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
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).
Re-adds `palette Name { colors: [...] }` and
`background Name { tiles: [...], attributes: [...] }` as first-class
declarations, plus `set_palette Name` and `load_background Name`
statements for runtime swaps. Unlike the previous iteration that
quietly no-op'd, this one is fully wired through the pipeline and
its behavior is pinned by both unit tests and an emulator golden.
Pipeline:
- Lexer: re-adds `palette`, `background`, `set_palette`,
`load_background` keywords and tokenizes them.
- AST: `PaletteDecl` (name + 1..=32 colour bytes) and `BackgroundDecl`
(name + 0..=960 tile bytes + 0..=64 attribute bytes) live in
`Program`. `Statement::SetPalette` and `Statement::LoadBackground`
name-reference these declarations.
- Parser: `palette Name { colors: [...] }` / `background Name
{ tiles: [...], attributes: [...] }` blocks and their statement
forms parse via the existing byte-array helper.
- Analyzer: validates colour indices ($00-$3F), palette length
(<=32), nametable length (<=960), attribute length (<=64), and
duplicate decl names. `set_palette` / `load_background` targets
must reference a declared name (E0502 otherwise). When a program
declares palette or background, the analyzer bumps the user
zero-page allocator's starting address from `$10` to `$18` to
reserve `$11-$17` for the runtime update handshake — programs
that don't use the feature keep the old layout so their emulator
goldens stay byte-exact.
- Assets: `PaletteData` and `BackgroundData` resolve declarations
into zero-padded fixed-size blobs (32 / 960 / 64 bytes) and
expose `label()` / `tiles_label()` / `attrs_label()` for codegen
to reference.
- IR: new `IrOp::SetPalette(String)` and
`IrOp::LoadBackground(String)`; lowering forwards the names
verbatim.
- Codegen: `gen_set_palette` writes the palette label pointer into
ZP `$12/$13` and ORs bit 0 into the update flags at `$11`;
`gen_load_background` does the same for tile/attribute pointers
at `$14/$15/$16/$17` with bit 1. Both emit a `__ppu_update_used`
marker so the linker splices in the NMI apply helper only when
the feature is actually used.
- Runtime: `gen_initial_palette_load` and
`gen_initial_background_load` write the first declared
palette/background at reset time (before rendering is enabled,
where PPU writes are safe). `gen_nmi(has_ppu_updates)` takes a
new flag; when true it splices `gen_ppu_update_apply` at the top
of the NMI body, which checks the `$11` flags byte and copies
pending palette / nametable data to `$3F00` / `$2000` inside
vblank. All helpers use only ZP $02/$03 as scratch at reset time
and never clobber ZP slots live across NMI.
- Linker: new `link_banked_with_ppu` takes slice of `PaletteData` /
`BackgroundData`; splices each blob as a labelled data block in
PRG ROM, picks the first-declared as the reset-time load target,
enables background rendering automatically when a background is
declared, and threads `has_ppu_updates` into `gen_nmi`. Old
`link_banked` remains as a thin wrapper for callers without
palette/background data so existing tests don't shift.
Tests:
- Lexer: tokenization of the 4 new keywords (single added test case).
- Parser: 5 new tests for `palette` / `background` decls with and
without attributes, plus `set_palette` / `load_background`
statements.
- Analyzer: 9 new tests covering acceptance of declared
palettes/backgrounds, E0502 for unknown names, E0201 for
out-of-range NES colors and oversized blobs, E0501 for duplicate
names, and the zero-page-layout guard (palette/bg decls bump ZP
start; no decls keeps it at $10).
- Resolver: 3 new tests for zero-padding, truncation of oversized
decls, and label derivation.
- IR: 2 new lowering tests for `set_palette` and `load_background`.
- Integration: 5 new tests — blob contents spliced verbatim into
PRG, `STA $12` / `STA $14` emitted by set_palette /
load_background codegen, and a regression guard that programs
without palette/background still land user vars at $10.
- Emulator: new `examples/palette_and_background.ne` driven by a
frame counter that toggles between `CoolBlues` / `WarmReds` and
`TitleScreen` / `StageOne` every 90 frames. Golden PNG and audio
hash checked in under `tests/emulator/goldens/` and verified via
`node run_examples.mjs` — rendered image shows the blue
`CoolBlues` palette with the nametable populated from
`TitleScreen`.
Docs:
- `README.md` adds the feature to the headline list and the example
table.
- `docs/language-guide.md` restores the palette/background sections
with the full 32-byte layout table and `set_palette` /
`load_background` statement references.
