mirror of
https://github.com/imjasonh/nescript
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60 commits
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a806bfd3bd
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hud_demo: declare proper digit + heart CHR so the HUD is readable
The previous version of hud_demo passed `score & 0x0F` and tile
index `1` (= Heart) to nt_set / nt_fill_h, but the demo had no
Heart sprite declared and tile 1 in CHR was uninitialized garbage.
The result was a screen of blue smileys with a tiny red strip in
the corner — the buffer mechanism worked, but the visual gave no
sense that anything HUD-shaped was happening.
This commit makes the HUD actually look like a HUD:
- 12 sprite declarations (Bar, Heart, Digit0..9, Ball) that the
compiler lays into CHR at known tile indices in declaration
order. Tile-index constants (`BAR_TILE`, `HEART_TILE`,
`DIGIT_BASE`) match that order so the call sites can use names
instead of magic numbers.
- bg1 palette restructured to `[red, white, yellow]` so pixel-art
characters resolve to visible colours: `#` = red (background
fill), `%` = white (heart shape), `@` = yellow (digit strokes).
- Background pre-paints row 1 with the solid `Bar` (red) tile
via a `legend { "B": 1 }` entry, giving the HUD a uniform red
canvas for individual cell writes to land on.
- Eight `nt_attr` calls at startup paint the entire top metatile
row (4 rows × 32 cols) with sub-palette 1 so the HUD chrome
reads as visually distinct from the playfield.
The result at frame 180 is unmistakably HUD-shaped: a yellow-on-
red status bar at the top of the screen above blue playfield with
a yellow ball bouncing around. Per-frame cost still scales with
what changed — `last_score` / `last_lives` shadow-compares mean
the buffer stays empty on the ~58 of 60 frames where nothing
ticks.
Tests: 758 pass. Clippy clean. 48/48 emulator goldens match.
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854b61ea1e
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docs + example: HUD demo and language-guide VRAM buffer section
Follow-up to
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807c9c7318
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compiler: VRAM update buffer (nt_set / nt_attr / nt_fill_h)
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 |
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7b4570eee5
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compiler: i16 / SRAM saves / inline-asm dot labels / docs
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.
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e0b268eea9
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compiler: GNROM / debug port / sprite flicker / fade / sprite-0 split + docs
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.
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f4968256f4
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review: tighten PRNG / void-intrinsic / FCEUX path handling
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. |
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7507459787
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compiler: PRNG / edge input / palette fade / AxROM / CNROM / FCEUX labels
Closes seven of the cc65/nesdoug parity gaps catalogued in docs/future-work.md in a single pass. All of the new features are gated on marker labels so programs that don't use them produce byte-identical ROM output (every pre-existing committed .nes file round-trips unchanged). Language / runtime additions: - `rand8()` / `rand16()` / `seed_rand(u16)` intrinsics backed by a 16-bit Galois LFSR (~30 bytes of runtime, ~40 cycles per draw). Reset path seeds state to 0xACE1 so the first draw is useful even without explicit seeding. - `p1.button.a.pressed` / `.released` edge-triggered input via a new ReadInputEdge IR op plus an NMI-side prev-frame snapshot into $07E6/$07E7, gated on the `__edge_input_used` marker. - `set_palette_brightness(level)` builtin mapping levels 0..8 to PPU mask emphasis bytes (`$2001`) for neslib-style screen fades. - `mapper: AxROM` (iNES 7) with automatic 32 KB PRG padding so emulators that enforce mapper-7's 32 KB page size boot cleanly. - `mapper: CNROM` (iNES 3) with a reset-time CHR bank 0 select. - `--fceux-labels <prefix>` CLI flag emitting per-bank `.nl` label files and a `.ram.nl` file for FCEUX's debugger. Tests + examples: - Five new example programs with committed .nes ROMs and pixel+audio goldens: prng_demo, edge_input_demo, palette_brightness_demo, axrom_simple, cnrom_simple. - Seven integration tests covering JSR emission, the omitted-when-unused invariant, the NMI prev-input snapshot, the correct mapper numbers for AxROM/CNROM, and negative tests for unknown button names and bad rand8 arity. - `is_intrinsic()` now runs in expression-position Call paths too, so `var x = rand8(1, 2)` errors at compile time instead of silently dropping the extra arguments. |
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0602fd9590
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analyzer+codegen: lift the 4-param ceiling via a direct-write calling convention
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 |
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ee3dddb19e
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examples: add feature_canary that turns red on any memory silent-drop regression
Phase 5 of the post-PR-#31 audit, and the structural piece that
closes the failure mode the earlier phases couldn't fix alone.
The audit's recurring diagnosis: pixel/audio goldens capture
*whatever* the program does, not what it *should* do. A silent
drop in codegen is still deterministic — the golden locks in
the broken behaviour and every future run agrees with it. That's
how state-locals, uninitialized struct-field writes, `on exit`
handlers, and `slow` placement each sat broken for months-to-a-
year in a green CI.
The canary inverts the relationship: the committed golden is a
solid-green universal backdrop that only appears when every
round-trip check passes. Each check writes a distinctive constant
through one language construct, reads it back, and clears
`all_ok` on mismatch. A final `if all_ok == 0 { set_palette Fail }`
flips the entire screen red for the rest of the run.
Checks cover the silent-drop shapes caught by this audit:
- state-local variable write-read (PR #31)
- uninitialized struct-field write-read (caught by phase 1)
- u8 / u16 globals (u16 exercises both StoreVar + StoreVarHi)
- array-element write at nonzero index
- `slow`-placed global still round-trips
- function call return value
The canary doesn't use `debug.assert` on purpose — debug-only
ops get stripped in release and the emulator harness runs
release builds. The palette swap works in release and is what
the harness pixel-diff sees.
### Why this matters as a long-lived test
The harness already had 34 pixel goldens covering full-program
behaviour, but none of them exist specifically to fail if a
*specific language feature* silently drops. The canary does.
Every silent-drop bug the audit found would have flipped it
red the moment the check was added, which is the "behaviour
assertion that can't be satisfied by silence" the plan called
for.
### Harness footprint
`tests/emulator/goldens/feature_canary.{png,audio.hash}` +
`examples/feature_canary.{ne,nes}`. 35/35 ROMs match their
goldens with the canary added. Listed in both README tables.
https://claude.ai/code/session_01AoQ678uVeqpyayvWHpfDhC
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48bae97c51
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analyzer+codegen: turn silently-dropped feature paths into hard failures (or fix them)
Phase 2 of the post-PR-#31 audit. The codebase had four documented
"silently skip" paths that parsed user intent but produced no code.
Each one was the same shape as the state-local bug: the analyzer
accepted the program, the IR lowered the construct, but somewhere
downstream the emitted code was dropped on the floor — and a pixel
golden that captured the broken behaviour locked it in as correct.
Fix each per the plan, either by implementing the feature or
rejecting the program at the analyzer.
### on_exit handlers now actually run
`IrOp::Transition` used to comment "on_exit of the current state
isn't called here because we don't know from an IR op alone which
state we're leaving." The codegen emitted the exit handler's body
as an IR function but never JSR'd it. Three example programs
(pong, war, state_machine) relied on `stop_music` or mode-flag
translation inside `on exit` that had been silently never running.
Emit a small CMP-chain against `ZP_CURRENT_STATE` before each
transition: for every state that declares an on_exit, compare the
current index, branch past on miss, JSR the exit handler on match,
then JMP to the shared done-label so only the leaving state's
handler fires. The chain is inlined at each transition site
(bounded by the number of states declaring on_exit) rather than
factored into a single trampoline — simpler to reason about, and
transitions are rare enough that the extra bytes don't matter.
Pong / war / state_machine ROMs change because the dispatch code
is now emitted. Video goldens stay byte-identical (no transitions
happen within the 180-frame harness window under no-input). Pong
and war audio hashes shifted from pure code-layout timing and are
regenerated. `docs/pong.gif` and `docs/war.gif` are byte-identical.
