but left CHR
generation to the user — they had to supply matching tiles via a
separate `sprite Tileset @chr(...)` declaration in the same
deduplication order, which was both error-prone and the main thing
keeping the shortcut form from being a one-liner.
The CHR pipeline now closes the gap. `png_to_nametable_with_chr`
returns a `PngNametable` carrying the tile-index table, the
attribute table, *and* a per-tile CHR blob encoded with the same
brightness-bucketing `png_to_chr` already uses for sprites. The
resolver passes `next_sprite_tile` (computed from the resolved
sprite list) so each background's CHR allocation slots in
immediately after the sprite range, and rewrites the nametable
indices to point at the actual physical tile numbers. The linker
copies each background's `chr_bytes` into CHR ROM at
`chr_base_tile * 16`, so the final image renders without any
user-supplied CHR.
`BackgroundData` carries `chr_bytes` and `chr_base_tile` so the
linker has everything it needs at a glance. Inline `tiles:` /
`attributes:` declarations leave them empty and behave exactly
like before — that path doesn't auto-generate CHR because the
user is implicitly opting into "I'll provide tiles myself" by
typing the indices out by hand.
The new `examples/auto_chr_background.ne` is a 256×240 grayscale
gradient committed alongside its `auto_chr_bg.png` source; the
emulator harness verifies the rendered output against a
committed golden so a regression in the dedupe/encode/linker
plumbing fails CI loudly. Existing example ROMs are byte-
identical because their backgrounds either have no PNG source or
already provided their own CHR.
https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
Multi-tile sprites used to require one hand-written `draw` per tile,
e.g. the four-call sequence in `examples/platformer.ne`'s
`draw_player()`. The new `metasprite Name { ... }` declaration
collects parallel `dx`/`dy`/`frame` arrays plus a reference to the
underlying sprite, and `draw Name at: (x, y)` expands to one OAM
slot per tile in the IR lowering — the codegen sees N regular
DrawSprite ops, so the runtime OAM cursor allocator picks them up
without any metasprite-specific awareness.
The metasprite's `frame:` array is interpreted *relative to the
underlying sprite's base tile*: index 0 means "the first tile this
sprite owns", which is the natural reading for a 16×16 hero whose
pixel art the asset resolver split into four consecutive tiles.
The lowering walks `program.sprites` to compute base tile indices
the same way `assets::resolve_sprites` would, then folds the base
into each frame entry before storing the metasprite info. Sprites
sourced from external `@chr(...)` / `@binary(...)` files whose
bytes aren't available at parse time fall back to a one-tile
assumption — those programs are rare and can declare metasprites
against pixel-art sprites instead.
The new `examples/metasprite_demo.ne` declares a 16×16 hero sprite
and arranges its four tiles into a metasprite, then sweeps the
hero across the screen so the harness captures it mid-motion.
The new keyword is added to the lexer/token list, and the parser
accepts `sprite:` (the otherwise-keyword) as a property name in
metasprite bodies so the natural spelling parses.
https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
Pulse-channel sfx with a multi-byte `pitch:` array used to silently
ignore everything past the first byte — the runtime audio tick
latched the period at trigger time and never updated it. Programs
that wanted a frequency sweep had no way to express it.
The compiler now compiles a per-frame pitch envelope blob alongside
the existing volume envelope when `decl.pitch` has more than one
distinct value. The blob is padded (or truncated) to the volume
envelope's length and ends in a zero sentinel so the runtime
walker stops both pointers on the same NMI. Sfx with a single
scalar pitch (or an array where every byte is the same) keep their
historical "no pitch blob, latch once" path and emit byte-identical
ROM bytes.
The runtime gains two new pieces, both gated on a new
`__sfx_pitch_used` codegen marker so programs without varying-pitch
sfx pay zero bytes:
1. `gen_audio_tick` emits a per-frame pitch update block inside
the SFX tick: read a byte through `(AUDIO_SFX_PITCH_PTR),Y`,
write it to `$4002` (pulse-1 period low), advance the pointer.
The block bails on a zero high-byte pointer so a single
program can mix scalar-pitch and varying-pitch sfx without
one clobbering the other.
