The previous commit parked the sprite-0 hit anchor on top of
the visible HUD coin at NT col 2, row 1 — the hit therefore
fired at dot 19 of scanline 15 (the HUD's last scanline) and
jsnes's PPU model applied the scroll change to the rest of that
same scanline, smearing the bottom row of every HUD glyph as
`camera_x` drifted. The score "0"/"2" digit, the heart, and
the lives "3" each flickered a handful of different pixel
patterns per frame as the scroll shifted. An in-harness
check for unique HUD states across the 180-frame window saw
~20-40 distinct states.
Fix: move both anchors off the HUD row entirely.
- `TILE_SPRITE0_ANCHOR` still has its single opaque pixel at
row 7, col 3, but now draws at OAM `(248, 8)` so the pixel
lands at screen `(251, 16)` — the first scanline of the
playfield.
- New `TILE_BG_ANCHOR` (tile 28) mirrors it with a single opaque
pixel at row 0, col 3; the map pre-paints it at NT `(col 31,
row 2)` via the new `a` legend entry. Its one opaque pixel
lands at the same `(251, 16)`, so the PPU's sprite-0 hit
fires there instead.
- An explicit `scroll(0, 0)` right before `sprite_0_split`
defensively re-latches scroll to zero in case jsnes has
carried stale `$2005` state over from the previous frame.
With the hit on scanline 16, `$2005` writes in HBLANK of
scanline 16 (or thereabouts) only affect scanline 17 onward;
rows 8-15 all render at scroll=0 and the HUD glyphs stay
pixel-stable. The unique-state count across the 180-frame
harness drops from ~40 to 4 — and those 4 correspond to the
legitimate score / lives transitions (initial title, post-
stomp-1, post-stomp-2, etc.), not per-frame jitter.
Column 31 and OAM x=248 both sit inside jsnes's right-edge
overscan so the anchor pixels are invisible in the committed
golden. Goldens + gif refreshed.
The status bar now paints into NT row 1 (coin + score digits on
the left, heart + lives digit on the right) using the `bg3`
sub-palette that matches `sp0` pixel-for-pixel. A single OAM
slot-0 anchor sprite sits over the coin tile; its one opaque
pixel lines up with the coin's bottom row so sprite-0 hit fires
at scanline 15, and a trailing `sprite_0_split(camera_x, 0)`
latches the playfield scroll starting at scanline 16. NT rows
0-1 stay pinned while scanlines 16+ scroll with the camera.
Score / lives updates are shadow-compared (`last_score`,
`last_lives`) so the VRAM ring sees an entry only when the
backing state actually changes — most frames append zero bytes.
OAM footprint drops from 5 sprites per frame down to 1.
Tile pipeline gains a 27th entry — a 7-transparent-row + 1-pixel
anchor — so the sprite-0 hit lands on scanline 15 instead of
scanline 8 (the latter would smear the HUD glyphs across the
split). `gen_platformer_tiles.rs` is updated in lockstep.
Ancillary changes: `bg3` retuned from `[yellow, orange,
dk_orange]` to `[red, orange, white]` (matching `sp0`);
`palette_map` row 0 flips from bg0 to bg3; legend gains `o`, `h`,
`0`, `3` so the initial map can preload the static HUD tiles and
the committed nametable already reads "coin 00 ... heart 3" on
frame 0.
`docs/future-work.md` loses the sprite-0 HUD follow-up section
(this commit lands it). Goldens + gif refreshed.
Root cause: `ZP_DIV_REMAINDER`, `ZP_MUL_RESULT_HI`, and
`ZP_CURRENT_STATE` all live at `$03`. The divide routine was
zeroing the byte on entry (`LDA #0; STA $03`) and writing the
running remainder there on every one of its 8 iterations; the
multiply routine accumulated its running product there. Any
multi-state program doing `u8 / 10` in `on_frame` had its state
ID clobbered on the way out of the routine — the next main-loop
dispatch read `$03 == 0` (or whatever the remainder happened to
be), matched state 0, and handed control to `Title` instead of
the current state. The platformer's HUD hit this once per blink
period: Playing survived exactly one frame, then Title took over
for 20 frames, then the cycle repeated.
Fix: rewrite both runtime routines to keep their running
accumulators in register A instead of `$03`. The new contracts:
- `__divide`: input `A = dividend`, `$02 = divisor`. Output
`A = remainder`, `$04 = quotient`. The algorithm shifts the
dividend-turning-into-quotient through `$04` (same as before)
and rotates the extracted bits into `A`, comparing and
subtracting directly without ever touching `$03`.
- `__multiply`: input `A = multiplicand`, `$02 = multiplier`.
Output `A = product` (low 8 bits — high byte discarded for
`u8 * u8 → u8` as before, but not via a `$03` write). The
multiplicand gets shifted left each iteration via `$04` and
the running sum stays in `A`.
`IrOp::Div` lowering gains one extra `LDA $04` after the JSR to
pick up the quotient; `IrOp::Mod` loses the old `LDA $03` since
the remainder is already in A. Net callsite cost is one
instruction either way.
Added two regression tests — `divide_routine_does_not_touch_zp_03`
and `multiply_routine_does_not_touch_zp_03` — that walk the
emitted instruction stream and fail loudly on any ZeroPage($03)
access, so a future refactor can't silently reintroduce the
alias.
Rebuilt the three ROMs that use `/` or `*` (bitwise_ops,
mmc1_banked, platformer) and re-baselined the platformer audio
golden — the new instruction count shifts vblank-relative audio
timing by a few cycles, as the CLAUDE.md audio-churn note warns.
Pixel goldens and docs/platformer.gif stay byte-identical. The
platformer HUD is back on native `stomp_count / 10` + `% 10`;
the subtraction-loop workaround is gone.
docs/future-work.md gains a new section describing the planned
sprite-0 hit upgrade for the platformer HUD (carry-over task
from the branch).
Upgrades the platformer's "live coin count" into a proper heads-up
display that stays pinned to the top of the viewport while the
nametable scrolls. Left side: coin icon + two-digit stomp tally.
Right side: red heart icon + single-digit lives counter. Both ride
through the GameOver screen without jumping position, so the death
banner reads as a continuation of the same run.
Wire-up: three new cross-state bits — score now accumulates across
lives, `lives` starts at 3 and decrements in `GameOver.on_enter`,
and the GameOver → Playing retry bounces to Title instead when the
last heart is spent (Title's `on_enter` refills both).
Tile pipeline: ten decimal digits + a heart glyph added to the
committed Tileset (generator source in `scripts/gen_platformer_tiles.rs`
kept in sync). Digits use `c` (white) so they read against the
sky; the heart uses `a` (red) to match the cap/brick palette.
Division workaround: the obvious `stomp_count / 10` / `% 10` pair
miscompiles near state transitions — the built ROM cycles
Title → Playing → Title once per blink period with Playing
surviving exactly one frame. Swapping both calls for repeated
`while r >= 10 { r -= 10 }` helpers fixes it. Documented as a
new entry in `docs/future-work.md` so the next person reaching
for `/` or `%` knows to check there first.
Goldens, docs/platformer.gif, and the top-level + examples README
entries all refreshed in the same commit.
`remove_dead_loads` now scans past opcodes that touch neither A nor
the flags an LDA sets, so a redundant LDA gets caught by its
successor's overwrite even when an index load or counter bump sits
between them. The extension covers LDX/LDY/INX/INY/DEX/DEY and the
flag ops (CLC/SEC/CLI/SEI/CLD/SED/CLV) alongside the INC/DEC/STX/STY
opcodes the pass already stepped past.