- `docs/future-work.md` replaces the "removed as dead code" entry
with the remaining gaps (PNG-sourced palette and nametable
assets, cross-vblank large background updates, memory-map
reporting).
- `spec.md` restores the grammar productions and usage examples.
- `examples/README.md` lists the new demo.
All 497 unit + integration tests pass. Clippy clean. All 21
emulator goldens match after the update pass.
https://claude.ai/code/session_012fKB251HvEUQwG3tizFyqt
Two correctness bugs were silently producing wrong ROMs:
- `x << n` / `x >> n` always shifted by 1, regardless of `n`, because
the IR lowering for `BinOp::ShiftLeft`/`ShiftRight` hardcoded the
count. Now eval_const the RHS into a compile-time count; fall back
to a new `IrOp::ShiftLeftVar` / `ShiftRightVar` (runtime loop) when
the amount isn't constant. Strength reduction folds the variable
form back to a fixed count once the optimizer knows the value.
- `x / n` / `x % n` always returned 0, because the lowering emitted
`LoadImm(t, 0)` for `BinOp::Div`/`Mod` with a comment saying the
runtime call was "TODO for now". Added real `IrOp::Div` and
`IrOp::Mod`, wired them through use-counting and DCE, gave codegen
`__divide`-based implementations, and taught strength reduction to
rewrite power-of-two divisors into shifts and modulo-by-2ⁿ into
AND masks. Constant folding now handles `Mul`/`Div`/`Mod`/shifts
too, which were previously left for the codegen to emit inefficient
software calls.
Dead code removed (no backward-compat shims kept):
- `src/debug/` entirely. `DebugSymbols`, `SourceMap`, and the
Mesen/.sym emitters had no callers outside their own tests;
`main.rs` never wrote a symbol file. Documented the intent in
`docs/future-work.md` so it comes back intentionally if needed.
- `ErrorCode::E0202` (invalid cast) and `E0403` (unreachable state):
defined, formatted, and marked `#[allow(dead_code)]` but never
emitted. W0104 now carries the unreachable-state semantics too.
- `Level::Info`: never constructed.
- `load_background` / `set_palette` statements and their
`BackgroundDecl` / `PaletteDecl` parser support: parsed and
silently dropped by IR lowering (`// TODO: implement in asset
pipeline`). Removed keywords, AST variants, parser paths, analyzer
arms, and tests. `docs/future-work.md` documents the runtime
palette/nametable design for when it comes back.
Doc cleanup:
- `docs/architecture.md` was describing files that don't exist
(`analyzer/types.rs`, `optimizer/const_fold.rs`, `codegen/regalloc.rs`,
`rom/header.rs`, `debug/symbols.rs`, …). Rewrote it to match the
real flat `mod.rs` + `tests.rs` layout and the real pipeline order.
- `docs/future-work.md` was a hybrid of open work and "recently
completed" entries that duplicated the active stubs at the top of
the file. Collapsed to just the gaps that are actually still open.
- `README.md` claimed Mesen symbol export and 210 tests; updated both.
- `docs/language-guide.md` and `spec.md` described `palette` decls,
`set_palette` / `load_background`, `debug.overlay`, and error codes
that were never emitted. Trimmed.
- Stale comments on `Statement::Play`/`StartMusic`/`StopMusic`
claimed the audio subsystem was "a no-op at codegen time".
Tests:
- Regression tests for every fix above (`lower_shift_left_with_literal
_count_uses_that_count`, `lower_shift_right_with_variable_count
_uses_runtime_variant`, `lower_divide_emits_div_op_not_load_imm
_zero`, `lower_modulo_emits_mod_op_not_load_imm_zero`,
`strength_reduce_div_by_power_of_two`, `strength_reduce_mod_by
_power_of_two`, `strength_reduce_shift_var_with_constant_amount`).
- Renamed the `program_with_sprites_and_palette` integration test
(which was exercising the now-removed `load_background`/`set_palette`)
to `program_with_inline_sprite_chr`.