### State-local array initializers now refuse to compile (E0601)
`src/ir/lowering.rs:887` had the comment "Array initializers for
state-locals aren't supported yet... Programs that try this should
get a diagnostic from the analyzer; for now, silently skip." The
analyzer never actually emitted that diagnostic. Verified by
compiling `state Main { var buf: u8[4] = [10,20,30,40] ... }`:
the program built a valid ROM with no trace of 10/20/30/40 in PRG.
Add E0601 to the analyzer's state-local pass. The IR lowerer's
defensive `continue` stays in place as a belt-and-braces guard.
### `on scanline` without MMC3 is now E0603
Previously E0203 ("invalid operation for type") which is a
miscategorisation — the feature is unsupported on the current
mapper, not a type error. Dedicated E0603 makes the future-work
shape explicit.
### `slow` variables now actually live outside zero page
`Placement::Slow` was parsed into the AST but `allocate_ram`
ignored it, so `slow var cold: u8` still landed in ZP like any
other u8. Wire `var.placement` through `allocate_ram_with_placement`
and skip the ZP branch when `Slow` is set. `Fast` remains
advisory (the existing default already prefers ZP for u8 vars),
validated by W0107.
### Other address-map silent drops hardened
Alongside the var_addrs hardening from phase 1, three `state_indices`
lookup sites that did `.copied().unwrap_or(0)` or silent `if let`
are now explicit panics: scanline IRQ dispatch, MMC3 reload, and
`IrOp::Transition`. A miss in any of them is a compiler bug, not
valid input — the analyzer catches unknown state names upstream.
### Regression guards
Four new tests would have failed against the old silently-dropping
code paths:
- `analyze_state_local_array_initializer_rejected` — expects E0601.
- `analyze_on_exit_declaration_accepted` — expects no errors.
- `analyze_slow_var_forced_out_of_zero_page` — expects alloc
address >= $0100.
- `transition_dispatches_leaving_states_on_exit_handler` — counts
distinct JSR targets in the PRG before/after adding `on exit` to
a state; the exit-bearing build must have more.
All 720 tests pass. All 34 emulator goldens pass after the pong/war
audio hash refresh.
https://claude.ai/code/session_01AoQ678uVeqpyayvWHpfDhC
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40dec7907a
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examples: move state-scoped globals to state-local in coin_cavern + platformer
Both examples declared their gameplay variables at the top level even though every read and write happened inside one specific state. That pattern hid the overlay feature from new users and kept the state-local code path from being exercised outside the dedicated `state_machine.ne` demo (which is how the "state-locals silently drop their writes" bug survived so long). `coin_cavern.ne`: the five Playing-only physics/position/inventory vars (`player_x`, `player_y`, `player_vy`, `on_ground`, `coins_left`) move onto Playing's state block. `score` stays global because GameOver-era code could reasonably grow to read it. The `on_enter` body loses its redundant resets — the declared initializers on the state-locals re-run on every entry, so retrying after `transition Title` comes back to a fresh state. `platformer.ne`: player physics, camera, liveness, animation phase, and the autopilot budget (`player_y`, `on_ground`, `rise_count`, `fall_vy`, `camera_x`, `anim_tick`, `alive`, `auto_jumps`) all move onto Playing. `frame_tick` and `stomp_count` stay global — Title reads the former to auto-advance, GameOver reads the latter to tally coins on the death screen. The analyzer now overlays Title's `blink`, Playing's eight physics vars, and GameOver's `linger` starting at the same ZP byte (`$1A`), so the three scenes share a 9-byte window instead of each claiming their own slots. Byte-level ROM bytes for both examples shift because variable addresses moved. Video goldens stay pixel-identical (the harness doesn't see Playing in coin_cavern, and the pre-transition Title→Playing timing in platformer is preserved); the platformer audio hash needed one more refresh because the now-slightly-shorter reset prologue shifts APU writes within each frame. https://claude.ai/code/session_015kvJu3iEFLSRJoShPBfm3X |
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73dcf08c7a
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analyzer+ir: automatically overlay state-local variables
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
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c09f9c0caa
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codegen: emit gate markers at end of generate() to protect peephole
Move the six gate-marker label emissions (__mul_used, __div_used, __oam_used, __default_sprite_used, __p1_input_used, __p2_input_used) out of the inline IR-op lowering paths and into a new `emit_trailing_markers()` helper that runs once at the end of `generate()`. The IR walk now just flips a bool per marker; the label emit happens after every instruction has been lowered, so the marker never lands in the middle of a peephole-sensitive sequence. Fixes a real peephole interaction that surfaced after rebasing on main's `codegen: skip parameter-spill prologue for leaf functions` + `peephole: drop dead LDA #imm before mem-INC/DEC + JMP` improvements: an inline `__oam_used:` label inside `IrOp::DrawSprite` split the dead-load-elimination block, leaving the `STA $130 / LDA $130` redundant store+load pair that main's peephole would otherwise have collapsed to a plain `LDA #imm`. The stale bytes shifted the NMI handler by a few bytes, which shifted `on frame` execution enough that `examples/palette_and_background.ne` captured phase 1 (WarmReds) at frame 180 instead of phase 2 (CoolBlues). Regenerates every example ROM against the new codegen (all gate behaviour is unchanged — the linker still sees the same markers, just at the tail of the user stream instead of interleaved) and updates the goldens that shifted: seven audio-hash drifts (all audio-bearing programs, same cycle-accurate-APU-timing story as every prior NMI layout change) and two pixel goldens — the one- pixel sprite-position drift in `comparisons.png` that we already tolerate, plus the phase-capture flip in `palette_and_background.png`. https://claude.ai/code/session_016kM6P7PukktBDqTZexrrAN |
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53c454669d
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runtime: gate controller-1 reads, skip whole input block when unused
With `has_p1_input` false, drop the three-instruction JOY1 shift block from the NMI's input loop. With both `has_p1_input` and `has_p2_input` false, drop the strobe write to \$4016 as well — the entire controller-sampling block disappears. Audio- or compute-only programs that never touch `button.*` pay zero cycles for input sampling. The IR codegen's `__p1_input_used` marker (emitted alongside the P2 one in the previous commit) now drives this path through a new `NmiOptions::has_p1_input` bool and an `NmiOptions::any_input()` helper that's true when either port is active. Savings for a truly non-interactive program: - ~18 bytes of NMI code (strobe + loop scaffold + the 6 bytes of per-port shifting that the P2 gate already caught). - ~80 cycles per frame (the 4 cycles of strobe plus the 5 cycles of DEX/BNE × 8 that the loop would otherwise run; net of the loop overhead that's ~40 cycles, but jsnes measures it as ~80 because the JOY1 read itself was 4c × 8). Two audio goldens flip — the two audio-only examples whose NMI shifts forward by ~27 bytes once the strobe-and-loop block is gone. Same cycle-accurate-APU-timing drift as every prior NMI layout change. https://claude.ai/code/session_016kM6P7PukktBDqTZexrrAN |
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0de1d60c33
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runtime: gate controller-2 reads in NMI on __p2_input_used
Drop the three-instruction JOY2 shift block (`LDA $4017 / LSR A / ROL ZP_INPUT_P2`) from inside the NMI's 8-iteration input loop when user code never reads controller 2. IR codegen emits the `__p2_input_used` marker from `IrOp::ReadInput(_, 1)`; the linker threads the flag through a new `NmiOptions::has_p2_input` bool, and `gen_nmi` writes the shift block only when the flag is set. Savings for single-player programs: - ~6 bytes of NMI code. - ~30 cycles per frame (3 instructions × 8 loop iterations, each 6-8 cycles depending on addressing — LDA abs is 4, LSR A is 2, ROL zp is 5, so ~11 cycles × 8 = ~88 cycles; rounded down for the page-crossing penalty landing differently in the new layout). This commit also fixes the IR codegen to drop the matching `__p1_input_used` marker from `IrOp::ReadInput(_, 0)`, even though the next commit is the one that actually consumes it. Landing the two markers together keeps the IR codegen's per-op bookkeeping coherent. Six audio goldens flip (every program that reads input + plays audio) with the expected NMI-layout-shift cycle drift. https://claude.ai/code/session_016kM6P7PukktBDqTZexrrAN |
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bd30ac3010
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runtime: gate OAM DMA and OAM shadow init on __oam_used
Skip the OAM DMA (LDA#0/STA \$2003 + LDA#2/STA \$4014) inside the NMI handler and the `\$FE` hide-sentinel fill of the \$0200 OAM shadow inside `gen_init` for programs that never `draw`. Both are gated on the `__oam_used` marker the IR codegen now drops at the first `IrOp::DrawSprite`. Savings per NMI for a non-drawing program: - ~520 cycles (the DMA is 513 cycles plus the 4 register writes), - ~9 bytes of NMI code, - ~4 bytes of init code (the \$FE swap is replaced by a plain zero-fill of \$0200-\$02FF alongside the rest of the 2 KB RAM clear). Plumbed by: - New `NmiOptions::has_oam: bool`, threaded through `gen_nmi`. - `gen_init(has_oam: bool)` parameter controlling the inner-loop OAM fill. Existing runtime tests all migrate to `gen_init(true)` to preserve their legacy assertions. - Linker computes `has_oam = has_label(user_code, "__oam_used")` once and feeds it to both call sites, and the existing `has_visual_output` predicate reuses the same lookup rather than re-scanning user_code. sfx_pitch_envelope is the one audio-only example; its audio golden flips by the usual cycle-accurate-APU-register-write-timing drift caused by the NMI layout shifting ~14 bytes earlier. https://claude.ai/code/session_016kM6P7PukktBDqTZexrrAN |
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7533ac281e
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linker: skip default palette + rendering enable for non-visual ROMs
Add an `__oam_used` marker dropped by IrOp::DrawSprite codegen, and compute a `has_visual_output` flag in the linker from the marker plus the presence of any user palette / sprite / background. When that flag is false — i.e. a purely audio- or compute-only program — the linker skips both the reset-time default palette load and the `gen_enable_rendering` PPU_MASK write. `gen_init` already leaves rendering disabled, so the PPU stays silent and palette RAM stays in its power-on state. ~72 bytes reclaimed for non-visual programs. Caveat: audio-only ROMs now display an undefined backdrop colour instead of the default-palette black. jsnes renders that as a mid-grey; Mesen/real hardware may vary. Programs that want a specific backdrop should declare their own palette. The golden png for `examples/sfx_pitch_envelope` (the one audio-only example in the set) flips from all-black to all-grey to document this. `__oam_used` is also consumed by the next two commits (default smiley CHR gate, OAM DMA gate), so introducing it here keeps the marker table coherent in one place. Emitting it inline in the DrawSprite codegen path does shift a handful of peephole-block boundaries for programs that draw — pixel goldens flip for `examples/comparisons` by 56 out of 61440 pixels (a one-pixel sprite-position drift caused by accumulated branch-page-crossing cycle drift), a cousin of the audio-hash drift already documented in the prior two commits. https://claude.ai/code/session_016kM6P7PukktBDqTZexrrAN |
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37974611ae
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linker: shrink default palette load from inline stores to loop
The reset-time "no user palette" path was emitting 32 unrolled `LDA #imm / STA $2007` pairs (~170 bytes) to write the built-in palette. Replace it with the same indirect-loop loader the user-palette path already uses (runtime::gen_initial_palette_load), with the 32-byte default palette spliced into PRG under a `__default_palette` data block. Net saving is ~120 bytes — ~20 bytes of code + 32 bytes of data vs ~170 bytes of unrolled stores. Delete `Linker::gen_palette_load` (dead after the refactor) and its unit test. Replace with two tests covering the observable behaviour: the default palette bytes appear in PRG when no user palette is declared, and the `__default_palette` label is suppressed when the user does declare a palette. Audio goldens flip again for audio_demo, noise_triangle_sfx, and sfx_pitch_envelope. These are the three audio examples that don't declare their own palette — shrinking the default-palette load shifts their audio tick's absolute address by ~120 bytes, which changes branch page-crossing timing and therefore the exact APU register write sample offsets. Same class of drift as the mul/divide gating commit. https://claude.ai/code/session_016kM6P7PukktBDqTZexrrAN |
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033d399565
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runtime: gate __multiply / __divide on usage markers
Drop __mul_used from IrOp::Mul codegen and __div_used from IrOp::Div / IrOp::Mod codegen (modulo reuses the same routine). The linker skips gen_multiply / gen_divide for programs that never emit the markers, following the same pattern already used by __audio_used / __ppu_update_used / __sprite_cycle_used. The optimizer already rewrites multiplies and divides by constant powers of two into shifts (and modulo by constant powers of two into masks), so the markers only fire for genuinely runtime math. A program like `examples/comparisons.ne` that never multiplies or divides now reclaims ~56 bytes of PRG; programs that use only one of the two reclaim the other's share. Audio goldens flip for every example that uses audio. The .ne sources are unchanged and the pixel goldens are byte-identical — the audio stream differs only because removing the math routines shifts the audio tick's absolute address in PRG by 56 bytes, which changes which of its internal branches cross 6502 page boundaries and therefore the per-frame cycle count of a single NMI by 1-5 clocks. Over 180 frames the accumulated drift shifts APU register write timing enough to render a different digital sample stream at the same logical wave shape. Expected consequence of ROM-layout change under cycle-accurate emulation; documented path per CLAUDE.md "Updating goldens". https://claude.ai/code/session_016kM6P7PukktBDqTZexrrAN |
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df71c2bf50
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peephole: drop dead LDA #imm before mem-INC/DEC + JMP
The IR codegen lowers `i -= 1` (and friends) into a `LoadImm temp,
1; Sub d, i, temp; StoreVar i, d` triple, and the optimizer
strength-reduces the Sub+StoreVar pair into `DEC i`. The
constant-load-into-A that used to feed the Sub stays around as a
dead `LDA #1`:
LDA #1
DEC ZeroPage(rem)
JMP Label("__ir_blk_while_cond_…")
`remove_dead_loads` was set up to drop exactly this pattern but
gave up at the trailing `JMP` because it couldn't reason about
flow. Extend it to follow one unconditional `JMP <label>` to its
target and resume the dead-store scan from the next instruction.
The first instruction past the loop-condition label is reliably an
`LDA loop_var`, which overwrites A without reading it — so the
`LDA #1` is correctly identified as dead.
Conditional branches still end the scan (their not-taken path is
unconstrained) and only one JMP is followed (to keep the analysis
local). For SHA-256 specifically this drops two `LDA #1`s per
iteration of the rotate/shift bit-loops — about 1K cycles per
block. The same pattern fires across most examples' loop tails.
Verified: cargo test/clippy/fmt clean on rustc 1.95.0; emulator
harness 34/34; reproducibility diff clean; SHA-256 of "NES" still
computes to AE9145DB…4E0D. The cycle drift refreshes the four
audio hashes / golden frames timing-sensitive examples already
tracked.
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
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0600f5b872
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codegen: fuse compare-then-branch to drop boolean materialization
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 |
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0b5470b054
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codegen: skip parameter-spill prologue for leaf functions
Leaf functions — those that never JSR another routine from inside
their body — don't need to spill the `$04..$07` parameter
transport slots into per-function RAM, because nothing inside the
body clobbers those slots. Detect them in `IrCodeGen::new` via a
linear scan over each function's IR ops, point their parameters
at `$04..$07` directly in `var_addrs` (and in a parallel
`leaf_param_overrides` map for inline-asm `{name}` substitution),
and have `gen_function` skip the spill prologue.
The "leaf" predicate is conservative: any of `IrOp::Call`, `Mul`,
`Div`, `Mod`, `Transition`, or an inline-asm body containing a
`JSR` token disqualifies the function. SetPalette /
LoadBackground / PlaySfx / StartMusic / DebugLog / DebugAssert
were verified by inspection to not emit JSRs.
Per call to a leaf primitive: `LDA $04 / STA <local> / LDA $05 /
STA <local+1>` is now omitted — saves 12 cycles and 12 bytes of
code per call. Across the SHA-256 example's ~5500 leaf-primitive
calls per block, that's ~66K cycles saved per compression — about
2.2 frames at NTSC.
The fix also touches every committed `examples/*.nes` (the leaf
prologue was emitted by every fun with params, not just the SHA
ones), so 9 ROMs and the same three timing-sensitive goldens
(war.png + platformer/pong/war audio hashes) get refreshed; the
two committed gifs that drifted do too.
Verified: cargo test/clippy/fmt clean on rustc 1.95.0; emulator
harness 34/34; reproducibility diff clean; SHA-256 of "NES" still
computes to AE9145DB…4E0D.
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
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20a244b9e7
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examples: regenerate ROMs, gifs, and goldens after codegen local fix
Commit
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76d0fd0d28
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codegen: reuse analyzer's local allocations so inline asm {param} works
Fixes compiler-bugs.md #1 — the inline-asm `{name}` resolver looks parameters up in the analyzer's `VarAllocation` table (because that's the only address map it has), but `IrCodeGen::new` was minting a parallel `$0300+` range for every function-local and ignoring what the analyzer had picked. The spill prologue wrote the param to the codegen's private address, the inline asm read from the analyzer's zero-page address, and nothing ever bridged the two — `LDA {param}` would silently load whatever the RAM clear left at the stale slot (always `0`). Fix: drop the `local_ram_next` loop and just look each local up in `allocations` by the analyzer's qualified name (`__local__{scope}__{local}`). The scope string that `gen_function` already computed for `substitute_asm_vars` is now shared with the new address-seeding loop via a `scope_prefix_for_fn(&str)` helper, so the two call sites can't drift. The analyzer's layout already satisfies the "no overlapping live locals" invariant the codegen was relying on — it scopes every local under `__local__<scope>__<name>` so two functions with a parameter named `x` land in different slots. Updated `gen_function_prologue_spills_params_to_local_ram`: the regression test for the War-era param clobbering bug was asserting the spill's destination specifically had to be an absolute address at `$0300+`. That's no longer the mechanism — the spill lands in whatever slot the analyzer assigned, which is zero page when there's room. The test now asserts the destination is *any* address outside `$04-$07`, which is the actual invariant. Reverted the `LDX $04` / `LDY $05` workaround in `examples/sha256/sha_core.ne` — every primitive there now uses `{dst}` / `{src}` / `{w_ofs}` / `{h_ofs}` / `{k_ofs}` substitution as originally intended. The "Parameter convention" comment that documented the workaround is gone. Regenerated `tests/emulator/goldens/inline_asm_demo.png`: that example's `times_four(input)` was previously returning `input` verbatim because the inline asm's `LDA {result}` / `ASL A` / `ASL A` / `STA {result}` operated on a zero-page byte that was disconnected from the NEScript-level `result` variable. With the fix, `times_four` correctly returns `input * 4`, so the smiley-tracker's frame-180 position shifts by the expected `(frame_count * 4) mod 256` delta. The other 33 ROMs remain byte-identical. Verified: - `cargo clippy --all-targets -- -D warnings` clean on both rustc 1.94.1 and 1.95.0. - `cargo test --all-targets`: 616 + 3 + 75 tests pass. - `cargo fmt --check` clean. - Full emulator harness: 34/34 ROMs match goldens. - SHA-256 of "NES" still computes to `AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D`. - `--memory-map` output now reflects what the generated code actually reads and writes (previously the codegen's $0300+ override was invisible to the dump). https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v |
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ba23f8578a
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examples/sha256: interactive SHA-256 hasher with on-screen keyboard
An end-to-end FIPS 180-4 SHA-256 hasher running entirely on the NES.
The player types up to 16 ASCII characters on a 5x8 on-screen
keyboard, presses Enter, and the program computes and displays the
64-character hex digest.
Layout (`examples/sha256/*.ne`):
constants.ne layout + K[64] / H_INIT[8] tables
(declared as `var` with init_array because the
v0.1 compiler treats `const u8[N] = [...]` as
a no-op — noted in the file)
assets.ne 44-tile Tileset (A..Z, 0..9, punctuation,
special keys, cursor) shared between BG and
sprite layers
background.ne static nametable (title, labels, keyboard
grid) painted at reset
state.ne globals
sha_core.ne 32-bit byte primitives (copy, xor, and, add,
not, rotr, shr) in inline asm + sigma/Sigma
mixers + schedule/round steps + fold
render.ne OAM helpers for cursor, input buffer, and
64-nibble digest
keyboard.ne key dispatch table
entering_state.ne cursor navigation + typing + auto-demo
computing_state.ne phased driver (48 schedule steps + 64 rounds
+ fold across ~30 frames at 4 iterations each)
showing_state.ne renders the 256-bit digest as 8 rows of 8
sprite glyphs
Implementation notes:
- All 32-bit words live as 4 little-endian bytes in `wk[64]`,
`w[256]`, `h_state[32]` so every primitive walks four bytes with
`LDA {arr},X`/`STA {arr},X` chains and, for adds, a carry chain.
- Every primitive reads its parameters straight out of the
transport slots `$04`/`$05` rather than `{dst}`/`{src}`
substitutions: the inline-asm resolver looks parameters up in
the analyzer's allocation table but the codegen spills them to a
different per-function RAM slot, so `{dst}` would resolve to a
ZP slot nothing ever writes to. Bypassing the substitution
entirely sidesteps the issue without a compiler change.
- Rotate-right by any amount is a byte-rotate loop plus a bit-
rotate loop so the 10 SHA amounts (2, 6, 7, 11, 13, 17, 18, 19,
22, 25) all compile to a handful of chained `ROR`s.
- The headless jsnes golden auto-types "NES" after 1 s of idle and
captures its SHA-256 digest
AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D
— byte-identical to `shasum` / `hashlib.sha256(b"NES")`.
Build: `cargo run --release -- build examples/sha256.ne`
https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
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6d9ebc7d7b
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docs: add docs/pong.gif demo to README
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 |
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21b91f6398
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examples/pong: production-quality Pong game with powerups and multi-ball
A complete, playable Pong game split across examples/pong/*.ne files
and pulled in from a top-level examples/pong.ne. Features:
- **Title screen** with a 3-option menu (CPU VS CPU / 1 PLAYER /
2 PLAYERS), a cursor sprite, blinking "PRESS A" prompt, brisk
title march on pulse 2, and autopilot that auto-confirms CPU VS
CPU after 45 frames of no input so the headless jsnes golden
harness reaches gameplay by frame 180.
- **Ball physics** with signed-magnitude velocity (u8 magnitude +
sign bit per axis), wall bounce at top/bottom, paddle AABB
collision with push-out, and score-out detection at left/right
exits.
- **Multi-ball** via parallel ball_* arrays (MAX_BALLS = 3). Each
ball scores a point independently; the round continues until the
last ball exits the playfield.
- **CPU AI** that tracks the nearest active ball heading toward its
side with a per-frame step, 4 px dead zone, and CPU_SPEED = 1 so
rallies can end naturally.
- **Three powerup types** that spawn every ~4 seconds, bounce off
all four walls, and are caught by paddle AABB overlap:
1. LONG — extends the catching paddle from 24 → 40 px for 5 hits
2. FAST — doubles ball x-velocity on the catcher's next hit
3. MULTI — spawns two extra balls on the catcher's next hit
- **Victory** at first-to-7 with a "PLAYER N WINS" banner and the
builtin fanfare, auto-returning to Title.
- **Audio**: 5 user-declared sfx (WallBounce, PaddleHit, Score,
PowerSpawn, PowerCatch) plus a title march and the builtin
fanfare for victory.
Source layout mirrors examples/war:
examples/pong.ne top-level game shell
examples/pong/PLAN.md living design doc
examples/pong/constants.ne layout + gameplay constants
examples/pong/assets.ne 45-tile Tileset (paddles, ball, alphabet,
digits, cursor, center-line, powerup icons)
examples/pong/audio.ne sfx + music declarations
examples/pong/state.ne all mutable globals
examples/pong/rng.ne 8-bit Galois LFSR
examples/pong/render.ne draw helpers
examples/pong/input.ne paddle step (human + CPU AI)
examples/pong/ball.ne multi-ball physics + paddle collision
examples/pong/powerup.ne powerup entity (spawn, bounce, catch, apply)
examples/pong/title_state.ne state Title + menu
examples/pong/play_state.ne state Playing (P_SERVE/P_PLAY/P_POINT)
examples/pong/victory_state.ne state Victory
Verification:
- 616 compiler unit tests pass (cargo test --all-targets)
- cargo fmt / cargo clippy --all-targets -- -D warnings clean
- 33/33 emulator harness goldens match
- examples/pong.nes builds byte-identically from source
https://claude.ai/code/session_0134F5uwDEVTes2Ee9S7JeXy
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318a2f8bef
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docs: add docs/war.gif demo to README
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. |
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5e5bed39a5
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sprite-per-scanline: add cycle_sprites runtime flicker + debug telemetry
W0109 (shipped last commit) catches the 8-sprites-per-scanline
hardware limit at compile time for static layouts, but the
dynamic case — enemy formations, projectile clusters, animated
NPCs where coordinates come from variables — was still silent.
This change adds two layers of defense on top of W0109:
Layer 2: `cycle_sprites` runtime flicker intrinsic
New keyword statement that rotates the OAM DMA start offset
one slot per call. When called once per `on frame`, the PPU's
sprite evaluation picks up a different subset of the 12+
overlapping sprites each frame, so the permanent-dropout
failure mode becomes visible flicker — the classic NES
technique used by Gradius, Battletoads, and every shmup.
Implementation:
- Lexer keyword `KwCycleSprites` and parser production.
- AST `Statement::CycleSprites(Span)`.
- `IrOp::CycleSprites` lowered by the IR pass.
- Codegen emits `LDA $07EF / CLC / ADC #4 / STA $07EF` with
natural u8 wrap, plus a one-shot `__sprite_cycle_used`
marker label the first time it fires.
- Linker detects the marker and switches `gen_nmi` to the
cycling variant, which reads the rotating offset from
`$07EF` into OAM_ADDR before the DMA instead of writing
a literal 0. Programs that don't call `cycle_sprites`
skip the marker and get byte-identical ROM output.
Layer 3: debug-mode sprite overflow telemetry
Mirrors the frame-overrun pair (`debug.frame_overrun_count` /
`debug.frame_overran`). In debug builds the NMI handler reads
`$2002` at the top of vblank, masks bit 5 (the PPU's sprite
overflow flag), and if set bumps a cumulative counter at
`$07FD` plus a sticky bit at `$07FC`. The sticky bit clears
on every `wait_frame`.
New debug builtins:
- `debug.sprite_overflow_count()` → u8 peek of $07FD
- `debug.sprite_overflow()` → u8 peek of $07FC (sticky bit)
The hardware flag has well-known quirks but is correct for
the overwhelming majority of cases and costs ~15 cycles per
frame to sample. Release builds emit no overflow-check code
at all, so the four bytes at `$07EF` / `$07FC`-`$07FD` stay
free for user allocation.
Related changes:
- `gen_nmi` now takes an `NmiOptions` struct. Four bool
parameters tripped clippy's `fn_params_excessive_bools`.
- CLI `build` now renders analyzer warnings on a successful
build. Previously warnings were silently dropped unless
the user also ran `nescript check`, which made W0109
effectively invisible to CI and local dev alike. Existing
pre-existing W0103 / W0106 warnings on `coin_cavern`,
`mmc3_per_state_split`, `sprites_and_palettes` surface
too — not regressions, just now visible.
New example: `examples/sprite_flicker_demo.ne`
Draws 12 sprites into a 4-pixel band, W0109 fires at compile
time with nine labels pointing at the offenders, and a
`cycle_sprites` call at the end of `on frame` turns the
hardware dropout into flicker. The committed emulator golden
captures one frame of the cycling pattern (deterministic).
Tests:
- `runtime::tests::nmi_debug_mode_samples_sprite_overflow`
- `runtime::tests::nmi_sprite_cycle_variant_reads_rotating_offset`
- `ir_codegen::*::debug_sprite_overflow_count_loads_07fd`
- `ir_codegen::*::debug_sprite_overflow_flag_loads_07fc`
- `ir_codegen::*::wait_frame_clears_sprite_overflow_sticky_in_debug_mode`
- `ir_codegen::*::wait_frame_release_does_not_touch_sprite_overflow_sticky`
- `ir_codegen::*::cycle_sprites_emits_marker_and_add4`
- `ir_codegen::*::cycle_sprites_marker_dedup_across_multiple_calls`
- `ir_codegen::*::program_without_cycle_sprites_emits_no_marker`
- `analyzer::*::accepts_debug_sprite_overflow_builtins`
- `analyzer::*::rejects_unknown_debug_method_lists_all_four_known_names`
- `analyzer::*::accepts_cycle_sprites_statement`
Docs: `examples/war/COMPILER_BUGS.md` §4 now describes all three
layers (W0109, `cycle_sprites`, debug telemetry) with reasoning
for when each applies. `README.md` and `examples/README.md` add
the new example to their tables.
All 32 emulator goldens still match — the cycling is opt-in
and programs that don't call `cycle_sprites` or enable debug
mode are byte-identical to the pre-change output.
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
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d6cb84a5bd
|
compiler: close out bug #4 (W0109 sprite-per-scanline) and bug #5 (real inlining)
Fixes the last two deferred compiler bugs catalogued in examples/war/COMPILER_BUGS.md, finishing the bug-cleanup arc on the War branch. Bug #5 — `inline fun` inliner Previously the `inline` keyword was parsed into `FunDecl.is_inline` and then dropped on the floor: every call site emitted a regular `JSR` through the $04-$07 transport slots. Now the IR lowerer captures inline function bodies up front in `LoweringContext::capture_inline_bodies` and rewrites call sites at lowering time. Two body shapes are supported: 1. Single-return expression — the body is re-lowered in place of the `Call` op with the parameter names substituted to fresh IR temps for each argument. 2. Void multi-statement body whose every statement is one of Assign/Call/Draw/Scroll/SetPalette/LoadBackground/WaitFrame/ Play/StartMusic/StopMusic/InlineAsm/RawAsm/DebugLog/DebugAssert — the statements are spliced into the caller's block with the same parameter substitution machinery. Control-flow-heavy inline bodies (conditional early returns, loops, transitions) fall back to a regular out-of-line call with no diagnostic. That's predictable and documented in the bug-tracking doc. Nested inline expansion uses a substitution-frame stack so an inline calling another inline sees the right arguments. A codegen follow-up was needed because bug #3's scope-qualified local names broke `{result}` substitution in inline asm. The codegen now tracks `current_fn_scope_prefix` per function and the InlineAsm op tries the qualified name first before falling back to the bare name. Bug #4 — W0109 sprite-per-scanline static check Adds a new warning code W0109 and an analyzer pass `check_sprite_scanline_budget` that walks each state's `on_frame` handler, collects literal-coordinate `draw` statements (including metasprite expansion via dx/dy offsets), and iterates scanlines 0..240 to count how many 8x8 sprites overlap each line. When a scanline has > 8, the analyzer emits W0109 with labels pointing at each offending draw site plus a help message about staggering y-rows and a note explaining the hardware dropout. Non-literal coordinates are skipped (static analysis can't resolve them). Nested `if`/`while`/`for`/`loop` blocks are unioned conservatively. Tests added src/ir/tests.rs - inline_fun_expression_body_emits_no_call_at_use_site - inline_fun_void_body_statements_are_spliced - inline_fun_with_conditional_return_compiles_as_regular_call - inline_fun_nested_inlines_substitute_correctly src/analyzer/tests.rs - analyze_sprite_scanline_budget_warns_over_eight - analyze_sprite_scanline_budget_ok_when_staggered - analyze_sprite_scanline_budget_skips_dynamic_coords - analyze_sprite_scanline_budget_expands_metasprites - analyze_sprite_scanline_budget_recurses_into_if COMPILER_BUGS.md Bugs #4 and #5 marked **FIXED** in the status table, with full reproduction/root-cause/fix/regression-test write-ups updated in place. All seven catalogued bugs now have shipped fixes. Artifact churn - examples/war.nes and examples/inline_asm_demo.nes rebuild byte-shifted (different JSR targets post-inliner). - tests/emulator/goldens/war.audio.hash shifts from 143660f to 13443e28 — the inliner removes JSRs to set_phase, which nudges NMI sampling timing. No pixel diff; behavior is unchanged. https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z |
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76dd8eacb0
|
compiler: fix three scoping bugs; war: revert all local/param workarounds
Three related scoping bugs from examples/war/COMPILER_BUGS.md,
all fixed in one pass because they're different layer
manifestations of the same "flat global namespace" problem:
## §3: function-local `var` declarations lived in one namespace
`src/analyzer/mod.rs::register_var` inserted every `var` it
saw — top-level, state-local, AND function-body local — into
the same `self.symbols: HashMap<String, Symbol>`. Two different
functions declaring `var i` collided on E0501, which is why
every local in war/*.ne had a function-prefix like `dfa_card`
or `dwp_px`.
Fix: add a `current_scope_prefix: Option<String>` to the
Analyzer, set it to `Some("<fn_name>")` when checking a
function body (or `Some("Title__frame")` for state handler
bodies), and have `register_var` store the declaration under
an internal key `"__local__{prefix}__{name}"`. New
`resolve_symbol` / `resolve_key` helpers try the
scope-qualified key first and fall back to the bare key for
globals / consts / enum variants / state-level vars / function
names. Every existing `self.symbols.get(name)` inside
body-checking code was swapped over.
Two `var i` declarations inside the SAME function body still
collide with E0501 — we scoped per function body, not per
nested block. Per-block scoping would require live-range
analysis to reuse RAM slots.
## §1b: same-named params across functions shared VarIds
`src/ir/lowering.rs::get_or_create_var` looked up names in a
single global `var_map`, so two functions both with a `card:
u8` parameter resolved to the same `VarId`. Whichever function
was lowered last won the zero-page slot mapping, silently
rerouting the other function's param reads to the wrong slot.
Fix: the IR lowerer now mirrors the analyzer's scope logic.
`LoweringContext` gains a `current_scope_prefix` field that
gets set in `lower_function` / `lower_handler`, and
`get_or_create_var` uses a new `scoped_key` helper that
prepends `"__local__{prefix}__"` when the qualified key exists
in `var_map` or `var_types`. Each function's parameters and
locals therefore get distinct VarIds, and the codegen's
`var_addrs` map naturally has no collisions.
## §2: param transport slots $04-$07 clobbered across nested JSRs
Parameters were passed AND kept in `$04-$07` for the lifetime
of a function. Any nested call overwrote those slots with its
own arguments, so the caller's params were silently corrupted
as soon as it invoked anything. Every war helper that took
params and called other helpers (draw_card_face, push_back_a,
etc) snapshotted its params into fresh locals at the top of
the body.
Fix: in `codegen/ir_codegen.rs::IrCodeGen::new`, every
function-local — including parameters — now gets a dedicated
per-function RAM slot at `$0300+`. Parameters are still passed
via the zero-page transport slots `$04-$07` as the calling
convention, but `gen_function` now emits a **prologue** at
every function entry:
LDA $04
STA <param_0_addr>
LDA $05
STA <param_1_addr>
... etc, up to 4 ...
By the time the body runs, every parameter lives in the
function's dedicated RAM slot, so any nested call can freely
clobber $04-$07 (writing its own arguments there) without
corrupting the caller's saved parameters. Costs 4 LDA/STA
pairs (≈ 20 bytes of ROM, 16 cycles) at every function entry
— worth it to make the calling convention sound.
## War cleanup
With all three fixes in place, every workaround prefix in
`examples/war/*.ne` is gone:
- `card_rank(card)` instead of `card_rank(crk_c)` — bug #1b
- `compare_cards(a, b)` instead of `compare_cards(cmp_a, cmp_b)`
- `push_back_a(card)` instead of `push_back_a(pba_in)` — bug #1b
- `var card: u8 = draw_front_a()` in bury_from_* — bug #3
- `var i: u8 = 0` freely in multiple functions — bug #3
- `fun push_back_a(card)` body no longer snapshots `card` into
`pba_card` before calling wrap52 — bug #2
- `fun draw_card_face` body no longer snapshots x/y/card into
locals before calling card_rank/card_suit — bug #2
- `draw_word_player` steps its own x without needing a
`dwp_px` accumulator to avoid the `x + N` arg compilation
quirk — that quirk was a downstream symptom of bug #2 and
is also gone
The source is now about 300 lines shorter and significantly
more readable.
## Regression tests
Seven new tests nail these bugs down:
- `analyzer::tests::analyze_allows_same_local_name_in_two_functions`
- `analyzer::tests::analyze_allows_same_param_name_in_two_functions`
- `analyzer::tests::analyze_allows_same_local_name_in_two_state_handlers`
- `analyzer::tests::analyze_still_rejects_duplicate_local_in_same_function`
- `codegen::ir_codegen::gen_function_prologue_spills_params_to_local_ram`
Plus the four param-arity tests from the earlier E0506 fix
and the wide_hi-leak regression test from the previous
compiler fix. Total suite: 591 unit tests, all passing.
## Golden drift
The prologue change adds a few cycles to every function entry,
which shifts NMI sampling by a handful of cycles and flips
the audio-hash of any example that plays sfx or music
(platformer, war). `arrays_and_functions.png` also picks up a
1-pixel shift in its enemy positions due to the same timing
drift. All three golden updates are pure "compiler produces
different but functionally-identical output" — no game
behavior changed.
## What's still open in COMPILER_BUGS.md
- §4: 8-sprites-per-scanline hardware limit is invisible to
user code. A static analyzer hint could help; deferred.
- §5: `inline` keyword is silently declined for short
functions that the optimizer's inliner doesn't recognize
(it only removes empty functions). Deferred pending a real
single-return-expression inlining pass.
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
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e10d09db76
|
examples/war: redesign card art — opaque bodies, 16x16 pips, checkerboard back
The first-pass card tiles were riddled with palette-0 transparent pixels that let the felt background bleed through every rank glyph, small suit, and big pip. At arm's length the cards looked like they had green specks eating them. This commit rewrites all of the card art from scratch: - **Opaque card bodies.** Every pixel inside a card tile is now either white (palette 2), red (1), or black (3). No `.` values anywhere on a face or back tile. The green felt only shows outside the card rectangle, where it should. - **Readable rank glyphs.** The 13 rank tiles (A, 2-9, 10, J, Q, K) are now drawn as bold black strokes on a solid white body. The "holes" of the letters (e.g. the triangle inside an "A") are white, not transparent. - **16x16 big pips.** The big centre pip is now a 4-tile (16x16) shape split into TL/TR/BL/BR quadrants per suit. Previously it was a 2-tile (16x8) half-height strip that looked cramped. The TL/TR quadrants kept their existing tile indices (28-35) so the shift is local; the new BL/BR quadrants are appended after the BIG WAR letters at tiles 88-95 to avoid renumbering the entire alphabet / digits / UI tile range. - **Distinct suit shapes.** Spade is a smooth teardrop with a short stem and base; heart is two symmetric lobes with a V bottom; diamond is a clean rhombus; club is three circles joined over a stem. Side-by-side they are unmistakable. - **Clean checkerboard card back.** The old card back was a diamond lattice that had the same transparent-bleed problem and looked noisy anyway. Replaced with a crisp 2-pixel black- and-white checkerboard that tiles seamlessly across the card back's 16x24 footprint. - **draw_card_face now emits 6 sprites in a rank/suit + 4-tile big-pip layout.** The previous 6-sprite layout was `[rank][ssuit] / [pipL][pipR] / [blankL][blankR]`; the new one is `[rank][ssuit] / [pipTL][pipTR] / [pipBL][pipBR]` with the bottom row carrying the bottom half of the big pip instead of being wasted blank tiles. Also: - New constants TILE_PIP_TL_BASE / TR / BL / BR replace the old TILE_PIP_L_BASE / TILE_PIP_R_BASE in constants.ne. - Refreshed war.nes and the goldens. Every emulator harness test still passes (31/31). https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z |
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9137b1f713
|
examples/war: polish pass + README entry + plan close-out
End-of-implementation polish for the War example after the compiler bugs were fixed: - Title state now calls draw_big_war_banner instead of inlining 12 draws — same pixel output, fewer lines. - P_WAR_BURY redraws the previous round's face-up cards while the noise thumps fire so the table doesn't look empty for 24 frames between the WAR banner and the new face-ups. - Drop draw_word_war from render.ne (orphaned by the BIG WAR metasprite). - Refresh comments in background.ne (now references the real felt tile) and deal_state.ne (drop the stale FRAMES_DEAL_STEP reference now that the deal pace is hard-coded at 2 frames). - README.md and examples/README.md gain a war row. - PLAN.md marks every implementation step complete and records the design revisions made along the way. - Refresh the war audio hash to match the new ROM (the title screen helper change shifts one frame of pulse-2 timing enough to flip the FNV-1a). The frame-180 PNG is unchanged. https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z |
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4e8e349d7c
|
ir: clear wide_hi between functions to fix 16-bit op aliasing
The IrLowerer's wide_hi map records "this u8 temp's high byte lives at this other temp" pairs whenever a 16-bit value is produced. Both lower_function and lower_handler reset next_temp to 0 at the start of each function, but neither cleared wide_hi — so stale (low_id -> high_id) entries from earlier functions leaked into subsequent ones. When a fresh function reused those temp IDs for unrelated u8 expressions, is_wide() returned spurious true and widen() handed back stale (lo, hi) pairs whose hi happened to coincide with the *next* temp ID fresh_temp() was about to allocate. The result was 16-bit IR ops (CmpEq16 in particular) where the destination temp aliased one of the source operand high bytes — for War this made `match phase` arms past P_WIN_B impossible to enter and the game would freeze with both face-up cards on the table forever. Fix: clear wide_hi alongside the next_temp reset in both lower_function and lower_handler. Adds a regression test (ir::tests::wide_hi_does_not_leak_between_functions) that constructs a function whose body has no u16 ops but follows a function that does, and asserts no CmpEq16 op aliases its dest with an operand high byte. Also: - Convert the war Playing state's phase machine from an if-chain to a `match`, which is what tripped this bug to the surface (it was lurking in earlier ROMs too but their layouts never produced the dest/source collision shape). - Refactor begin_draw_a/b to set fly_card / fly_face_up via globals before calling arm_fly, since arm_fly only takes 4 params (the v0.1 ABI limit, now diagnosed by E0506). - Hoist the P_RESOLVE comparison result to the global pf_result to dodge the param-clobbering issue documented in examples/war/COMPILER_BUGS.md §2. - Document the bug as item #6 in COMPILER_BUGS.md with a minimal repro and reproducer-test pointer. - Refresh the war golden + audio hash to match the new ROM. https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z |
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8ababdcec4
|
examples/war: working end-to-end War card game
A complete, playable port of the card game War: title screen with 0/1/2 player menu, animated deal, sliding cards, deck-count HUD, a "WAR!" tie-break with buried cards, and a victory screen with a fanfare. Source split across examples/war/*.ne (constants, assets, audio, deck/queue logic, RNG, render helpers, and one state file per game state) and pulled in via examples/war.ne. Drives nearly every NEScript subsystem at once: custom 88-tile sprite sheet (card frames, ranks, suits, font, BIG WAR letters); felt background nametable; pulse-1 / pulse-2 / noise sfx; looping march on pulse 2; an 8-bit Galois LFSR PRNG; queue-based decks that conserve cards across rounds; a phase machine inside the Playing state that handles draw/reveal/win/war/check; and an autopilot that boots straight into 0-PLAYERS mode so the headless jsnes harness captures real gameplay at frame 180. While building this I uncovered five compiler bugs / limitations in the v0.1 implementation; each is documented with a minimal reproduction, root cause, current workaround, and proposed fix in examples/war/COMPILER_BUGS.md. The most painful was the parameter-VarId aliasing one (#1b) — two functions sharing a parameter NAME end up sharing a single zero-page slot mapping across the whole program. Once those compiler bugs are fixed, the workarounds in war/*.ne should be reverted in the same PR. https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z |
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cc3f7eec7e
|
assets: auto-generate CHR data from @nametable() PNG sources
`background Foo @nametable("file.png")` previously decoded the PNG
into a tile-index table and an attribute table but left CHR
generation to the user — they had to supply matching tiles via a
separate `sprite Tileset @chr(...)` declaration in the same
deduplication order, which was both error-prone and the main thing
keeping the shortcut form from being a one-liner.
The CHR pipeline now closes the gap. `png_to_nametable_with_chr`
returns a `PngNametable` carrying the tile-index table, the
attribute table, *and* a per-tile CHR blob encoded with the same
brightness-bucketing `png_to_chr` already uses for sprites. The
resolver passes `next_sprite_tile` (computed from the resolved
sprite list) so each background's CHR allocation slots in
immediately after the sprite range, and rewrites the nametable
indices to point at the actual physical tile numbers. The linker
copies each background's `chr_bytes` into CHR ROM at
`chr_base_tile * 16`, so the final image renders without any
user-supplied CHR.
`BackgroundData` carries `chr_bytes` and `chr_base_tile` so the
linker has everything it needs at a glance. Inline `tiles:` /
`attributes:` declarations leave them empty and behave exactly
like before — that path doesn't auto-generate CHR because the
user is implicitly opting into "I'll provide tiles myself" by
typing the indices out by hand.
The new `examples/auto_chr_background.ne` is a 256×240 grayscale
gradient committed alongside its `auto_chr_bg.png` source; the
emulator harness verifies the rendered output against a
committed golden so a regression in the dedupe/encode/linker
plumbing fails CI loudly. Existing example ROMs are byte-
identical because their backgrounds either have no PNG source or
already provided their own CHR.
https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
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6b080316a4
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parser/lowering: declarative metasprites for multi-tile sprite groups
Multi-tile sprites used to require one hand-written `draw` per tile,
e.g. the four-call sequence in `examples/platformer.ne`'s
`draw_player()`. The new `metasprite Name { ... }` declaration
collects parallel `dx`/`dy`/`frame` arrays plus a reference to the
underlying sprite, and `draw Name at: (x, y)` expands to one OAM
slot per tile in the IR lowering — the codegen sees N regular
DrawSprite ops, so the runtime OAM cursor allocator picks them up
without any metasprite-specific awareness.
The metasprite's `frame:` array is interpreted *relative to the
underlying sprite's base tile*: index 0 means "the first tile this
sprite owns", which is the natural reading for a 16×16 hero whose
pixel art the asset resolver split into four consecutive tiles.
The lowering walks `program.sprites` to compute base tile indices
the same way `assets::resolve_sprites` would, then folds the base
into each frame entry before storing the metasprite info. Sprites
sourced from external `@chr(...)` / `@binary(...)` files whose
bytes aren't available at parse time fall back to a one-tile
assumption — those programs are rare and can declare metasprites
against pixel-art sprites instead.
The new `examples/metasprite_demo.ne` declares a 16×16 hero sprite
and arranges its four tiles into a metasprite, then sweeps the
hero across the screen so the harness captures it mid-motion.
The new keyword is added to the lexer/token list, and the parser
accepts `sprite:` (the otherwise-keyword) as a property name in
metasprite bodies so the natural spelling parses.
https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
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9878b7d87d
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audio: per-frame pitch envelopes for pulse SFX
Pulse-channel sfx with a multi-byte `pitch:` array used to silently ignore everything past the first byte — the runtime audio tick latched the period at trigger time and never updated it. Programs that wanted a frequency sweep had no way to express it. The compiler now compiles a per-frame pitch envelope blob alongside the existing volume envelope when `decl.pitch` has more than one distinct value. The blob is padded (or truncated) to the volume envelope's length and ends in a zero sentinel so the runtime walker stops both pointers on the same NMI. Sfx with a single scalar pitch (or an array where every byte is the same) keep their historical "no pitch blob, latch once" path and emit byte-identical ROM bytes. The runtime gains two new pieces, both gated on a new `__sfx_pitch_used` codegen marker so programs without varying-pitch sfx pay zero bytes: 1. `gen_audio_tick` emits a per-frame pitch update block inside the SFX tick: read a byte through `(AUDIO_SFX_PITCH_PTR),Y`, write it to `$4002` (pulse-1 period low), advance the pointer. The block bails on a zero high-byte pointer so a single program can mix scalar-pitch and varying-pitch sfx without one clobbering the other. 2. `emit_play_pulse` seeds `AUDIO_SFX_PITCH_PTR_LO/HI` with the pitch-blob label for varying-pitch sfx and zeros it for scalar-pitch sfx. The per-call branch is skipped entirely when the program has no varying-pitch sfx anywhere. The new `examples/sfx_pitch_envelope.ne` exercises the path with a 16-frame siren sweep. Triangle and noise per-frame pitch are deferred — they share the same data shape but the runtime ticks for those channels still write only their volume registers, see docs/future-work.md for the gap. https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB |
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db3a4adc57
|
codegen: support banked → banked cross-bank function calls
Programs that put functions in switchable banks can now call across
bank boundaries — `bank A { fun step() { helper() } }` where
`helper` lives in `bank B` used to panic in the IR codegen. Three
small pieces unblock it:
1. **Generic trampoline.** `runtime/gen_bank_trampoline` no longer
takes a `fixed_bank_index` argument. Instead it reads the
caller's current bank from `ZP_BANK_CURRENT`, pushes it on the
hardware stack, switches to the target, JSRs the entry, then
pulls and restores the saved bank. The same per-callee stub
works for fixed→banked and banked→banked direction; nested
trampolines compose because each PHA/PLA pair sits inside its
own JSR/RTS frame. `gen_mapper_init` seeds `ZP_BANK_CURRENT`
with the fixed bank index for any banked mapper so the very
first cross-bank call from the fixed bank still restores to
the fixed bank (matching pre-banked-banked semantics).
2. **Codegen drops the panic.** The `Some(from), Some(to)` arm in
the call-resolution switch now emits `JSR __tramp_<name>` like
the fixed→banked case instead of panicking. Banked→fixed calls
still go direct (the fixed bank is always mapped at $C000).
3. **Bank-namespaced local labels.** Two banks emitting the same
`__ir_cmp_e_8` would trip the linker's discovery-pass duplicate-
label check the moment any banked code generated a comparison.
The new `local_label_suffix` helper prefixes the suffix with the
current bank name when banked code is being emitted, leaving
fixed-bank label generation untouched (so existing examples are
byte-identical apart from the trampoline / init bytes
themselves).
The new `examples/uxrom_banked_to_banked.ne` demonstrates the path
end-to-end: `bank Logic { fun step() { ... clamp() } }` calls
`bank Helpers { fun clamp() { ... } }` once per frame. The harness
golden is committed alongside it. The five existing banked example
ROMs change byte-for-byte because of the new trampoline shape and
the seed-ZP_BANK_CURRENT init, but their emulator goldens still
match exactly — observable behaviour is unchanged.
https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
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7294ae3efa
|
analyzer/lowering: support nested struct fields and array struct fields
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
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9b54ff83c0
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audio: always enable all four tone channels on sfx trigger
Writing $07 in `emit_play_triangle` and $0B in `emit_play_noise` meant that a noise play following an in-progress triangle note would clear bit 2 of $4015 and cut the triangle off mid-envelope (and vice versa). Write $0F from both paths so every trigger keeps pulse1, pulse2, triangle, and noise enabled; channels with no active envelope stay silent via the runtime's per-channel counter gating. Also fixes the attribute-byte packing comment in `png_to_nametable` — the code was correct, the doc string had the quadrant order backwards. The only observable ROM change is `examples/noise_triangle_sfx.nes` (two immediate operands shift) and its audio hash golden; the committed PNG golden is byte-identical. Found in independent code review after the section landed. https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM |
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2fe943b056
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codegen: user code in switchable banks via cross-bank trampolines
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).
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201664ea04
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audio: triangle and noise sfx channels
Adds `channel: triangle` / `channel: noise` to the `sfx` declaration form. The existing pulse-1 / pulse-2 driver is unchanged (and is still byte-identical for programs that don't use the new channels) — when a program declares a triangle or noise sfx the runtime splices in an additional per-channel slot that writes to $4008- $400B (triangle) or $400C-$400F (noise) on play. Includes a new `examples/noise_triangle_sfx.ne` demo with committed golden PNG + audio hash. https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM |
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169a481099
|
feat(platformer): add stomp-or-die enemy collisions, live HUD, GameOver state
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 |
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54910f2498
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Merge branch 'main' into claude/test-platformer-game-6S3TX | |||
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5e3e68ca11
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docs: regenerate platformer.gif and lock it as a CI invariant
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
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629fdcfce0
|
fix(optimizer): preserve cross-block LoadImm uses in const_fold DCE
`const_fold_block`'s per-block dead-code pass was collecting temp usage from only the block it was folding, so a `LoadImm` whose destination is consumed by a *sibling* block (for example via the merge block's branch terminator) was incorrectly treated as dead and dropped. The `and` / `or` short-circuit lowering emits exactly that shape: the false path writes `LoadImm(result, 0)` and joins with the right path at an `and_end` / `or_end` block whose branch terminator reads `result`. After the DCE the false path's store was gone, leaving the zero-page result slot to carry whatever value the *previous* `and` / `or` evaluation had written there — stale data that bled into subsequent conditional branches. I found this while instrumenting `examples/platformer.ne` through a puppeteer-driven jsnes harness, stepping one frame at a time and snapshotting the full zero-page trace of each scenario (title-skip, hold-right, hold-left, jump-spam, coin-drift, enemy-stomp, long-run). In a clean idle run the enemy-1 stomp bounce (`rise_count = 6`, `fall_vy = 0`) fired at emulator frames 83 and 96 with `camera_x` = 61 and 74, i.e. with `e1_sx` = 39 and 26, nowhere near the intended `[72, 96)` pickup window. The trigger turned out to be the slot alias: every time `c2_sx` landed in its pickup window (so the coin-2 `and` stored 1 into ZP(130)) and the player was mid-fall at or past `player_y = 152`, the enemy-1 stomp `and` short-circuited to its false path, left ZP(130) at 1, and the stomp `if` fired on stale data. The fix is to compute function-wide source-operand usage once before folding each function's blocks and OR it into the per-block liveness check, so a LoadImm is only dropped if nobody — neither its own block nor any other block in the function — reads the temp. Added a regression test (`const_fold_preserves_loadimm_used_by_sibling_branch`) that builds the exact CFG shape the `and` lowering emits and verifies the false-path `LoadImm(result, 0)` survives optimization. Impact on the example ROMs: - `examples/platformer.nes`: enemy-1 stomp now fires only when `e1_sx ∈ [72, 96)`, as the source intends. The pixel golden is unchanged (`player_y` converges back to the ground line before frame 180), but the audio hash flips because the spurious `play hit` sfx calls during coin-2 passage are gone. Committing the new `tests/emulator/goldens/platformer.audio.hash`. - `examples/logic_ops.nes`, `examples/bitwise_ops.nes`, `examples/match_demo.nes`, `examples/mmc3_per_state_split.nes`, `examples/two_player.nes`: byte-different but observably unchanged — their pixel + audio goldens still match to the byte. They exercise `and` / `or` in the source and now compile through the corrected DCE. All other example ROMs are byte-identical to pre-fix. `cargo fmt`, `cargo clippy --all-targets`, `cargo test --release` (498 tests), and `tests/emulator/run_examples.mjs` (22/22 goldens) are clean. https://claude.ai/code/session_013Bi4H4YQ5or5HtMB4doUFi |
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48832ccb13
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language: pleasant asset syntax for palettes, CHR, bg, sfx, music
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
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688d9afcec
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platformer: end-to-end side-scroller demo + three runtime bug fixes
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
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d98c7f3d82
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palette/background: first-class declarations with reset-time load and runtime swaps
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
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