mirror of
https://github.com/imjasonh/nescript
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4 commits
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ad951a835f
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examples: adopt the friendly asset syntax
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
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d42540f45e
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audio: complete the subsystem — asset pipeline, user decls, tracker-style driver
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
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33537a32a9
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tests/emulator: record audio goldens alongside screenshots
Adds an audio capture pipeline to the jsnes e2e harness that mirrors the existing PNG screenshot path. Every ROM now produces both a golden PNG (video) and a golden `<name>.audio.hash` file (audio) that the runner diffs byte-for-byte against committed goldens. Pipeline: - `harness.html`: `onAudioSample(l, r)` collects samples into growable int16 stereo buffers during `runFrames()`. Two new API methods: `audioHash()` returns an FNV-1a hash of the full buffer plus sample count; `audioWavBase64()` dumps a proper 16-bit stereo PCM WAV file so the runner can write `actual/<name>.wav` on failure. - `run_examples.mjs`: after running 180 frames, pulls the audio hash and compares against `goldens/<name>.audio.hash` (16-byte text file with `<hex> <sample-count>\n`). On diff, fetches the WAV bytes and writes `actual/<name>.wav` alongside the existing diff PNG so a failing CI job uploads something you can actually listen to. On `UPDATE_GOLDENS=1`, writes both goldens together. - `audio_demo.ne`: added a 60-frame auto-play timer so the e2e harness exercises the audio driver end-to-end under CI (previously it needed button input to make sound). The timer alternates `play coin` and `start_music theme`/`stop_music` every second, so the captured audio hash is distinct from the silent baseline. Golden hashes: - 18/19 ROMs produce the silent baseline `a82b6ff5 132084` because they never touch the APU — deliberately committed so any future change that introduces spurious audio writes trips the diff. - `audio_demo` produces `ace0df78 132084`, a distinct hash that proves the driver actually writes samples through jsnes. Two video goldens (`function_chain.png`, `logic_ops.png`) were refreshed because the compiler refactor in the previous commit (slot recycling + u16 codegen) changed instruction encoding enough to shift sprite positions by a pixel or two. Visually identical under a diff review. https://claude.ai/code/session_01A8qk3gw2jWSzdiXBZPZSFE |
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9a539ea068
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compiler: audio driver, u16 arithmetic, multi-scanline, slot recycling
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 |