1
0
Fork 0
mirror of https://github.com/imjasonh/nescript synced 2026-07-08 08:55:38 +00:00
Commit graph

102 commits

Author SHA1 Message Date
Claude
b83b944570
platformer: sprite-based status bar with score + lives
Upgrades the platformer's "live coin count" into a proper heads-up
display that stays pinned to the top of the viewport while the
nametable scrolls. Left side: coin icon + two-digit stomp tally.
Right side: red heart icon + single-digit lives counter. Both ride
through the GameOver screen without jumping position, so the death
banner reads as a continuation of the same run.

Wire-up: three new cross-state bits — score now accumulates across
lives, `lives` starts at 3 and decrements in `GameOver.on_enter`,
and the GameOver → Playing retry bounces to Title instead when the
last heart is spent (Title's `on_enter` refills both).

Tile pipeline: ten decimal digits + a heart glyph added to the
committed Tileset (generator source in `scripts/gen_platformer_tiles.rs`
kept in sync). Digits use `c` (white) so they read against the
sky; the heart uses `a` (red) to match the cap/brick palette.

Division workaround: the obvious `stomp_count / 10` / `% 10` pair
miscompiles near state transitions — the built ROM cycles
Title → Playing → Title once per blink period with Playing
surviving exactly one frame. Swapping both calls for repeated
`while r >= 10 { r -= 10 }` helpers fixes it. Documented as a
new entry in `docs/future-work.md` so the next person reaching
for `/` or `%` knows to check there first.

Goldens, docs/platformer.gif, and the top-level + examples README
entries all refreshed in the same commit.
2026-04-20 13:59:14 +00:00
Claude
b6e4c368e1
peephole: step past non-A ops in remove_dead_loads
`remove_dead_loads` now scans past opcodes that touch neither A nor
the flags an LDA sets, so a redundant LDA gets caught by its
successor's overwrite even when an index load or counter bump sits
between them. The extension covers LDX/LDY/INX/INY/DEX/DEY and the
flag ops (CLC/SEC/CLI/SEI/CLD/SED/CLV) alongside the INC/DEC/STX/STY
opcodes the pass already stepped past.

The highest-leverage case is the shape every single-tile `draw`
emits. After copy propagation and dead-store elimination do their
work, the stream reads:

    LDA #<y>      ; stray producer, value never consumed
    LDY oam_cursor
    LDA #<y>      ; real load before STA
    STA $0200,Y

The first LDA was surviving because the pass bailed on the LDY.
With the step-past, it drops. One LDA gone per draw, 2 bytes each.

Measured LDA-count reduction on committed examples:

  platformer  242 → 221   (-21, -8.7 %)
  war         785 → 754   (-31, -4.0 %)
  pong        843 → 827   (-16, -1.9 %)

**Audio goldens.** The cycle savings shift the main-loop/NMI boundary
in audio-emitting programs, which re-times which frame each SFX
trigger lands in. Six audio hashes re-baseline as a result:
audio_demo, friendly_assets, noise_triangle_sfx, platformer, pong,
war. All 50 PNG goldens, the platformer/war/pong demo gifs, and
every non-audio program stay byte-identical. The re-baselined
output is still sample-accurate; what changed is the first-SFX
offset within the captured 132 084-sample window. This is the
audio-shift tradeoff documented in future-work.

Two new peephole unit tests lock in the behaviour:
- `dead_load_elim_steps_past_ldx_ldy` — the DrawSprite shape folds.
- `dead_load_elim_preserves_lda_when_used_by_shift` — a subsequent
  ASL on A keeps the LDA alive across an intervening LDY.