2. `emit_play_pulse` seeds `AUDIO_SFX_PITCH_PTR_LO/HI` with the
pitch-blob label for varying-pitch sfx and zeros it for
scalar-pitch sfx. The per-call branch is skipped entirely
when the program has no varying-pitch sfx anywhere.
The new `examples/sfx_pitch_envelope.ne` exercises the path with
a 16-frame siren sweep. Triangle and noise per-frame pitch are
deferred — they share the same data shape but the runtime ticks
for those channels still write only their volume registers, see
docs/future-work.md for the gap.
https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
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
Struct field types beyond the v1 scalar set (`u8`, `i8`, `u16`,
`bool`) used to error out with `E0201: struct fields must be
u8/i8/u16/bool`. The size accumulator already handled them
correctly — what was missing was: (1) the analyzer side that
synthesizes per-leaf symbols and allocations for nested structs
plus a single array-typed symbol for array fields, (2) the
parser's chained-field-access path, and (3) the IR-lowering
recursion through nested struct literal initializers and array
literal field values.
The synthetic-variable model carries through unchanged: a
`var p: Player` where `Player { pos: Vec2, hp: u8, inv: u8[4] }`
and `Vec2 { x: u8, y: u8 }` produces flat allocations for
`p.pos.x`, `p.pos.y`, `p.hp`, and `p.inv`, plus an intermediate
`p.pos` Struct symbol so dotted-name lookups still resolve. Array
fields get a single allocation with the array type so the
existing `Expr::ArrayIndex` lowering path handles `p.inv[i]`
without changes. Array-of-structs is still rejected with E0201
because the synthetic model can't index per-element layouts
without further codegen work.
The parser change is the only structural move: `parse_primary`
and `parse_assign_or_call` now loop the dot chain into a single
joined identifier so `p.pos.x` becomes `FieldAccess("p.pos", "x")`
and `p.inv[0]` becomes `ArrayIndex("p.inv", 0)`. The downstream
analyzer and IR lowering use the same `format!("{name}.{field}")`
join they already used for one-level access — no plumbing
changes required.
Includes a new `examples/nested_structs.ne` that exercises both
features end-to-end with two `Hero` instances carrying nested
positions and inventory arrays. The reproducibility tripwire
ROM is committed alongside it and the emulator harness has a
matching pair of golden files.
https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
The frame-overrun counter at $07FF was previously only readable
via `peek(0x07FF)`, which forces every program that wants to
guard against missed frames to know the magic address. This adds
two named query expressions:
- `debug.frame_overrun_count()` — cumulative miss count since reset
- `debug.frame_overran()` — sticky bit cleared by the next wait_frame,
so `debug.assert(not debug.frame_overran())` catches a miss in the
previous window without waiting for the counter to roll over.
The sticky bit lives at $07FE alongside the existing counter and
is set inside the same NMI-time overrun branch. Release builds
emit none of the runtime side: the NMI handler still skips both
writes, the codegen `wait_frame` only clears $07FE in debug mode,
and committed example ROMs stay byte-identical.
The new expression form parses through `parse_primary`'s `KwDebug`
arm, so the existing `debug.log(...)` / `debug.assert(...)`
*statement* parser stays untouched. The analyzer rejects unknown
methods with E0201 and stray arguments with E0203 so typos don't
silently compile to a zero load.
https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
The compile bench had a hand-maintained parallel copy of
`src/main.rs::compile`, and that copy went out of sync after
bank switching landed — the bench kept handing the linker
`PrgBank::empty(...)` slots even though the CLI started
populating per-bank instruction streams + trampoline requests.
The assembler then panicked with `unresolved label:
'__tramp_step_animation'` on `uxrom_user_banked.ne` under
`cargo test --all-targets`, which is what CI runs. A plain
`cargo test --release` (what CLAUDE.md used to document) never
builds the bench so the bug slipped through local validation.
Fix:
- New `nescript::pipeline` module with `compile_source(source,
source_dir, &CompileOptions)` that owns the full
`parse → analyze → lower → optimize → codegen → peephole →
link` pipeline including the per-bank stream + trampoline
reconstruction. Returns a `CompileOutput` carrying the ROM,
the linker result, analysis, IR, assets, instructions, and
source-loc markers so downstream tools have one place to
pull metadata from.