The highest-leverage case is the shape every single-tile `draw`
emits. After copy propagation and dead-store elimination do their
work, the stream reads:
LDA #<y> ; stray producer, value never consumed
LDY oam_cursor
LDA #<y> ; real load before STA
STA $0200,Y
The first LDA was surviving because the pass bailed on the LDY.
With the step-past, it drops. One LDA gone per draw, 2 bytes each.
Measured LDA-count reduction on committed examples:
platformer 242 → 221 (-21, -8.7 %)
war 785 → 754 (-31, -4.0 %)
pong 843 → 827 (-16, -1.9 %)
**Audio goldens.** The cycle savings shift the main-loop/NMI boundary
in audio-emitting programs, which re-times which frame each SFX
trigger lands in. Six audio hashes re-baseline as a result:
audio_demo, friendly_assets, noise_triangle_sfx, platformer, pong,
war. All 50 PNG goldens, the platformer/war/pong demo gifs, and
every non-audio program stay byte-identical. The re-baselined
output is still sample-accurate; what changed is the first-SFX
offset within the captured 132 084-sample window. This is the
audio-shift tradeoff documented in future-work.
Two new peephole unit tests lock in the behaviour:
- `dead_load_elim_steps_past_ldx_ldy` — the DrawSprite shape folds.
- `dead_load_elim_preserves_lda_when_used_by_shift` — a subsequent
ASL on A keeps the LDA alive across an intervening LDY.
Also updates future-work.md to reflect the shipped change and the
remaining register-allocator wins worth chasing next.
Closes §H. 2×2 metatiles and a parallel collision map are now a
first-class construct. `metatileset Name { metatiles: [{ id, tiles,
collide }, ...] }` declares a library of 2×2 tile bundles. `room Name
{ metatileset: M, layout: [...] }` lays them out on a 16×15 grid. The
compiler expands each room at compile time into:
- a 960-byte nametable (`__room_tiles_<name>`)
- a 64-byte attribute table (`__room_attrs_<name>`)
- a 240-byte collision bitmap (`__room_col_<name>`)
`paint_room Name` reuses the vblank-safe `load_background` update
machinery for the nametable blit and installs the collision bitmap
pointer into `ZP_ROOM_COL_LO`/`ZP_ROOM_COL_HI` (ZP $18/$19).
`collides_at(x, y)` JSRs into a small runtime helper that reads
`(room_col),Y` with `Y = (y & 0xF0) | (x >> 4)` and returns 0/1.
The helper links in only when the `__collides_at_used` marker is
emitted, so programs that declare a room but never query it pay
zero bytes for the subroutine.
`parse_byte_array` grows a `[value; count]` shortcut — 240-entry
`layout` arrays are unwieldy to spell out a byte at a time.
See `examples/metatiles_demo.ne` for the end-to-end flow: a probe
sprite bounces off walls via `collides_at` and lands on the left
side of the playfield at frame 180 — direct evidence that the
collision query works.
Also defers the register-allocator work from §"Code quality /
tooling" and documents the audio-goldens constraint in future-work
so the next agent sees it.
Two stale items cleaned up after the VRAM-buffer HUD work:
- §G mentions `examples/hud_demo.ne` as the realistic companion
to the minimal `vram_buffer_demo.ne`, and documents the
`$2006`/`$2005` reset the NMI drain now performs so the PPU's
scroll latch stays clean across frames.
- Design question 3's sprite-flicker half is answered — both
`cycle_sprites` and `game { sprite_flicker: true }` ship — so
the question narrows to the still-open `draw ... priority:
pinned` modifier.
https://claude.ai/code/session_01F7dHsgh7UX7SAK3wZ7JiKc
Follow-up to 807c9c7 (the VRAM update buffer core). Adds the
realistic-HUD example the core was missing, plus a language-guide
section that explains when and how to use the three buffer
intrinsics.
**examples/hud_demo.ne**
A bouncing-ball playfield with a classic status bar across the
top:
- 5-cell lives indicator that ticks down once per second and
resets at zero, drawn via `nt_fill_h` (plus a second
`nt_fill_h` to erase the stale tail).
- Score counter at the right edge that bumps on every wall
bounce, drawn via `nt_set`.
- One-shot `nt_attr` call on the first frame flipping the
top-left metatile group to sub-palette 1 (the red HUD
palette) so the UI chrome reads as distinct from the
playfield.
The demo's point is the `last_score != score` / `last_lives !=
lives` shadow-compare pattern: on the ~58-of-60 frames where
nothing changed, the buffer stays empty and drain work is zero.
That's the whole reason the VRAM buffer exists — per-frame cost
scales with what moved, not with HUD complexity. Committed
`.nes` + pixel/audio goldens.
**docs/language-guide.md**
New "VRAM Update Buffer" section between "Hardware Intrinsics"
and "Inline Assembly". Covers:
- Why user code can't just poke `$2006` / `$2007` directly.
- The three intrinsics + their coordinate systems (cell, not
pixel).
- The HUD pattern with a ready-to-paste code snippet and a
pointer at `examples/hud_demo.ne`.
- A per-entry budget table + worked 1000-cycle drain example
against the ~2273-cycle vblank budget.
- Known limits: horizontal-only, no overflow check,
no coalescing — all already tracked under `future-work.md` §G.
**examples/README.md**
`vram_buffer_demo.ne` reframed as the minimal test-case exercise
it actually is, with a pointer at `hud_demo.ne` for the realistic
pattern. New table row for `hud_demo.ne`.
All 758 tests pass. Clippy clean. 48/48 emulator goldens match.
Closes the highest-priority remaining catalogue item (§G). User
code queues PPU writes during `on frame` via three new intrinsics;
the NMI drains the 256-byte ring at `$0400-$04FF` to `$2007`
during vblank. Programs that never touch the buffer pay zero
bytes and zero cycles for the feature — verified by the existing
46 ROMs all matching their goldens with no drift.
Also fixes the failing CI Format check from 7b4570e by running
cargo fmt across the working tree.
**Runtime:**
- New `runtime::gen_vram_buf_drain` emits the drain routine
(`__vram_buf_drain`). Walks entries `[len][addr_hi][addr_lo]
[byte_0]...[byte_(len-1)]` and stops at `len == 0`. Uses
`LDA $0400,X` indexed-absolute so no ZP scratch is needed.
Drain costs ~12 setup cycles + 8 cycles per data byte; the
256-byte buffer can hold ~50 single-tile writes that drain
in roughly 1000 cycles, well inside the ~2273-cycle vblank.
- `NmiOptions` gains `has_vram_buf`. The NMI JSRs the drain
after the existing palette/background handshake (compiler-
queued PPU writes win priority for vblank cycles).
**IR + codegen:**
- Three new ops `IrOp::NtSet`, `IrOp::NtAttr`, `IrOp::NtFillH`.
- The codegen helpers compute the PPU address inline:
`$2000 + y*32 + x` for nametable, `$23C0 + (y/4)*8 + (x/4)`
for attribute. Each append lays down a fresh `0` sentinel so
the NMI sees a well-formed buffer regardless of whether more
entries get appended later in the frame.
- `__vram_buf_used` marker drops on first use; gates the
runtime splice + NMI JSR.
**Analyzer:**
- AST-walking helper `program_uses_vram_buf` detects intrinsic
use at analyze-init time so the user-RAM bump pointer can
start at `$0500` (past the buffer) rather than the legacy
`$0300`. Programs that don't use the buffer keep the legacy
start.