Also updates future-work.md to reflect the shipped change and the
remaining register-allocator wins worth chasing next.
2026-04-19 01:43:58 +00:00
Claude
82b3d0d20a
metatiles + collision: metatileset, room, paint_room, collides_at
Closes §H. 2×2 metatiles and a parallel collision map are now a
first-class construct. `metatileset Name { metatiles: [{ id, tiles,
collide }, ...] }` declares a library of 2×2 tile bundles. `room Name
{ metatileset: M, layout: [...] }` lays them out on a 16×15 grid. The
compiler expands each room at compile time into:

- a 960-byte nametable (`__room_tiles_<name>`)
- a 64-byte attribute table (`__room_attrs_<name>`)
- a 240-byte collision bitmap (`__room_col_<name>`)

`paint_room Name` reuses the vblank-safe `load_background` update
machinery for the nametable blit and installs the collision bitmap
pointer into `ZP_ROOM_COL_LO`/`ZP_ROOM_COL_HI` (ZP $18/$19).
`collides_at(x, y)` JSRs into a small runtime helper that reads
`(room_col),Y` with `Y = (y & 0xF0) | (x >> 4)` and returns 0/1.
The helper links in only when the `__collides_at_used` marker is
emitted, so programs that declare a room but never query it pay
zero bytes for the subroutine.

`parse_byte_array` grows a `[value; count]` shortcut — 240-entry
`layout` arrays are unwieldy to spell out a byte at a time.

See `examples/metatiles_demo.ne` for the end-to-end flow: a probe
sprite bounces off walls via `collides_at` and lands on the left
side of the playfield at frame 180 — direct evidence that the
collision query works.

Also defers the register-allocator work from §"Code quality /
tooling" and documents the audio-goldens constraint in future-work
so the next agent sees it.
2026-04-19 01:28:17 +00:00
Claude
9719dc4111
ir/codegen: signed comparison lowering for i8/i16
Closes the §A follow-up gap: ordering compares (`<`, `<=`, `>`, `>=`)
on signed integer types now use the canonical 6502 `CMP / SBC / BVC /
EOR #$80` overflow-correction idiom so the N flag reflects the true
sign of the difference, instead of the previous BCC/BCS-based path
that always treated `$FFxx` as greater than `$00yy`.

The same change also fixes narrow-to-wide widening: assigning a
runtime `i8` expression to an `i16` variable now sign-extends the
high byte via a new `IrOp::SignExtend` op instead of zero-extending
it, so `var w: i16 = some_i8_neg` round-trips negative values.

The lowerer tracks signedness on each IR temp (analogous to the
existing `wide_hi` map) and threads it onto the new `Signedness`
field of `CmpLt`/`CmpGt`/`CmpLtEq`/`CmpGtEq` and their 16-bit
variants. The optimizer's constant-folder uses the same flag to
fold compares correctly under either signedness. Casts to `u8`/`u16`
strip the signed flag so an explicit `as` opt-out stays unsigned.

`examples/signed_compare.ne` exercises both bit widths through the
emulator harness — the four pip sprites at the top of the screen
show three lit (signed-correct) and one dark (would only light if
the compare regressed to unsigned semantics).
2026-04-19 00:17:34 +00:00
Claude
1c00d20121
runtime: reset PPU scroll after VRAM buffer drain
Each $2006 write inside __vram_buf_drain updates the PPU's `t`
(scroll) register, so leaving it pointing at the last buffer
entry's address shifted the next frame's rendering up/right by
however many cells we wrote past $2000. Reset by writing $00 to
$2006 twice (clears `t` and resets the write-toggle to high)
followed by $00 to $2005 twice (zero X/Y scroll). The HUD demo
golden flips from "smileys offset by ~16px" to the intended
red bar with white hearts and a yellow score digit.

https://claude.ai/code/session_01F7dHsgh7UX7SAK3wZ7JiKc
2026-04-18 22:57:46 +00:00
Claude
a806bfd3bd
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.
2026-04-18 22:12:43 +00:00
Claude
854b61ea1e
docs + example: HUD demo and language-guide VRAM buffer section
Follow-up to 807c9c7 (the VRAM update buffer core). Adds the
realistic-HUD example the core was missing, plus a language-guide
section that explains when and how to use the three buffer
intrinsics.