- `src/main.rs::compile` reduces to file I/O + preprocessing +
a single `compile_source` call + CLI-only side effects
(`--dump-ir`, `--call-graph`, `--asm-dump`, `--memory-map`,
`--symbols`, `--source-map`).
- `benches/compile.rs::compile_pipeline` becomes a one-line
`compile_source` call. It is now structurally impossible for
the bench to drift from the CLI path.
- `tests/integration_test.rs::compile_with_debug_artifacts`
likewise delegates to `compile_source`. This also fixes a
latent bug in the helper where it used `Linker::with_mapper`
without `.with_header(...)` — programs opting into
`header: nes2` would have quietly got an iNES 1.0 header
through this path.
- `CLAUDE.md`: updated the "Running the basics" section to
specify `cargo test --all-targets` (plain `cargo test` skips
benches) and to point at `scripts/pre-commit` with the exact
install command. Also installed the hook in this worktree.
All 24 existing `examples/*.nes` rebuild byte-identical through
the new pipeline. 624 tests + all 25 emulator goldens pass.
https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM
The compile benchmark was building each example via an in-memory
pipeline that mirrored the CLI except for one thing — it always
handed the linker empty `PrgBank::empty(...)` slots. That stayed
silently fine until `uxrom_user_banked.ne` started nesting a
function inside a `bank` block: the IR codegen emits
`JSR __tramp_step_animation` at the call site, and with no
trampoline request on the `Extras` bank the assembler's fixup
pass panics with "unresolved label". Local `cargo test` missed
it because the bench is only compiled under `--all-targets`,
which is what CI runs.
Fix: reconstruct the same `banked_streams` + `bank_trampolines`
dance `src/main.rs` already does for the real build path, and
thread the header format through `with_header` for parity.
https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM
- Analyzer: new `W0108` warning when an array's byte size exceeds
256. The codegen lowers `arr[i]` to `LDA base,X` and the 6502's
X register is 8 bits, so elements past byte 255 are unreachable.
The old debug bounds check silently skipped arrays in that range;
it now clamps the compare to 255 and the analyzer diagnoses the
declaration up front.
- UxROM `__bank_select`: the routine previously wrote the bank
number to a fixed `$FFF0`, which works on emulators that don't
simulate bus conflicts (jsnes, Mesen permissive) but is broken
on real hardware because a single ROM byte can't match every
possible bank number. Fixed by `TAX; STA __bank_select_table,X`
— the store lands at `table + bank_num`, whose ROM byte is
exactly `bank_num`, so CPU bus = A = ROM = no conflict. New
`LabelAbsoluteX` addressing-mode variant in the assembler
resolves the table's base address through the existing fixup
pass. The two existing UxROM example ROMs shift a few bytes
but their goldens still match (jsnes is bus-conflict-permissive).
- Source maps: new `source_map_survives_aggressive_peephole_folding`
regression test. The reviewer was worried peephole could drop
`__src_<N>` labels and silently leave stale source-map entries.
Peephole actually treats labels as block boundaries and never
deletes them — the test pins that down by compiling a program
tailored to trip every peephole fold and asserting every
codegen-recorded source marker survives into the final linker
label table.
- Frame-overrun counter: new `debug_frame_overrun_counter_reads_back_from_user_code`
end-to-end test that proves the contract works: NMI emits
`INC $07FF`, user `peek(0x07FF)` lowers to `LDA $07FF`, and the
RAM allocator doesn't hand out `$07FF` to a user variable.
https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM
Writing $07 in `emit_play_triangle` and $0B in `emit_play_noise`
meant that a noise play following an in-progress triangle note
would clear bit 2 of $4015 and cut the triangle off mid-envelope
(and vice versa). Write $0F from both paths so every trigger keeps
pulse1, pulse2, triangle, and noise enabled; channels with no
active envelope stay silent via the runtime's per-channel counter
gating. Also fixes the attribute-byte packing comment in
`png_to_nametable` — the code was correct, the doc string had the
quadrant order backwards.