- Three intrinsic names registered in `is_intrinsic` /
`is_void_intrinsic` with arity checks.
**Tests + example:**
- `examples/vram_buffer_demo.ne` exercises all three intrinsics
on a backgrounded program — three single-tile score writes,
a 16-tile horizontal fill, and an attribute write that flips
the top-left metatile group's palette to red. Committed
golden + audio hash.
- Four new integration tests: byte-level JSR-to-drain
assertion, drain-omitted-when-unused, RAM-bump assertion for
programs that DO use the buffer, and arity enforcement for
`nt_set`.
**CI fix:**
- `cargo fmt` ran across the tree. Picks up a one-line fmt
diff in `tests/integration_test.rs` that the prior commit
shipped without running fmt, causing the Format CI job to
fail on `7b4570e`.
All 758 tests pass. Clippy clean. 47/47 emulator goldens match.
Another batch from the cc65/nesdoug catalogue. All gated on
parser-level opt-in or default-false attributes so existing
programs produce byte-identical ROMs (no committed .nes file
changed).
**§A — `i16` signed 16-bit type:**
- New `KwI16` lexer token, `NesType::I16` AST variant, parser
case in `parse_type`. Type-size and integer-type tables
treat `i16` like `u16` (2 bytes, integer).
- IR lowering accepts `i16` everywhere it accepts `u16` for
wide-load / wide-store / widen-narrow paths.
- New constant fold for `UnaryOp::Negate(IntLiteral(v))` that
emits the wide two's-complement form. Without it, `var vy:
i16 = -10` would zero-extend to `$00F6` (= 246) instead of
sign-extending to `$FFF6` (= -10). Negative literals now
store the right bytes.
- Comparisons reuse the existing unsigned 16-bit compare ops
(matching the existing `i8` behaviour). Documented in the
`NesType::I16` doc comment and in `future-work.md` §A.
- Example `examples/i16_demo.ne` with committed golden.
- Tests cover the literal-fold sign-extension and end-to-end
compile of the example.
**§S — SRAM / battery-backed saves:**
- New `save { var ... }` top-level block. Lexer + parser opt
into a dedicated `KwSave` token. Analyzer allocates save
vars from a separate `next_sram_addr` bump pointer starting
at `$6000`, capped at `$8000` (8 KB cartridge SRAM window).
- Linker reads `analysis.has_battery_saves` and flips iNES
byte-6 bit-1 via the new `RomBuilder::set_battery` /
`Linker::with_battery` chain.
- New `W0111` warning for save-var initializers — SRAM is
preserved across power cycles, so an init expression would
either silently never run or clobber persisted data on
every boot. The warning teaches the user about the
magic-byte sentinel pattern.
- Struct fields in save blocks are explicitly rejected for now
(the field-flattening path uses the main-RAM allocator).
- Example `examples/sram_demo.ne` with committed golden, plus
4 integration tests.
**§D (partial) — inline-asm `.label:` syntax:**
- Codegen-side mangler rewrites `.IDENT` → `__ilab_<N>_IDENT`
per inline-asm block, where `<N>` is the call site's
monotonic suffix. Two `asm { .loop: ... }` blocks in the
same function now coexist without colliding in the linker's
label table.
- Bounds checks on `.` placement: `$2002` and `name.field`
are unaffected; only `.IDENT` in label / branch context
triggers the rewrite. Two integration tests pin the
uniqueness and dollar-vs-dot disambiguation.
**§X follow-up — Mesen trace-log docs:**
- New "Debugger-assisted workflows" section in
`docs/nes-reference.md` walking through the Mesen / FCEUX
log workflows alongside the new `debug_port:` attribute.
**Misc:**
- `future-work.md` updated to mark the shipped items out of
the catalogue and reshuffle the priority ranking. Remaining
niche follow-ups (signedness on Cmp16, struct save fields,
inline-asm format specifiers) documented inline so future
passes know the design.
All 757 tests pass. Clippy clean. 46/46 emulator goldens match.
Another batch from the cc65/nesdoug gap catalogue. All six items
gated on marker labels (or default-false attributes) so existing
programs produce byte-identical ROMs — every pre-existing .nes
file round-trips unchanged.
**Language / runtime additions:**
- `mapper: GNROM` (iNES 66). Combines AxROM's 32 KB PRG pages with
CNROM's 8 KB CHR banks in a single `$8000` register. Linker
pads single-page ROMs to 32 KB to match mapper-66 expectations.
- `game { debug_port: fceux | mesen | 0xXXXX }`. `debug.log`,
`debug.assert`, and the `__debug_halt` sentinel now target a
user-selected address. `fceux` (default, $4800) and `mesen`
($4018) are named aliases; custom hex addresses are accepted
for unusual debuggers.
- `game { sprite_flicker: true }`. IR lowerer injects an
`IrOp::CycleSprites` at the top of every `on frame` handler,
which flips on the rotating-OAM NMI variant with no per-site
boilerplate. Default false so existing ROMs keep their layout.
- `fade_out(step_frames)` / `fade_in(step_frames)` builtins.
Blocking helpers that walk brightness 4 → 0 or 0 → 4 with
`step_frames` frames between each step. Runtime splices
`__fade_out`, `__fade_in`, and a callable `__wait_frame_rt`
helper when the builtin is used. Zero-guard on step_frames
prevents a pathological 256-frame spin when the caller
accidentally passes 0.
- `sprite_0_split(scroll_x, scroll_y)` intrinsic. Emits a
two-phase busy-wait on `$2002` bit 6 (wait-for-clear,
wait-for-set) then writes the new scroll values to `$2005`.
Works on any mapper — unlike `on_scanline(N)` which requires
MMC3. Enables HUD-over-playfield scrolling on NROM/UxROM/MMC1.
**Docs:**
- New paragraph in the language guide explaining the no-recursion
design choice and the explicit-stack workaround pattern.
- `future-work.md` updated to mark the shipped items out of the
catalogue; remaining items reshuffled in the priority ranking.
- README + examples/README updated with the new mapper and
builtins.
**Tests:**
- 12 new integration tests covering: GNROM header emission,
debug-port targeting (fceux/mesen/custom), unknown-alias
rejection, sprite_flicker on/off/bad-value, fade_out JSR + marker
coupling, fade omitted-when-unused, fade-in-expression rejected,
sprite_0_split byte-level busy-wait verification, sprite_0_split
arity enforcement, sprite_0_split omitted-when-unused, and an
extended void-intrinsic-in-expression-position test covering the
three new void builtins.
- `nes2_mapper_high_nibble_in_byte_8_is_zero_for_small_mappers`
extended to include GNROM.
- Four new examples with committed .nes ROMs + pixel/audio
goldens: `gnrom_simple`, `auto_sprite_flicker`, `fade_demo`,
`sprite_0_split_demo`.
All 752 tests pass. Clippy clean. 44/44 emulator goldens match.
Follow-up cleanup on the cc65 parity batch. Addresses issues found
during a post-commit code review.
**Correctness fixes:**
- `rand8()` / `rand16()` at statement position (result discarded)
were being eliminated by DCE because `op_dest` returned
`Some(dest)` for Rand8/Rand16 even though the ops have a visible
side effect — advancing the PRNG state. Now `op_dest` returns
`None` for both, keeping the JSR regardless of liveness. New
regression test `rand8_statement_survives_dce`.
- Void-only intrinsics (`poke`, `seed_rand`, `set_palette_brightness`)
used in expression position (e.g. `var x = seed_rand(42)`) were
panicking the linker with an unresolved `__ir_fn_X` label. The
analyzer now emits E0203 with a clear message; new
`void_intrinsic_in_expression_position_errors` test covers all
three names.
- Statement-position `rand8()` / `rand16()` weren't lowered at all
(they fell through to the default Call path). Now both lower to
their IR op with a fresh temp that nothing reads; the JSR still
runs so the PRNG state advances.
- `--fceux-labels foo.nes` was producing `foo.0.nl` because
`PathBuf::with_extension` replaces instead of appends. Rewritten
to literally append `.<bank>.nl` / `.ram.nl` to the OsString, so
users get the FCEUX-expected `foo.nes.<bank>.nl` naming.
- Linker now asserts CNROM / AxROM don't accept user-declared
switchable PRG banks — their page sizes don't fit the 16 KB per
bank model, and silently producing a mis-sized ROM is worse than
a loud panic.
**PRNG cleanup:**
- Removed the stream-of-consciousness comment block in `gen_prng`
that described three abandoned algorithms before landing on the
actual Galois LFSR.
- Simplified `__rand16` to a single JSR + LDX instead of two
JSRs + TAY/TYA round-trip — a single shift already produces 16
fresh bits, the doubled call just burned ~40 cycles. The golden
PNG for `prng_demo` was regenerated to reflect the new sequence.
- Rewrote the `gen_prng` doc comment to accurately describe the
algorithm as a Galois LFSR (it was mislabelled as xorshift).
- Rewrote the `gen_palette_brightness` doc comment with a proper
table of level→mask mappings — the prior prose description
didn't match the actual table values.
**Tests:**
- Three new unit tests in `linker::debug_symbols` covering the
FCEUX `.nl` renderer: user-facing labels only, empty output when
no user labels exist, and deterministic sorting in `.ram.nl`.
- Extended `nes2_mapper_high_nibble_in_byte_8_is_zero_for_small_mappers`
to cover AxROM + CNROM.
- Renumbered priority list in future-work.md after removing the
shipped sections (J, K, N, parts of V and Y).
All 737 tests + 40/40 emulator goldens still green.
Updates the cc65/nesdoug-gap catalogue sections to reflect what
landed in 7507459. Remaining items reshuffle: i16 and the VRAM
update buffer stay at the top of the priority ranking.
Enumerates the gaps between NEScript today and what the cc65/nesdoug
ecosystem exposes: i16/pointers/bitfields, VRAM update buffer,
metatiles, edge-triggered input, PRNG, palette fade, sprite-0 split,
additional mappers (AxROM/CNROM/UNROM-512/MMC5), FamiStudio import,
SRAM saves, PAL/NTSC abstraction, NSF output, Zapper/Power Pad,
configurable debug port, FCEUX .nl labels, and explicit bank hints.
Each item has a design sketch and the section ends with a priority
ranking. This is the planning doc the follow-up implementation
commits will chip away at.
Follow-up to the silent-drop audit. The old ABI passed every
parameter through four fixed zero-page transport slots `$04-$07`,
imposing a hard 4-param cap (E0506) that didn't compose with
structs/arrays/u16s and fell back to "pack args into a global"
workarounds whenever a function needed five things. The transport
scheme also cost every non-leaf call a 4-LDA/STA spill prologue
(~28 cycles, 16 bytes) to copy args out of ZP before the next
nested `JSR` could clobber them.
Replace it with a hybrid convention keyed on leaf-ness:
- **Leaf callees** (no nested `JSR` in body, ≤4 params):
unchanged. Caller stages args into `$04-$07`; body reads those
slots directly for its entire lifetime. No prologue copy.
Fastest path, 3-cycle ZP stores + 3-cycle ZP loads, preserves
the SHA-256 leaf-primitive optimisation that motivated the
original fast path.
- **Non-leaf callees** (body contains a nested `JSR`, OR ≥5
params): direct-write. Caller stages each argument straight
into the callee's analyzer-allocated parameter RAM slot,
bypassing the transport slots entirely. No prologue copy on
the callee side. Saves ~24 cycles and ~16 bytes per call vs
the old transport-then-spill path, and — crucially — scales
past 4 params because the per-param slots live wherever the
analyzer put them rather than in a fixed ZP window.
The analyzer's ceiling moves from 4 to 8. Functions with 5–8
params are silently promoted to the non-leaf convention (even if
their body has no nested `JSR`), which pays the direct-write cost
rather than the prologue-copy cost — still cheaper than the old
ABI. Declarations with 9+ params still emit E0506.
### Implementation
- `function_is_leaf` now also requires `param_count <= 4`.
- `IrCodeGen::new` populates `non_leaf_param_addrs: HashMap<String,
Vec<u16>>` — for every non-leaf function, the ordered list of
addresses its parameters occupy. Callers use this to route each
arg directly to the right slot.
- `IrOp::Call` branches on presence in the map: non-leaf → direct-
write, leaf (or absent — 0-arg case) → ZP transport.
- `gen_function` no longer emits a prologue. Leaves didn't have
one; non-leaves had a 4-LDA/STA copy that is now unnecessary
because args arrive pre-written to the slot.
- The previous `leaf_functions: HashSet<String>` field is
removed; leaf-ness is now inferred from absence-in-
`non_leaf_param_addrs` at the call site.
### Tests and regressions
- `eight_param_non_leaf_function_stages_every_arg_at_its_allocated_slot`
compiles an 8-param function, scans PRG for a distinct
`LDA #\$NN / STA <addr>` per arg (immediates `0x11..0x88`), and
asserts that STAs to the `$04-$07` range are strictly fewer
than 8 — proof the old transport path is gone for this call.
- `non_leaf_call_direct_writes_args_to_callee_param_slots`
replaces the old `gen_function_prologue_spills_params_to_local_ram`
test with a dual assertion: (a) no `LDA \$04` prologue at the
callee entry, and (b) the caller-side STA lands at the
analyzer-allocated param slot, not at `\$04-\$07`.
- `analyze_rejects_function_with_more_than_4_params` renamed and
rewritten for the new 8-param cap.
- `feature_canary.ne` gains a 6-param `sum6` call (1+2+3+4+5+6 =
21) as check 8. The canary stays green (all eight checks
pass), so the committed golden is unchanged.
### Blast radius
- Six example ROMs change bytes (arrays_and_functions, function_chain,
mmc1_banked, pong, sha256, war) because their non-leaf call sites
pick up the shorter staging sequence.
- Pong and war audio hashes refresh (pure layout-timing shift; no
behavioural change in the 180-frame no-input window). docs/pong.gif
and docs/war.gif stay byte-identical.
- `examples/function_chain.ne`'s header comment updated to
document the leaf vs non-leaf split it exercises.
- `docs/language-guide.md` parameter-count section and E0506 entry
updated to reflect the new rule.
All 720 Rust tests pass; all 35 emulator goldens pass.
https://claude.ai/code/session_01AoQ678uVeqpyayvWHpfDhC
Before this change, state-local variables (`state Foo { var x: u8 = 0 }`)
were silently no-ops: the analyzer allocated a ZP slot for them, but
the codegen's `var_addrs` map only covered IR globals and scope-qualified
function locals — so every `LoadVar` / `StoreVar` whose `VarId` pointed
at a state-local resolved to no address and emitted nothing. Existing
examples compiled and matched their goldens because none of them observed
the dropped writes within the 180-frame harness window.
The overlay changes the analyzer's state-local pass to snapshot both the
ZP and RAM cursors after the globals have been laid out, then rewind to
that snapshot before each state's locals and track the running max.
`ZP_CURRENT_STATE` keeps exactly one state active at runtime, so every
state's locals are mutually exclusive with every other state's and can
share the same bytes. The IR lowerer now pushes each state's locals into
the IR globals table (with `init_value=None`) so the codegen resolves
their addresses the same way it does program globals, and prepends the
declared initializers to each state's `on_enter` handler (synthesizing
an empty one where needed) so a freshly-entered state re-establishes its
bytes before user code runs.
`--memory-map` now tags each allocation with its owning state
(`[@Title]`, `[@Playing]`, ...) and counts distinct bytes rather than
summed allocation sizes so overlaid slots don't double-count. The
`AnalysisResult.state_local_owners` map exposes the ownership to any
tool that wants to group allocations the same way.
Only `state_machine.ne` and `platformer.ne` declare state-level vars,
so they're the only example ROMs whose bytes change. `platformer.ne`'s
audio golden shifts slightly (the now-working `blink` counter in Title
adds a few cycles per frame before the auto-transition to Playing, which
offsets APU register writes within each frame); its video golden and
every other example ROM stay byte-for-byte identical.
Fixes#22.
https://claude.ai/code/session_015kvJu3iEFLSRJoShPBfm3X
Emit a `.dbg` debug-info file in the same format `ld65` produces, so
Mesen / Mesen2 / fceuX pick it up automatically and enable source-line
stepping, labelled variable inspection, and symbol-based breakpoints
without manual address lookups. Closes#23.
The new `render_dbg` helper stitches together metadata the compiler
already surfaces (linker label table, IR codegen `__src_<N>` markers,
analyzer variable allocations) into the file/mod/seg/scope/span/line/sym
records documented at https://cc65.github.io/doc/debugfile.html. Each
source-loc marker becomes a span that stretches to the next marker
(so breakpoints cover every byte the statement compiled into) plus a
line record pointing into it; `seg.ooffs` tracks the fixed bank's
PRG-relative start so banked MMC1/UxROM/MMC3 ROMs map cleanly too.
Reuses the `.mlb` symbol-name filter so internal skip/block labels
stay out of the debugger's symbol browser. `--dbg` implies the same
`__src_` marker emission as `--source-map` but leaves release builds
byte-identical when neither flag is passed.
https://claude.ai/code/session_01DfN3pKJLryr7vvNFBpcqmC
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
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
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
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
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
- 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
The previous platformer example drew enemies but had almost no
interaction with them: only enemy 1 had a stomp check, the stomp
window was unreachable under the default +1-px-per-frame-plus-a-
jump-every-40-frames autopilot, contact from any other angle was
a silent no-op, and the header comment promised a "title → playing
→ game-over state machine" that didn't actually exist. The README
demo gif and the committed golden both froze that state — a level
the player could walk through indefinitely with no consequence.
Flesh the enemy interaction model out into something real:
- `resolve_enemy_hit(e_sx)`: one helper, called symmetrically for
both enemies. Computes the player/enemy hitbox overlap (horizontal
in `e_sx ∈ (72, 96)`, vertical in `player_y ∈ (152, 176)`) and
branches three ways — falling onto the head is a stomp bounce
(`rise_count = 6`, `fall_vy = 0`, `stomp_count += 1`, `play Boing`);
overlap while `rise_count > 0` is a grace pass-through so the
stomp bounce itself can't retrigger contact on the same enemy;
anything else (walking into the side, standing on the ground
against the enemy) is fatal — `alive = 0` and `play hit`.
- New `GameOver` state: draws four enemy tiles across the middle
of the screen plus a coin row sized to `stomp_count`, stops the
music, lingers 60 frames then auto-retries, and also honours
Start for an instant retry.
- Proximity-based autopilot: pre-jump when an enemy is exactly 19 px
ahead (`e1_sx == 99` or `e2_sx == 99`), capped at two jumps per
life by `auto_jumps < AUTOPILOT_JUMPS`. Tuning: a JUMP_RISE=12,
GRAVITY_CAP=4 jump lands the player's feet at enemy-head height
exactly 21 frames after lift-off, by which point the autopilot
camera has scrolled the enemy under the player. The first jump
fires on Playing frame 1 and stomps enemy 1 on frame 22; the
second fires on Playing frame 101 and stomps enemy 2 on frame
122. After that the autopilot is exhausted and the third enemy
encounter (camera wraps back past enemy 1) is fatal — the
golden harness now sees the full stomp, stomp, die, retry, stomp
loop instead of a frozen walk.
- Live HUD: up to four coin sprites in the top-left, one per
stomp, rendered both during `Playing` and on the `GameOver`
screen so the score is visible in the death frame. `Playing`'s
player draw is now guarded by `if alive == 1` so the hero
disappears on the fatal-contact frame and the enemy that killed
them is visible underneath.
Verified with a per-frame ZP trace through the patched puppeteer
+ jsnes harness: first stomp at emu frame 44 (camera_x=22), second
at emu frame 144 (camera_x=122), death at emu frame 283 (camera_x=5
after a 256-px wrap), `Playing` restart at emu frame 343, third
stomp at emu frame 365. All 22 emulator goldens still match after
the update, and `docs/platformer.gif` regenerated from the new ROM
now shows two clean stomps, a clean side-collision death, the
GameOver screen, and the retry cycle all inside the 6-second demo
window.
Golden updates:
- `tests/emulator/goldens/platformer.png` — the frame-180 capture
now shows the hero walking forward with a two-coin HUD after
both autopilot stomps (previously: a frozen bouncing hero).
- `tests/emulator/goldens/platformer.audio.hash` — the track now
includes two `Boing` stomp bounces, which shifts the hash.
- `examples/platformer.nes` — rebuilt from the rewritten source.
Also updates the platformer rows in `README.md` and
`examples/README.md` to match the new gameplay.
https://claude.ai/code/session_013Bi4H4YQ5or5HtMB4doUFi
Rewrites every example with non-trivial asset declarations to use
the pleasant QoL syntax introduced in the previous commit. Every
example still compiles to a byte-identical ROM (verified by a
temp-path diff before committing), so the committed `.nes` files
and the 23 emulator goldens are unchanged.
* platformer.ne — the centerpiece end-to-end demo:
- `palette Main` goes to grouped form with a shared
`universal: 0x22` (sky blue), one shared colour per
sub-palette, and named NES colours throughout; the
long-standing `$3F10` mirror-trap warning is now handled
by the parser and the manual pitfall comment is gone.
- `sprite Tileset` is 15 tiles of ASCII pixel art instead
of 240 bytes of inline hex.
- `background Level` uses a `legend { '.': 15, '#': 9, ... }`
block plus `map:` strings for the 32×30 nametable, and
`palette_map:` rows for the attribute table. The map
reads top-down like the rendered screen.
- SFX latch-once `pitch: 0x30` scalars + `envelope:` alias.
- `music Theme` uses note names + `tempo: 10` default.
* audio_demo.ne — scalar sfx pitches, `envelope:` alias, and a
note-name `C4, E4, G4, ...` music track.
* palette_and_background.ne — grouped CoolBlues / WarmReds
palettes with `universal: black` + named colours, plus
`legend` + `map:` tilemaps for the two backgrounds.
* sprites_and_palettes.ne — Arrow and Heart sprites rewritten
as `pixels:` ASCII art.
Along the way, two small parser extensions support the rewrites:
- `parse_pixel_art` now accepts `a/b/c` as aliases for `#/%/@`,
matching the vocabulary every NES editor (and our own
gen_platformer_tiles.rs generator) uses.
- `palette_map_to_attrs` allows up to 16 metatile rows (the
full attribute-table coverage, including the off-screen
bottom half) and auto-replicates row 14 → row 15 when only
15 rows are supplied so the visible bottom of the screen
gets consistent sub-palette assignments by default. The old
15-row cap couldn't match a hand-packed `0xAA` attribute
table for the last row; the platformer required this to
stay byte-identical.
`scripts/gen_platformer_tiles.rs` is updated to emit the new
syntax directly (pixel-art `pixels:` block + `legend`/`map:`/
`palette_map:` for the background), so regenerating the
platformer tiles stays a one-liner.
474 lib tests + 64 integration tests pass (3 new parser tests
for `palette_map:` 15/16/17 rows and the `abc` alias). All 23
emulator goldens still match pixel- and sample-for-sample.
https://claude.ai/code/session_01PzaSFj3VahDzxEYTKCESkz
The optimizer fix in the previous commit changes the observable
gameplay of `examples/platformer.ne` — pre-fix the player got
spurious enemy-1 stomp bounces every time coin 2 drifted into its
pickup window, so the README demo gif showed the player bouncing
mid-air around emu frames 85-125 instead of walking through the
coin at ground level. Regenerate `docs/platformer.gif` from the
fixed compiler so the README matches reality.
To stop this from drifting again, treat the gif the same way the
repo already treats `examples/*.nes`:
- `gifenc` + `jsnes` + the harness are deterministic, so a fresh
recording byte-matches a valid commit. Verified across two
back-to-back runs (identical md5).
- `.github/workflows/ci.yml`'s `emulator` job now renders the gif
into `/tmp/platformer.gif` and `cmp`s it against `docs/platformer.gif`,
emitting a `::error` annotation pointing at the exact rerun
command if the committed copy is stale. This piggybacks on the
existing puppeteer + node setup, adding ~20s to the job.
- `scripts/pre-commit` runs the same check locally, but only when
`examples/platformer.{ne,nes}`, `tests/emulator/record_gif.mjs`,
or `tests/emulator/harness.html` is staged, and only if
`tests/emulator/node_modules` is already installed. Cold-start
puppeteer is ~20s — too slow to pay on every commit, but cheap
enough to pay when something gif-relevant changed.
- The header of `tests/emulator/record_gif.mjs` and the project
conventions section of `CLAUDE.md` both spell out the rerun
command and the invariant, so the next agent doesn't have to
re-derive any of this.
https://claude.ai/code/session_013Bi4H4YQ5or5HtMB4doUFi
Adds six NES-friendly authoring shortcuts so programs don't have to
hand-pack hex bytes for every kind of art asset. Every new syntax is
strictly additive — existing examples keep their byte-identical ROMs
and goldens.
* palette: ~50 named NES colours (`black`, `sky_blue`, `dk_red`, …)
usable anywhere a colour byte is expected, plus a grouped-form
`bg0..sp3` + `universal:` shape that auto-fills every sub-
palette's first byte (fixing the `$3F10` mirror trap).
* sprite: `pixels:` ASCII-art alternative to 16-byte CHR, supporting
multi-tile sprites split in row-major reading order.
* sfx: scalar `pitch:` matching the v1 driver's latch-once behaviour,
plus `envelope:` as a friendlier alias for `volume:`.
* music: `tempo:` default duration + note-name notes (`C4, Eb4,
rest 10`) alongside the existing `pitch, duration` pair form.
* background: `legend { '.': 0, '#': 1 }` + `map:` string rows,
plus `palette_map:` grids that auto-pack the 64-byte attribute
table from 16×15 sub-palette digits.
A new `examples/friendly_assets.ne` exercises every shortcut at once
with a matching pixel + audio golden; the other 22 golden tests still
match byte-for-byte.
https://claude.ai/code/session_01PzaSFj3VahDzxEYTKCESkz
Adds `examples/platformer.ne`, a full side-scrolling game that
exercises nearly every subsystem of the compiler in one program:
custom CHR tileset, 32×30 background nametable with per-region
attribute palettes, 2×2 metasprite hero with gravity/jump physics,
wrap-around horizontal scrolling, moving enemies, coin pickups,
user-declared SFX + music, and a Title → Playing state machine
with autopilot so the headless jsnes harness captures real
gameplay at frame 180. Tile art + nametable are generated by
`scripts/gen_platformer_tiles.rs` (`cargo run --bin gen_platformer_tiles`).
Building this out uncovered three independent runtime bugs that
together made the example render as black-on-black smileys. All
three are fixed in this commit:
1. **`gen_init` enabled sprite rendering before the linker's
initial palette/background load runs.** The PPU's v-register
auto-increments on every `$2007` write *during active
rendering*, so the palette load (32 B) and nametable load
(1024 B) were scrambled past the first ~72 bytes — every
existing program with a `background Level { ... }` block was
silently rendering zero-filled VRAM. Fix: leave `PPU_MASK = 0`
at the end of `gen_init` and emit a new `gen_enable_rendering`
call *after* all initial VRAM writes complete.
2. **Audio tick corrupted `ZP_CURRENT_STATE`.** The audio
driver's period-table lookup reused `$02/$03` as a temporary
indirect pointer with a comment claiming the slots were free
because the tick doesn't call mul/div. But `$03` is also
`ZP_CURRENT_STATE` used by the state dispatch loop, so every
music note silently overwrote the state index with the high
byte of `__period_table` (`0xC5` in the platformer ROM),
wedging the state machine forever. Fix: `gen_nmi` now PHAs
`$02/$03` on entry and PLA-restores them on exit, and the
audio tick JSR moves inside that save/restore window (it used
to be spliced by the linker *before* the register saves, so
even A/X/Y were technically being trashed pre-save). Only
`audio_demo`'s audio hash shifts (its note timings move a few
cycles); every other golden is unchanged.
3. **Sub-palette mirroring footgun.** Writing a 32-byte palette
blob sequentially causes the sprite sub-palettes' "index 0"
slots at `$3F10/$3F14/$3F18/$3F1C` to clobber the background
universal colour at `$3F00/$3F04/$3F08/$3F0C` via NES hardware
mirroring. The example's palette sets all eight first bytes
to `$22` (sky blue) for this reason; `docs/future-work.md`
picks up a TODO to warn on inconsistent first-byte values in
the analyzer.
Also:
- `docs/platformer.gif` — 6-second recording of the example
running in jsnes, generated by the new
`tests/emulator/record_gif.mjs` puppeteer helper (encodes via
`gifenc`, committed as a dev-dependency under
`tests/emulator/package.json`).
- README / examples/README tables and the 497-test count are
updated to cover the new example.
https://claude.ai/code/session_01BcCcHi6FUmTh8jC7UgkA3A
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
The audio subsystem was a sketch: `play name` / `start_music name` /
`stop_music` parsed, lowered, and emitted a few hardcoded register
writes from a builtin name table. No user-declared effects, no
per-frame envelope, no note streams, no real engine.
This flesh-out brings audio up to the quality bar of the rest of
the compiler (sprites, palettes, bank switching, scanline IRQ,
etc.) with a full data-driven pipeline:
## Asset pipeline (new `src/assets/audio.rs`)
- `sfx Name { duty, pitch, volume }` blocks compile into per-frame
pulse-1 envelopes. Pitch/volume arrays must match in length; each
entry is one NMI's worth of `$4000` data.
- `music Name { duty, volume, repeat, notes }` blocks compile into
flat `(pitch, duration)` streams for pulse 2. Pitch 0 is a rest,
1-60 indexes a builtin period table covering C1-B5.
- `resolve_sfx` / `resolve_music` walk the program for `play` /
`start_music` references and append builtin fallbacks for any
name that isn't user-declared — so `play coin` still works
without a `sfx Coin { ... }` block.
- Builtin effects (coin, jump, hit, click, cancel, shoot, step)
and tracks (theme, battle, victory, gameover) synthesize through
the same compile path as user decls — one data model, one driver.
## Runtime engine (`src/runtime/mod.rs`)
- `gen_audio_tick()` walks both channels every NMI: reads one
envelope byte through `(ZP_SFX_PTR),Y` -> writes `$4000`,
advances ptr, mutes on zero sentinel. Music decrements the note
counter, advances to the next `(pitch, dur)` pair on zero, looks
up the period through `(__period_table),Y`, loops on `0xFF 0xFF`.
- `gen_period_table()` emits a 60-entry equal-tempered table
(A4 = 440 Hz, NTSC 1.789773 MHz CPU clock) with length-counter
load bits pre-baked into each high byte.
- `gen_data_block()` emits a label + raw-bytes pseudo pair so
user sfx/music data can be spliced into PRG with regular labels
that the two-pass assembler resolves.
- New ZP layout: `$05/$06` music loop base, `$07` music state
(duty/volume/loop/active), `$0C-$0F` sfx and music pointers.
## IR codegen (`src/codegen/ir_codegen.rs`)
- `with_audio(sfx, music)` registers compile-time trigger constants
per blob name.
- `gen_play_sfx` emits: write period to `$4002`/`$4003`, load
envelope pointer into `ZP_SFX_PTR` via SymbolLo/SymbolHi of
`__sfx_<name>`, mark the sfx counter active.
- `gen_start_music` stamps the header byte into `ZP_MUSIC_STATE`
with the active bit OR'd in, seeds both ptr and loop base from
`__music_<name>`, primes the duration counter.
- `gen_stop_music` mutes pulse 2 and clears state.
## Linker (`src/linker/mod.rs`)
- New `link_with_all_assets(user_code, sprites, sfx, music)` path
that splices driver body, period table, and each sfx/music data
blob into PRG — all guarded on the `__audio_used` marker so
silent programs pay zero ROM cost.
## Assembler (`src/asm/opcodes.rs`, `src/asm/mod.rs`)
- New `AddressingMode::Bytes(Vec<u8>)` variant for raw-data
pseudo-instructions. `NOP+Bytes(v)` emits the payload verbatim,
letting the linker splice ROM data tables into a code section
and still have `Label` / `SymbolLo` / `SymbolHi` fixups resolve
correctly in the same assembly pass.
## Analyzer
- `play` / `start_music` now validate the name against user decls
and builtin tables. Unknown names emit E0505 with a helpful list
of builtins — previously a typo would silently compile to no-op.
## Parser
- New `sfx_decl` / `music_decl` grammar with property-style
configuration. Strict validation: duty 0-3, volume 0-15, pitch
arrays must match volume length, music notes must come in pairs,
pitch 0-60, duration ≥ 1.
## Tests
+170 new tests across every layer:
- `src/assets/audio.rs`: 17 tests (compile, resolve, builtins,
shadowing, label sanitation, nested reference walks)
- `src/parser/tests.rs`: 13 tests (valid/invalid sfx + music
declarations, property validation, play/start_music/stop_music)
- `src/analyzer/tests.rs`: 7 tests (builtin acceptance, user decl
acceptance, unknown-name rejection)
- `src/runtime/tests.rs`: 10 tests (audio tick labels, RTS end,
$4000 write, $4004 mute, period table assembly, A4 = 440 Hz,
length counter bits, data block verbatim emit)
- `src/linker/tests.rs`: 4 tests (sfx/music blob placement,
pointer resolution, elision when unused)
- `src/codegen/ir_codegen.rs`: rewrote the 4 existing audio tests
to match the new data-driven contract
- `tests/integration_test.rs`: 4 end-to-end tests including a
user-declared `sfx` + `music` program that verifies bytes land
in PRG ROM at the right addresses
## Docs
- New Audio section in `docs/language-guide.md` with syntax
reference, builtin tables, and an explanation of how the
driver works at compile and run time.
- `docs/architecture.md` updated to reflect the real audio
pipeline instead of the old "audio import stubs" stub.
- `docs/future-work.md` moves audio from "status: minimal" to
"status: full subsystem" with a narrower list of follow-up work
(triangle/noise/DMC channels, NSF/FTM imports, richer envelopes).
- `examples/audio_demo.ne` rewritten to showcase user-declared
`sfx LongCoin`, `sfx Zap`, `music Theme`, still demonstrating
builtin fallback via `play coin`.
Total: 424 tests passing (381 unit + 43 integration), clippy clean,
fmt clean, all 19 examples compile.
https://claude.ai/code/session_015WfaDttE3DpWn9rpyfpQd8
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
Fallout from removing the `--use-ast` flag and the AST codegen.
Four references in `docs/future-work.md` and one in `plan.md` were
still implying a parallel AST code path existed:
- `future-work.md` "--debug CLI flag wired" entry — said the flag
threads through `CodeGen::with_debug` (the old AST codegen's
builder). Updated to `IrCodeGen::with_debug`.
- `future-work.md` IR debug.log/assert entry — had a parenthetical
"(same behavior as AST codegen)" that no longer makes sense
without an AST codegen to compare against. Dropped.
- `future-work.md` inline assembly entry — said "Both IR and AST
codegen splice parsed instructions directly into the output
stream." There's only the IR codegen now. Updated.
- `future-work.md` `on scanline(N)` entry — described scanline
handling as "codegen (MMC3 IRQ vector wiring) is still TODO."
That wiring has been in place for a while: the IR codegen
emits `__irq_user` + `__ir_mmc3_reload` with per-state
dispatch, and `examples/scanline_split.ne` and
`examples/mmc3_per_state_split.ne` both exercise it in the
jsnes smoke test. Rewrote the entry to match reality.
- `plan.md` M2 "Compiler phases built" list — had "Codegen from
IR (replacing direct AST codegen)." The present-tense
parenthetical read as if AST codegen still existed; stripped
it. M1's "direct AST → 6502, skip IR for this milestone" line
is left as a historical milestone scope description.
One intentional mention remains: `future-work.md` "Recently
completed" bullet explicitly notes the AST-based path and the
`--use-ast` flag were removed. That's the correct tombstone.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
The `--use-ast` path through `src/codegen/mod.rs` was a strictly
inferior subset of the IR codegen. Building every example with
`--use-ast` through the jsnes harness:
- `arrays_and_functions` — fully black (array init + function
return values + OAM-in-loop all broken)
- `structs_enums_for` — fully black (struct literal is a no-op,
all fields stay at 0)
- `inline_asm_demo` — fully black
- `bitwise_ops`, `loop_break_continue` — below sprite floors
(static `next_oam_slot` bug B)
- `match_demo` — panics at compile time with
`branch offset 153 out of range` (AST's if/else-chain
desugaring of `match` emits short branches that can't reach
the far arms in a multi-arm match)
Six of fourteen examples are non-functional under `--use-ast`.
The other eight happen to fall inside the subset AST handles
(no arrays, no structs, no function return values, no
multi-sprite loops, no long match chains).
`docs/future-work.md` already listed "Once working, delete the
AST-based codegen entirely" as the intended direction. It's
working, so this commit does the deletion.
What's removed:
- The `CodeGen` struct, its impl block, and every helper in
`src/codegen/mod.rs` (the AST codegen body) — ~1150 lines.
The file is now a module header that re-exports `IrCodeGen`.
- `src/codegen/tests.rs` — 15 AST-specific instruction-pattern
tests. Every feature they covered has an equivalent test in
`src/codegen/ir_codegen.rs::{tests,more_tests}` already.
- The `--use-ast` CLI flag and its branch in `src/main.rs`.
- `compile_with_ir_codegen` in `tests/integration_test.rs` —
`compile()` now does what it did, so they merged. All 40
integration tests go through the IR path.
- Outdated sections in `docs/future-work.md` that described the
IR codegen as "not yet implemented" and listed AST codegen
gaps as priority work.
What's kept:
- `src/codegen/ir_codegen.rs` — the real codegen.
- `src/codegen/peephole.rs` — post-codegen cleanup pass, now
run unconditionally from `main.rs`.
Test plan:
- `cargo test --release` — 313 unit + 37 integration tests pass
(was 328 + 37; the 15 dropped are the deleted AST-specific
tests).
- `cargo fmt --check` clean.
- `cargo clippy --release --all-targets -- -D warnings` clean.
- `node tests/emulator/run_examples.mjs` — 14/14 ROMs render
above their per-example nonBlack floors.
- The one tightening: `sprite_resolution_uses_tile_index` was
asserting on the old static-slot encoding
(`A9 01 8D 01 02`). Updated to the cursor-based form
(`A9 01 99 01 02`, i.e. STA AbsoluteY).
Net diff: 1581 deletions, 62 insertions.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
Prints a tree view of every function/handler and its direct
callees, plus the max call depth reached from each state-handler
entry point. Useful for stack-budget investigation since the NES
has only 256 bytes of stack.
=== Call Graph (max depth: 2 / 8) ===
Main::frame (max depth 2)
├── clamp
├── clamp
└── check_collision
check_collision
├── abs_diff
└── abs_diff
abs_diff
└── (leaf)
clamp
└── (leaf)
Max-depth labels are only shown on entry points where the analyzer
has computed a depth; transitive callees print without a label so
the output isn't confusing.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Dumps a human-readable table of variable allocations sorted by
address, separated into zero-page and main RAM sections with a
final byte-usage summary. Struct fields show up as individual
entries under their synthetic \`var.field\` names.
Example output for examples/structs_enums_for.ne:
=== NEScript Memory Map ===
Zero Page (\$00-\$FF):
\$00-\$0F [SYSTEM] reserved (frame flag, input, state, params, scratch)
\$0010 [USER] enemy_y (u8)
\$0011 [USER] i (u8)
RAM (\$0200-\$07FF):
\$0200-\$02FF [SYSTEM] OAM shadow buffer
\$0300 [USER] player.x (u8)
\$0301 [USER] player.y (u8)
\$0302 [USER] player.vx (u8)
...
Zero Page: 2/128 bytes used
Main RAM: 11/1280 bytes used
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Common PPU/APU/mapper access previously required either variable
aliases or inline asm. Now two built-in intrinsics handle the
single-register case directly:
poke(0x2006, 0x3F) // STA \$3F, \$2006
poke(0x2006, 0x00)
poke(0x2007, 0x0F)
var status: u8 = peek(0x2002)
- Analyzer: \`poke\` / \`peek\` are recognized as built-in intrinsics
so they don't require a function declaration. Arity is still
checked (E0203 on mismatch).
- IR: new \`IrOp::Poke(u16, IrTemp)\` and \`IrOp::Peek(IrTemp, u16)\`
variants carrying the compile-time constant address.
- IR lowering: recognizes the \`poke\`/\`peek\` call names, evaluates
the address as a const expression, and emits the intrinsic op.
Falls back to a regular call if the address isn't a constant.
- IR codegen: emits a single LDA/STA in ZP or absolute mode based
on whether the address fits in a byte.
- Optimizer: Poke has a source temp (liveness), Peek has a dest
(new value); both pass through the existing passes.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Within \`asm { ... }\` blocks, \`{name}\` is replaced with the
resolved hex address of the variable at codegen time. The lexer's
asm-body capture now balances nested braces so it doesn't cut off
at the first \`{x}\`. Both IR and AST codegen paths preprocess the
body before passing to the inline parser:
var counter: u8 = 0
on frame {
asm {
LDA {counter}
CLC
ADC #\$01
STA {counter}
}
}
Zero-page addresses become \`\$XX\`, absolute addresses become
\`\$XXXX\`. Unknown names pass through unchanged so the asm parser
can surface the "unknown mnemonic" / "unexpected token" error.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
match state {
Title => { if button.start { state = Playing } }
Playing => { /* ... */ }
GameOver => { if button.a { state = Title } }
_ => {}
}
- Lexer: \`match\` keyword and \`=>\` (FatArrow) token
- Parser: \`parse_match\` after the existing loop constructs. Each
arm is \`pattern => { body }\`, with \`_\` as the catch-all. The
match scrutinee is parsed with struct-literal restriction enabled
so the following \`{\` is unambiguously the match body, not a
struct literal.
- The parser desugars match directly into an if/else-if chain so
the analyzer, IR lowering, and codegen don't need new AST variants
— each arm becomes \`scrutinee == pattern\` as the condition, and
the default arm (if any) becomes the final \`else\` block.
Tests cover parse + full pipeline integration for state-style
dispatch using an enum.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
struct Vec2 { x: u8, y: u8 }
var pos: Vec2 = Vec2 { x: 100, y: 50 }
on frame {
pos = Vec2 { x: pos.x + 1, y: pos.y }
}
- AST: new \`Expr::StructLiteral(name, fields, span)\` variant
- Parser: in expression position, \`Ident {\` enters struct-literal
mode when the new \`restrict_struct_literals\` flag is off.
\`if\`/\`while\`/\`for\` conditions set the flag so the \`{\` keeps
going to the following block. Condition contexts can still use
struct literals by parenthesizing them.
- Analyzer: validates that the struct type exists, each named field
belongs to it, and each field value has a compatible type.
- IR lowering: desugars \`var = StructLiteral { ... }\` (both in
assignments and variable initializers) into per-field StoreVar
operations against the analyzer-synthesized \`var.field\`
variables. No IR type for struct values is needed.
- AST codegen: no-op (legacy path).
- examples/structs_enums_for.ne now uses a struct literal for the
initial \`player\` state instead of per-field assignments.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Lists structs, for loops, audio parsing, const folding, on_scanline
codegen, all new peephole passes, and the fixed function call ABI /
local variable allocation. Re-prioritizes remaining work.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Adds a \`for NAME in START..END { BODY }\` half-open range loop:
for i in 0..8 {
total += arr[i]
}
- Lexer: \`for\`, \`in\` keywords and the \`..\` range operator
- AST: new \`Statement::For\` variant with var/start/end/body
- Parser: \`parse_for\` after \`while\` / \`loop\`
- Analyzer: registers the loop variable as a u8 symbol for the body
(restoring any shadowed outer symbol afterwards), allocates it via
the normal RAM allocator, and tracks it as "used"
- IR lowering: desugars to \`var = start; while var < end { body;
var = var + 1 }\` using a \`for_step\` continue-edge block so
\`continue\` properly increments the index
- AST codegen: no-op (legacy path doesn't need for loops)
- Tests: parse + full-pipeline integration
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Documents the \`enum Name { Variant, ... }\` syntax and adds
\`--dump-ir\` and \`--use-ast\` to the CLI flag table. Also adds
an integration test covering enum-variant-as-condition and variant
assignment through the full compile pipeline.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3