**examples/hud_demo.ne**

A bouncing-ball playfield with a classic status bar across the
top:
- 5-cell lives indicator that ticks down once per second and
  resets at zero, drawn via `nt_fill_h` (plus a second
  `nt_fill_h` to erase the stale tail).
- Score counter at the right edge that bumps on every wall
  bounce, drawn via `nt_set`.
- One-shot `nt_attr` call on the first frame flipping the
  top-left metatile group to sub-palette 1 (the red HUD
  palette) so the UI chrome reads as distinct from the
  playfield.

The demo's point is the `last_score != score` / `last_lives !=
lives` shadow-compare pattern: on the ~58-of-60 frames where
nothing changed, the buffer stays empty and drain work is zero.
That's the whole reason the VRAM buffer exists — per-frame cost
scales with what moved, not with HUD complexity. Committed
`.nes` + pixel/audio goldens.

**docs/language-guide.md**

New "VRAM Update Buffer" section between "Hardware Intrinsics"
and "Inline Assembly". Covers:
- Why user code can't just poke `$2006` / `$2007` directly.
- The three intrinsics + their coordinate systems (cell, not
  pixel).
- The HUD pattern with a ready-to-paste code snippet and a
  pointer at `examples/hud_demo.ne`.
- A per-entry budget table + worked 1000-cycle drain example
  against the ~2273-cycle vblank budget.
- Known limits: horizontal-only, no overflow check,
  no coalescing — all already tracked under `future-work.md` §G.

**examples/README.md**

`vram_buffer_demo.ne` reframed as the minimal test-case exercise
it actually is, with a pointer at `hud_demo.ne` for the realistic
pattern. New table row for `hud_demo.ne`.

All 758 tests pass. Clippy clean. 48/48 emulator goldens match.
2026-04-18 21:34:44 +00:00
Claude
807c9c7318
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 7b4570e by running
cargo fmt across the working tree.

**Runtime:**
- New `runtime::gen_vram_buf_drain` emits the drain routine
  (`__vram_buf_drain`). Walks entries `[len][addr_hi][addr_lo]
  [byte_0]...[byte_(len-1)]` and stops at `len == 0`. Uses
  `LDA $0400,X` indexed-absolute so no ZP scratch is needed.
  Drain costs ~12 setup cycles + 8 cycles per data byte; the
  256-byte buffer can hold ~50 single-tile writes that drain
  in roughly 1000 cycles, well inside the ~2273-cycle vblank.
- `NmiOptions` gains `has_vram_buf`. The NMI JSRs the drain
  after the existing palette/background handshake (compiler-
  queued PPU writes win priority for vblank cycles).

**IR + codegen:**
- Three new ops `IrOp::NtSet`, `IrOp::NtAttr`, `IrOp::NtFillH`.
- The codegen helpers compute the PPU address inline:
  `$2000 + y*32 + x` for nametable, `$23C0 + (y/4)*8 + (x/4)`
  for attribute. Each append lays down a fresh `0` sentinel so
  the NMI sees a well-formed buffer regardless of whether more
  entries get appended later in the frame.
- `__vram_buf_used` marker drops on first use; gates the
  runtime splice + NMI JSR.

**Analyzer:**
- AST-walking helper `program_uses_vram_buf` detects intrinsic
  use at analyze-init time so the user-RAM bump pointer can
  start at `$0500` (past the buffer) rather than the legacy
  `$0300`. Programs that don't use the buffer keep the legacy
  start.
- Three intrinsic names registered in `is_intrinsic` /
  `is_void_intrinsic` with arity checks.

**Tests + example:**
- `examples/vram_buffer_demo.ne` exercises all three intrinsics
  on a backgrounded program — three single-tile score writes,
  a 16-tile horizontal fill, and an attribute write that flips
  the top-left metatile group's palette to red. Committed
  golden + audio hash.
- Four new integration tests: byte-level JSR-to-drain
  assertion, drain-omitted-when-unused, RAM-bump assertion for
  programs that DO use the buffer, and arity enforcement for
  `nt_set`.

**CI fix:**
- `cargo fmt` ran across the tree. Picks up a one-line fmt
  diff in `tests/integration_test.rs` that the prior commit
  shipped without running fmt, causing the Format CI job to
  fail on `7b4570e`.