The only observable ROM change is `examples/noise_triangle_sfx.nes`
(two immediate operands shift) and its audio hash golden; the
committed PNG golden is byte-identical. Found in independent code
review after the section landed.
https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM
Adds a `bank Foo { fun bar() { ... } }` parser form so user functions
can opt into living in a switchable PRG bank instead of the fixed
bank, plus the IR codegen, runtime, and linker work to make calls
across the bank boundary actually run. Programs that don't use the
new syntax produce byte-identical ROMs to before — verified by
rebuilding every existing example and diffing.
Pipeline shape:
* Parser accepts both `bank Foo: prg` (legacy reserved slot) and
`bank Foo { fun ... }` (functions land in the named bank). Nested
functions get tagged `bank: Some("Foo")` on the FunDecl + IrFunction.
* Analyzer bumps the user zero-page start past `$10` whenever the
program declares any banked function, so `__bank_select`'s STA into
ZP_BANK_CURRENT can't clobber a user variable. Programs without
banked functions keep the legacy `$10` start.
* IrCodeGen emits each banked function into its own per-bank
instruction stream (`banked_streams: HashMap<String, Vec<Instruction>>`)
while the fixed-bank stream gets the dispatcher loop + state
handlers + top-level functions, exactly like before. Cross-bank
calls from the fixed bank rewrite `JSR __ir_fn_<name>` to
`JSR __tramp_<name>`; in-bank calls stay direct. Banked → fixed
calls are direct (the fixed bank is always mapped at $C000-$FFFF).
Banked → other-banked calls aren't supported in this pass and
panic loudly during codegen.
* Runtime's `gen_bank_trampoline` takes the trampoline label and
entry label as parameters now (one trampoline per banked function,
not one per bank) so the linker can request any number of stubs.
* Linker assembles banked banks twice: a discovery pass to learn
each bank's labels, then a final pass that seeds the merged label
table so banked code can JSR into the fixed bank's runtime helpers
(math, audio, etc.). The fixed-bank assembler is also seeded with
the cross-bank labels so the trampolines' `JSR __ir_fn_<name>`
resolves into the bank's $8000 window. New `asm::assemble_with_labels`
/ `asm::assemble_discover_labels` helpers wire this up.
* PrgBank carries `Vec<Instruction>` + a list of `BankTrampoline`
requests now, replacing the old `data: Vec<u8>` + single
`entry_label: Option<String>` shape. The compiler populates both
from the codegen output; the linker's two-pass assembly handles
the rest.
New example: `examples/uxrom_user_banked.ne` puts a sprite-stepping
helper inside `bank Extras { fun step_animation() { ... } }`. The
fixed-bank state handler calls it via the generated trampoline, and
the harness golden locks in pixel + audio output at frame 180.
UxROM is the only mapper exercised by the new example. MMC1 and
MMC3 also work through the same path (the linker emits the right
mapper-specific bank-select code), but no example uses them yet —
the existing `mmc1_banked.ne` / `mmc3_per_state_split.ne` keep
their fixed-bank-only layout.
Limitations carried forward:
* No banked → banked cross-bank calls (panics in codegen).
* No greedy size-packing; placement is explicit-only.
* MMC3 state handlers don't get banked (the per-state split path
is untouched).
Adds `channel: triangle` / `channel: noise` to the `sfx` declaration
form. The existing pulse-1 / pulse-2 driver is unchanged (and is
still byte-identical for programs that don't use the new channels)
— when a program declares a triangle or noise sfx the runtime
splices in an additional per-channel slot that writes to $4008-
$400B (triangle) or $400C-$400F (noise) on play. Includes a new
`examples/noise_triangle_sfx.ne` demo with committed golden PNG +
audio hash.
https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM
Implements three items from docs/future-work.md's
"PNG-sourced palette and nametable assets" section:
- `palette Name @palette("file.png")` — the parser accepts a PNG
shortcut form; the asset resolver decodes the image via the
new `png_to_palette` helper, mapping each pixel's RGB to the
nearest NES master-palette index and building a 32-byte blob
that enforces the universal-first-byte convention (same as
the grouped-form parser). Errors cleanly on missing files or
more than 16 unique colours.
- `background Name @nametable("file.png")` — the parser accepts
a PNG shortcut form; the resolver decodes a 256×240 image into
a 960-byte tile-index table (deduplicating up to 256 unique
8×8 tiles) plus a 64-byte attribute table (bucketed by
average quadrant brightness). CHR data is not yet generated
automatically — callers still need to provide matching CHR
via the existing sprite / `@chr(...)` pipeline; the
limitation is documented on the `png_to_nametable` helper
and can be lifted in a follow-up.