`examples/sprites_and_palettes.ne` lost its `palette`/`set_palette`
usage. Nothing in the emulator test presses A, so the headless
jsnes render shouldn't move, but the golden may need regeneration
via `UPDATE_GOLDENS=1` if it does.
https://claude.ai/code/session_012fKB251HvEUQwG3tizFyqt
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
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
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
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
- Lexer: after \`asm\` keyword, next \`{\` triggers raw-text capture of
the body until the matching \`}\`, emitted as a new \`AsmBody\` token
- Parser: \`asm { ... }\` produces \`Statement::InlineAsm(body, span)\`
- Analyzer: treats inline asm as opaque (no checks)
- IR: new \`IrOp::InlineAsm(String)\` variant that passes the body
through the optimizer unchanged
- \`src/asm/inline_parser.rs\`: minimal 6502 mnemonic parser supporting
every addressing mode we emit elsewhere (immediate, ZP/ABS with X/Y,
indirect, indirect-X/Y, labels, branches, implied, accumulator)
- Both IR and AST codegen splice parsed instructions inline
- Integration test covers a mix of implied + immediate + ZP + A modes
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Adds Scroll / DebugLog / DebugAssert variants to IrOp, wires them into
the IR lowering, optimizer liveness tracking, and IR codegen. Scroll
emits two PPU $2005 writes; debug statements emit writes to $4800 when
IrCodeGen::with_debug(true) is set, stripped otherwise. These were the
last feature gaps versus the AST codegen path, so IR codegen is now a
full replacement.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
ReadInput now takes an explicit player index (0 = P1, 1 = P2). The IR
lowering for ButtonRead threads the player through, and the IR codegen
selects the correct zero-page input byte ($01 for P1, $08 for P2).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
State machine dispatch:
- IrProgram now stores states (Vec<String>) and start_state
- Lowering captures state metadata before walking the AST
- IR codegen generates a main loop with vblank wait and CMP+BNE+JMP
dispatch table, matching the AST codegen's layout
- Each frame handler ends with JMP __ir_main_loop
- current_state initialized to the start state's index at boot
Multi-OAM support:
- next_oam_slot counter, reset at the start of each _frame function
- Sequential allocation of 4-byte OAM entries at $0200 + slot*4
- Silently drops draws beyond slot 63 (OAM full)
Transition codegen:
- IrOp::Transition now looks up the target state's index from
state_indices, writes it to ZP $03, and JMPs back to main loop
- Previously this was a no-op placeholder
Shared constants:
- ZP_FRAME_FLAG ($00) and ZP_CURRENT_STATE ($03) match AST codegen
Tests: 271 total (5 new IR codegen tests + 2 new integration tests)
All 7 examples compile through --use-ir, including multi-state games
and programs with transitions and functions.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
New src/codegen/ir_codegen.rs walks IrProgram and emits 6502 instructions.
This enables optimizer passes to actually affect the output ROM.
Design:
- Each IR temp gets a zero-page slot at $80 + temp_index
- Functions reset the temp counter at entry (temps don't outlive functions)
- Globals map by name to their analyzer-assigned zero-page addresses
- Operands are loaded into A, computed, stored back to the dest slot
Handles all IrOp variants:
- LoadImm, LoadVar, StoreVar (basic loads/stores)
- Add/Sub (CLC+ADC / SEC+SBC)
- Mul (JSR __multiply runtime routine)
- And/Or/Xor (zero-page operands)
- ShiftLeft/ShiftRight (repeated ASL/LSR)
- Negate/Complement (EOR #$FF + optional two's complement)
- CmpEq/Ne/Lt/Gt/LtEq/GtEq (CMP + conditional branch + 0/1)
- ArrayLoad/ArrayStore (TAX + ZeroPageX/AbsoluteX)
- Call (ZP param passing + JSR)
- DrawSprite (OAM slot 0 write, uses sprite_tiles map)
- ReadInput (LDA $01, P1 input)
- WaitFrame (poll frame flag at $00)
All terminators:
- Jump (JMP to block label)
- Branch (LDA temp + BNE true / JMP false)
- Return (optional value in A + RTS)
- Unreachable (BRK)
IR lowering fixes:
- ReadInput now has a destination IrTemp (was a side-effect-only op)
- ButtonRead uses the proper input temp instead of uninitialized register
- Logical AND/OR use new emit_move helper (OR with zero) instead of
bogus raw VarId for path merging
CLI:
- New --use-ir flag on `build` subcommand to opt in to IR codegen
- Default remains AST codegen (for now); IR codegen is experimental
All 7 examples compile through the IR pipeline and produce valid iNES ROMs.
Tests: 266 total (7 new ir_codegen unit + 2 new integration).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Analyzer extensions:
- Call graph construction from function bodies and state handlers
- DFS-based recursion detection (direct and mutual) with E0402 errors
- Max call depth computation per entry point with E0401 enforcement
- Function declarations registered as symbols (E0503 for undefined calls)
- Collects calls from all statement/expression types recursively
Optimizer (new module):
- Constant folding: evaluate known-constant arithmetic at compile time
- Dead code elimination: remove ops with unused destination temps
- Both operate per-basic-block in a single pass
171 tests total (22 new: 6 analyzer + 11 IR lowering + 5 optimizer)
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3