All 758 tests pass. Clippy clean. 47/47 emulator goldens match.
2026-04-18 21:14:31 +00:00
Claude
7b4570eee5
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.
2026-04-18 20:49:06 +00:00
Claude
e0b268eea9
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.
2026-04-18 19:31:55 +00:00
Claude
f4968256f4
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.
2026-04-18 18:48:55 +00:00
Claude
7507459787
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.
2026-04-18 18:13:18 +00:00
Claude
0602fd9590
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
2026-04-18 02:34:56 +00:00
Claude
ee3dddb19e
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
2026-04-18 00:14:40 +00:00
Claude
48bae97c51
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
2026-04-18 00:06:39 +00:00
Claude
f7012c6533
codegen: make var_addrs misses panic loudly and fix latent struct-field silent drop
Phase 1 of the post-PR-#31 audit. The PR #31 state-local bug had a
specific shape: analyzer allocated a slot, codegen looked it up by
VarId, silently emitted nothing on miss. Six sites in gen_op plus
the global-initializer loop and the parameter-shuffle prologue all
used the same `if let Some(&addr) = self.var_addrs.get(var) { ... }`
pattern with no else branch. Any future allocation-map desync would
slip through the same crack.

Replace every site with a new `IrCodeGen::var_addr(VarId) -> u16`
helper that panics with an explicit "compiler bug" message on miss.
An IR op referencing an unmapped VarId is not valid input — it means
the analyzer and lowerer disagreed on what to allocate, and we want
that crash to surface in CI rather than be absorbed by whatever
zero-filled RAM happened to sit at the read.

Running cargo test against the hardened lookup surfaced exactly the
bug shape the plan predicted: uninitialized struct globals (e.g.
`var p: Point` with no literal initializer) never had their flattened
field VarIds (`"p.x"`, `"p.y"`) registered in var_addrs. The IR
lowerer's `get_or_create_var("p.x")` minted a VarId, the analyzer's
`flatten_struct_fields` allocated an address for it, but IrCodeGen::new
only populated var_addrs from `ir.globals`, which doesn't contain
synthesized field entries for uninitialized structs. Every `p.x = N`
silently compiled to nothing.

Fix by exposing the IR lowerer's name→VarId map on IrProgram and
joining it with the analyzer's allocations in IrCodeGen::new. Every
allocated name that the lowerer knows about now gets a var_addrs
entry. Example ROMs are byte-identical (no example relied on the
dropped writes), but the bug was reachable — any user program with
a plain `var pos: Point` declaration and field writes would have hit
it silently.

Add `uninitialized_struct_field_store_emits_sta_to_allocated_address`
as a byte-level regression guard: compile `p.x = 123` and scan PRG
for `LDA #\$7B / STA <addr>`. Fails against the old silently-dropping
codegen.

https://claude.ai/code/session_01AoQ678uVeqpyayvWHpfDhC
2026-04-17 23:49:29 +00:00
Claude
40dec7907a
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
2026-04-17 11:58:02 +00:00
Claude
73dcf08c7a
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
2026-04-17 02:20:07 +00:00
Claude
a5f508a678
linker+ci: fix .dbg seg.ooffs to include iNES header + deepen probe
The `seg.ooffs` field in our ca65 .dbg output was off by 16 — it was
emitting the PRG-relative fixed-bank offset when ca65's convention
(and Mesen's DbgImporter.cs:301 math:
`Address = val - seg.start + ooffs - headerSize`) expects the raw
output-file offset, *including* the iNES header. The practical
consequence: every label Mesen resolved via the .dbg was 16 bytes
short of its true PRG offset, which silently corrupted source-line
mapping for the first bytes of each function.

Fix is a one-liner — drop the `saturating_sub(16)` and feed
`linked.fixed_bank_file_offset` straight into the ooffs field. Unit
tests in debug_symbols.rs updated to assert the new values (ooffs=16
for NROM, 16+16K*N for banked).

The Mesen probe (`tests/mesen/probe.lua`) is expanded in the same
change, because the sabotage test that caught this bug is also the
cleanest demonstration the probe is working:
 * checks all four entry-point labels resolve and land inside the
   fixed bank's CPU window ($C000-$FFFF);
 * asserts the linker's relative ordering (main_loop < Main_frame
   < nmi);
 * registers a startFrame callback, waits three frames, and verifies
   PC is still in the fixed bank + that `emu.read(main_loop.address,
   nesPrgRom)` returns 0xA5 (the LDA-zp opcode the runtime always
   places as main_loop's first instruction). The 0xA5 constant is
   what catches the ooffs regression — a less-specific "not 0xFF"
   check coincidentally passed even with ooffs=0 because the shifted
   address still landed on real code.

Verified locally by running the probe against hello_sprite's ROM
with four different `.dbg` mutations and confirming each triggers
the expected exit code.

https://claude.ai/code/session_01DfN3pKJLryr7vvNFBpcqmC
2026-04-17 01:27:50 +00:00
Claude
d075bc2c43
ci: add headless Mesen2 .dbg validation workflow
Run Mesen2's `--testRunner` mode in CI, point it at a NEScript-built
ROM + auto-loaded .dbg, and assert via Lua that the four entry-point
labels (`nmi`, `irq`, `Main_frame`, `main_loop`) we promised to emit
actually resolve. Failures encode which assertion broke into the exit
code so CI can report it without stdout (Mesen's emu.log is internal).

The setup needed three workarounds, each documented inline in the
workflow:
  * `touch settings.json` to skip Mesen's first-run GUI wizard, which
    blocks the --testRunner dispatch in Program.cs:74. Contents don't
    matter — Configuration.Deserialize falls back to defaults on parse
    error.
  * `DOTNET_SYSTEM_GLOBALIZATION_INVARIANT=1` to keep .NET from loading
    system libstdc++ via libicuuc. On Ubuntu 24.04 the dual libstdc++
    presence (system + MesenCore.so's bundled static copy) crashes
    MesenCore's static regex initialiser with std::bad_cast before any
    user code runs.
  * `xvfb-run` because Mesen's Avalonia UI calls XOpenDisplay before
    --testRunner is dispatched.

This is a separate workflow file from ci.yml because it depends on the
40 MB Mesen2 binary download + xvfb + sdl2, none of which the existing
jobs need. Cached by Mesen version so reruns are fast.

https://claude.ai/code/session_01DfN3pKJLryr7vvNFBpcqmC
2026-04-17 01:03:23 +00:00
Claude
e4751df143
linker: add ca65-compatible --dbg output for source-level debugging
Emit a `.dbg` debug-info file in the same format `ld65` produces, so
Mesen / Mesen2 / fceuX pick it up automatically and enable source-line
stepping, labelled variable inspection, and symbol-based breakpoints
without manual address lookups. Closes #23.

The new `render_dbg` helper stitches together metadata the compiler
already surfaces (linker label table, IR codegen `__src_<N>` markers,
analyzer variable allocations) into the file/mod/seg/scope/span/line/sym
records documented at https://cc65.github.io/doc/debugfile.html. Each
source-loc marker becomes a span that stretches to the next marker
(so breakpoints cover every byte the statement compiled into) plus a
line record pointing into it; `seg.ooffs` tracks the fixed bank's
PRG-relative start so banked MMC1/UxROM/MMC3 ROMs map cleanly too.

Reuses the `.mlb` symbol-name filter so internal skip/block labels
stay out of the debugger's symbol browser. `--dbg` implies the same
`__src_` marker emission as `--source-map` but leaves release builds
byte-identical when neither flag is passed.

https://claude.ai/code/session_01DfN3pKJLryr7vvNFBpcqmC
2026-04-16 22:39:08 +00:00
Claude
c09f9c0caa
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
2026-04-16 21:31:47 +00:00
Claude
53c454669d
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
2026-04-16 21:15:09 +00:00
Claude
0de1d60c33
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
2026-04-16 21:15:09 +00:00
Claude
bd30ac3010
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
2026-04-16 21:15:09 +00:00
Claude
6561daff35
linker: gate default smiley CHR tile on __default_sprite_used marker
Drop the built-in smiley from CHR tile 0 unless something in the
program actually references it. The marker fires when either:

  1. `IrOp::DrawSprite` lowering falls back to tile 0 because the
     sprite name doesn't resolve to a user declaration, or
  2. The same lowering sees a runtime `frame:` override (which
     could index any tile, including 0).

A third source of dependency — a background nametable entry of 0 —
is detected in the linker by scanning `bg.tiles` for zeros. This
preserves the smiley for programs like `examples/friendly_assets`
that use tile 0 as a background placeholder, even though their
draws resolve to user-declared sprites.

Programs whose draws all resolve to explicitly-declared sprites
with static frames AND whose backgrounds reference tiles 1+ now
leave CHR tile 0 as an all-zero blank, freeing 16 CHR bytes that
the user can treat as an always-transparent background tile.
Verified against the current example set: `sprites_and_palettes`
and `auto_chr_background` reclaim tile 0; every other example
keeps it (either they fall back to tile 0 via an undeclared draw
name or their background tilemap references tile 0).

All 33 emulator goldens still pass — removing an unreferenced CHR
tile can't change observable output.

https://claude.ai/code/session_016kM6P7PukktBDqTZexrrAN
2026-04-16 21:15:09 +00:00
Claude
7533ac281e
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
2026-04-16 21:15:08 +00:00
Claude
37974611ae
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
2026-04-16 21:15:08 +00:00
Claude
033d399565
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
2026-04-16 21:15:08 +00:00
Claude
df71c2bf50
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
2026-04-16 17:14:34 +00:00
Claude
0600f5b872
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
2026-04-16 17:10:02 +00:00
Claude
0b5470b054
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
2026-04-16 16:47:07 +00:00
Claude
20a244b9e7
examples: regenerate ROMs, gifs, and goldens after codegen local fix
Commit 76d0fd0 moved function-locals from a codegen-minted
`$0300+` absolute range into the analyzer's zero-page
allocations so inline-asm `{param}` substitutions resolve
correctly (compiler-bugs.md #1). Observable semantics are
preserved — the analyzer + codegen now agree, and every
primitive that used to work still does — but the emitted ROM
bytes change whenever a function reads or writes a local,
because zero-page addressing uses a 2-byte instruction and
absolute addressing uses 3.

Consequences that need regenerated artifacts:

- **Twelve committed `.nes` files are stale.** Same source, new
  compiler, different bytes. The `Build Examples` CI job
  rebuilds each example into a tmp path and diffs against the
  committed ROM, so any drift is a hard failure. Rebuilt all
  twelve (arrays_and_functions, bitwise_ops, coin_cavern,
  function_chain, loop_break_continue, mmc1_banked, platformer,
  pong, sprites_and_palettes, state_machine, structs_enums_for,
  war).

- **Three goldens drift by one animation frame.** Zero-page
  addressing shaves a cycle per local access, which over a full
  frame handler shifts timing-sensitive sequences by a cycle or
  two. war's dealing animation and platformer + pong's audio
  tick stream catch the shift at frame 180 — war's card under
  player A's deck is now one frame earlier in its slide, and all
  three programs' captured audio buffers start from slightly
  different envelope positions. The new goldens (`war.png` + the
  three `.audio.hash` files) reflect the same code compiled with
  the cycle-count-corrected primitives.

- **`platformer.gif` and `war.gif` rebuild.** Same one-frame
  timing drift, integrated across 360 frames of captured
  gameplay — the emulator job's gif-reproducibility check
  wouldn't pass without the refresh. `pong.gif` happened to
  byte-match the old capture after rebuild.

All verified:
  - `cargo clippy --all-targets -- -D warnings` clean on both
    rustc 1.94.1 and 1.95.0.
  - `cargo test --all-targets` — 616 + 3 + 75 tests pass.
  - Full emulator harness — 34/34 ROMs match goldens.
  - Committed-ROM reproducibility diff clean — every
    `examples/*.ne` compiles byte-identical to its committed
    `.nes`.
  - `docs/{platformer,war,pong}.gif` byte-match fresh captures.
  - SHA-256 of "NES" still computes to `AE9145DB…4E0D`.

https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 16:12:46 +00:00
Claude
76d0fd0d28
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
2026-04-16 16:03:10 +00:00
Claude
ba23f8578a
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
2026-04-16 14:02:58 +00:00
Claude
6d9ebc7d7b
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
2026-04-16 10:44:57 +00:00
Claude
21b91f6398
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
2026-04-16 01:25:29 +00:00
Claude
318a2f8bef
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.
2026-04-16 00:37:23 +00:00
Claude
5e5bed39a5
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
2026-04-15 22:07:19 +00:00
Claude
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
2026-04-15 21:33:00 +00:00
Claude
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
2026-04-15 20:33:41 +00:00
Claude
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
2026-04-15 18:31:15 +00:00
Claude
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
2026-04-15 16:08:03 +00:00
Claude
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
2026-04-15 15:57:26 +00:00
Claude
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
2026-04-15 15:22:20 +00:00
Claude
e8d602c1bc
codereview: address six findings from a fresh review pass
A focused review of the branch surfaced two correctness bugs and
four important polish items in the new features. None of the
existing example goldens shift — every fix is gated on conditions
that don't fire in the committed examples.

**debug.frame_overran() never reset between frames in implicit
wait_frame programs.** The IR-level WaitFrame op cleared $07FE,
but the implicit main-loop flag-clear that runs between dispatch
iterations only cleared ZP_FRAME_FLAG. A program whose
`on frame { ... }` body had no explicit `wait_frame` would latch
$07FE to 1 on the first miss and never reset, breaking
`debug.assert(not debug.frame_overran())` guards. The dispatch
loop now also clears $07FE in debug builds, mirroring the
WaitFrame path. New regression test asserts the main loop emits
exactly one STA $07FE in a no-wait_frame debug build.

**Metasprite base-tile resolution silently miscompiled for
`@chr` / `@binary` sprites.** The IR lowering walks
`program.sprites` to compute base tile indices but assumes
1 tile per non-Inline source, while the real asset resolver
reads the file. The analyzer now hard-rejects the combination
with a clear "use inline pixels" hint instead of letting it
compile to a visual glitch. New analyzer test
`analyze_metasprite_with_external_chr_sprite_errors` covers it.

**next_sprite_tile capping silently allowed CHR overlap.** The
pipeline used `.min(255)` which would let a background tile
overwrite a sprite tile when the sprite range filled the
pattern table. Now hard-errors via CompileError::AssetResolution
when the sprite range >= 256 *and* the program declares any
`@nametable(...)` background. Inline backgrounds aren't affected.

**Linker silently truncated background CHR overflow.** The
`if end <= chr.len()` guard at the CHR copy site dropped any
auto-CHR bytes that would have run past the pattern table.
Replaced with a debug assertion since the resolver should
have caught it upstream — defense in depth.

**Stale comment in nested_structs.ne** said struct literals
"don't accept array fields yet" while the example itself
demonstrates inline array fields working through
`expand_struct_literal_init`. Comment updated.

**Misleading sentinel comment in audio.rs** described the pitch
envelope's trailing zero as a runtime sentinel; in practice the
volume tick `JMP`s to `__audio_sfx_done` first and the pitch
update block never reads the trailing byte. Rewrote the comment
to clarify it's padding for predictable blob length.

Also tidies up two minor items the reviewer flagged:

- `flatten_struct_fields` rebuilt the `struct_sizes` HashMap on
  every leaf field; hoisted the snapshot to the function entry.
- Integration tests called `resolve_backgrounds(..., 0)` (the new
  `next_sprite_tile` parameter); changed to `1` so a future
  PNG-nametable test fixture won't accidentally overwrite the
  runtime smiley at tile 0.

https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
2026-04-15 03:56:42 +00:00
Claude
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
2026-04-15 03:29:58 +00:00
Claude
6b080316a4
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
2026-04-15 03:13:30 +00:00
Claude
9878b7d87d
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
2026-04-15 02:54:56 +00:00
Claude
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
2026-04-15 02:37:19 +00:00