- `--memory-map` now prints a "PRG ROM data blobs" section
listing each palette (32 B) and background (960 + 64 B)
under its linker-assigned label, plus a grand total. The
memory-map code is factored into `write_memory_map` which
takes a writer so unit tests can drive it against a
`Vec<u8>`. Memory-map printing moved to after the link step
so palette/background CPU addresses are available.
Call-site changes: `resolve_palettes` and `resolve_backgrounds`
now take a `source_dir` path and return `Result<_, String>`
because PNG decoding can fail. Updated the CLI driver,
benches/compile.rs, and every integration-test compile helper.
All 23 committed examples rebuild byte-identical; 525 lib
tests + 72 integration tests + 3 bin tests pass; clippy clean.
Implements four items from docs/future-work.md's "Debug instrumentation"
section so debugging on real ROMs is no longer a guessing game:
1. Mesen `.mlb` symbol export via `--symbols <path>`. The linker now
returns a `LinkedRom { rom, labels, fixed_bank_file_offset }` struct
from `link_banked_with_ppu_detailed`; `src/linker/debug_symbols.rs`
renders that plus the analyzer's var allocations into a Mesen-
compatible label listing (function entry points get `P:` entries
at PRG-relative offsets; user vars get `R:` entries).
2. Source maps via `--source-map <path>`. IR lowering now emits a
`SourceLoc(span)` op before every statement; the codegen turns each
one into a `__src_<N>` label-definition pseudo-op and records the
span in a side table. Source-marker emission is opt-in
(`with_source_map(true)`) because labels become peephole block
boundaries — leaving the markers off preserves byte-identical
release ROMs.
3. Array bounds checking under `--debug`. Every `ArrayLoad` /
`ArrayStore` now emits a `CMP #size; BCC ok; JMP __debug_halt; ok:`
guard, and the codegen emits one shared `__debug_halt` trap at the
end of the fixed bank (writes $BC to the debug port then wedges in
a tight `JMP $`). Release builds skip the whole thing.
4. Frame-overrun detection under `--debug`. `gen_nmi` now takes a
`debug_mode` flag; when on, it checks `ZP_FRAME_FLAG` at the top of
the handler and increments a counter at `$07FF`
(`DEBUG_FRAME_OVERRUN_ADDR`) if the flag was still set — meaning
the main loop didn't reach `wait_frame` before the next vblank.
User code can read the counter via `peek(0x07FF)`. This is the
abbreviated form the future-work doc suggested: a bump-a-counter
hook rather than a full cycle-budget tracker, which would need a
new builtin. The codegen emits a `__debug_mode` marker label in
debug mode so the linker can select the overrun-aware NMI variant.
Release ROMs for every committed example are byte-identical before
and after this change (verified with `git diff examples/` after a
full rebuild). All 512 lib tests and 71 integration tests pass;
`cargo fmt` clean; `cargo clippy --all-targets -- -D warnings` clean.
https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM
Implements two items from docs/future-work.md's language-feature gaps:
NES 2.0 header support: `RomBuilder` gains a `header_format` field
and a matching `enable_nes2()` method. When enabled, byte 7 bits 2-3
are set to `10` and bytes 8-15 are populated per the NES 2.0 spec
(submapper, PRG/CHR MSBs, PRG/CHR RAM, timing). The header stays
16 bytes. Programs opt in via `game Foo { header: nes2 }`; the
default remains iNES 1.0 so every committed example ROM is byte
identical. `validate_ines` now detects and reports which format it
parsed.
u16 struct fields: the analyzer's `register_struct` accepts `u16`
fields with a two-byte size and the struct-variable allocator tracks
per-field sizes so the synthesized `pos.x`/`pos.y` globals get the
right address span. IR lowering's `LValue::Field` and
`Expr::FieldAccess` follow the same wide path as u16 globals, and
struct-literal initialization writes both bytes for u16 fields.
Array and nested-struct fields stay rejected with a clearer
message. Existing u8/i8/bool struct programs are unaffected.
https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM