Struct field types beyond the v1 scalar set (`u8`, `i8`, `u16`,
`bool`) used to error out with `E0201: struct fields must be
u8/i8/u16/bool`. The size accumulator already handled them
correctly — what was missing was: (1) the analyzer side that
synthesizes per-leaf symbols and allocations for nested structs
plus a single array-typed symbol for array fields, (2) the
parser's chained-field-access path, and (3) the IR-lowering
recursion through nested struct literal initializers and array
literal field values.
The synthetic-variable model carries through unchanged: a
`var p: Player` where `Player { pos: Vec2, hp: u8, inv: u8[4] }`
and `Vec2 { x: u8, y: u8 }` produces flat allocations for
`p.pos.x`, `p.pos.y`, `p.hp`, and `p.inv`, plus an intermediate
`p.pos` Struct symbol so dotted-name lookups still resolve. Array
fields get a single allocation with the array type so the
existing `Expr::ArrayIndex` lowering path handles `p.inv[i]`
without changes. Array-of-structs is still rejected with E0201
because the synthetic model can't index per-element layouts
without further codegen work.
The parser change is the only structural move: `parse_primary`
and `parse_assign_or_call` now loop the dot chain into a single
joined identifier so `p.pos.x` becomes `FieldAccess("p.pos", "x")`
and `p.inv[0]` becomes `ArrayIndex("p.inv", 0)`. The downstream
analyzer and IR lowering use the same `format!("{name}.{field}")`
join they already used for one-level access — no plumbing
changes required.
Includes a new `examples/nested_structs.ne` that exercises both
features end-to-end with two `Hero` instances carrying nested
positions and inventory arrays. The reproducibility tripwire
ROM is committed alongside it and the emulator harness has a
matching pair of golden files.
https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
The frame-overrun counter at $07FF was previously only readable
via `peek(0x07FF)`, which forces every program that wants to
guard against missed frames to know the magic address. This adds
two named query expressions:
- `debug.frame_overrun_count()` — cumulative miss count since reset
- `debug.frame_overran()` — sticky bit cleared by the next wait_frame,
so `debug.assert(not debug.frame_overran())` catches a miss in the
previous window without waiting for the counter to roll over.
The sticky bit lives at $07FE alongside the existing counter and
is set inside the same NMI-time overrun branch. Release builds
emit none of the runtime side: the NMI handler still skips both
writes, the codegen `wait_frame` only clears $07FE in debug mode,
and committed example ROMs stay byte-identical.
The new expression form parses through `parse_primary`'s `KwDebug`
arm, so the existing `debug.log(...)` / `debug.assert(...)`
*statement* parser stays untouched. The analyzer rejects unknown
methods with E0201 and stray arguments with E0203 so typos don't
silently compile to a zero load.
https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
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).
Implements four items from docs/future-work.md's "Debug instrumentation"
section so debugging on real ROMs is no longer a guessing game:
1. Mesen `.mlb` symbol export via `--symbols <path>`. The linker now
returns a `LinkedRom { rom, labels, fixed_bank_file_offset }` struct
from `link_banked_with_ppu_detailed`; `src/linker/debug_symbols.rs`
renders that plus the analyzer's var allocations into a Mesen-
compatible label listing (function entry points get `P:` entries
at PRG-relative offsets; user vars get `R:` entries).
2. Source maps via `--source-map <path>`. IR lowering now emits a
`SourceLoc(span)` op before every statement; the codegen turns each
one into a `__src_<N>` label-definition pseudo-op and records the
span in a side table. Source-marker emission is opt-in
(`with_source_map(true)`) because labels become peephole block
boundaries — leaving the markers off preserves byte-identical
release ROMs.
3. Array bounds checking under `--debug`. Every `ArrayLoad` /
`ArrayStore` now emits a `CMP #size; BCC ok; JMP __debug_halt; ok:`
guard, and the codegen emits one shared `__debug_halt` trap at the
end of the fixed bank (writes $BC to the debug port then wedges in
a tight `JMP $`). Release builds skip the whole thing.
4. Frame-overrun detection under `--debug`. `gen_nmi` now takes a
`debug_mode` flag; when on, it checks `ZP_FRAME_FLAG` at the top of
the handler and increments a counter at `$07FF`
(`DEBUG_FRAME_OVERRUN_ADDR`) if the flag was still set — meaning
the main loop didn't reach `wait_frame` before the next vblank.
User code can read the counter via `peek(0x07FF)`. This is the
abbreviated form the future-work doc suggested: a bump-a-counter
hook rather than a full cycle-budget tracker, which would need a
new builtin. The codegen emits a `__debug_mode` marker label in
debug mode so the linker can select the overrun-aware NMI variant.
Release ROMs for every committed example are byte-identical before
and after this change (verified with `git diff examples/` after a
full rebuild). All 512 lib tests and 71 integration tests pass;
`cargo fmt` clean; `cargo clippy --all-targets -- -D warnings` clean.
https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM
Implements two items from docs/future-work.md's language-feature gaps:
NES 2.0 header support: `RomBuilder` gains a `header_format` field
and a matching `enable_nes2()` method. When enabled, byte 7 bits 2-3
are set to `10` and bytes 8-15 are populated per the NES 2.0 spec
(submapper, PRG/CHR MSBs, PRG/CHR RAM, timing). The header stays
16 bytes. Programs opt in via `game Foo { header: nes2 }`; the
default remains iNES 1.0 so every committed example ROM is byte
identical. `validate_ines` now detects and reports which format it
parsed.
u16 struct fields: the analyzer's `register_struct` accepts `u16`
fields with a two-byte size and the struct-variable allocator tracks
per-field sizes so the synthesized `pos.x`/`pos.y` globals get the
right address span. IR lowering's `LValue::Field` and
`Expr::FieldAccess` follow the same wide path as u16 globals, and
struct-literal initialization writes both bytes for u16 fields.
Array and nested-struct fields stay rejected with a clearer
message. Existing u8/i8/bool struct programs are unaffected.
https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM
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
`IrCodeGen::next_oam_slot` incremented at *compile time*: one
`draw` statement = one fixed OAM slot, baked into absolute-mode
stores at codegen. A `draw` inside a `while`/`for`/`loop` body
was lowered once and then always wrote to the same four OAM
bytes every iteration, so only the last iteration was ever
visible. The writeup in the earlier PR called this "bug B".
Fix: reserve ZP `$09` as `ZP_OAM_CURSOR`, reset it to 0 at the
top of every frame handler (right after the existing OAM clear
loop), and lower each `DrawSprite` IR op to:
LDY $09 ; load cursor
LDA <y_temp>
STA $0200,Y ; sprite Y
LDA #tile
STA $0201,Y ; tile
LDA #0
STA $0202,Y ; attr
LDA <x_temp>
STA $0203,Y ; sprite X
INC $09 x4 ; bump cursor by 4
Cost is ~+6 bytes per `draw` over the old static form. At 64
slots the u8 cursor wraps naturally, giving classic NES
"too many sprites" flicker instead of a silent compile-time
drop. `next_oam_slot` and its resets are gone from the IR
codegen entirely.
Secondary fix: `for i in 0..N` counters are now registered as
handler locals. `lower_statement` created a `VarId` for the
counter via `get_or_create_var` but never pushed it onto
`current_locals`, so the IR codegen's `var_addrs` lookup
returned `None` for every `StoreVar(i)` / `LoadVar(i)` and
silently emitted nothing. The counter stayed at 0 forever,
the loop spun indefinitely, and every iteration wrote the
first array element into OAM — turning all 64 sprites into
the same smiley. Same class as the handler-local `var` decl
bug from the earlier PR, just for for-loop variables.
Smoke-test deltas (all 14/14 still pass):
- arrays_and_functions: 104 -> 260 (player + 4 enemies)
- bitwise_ops: 104 -> 416 (player + flag sprites + pips)
- loop_break_continue: 208 -> 208 (already fixed by the earlier pass)
- structs_enums_for: 104 -> 260 (player + 4 enemies)
Regression tests:
- `ir_codegen::more_tests::ir_codegen_draw_sprite` — checks a
single `draw` emits `LDY cursor`, four `STA $020N,Y`, and
four `INC cursor`.
- `ir_codegen::more_tests::ir_codegen_multi_oam_uses_sequential_slots`
— rewritten for the new form: each draw gets its own
`LDY cursor` + 4 `INC cursor`.
- `ir_codegen::more_tests::ir_codegen_draw_in_loop_...` —
proves a `draw` inside a `while` compiles to ONE cursor-based
draw (not N unrolled statics and not zero), and asserts no
stray `STA $0204`/`$0208`/... absolute stores — those would
indicate bug B has regressed.
- `ir::tests::for_loop_counter_is_registered_as_handler_local`
— verifies `for i in 0..N` pushes `i` onto `current_locals`
so the IR codegen allocates it.
Smoke-test tightening: `tests/emulator/run_examples.mjs` now
has per-example `minNonBlack` floors. `arrays_and_functions`,
`structs_enums_for`, `loop_break_continue`, and `bitwise_ops`
all require multi-sprite rendering — if the OAM cursor bug
comes back, the smoke test fails loudly instead of passing on
the default `nonBlack > 0` check.
The legacy AST codegen in `src/codegen/mod.rs` still uses the
compile-time `next_oam_slot` approach. It's only reachable via
`--use-ast`, none of the examples use it, and its integration
tests only check iNES structure — left alone on purpose.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
Landing bug A from the previous writeup plus two adjacent bugs
that the fix exposed. All three miscompile anything that uses a
u8[N] global with a literal initializer.
1. Array-literal globals are now actually initialized.
`lower_program` only expanded `Expr::StructLiteral` into per-
field synthetic globals — `Expr::ArrayLiteral` hit
`eval_const`, returned `None`, and the array boot-cleared to
zero. `IrGlobal` now carries an `init_array: Vec<u8>`
populated by lowering, and the IR codegen startup loop emits
one `LDA #byte; STA base+i` pair per element.
2. Local variables no longer overlap array globals.
`IrCodeGen::new` advanced `local_ram_next` past
`max_global_base + 1` — for an array at `$0300-$0303` it
placed the first handler-local at `$0301`, inside the array.
The frame handler's stores through the local then corrupted
the array mid-frame. The allocator now walks the analyzer's
`VarAllocation` list and advances past `address + size` for
every RAM global, not just the base.
3. Peephole `remove_redundant_loads` honors indexed LDAs.
The pass tracked `LDA Immediate/ZeroPage/Absolute` but let
`LDA AbsoluteX/AbsoluteY/ZeroPageX/IndirectX/IndirectY` fall
through the match, leaving the A-equivalence tracker
unchanged. A later `LDA #v` that happened to match a stale
entry from BEFORE the indexed load would then be dropped as
"already in A" — a silent miscompile that turned every
`draw Sprite at: (arr[i], arr[j])` pattern into garbage
(the second array index would be computed from `arr[i]`'s
value, reading way out of bounds). Indexed LDAs now clear
the tracker.
Regression tests:
- `src/codegen/peephole.rs`: a synthetic
`LDA #0; TAX; LDA AbsX(arr1); STA temp; LDA #0; TAX;
LDA AbsX(arr2); ...` sequence asserts both `LDA #0`s survive.
- `src/ir/tests.rs`: verifies `var xs: u8[4] = [1,2,3,4]`
populates `IrGlobal::init_array` with `[1,2,3,4]`.
- `tests/integration_test.rs`: two IR-codegen tests — one checks
the startup instructions contain `LDA #v; STA base+i` for
every element, the other compiles a handler-local var
alongside an array global and asserts no post-init stores
land inside the array.
Smoke test impact (14/14 still passing, now more visible):
- arrays_and_functions: 56 -> 104 nonBlack, now animated
- loop_break_continue: 52 -> 208 (player + 3 hazards visible)
- structs_enums_for: 52 -> 104 (player + enemy visible)
Existing examples unchanged; no remaining work for bug B
(static OAM slot allocation in loops) — that's the next PR.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
Running the compiled example ROMs through a headless puppeteer +
local jsnes harness exposed four latent bugs that the
header-structure-only integration tests couldn't catch:
- src/asm/mod.rs: the first pass treated ANY instruction with
`AddressingMode::Label` as a label definition, silently dropping
every `JMP`/`JSR` to a label. Now only `NOP + Label` is a label
def; other opcodes emit the opcode byte plus a 2-byte absolute
fixup resolved in pass two. Without this, every example crashed
with "invalid opcode at $1xxx" once the CPU fell through into
the math runtime and hit an unbalanced `RTS`.
- src/ir/lowering.rs (lower_handler): handler-local `VarDecl`s
(e.g. `var i: u8 = 0` inside a `while`) were pushed onto
`current_locals` but the handler built its own throwaway
`locals` list, so those var ids never got RAM addresses and
every `LoadVar`/`StoreVar` for them silently emitted nothing.
Seed `current_locals` with the state's declared locals and
reuse it so `lower_statement`'s appends flow through to the
`IrFunction`. Fixes the black screen in `arrays_and_functions`.
- src/ir/lowering.rs (global init): struct-literal initializers
on globals (`var player: Player = Player { x: 120, ... }`) fell
through to `eval_const`, which returned `None` for a
non-literal, so no init code was emitted. Now the per-field
synthetic globals each get their own `init_value`. Fixes the
black screen in `structs_enums_for`.
- src/codegen/mod.rs: the legacy AST codegen was emitting
`JSR __fn_poke` / treating `peek` as `LDA #0` for the hardware
intrinsics. It only "worked" before because the broken
assembler swallowed the bogus JSR. Handle `poke`/`peek` as
direct STA/LDA to a compile-time-constant absolute address,
matching the IR codegen's intrinsic path.
The harness lives in `tests/emulator/`: a tiny HTML page that
wraps the `jsnes` npm package, driven by a puppeteer script that
loads each ROM, runs ~180 frames, snapshots the canvas, and
records a smoke-test verdict (booted without a CPU crash, non-zero
pixels rendered, frames differ over time). `npm install && node
run_examples.mjs` from `tests/emulator/` runs the full sweep.
9/9 example ROMs now load, render, and animate where expected.
All 324 unit + 35 integration tests still pass.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
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
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
Function bodies can declare local variables with \`var NAME: u8 = …\`.
Previously the lowering created a VarId for them but didn't track it
on the \`IrFunction.locals\` list, so the IR codegen had no address
to map it to and \`LoadVar\` / \`StoreVar\` silently did nothing. The
generated function body read and wrote random temp slots.
Fixes:
- Lowering: replaced the per-function \`locals\` local with a
long-lived \`current_locals\` field; \`lower_function\` resets it
on entry and moves it into the \`IrFunction\` at exit. Each
\`Statement::VarDecl\` inside a function body appends to
\`current_locals\`.
- IR codegen: iterate every function's \`locals\` list. Params 0..4
still map to \$04-\$07, and the remaining locals get addresses in
main RAM starting at \$0300. Each function's locals are disjoint,
so nested calls don't corrupt each other's state.
- Integration test \`program_with_function_local_variables\`
exercises nested calls with function-local state to guard against
regression.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Adds a \`for NAME in START..END { BODY }\` half-open range loop:
for i in 0..8 {
total += arr[i]
}
- Lexer: \`for\`, \`in\` keywords and the \`..\` range operator
- AST: new \`Statement::For\` variant with var/start/end/body
- Parser: \`parse_for\` after \`while\` / \`loop\`
- Analyzer: registers the loop variable as a u8 symbol for the body
(restoring any shadowed outer symbol afterwards), allocates it via
the normal RAM allocator, and tracks it as "used"
- IR lowering: desugars to \`var = start; while var < end { body;
var = var + 1 }\` using a \`for_step\` continue-edge block so
\`continue\` properly increments the index
- AST codegen: no-op (legacy path doesn't need for loops)
- Tests: parse + full-pipeline integration
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Constants can now reference other constants and use arithmetic /
bitwise / comparison operators. The lowering runs \`eval_const\` on
each \`ConstDecl\` and \`VarDecl\` initializer, threading the existing
\`const_values\` map for identifier lookups.
Examples that now work:
const BASE: u8 = 10
const OFFSET: u8 = BASE + 5 // 15
const MASK: u8 = FLAG_A | FLAG_B // bitwise-or of two earlier consts
var counter: u8 = BASE // initializer is now 10
Enum variants are registered before constants so a const like
\`const FIRST: u8 = VariantA\` also resolves at compile time.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
The \`play\`, \`start_music\`, and \`stop_music\` keywords were lexed
but not parsed. Programs using them failed with a generic "unexpected
token" error. Now:
- \`Statement::Play(sfx_name, span)\`
- \`Statement::StartMusic(track_name, span)\`
- \`Statement::StopMusic(span)\`
parse successfully and flow through analyzer / IR lowering / codegen
as no-ops. Semantics match the spec but produce no output — no audio
driver exists yet. Users who need sound can still wire in custom
code via \`asm { ... }\` blocks.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Wires \`on scanline(N)\` handlers through IR lowering and codegen:
- IR lowering: each scanline handler becomes a regular IR function
named \`{state}_scanline_{N}\`
- IR codegen: when any scanline handler exists, emits MMC3 IRQ setup
at program start (\$C000 latch, \$C001 reload, \$E001 enable, CLI)
and a \`__irq_user\` handler that saves registers, acknowledges via
\$E000, JSRs the scanline handler, restores registers, and RTIs
- Linker: vector table prefers \`__irq_user\` over the default \`__irq\`
stub when both exist
Scope of this first pass is intentionally minimal: supports ONE
scanline handler per program (the first one found in IR function
order). Per-state dispatch and multi-scanline reload will come later.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Adds composite \`struct\` types with field access:
struct Vec2 { x: u8, y: u8 }
var pos: Vec2
pos.x = 100
pos.y = pos.x + 5
- Lexer: \`struct\` keyword
- AST: \`StructDecl\` with \`StructField\` list; \`NesType::Struct(name)\`
for struct-typed variable declarations; \`Expr::FieldAccess\` and
\`LValue::Field\` for reads/writes
- Parser: top-level \`struct Name { field: type, ... }\` (optional
trailing comma) and \`ident.field\` syntax in both expression and
lvalue position
- Analyzer: \`register_struct\` computes contiguous field offsets
(no padding) and stores them in \`struct_layouts\`. Struct variables
synthesize a \`VarAllocation\` per field under the name
\`"struct_var.field"\`, and \`Expr::FieldAccess\` / \`LValue::Field\`
resolve against those. Unknown struct types and unknown fields
emit E0201.
- IR lowering + AST codegen: treat struct field access as ordinary
variable access against the synthetic per-field symbols. No new IR
ops are needed.
v1 structs only support primitive fields (u8/i8/bool). Nested structs,
u16 fields, and array fields are not yet allowed.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Adds \`enum Name { V1, V2, ... }\` as a top-level declaration. Each
variant is registered as a \`u8\` constant equal to its index in the
declaration. Variant names are global and must be unique across all
enums and other symbols (E0501 on collision).
- Lexer: \`enum\` keyword
- AST: \`EnumDecl { name, variants, span }\` field on \`Program\`
- Parser: top-level \`enum\` syntax with optional trailing commas
- Analyzer: \`register_enum\` flattens variants into the symbol table
- IR lowering and AST codegen: variants resolve through the existing
\`const_values\` path
- Tests cover parsing, duplicate detection, and usage
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
- 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
Parser:
- debug.log(expr, ...) and debug.assert(cond) syntax
- parse_debug_statement() handles both methods
- New AST variants: Statement::DebugLog and Statement::DebugAssert
Codegen:
- CodeGen::with_debug(bool) to toggle debug instrumentation
- DebugLog writes each expression to $4800 (Mesen debug port)
- DebugAssert evaluates condition; on false, writes $FF to $4800 + BRK
- Both are stripped entirely when debug_mode = false (release builds)
CLI:
- --debug flag now wired through to CodeGen
- Without --debug, all debug statements produce zero bytes
Analyzer:
- Type-checks DebugAssert condition as bool
- Walks DebugLog args for reads (used_vars tracking)
IR lowering:
- DebugLog/DebugAssert are no-ops (codegen handles them directly)
254 tests (5 new: 3 parser + 2 codegen).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Sprite/asset pipeline:
- Linker::link_with_assets() places sprite CHR data in ROM at correct tile
- assets::resolve_sprites() walks Program for inline sprite bytes
- CodeGen::with_sprites() maps sprite names to tile indices
- gen_draw() uses correct tile index from sprite declarations
- main.rs wires the full resolution pipeline
Shift-assign operators (<<= and >>=):
- AssignOp::ShiftLeftAssign and ShiftRightAssign variants
- Parser handles in both statement and array index contexts
- Codegen emits ASL A / LSR A
- IR lowering maps to ShiftLeft/ShiftRight ops
Unreachable state warning (W0104):
- BFS from start state finds reachable states via transitions
- States not reached produce W0104 warning
Error polish helpers:
- suggest_var_name() for "did you mean" suggestions
- emit_undefined_var() for E0502 with typo hints
- Used by analyzer for better diagnostics
242 tests pass, clippy clean.
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