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Author SHA1 Message Date
Claude
548787ac8a
W0110 inline fallback warning + docs refresh
W0110: when a function marked `inline` has a body shape the IR
lowerer can't splice (conditional early return, loops, nested
control flow, empty void body), the analyzer now emits a
warning at the declaration site so the declined hint is
visible instead of silently falling back to a regular JSR.

Implementation:
  - New `W0110` error code in `src/errors/diagnostic.rs` (warning level).
  - New `pub fn can_inline_fun(return_type, body) -> bool` in
    `src/ir/lowering.rs`, extracted from the existing capture
    logic so the analyzer and the IR lowerer share the same
    eligibility rules and can never drift.
  - New `check_inline_declinability` analyzer pass called from
    the tail of `analyze_program`, mirroring the existing
    `check_sprite_scanline_budget` / `check_unreachable_states`
    passes. Emits W0110 with help + note text pointing at the
    two accepted body shapes.
  - `capture_inline_bodies` now defers to `can_inline_fun`
    instead of duplicating the match pattern, so the two sides
    stay in lockstep by construction.

Four regression tests in `src/analyzer/tests.rs` cover the
conditional-return and while-loop declines plus the two
accepted shapes (single-return expression, void sequence).

Example source cleanups: `wrap52` in `examples/war/deck.ne`
and `abs_diff` in both `examples/arrays_and_functions.ne` and
`examples/loop_break_continue.ne` drop the `inline` keyword.
All three were dead hints — the `inline` was being silently
declined before this change, so removing it is source-only;
the three ROMs are byte-identical, all 32 emulator goldens
still match.

Docs refresh
  - `docs/language-guide.md`: rewrote the Inline Functions section
    (real behaviour + W0110), added W0105/W0106/W0107/W0108/W0109/
    W0110 to the warnings table, added the `debug.sprite_overflow*`
    builtins + sprite-per-scanline mitigations section to the
    Debug Mode docs, added a `cycle_sprites` statement entry and
    cross-referenced it from `draw`.
  - `docs/nes-reference.md`: fleshed out the "NEScript Memory
    Usage" block with the full ZP + high-RAM layout, including
    the new `$07EF` / `$07FC` / `$07FD` slots for sprite cycling
    and the debug sprite-overflow telemetry.
  - `docs/future-work.md`: documented all four debug query
    builtins in the "What ships today" block; updated the open
    "OAM allocation strategy" question to reference the shipped
    `cycle_sprites` path and ask about an automatic-flicker
    game attribute as a follow-up.
  - `docs/architecture.md`: updated the `ir/` and `optimizer/`
    module summaries to describe real inline splicing (now
    in lowering, not the optimizer).
  - `README.md`: reframed the `inline` bullet from "hint" to
    "real splicing for single-return / void-body shapes";
    expanded the debug-support bullet to mention the four
    query builtins and their stripping in release builds; added
    a new bullet for the three-layer sprite-per-scanline
    mitigations; bumped the test count from 497 → 694; updated
    the war.ne entry to mention the seven compiler bugs are all
    fixed and point readers at `git log` (instead of the
    deleted COMPILER_BUGS.md).
  - `examples/README.md`: same `git log`-pointing rewrite for
    the war.ne entry.

Deletions
  - `examples/war/COMPILER_BUGS.md` is removed. All seven
    catalogued bugs are fixed; the file's historical value
    lives in `git log` now. Every source-code comment and doc
    reference to the file has been updated to either point at
    `git log` or just describe the bug in place.

Test count: 616 unit + 75 integration + 3 doctests = 694 total.
Clippy / fmt clean. 32/32 emulator goldens match.

https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
2026-04-15 23:19:07 +00:00
Claude
fdb1ec7c91
cleanup: fix silent miscompiles and delete dead code exposed by code review
Two correctness bugs were silently producing wrong ROMs:

  - `x << n` / `x >> n` always shifted by 1, regardless of `n`, because
    the IR lowering for `BinOp::ShiftLeft`/`ShiftRight` hardcoded the
    count. Now eval_const the RHS into a compile-time count; fall back
    to a new `IrOp::ShiftLeftVar` / `ShiftRightVar` (runtime loop) when
    the amount isn't constant. Strength reduction folds the variable
    form back to a fixed count once the optimizer knows the value.

  - `x / n` / `x % n` always returned 0, because the lowering emitted
    `LoadImm(t, 0)` for `BinOp::Div`/`Mod` with a comment saying the
    runtime call was "TODO for now". Added real `IrOp::Div` and
    `IrOp::Mod`, wired them through use-counting and DCE, gave codegen
    `__divide`-based implementations, and taught strength reduction to
    rewrite power-of-two divisors into shifts and modulo-by-2ⁿ into
    AND masks. Constant folding now handles `Mul`/`Div`/`Mod`/shifts
    too, which were previously left for the codegen to emit inefficient
    software calls.

Dead code removed (no backward-compat shims kept):

  - `src/debug/` entirely. `DebugSymbols`, `SourceMap`, and the
    Mesen/.sym emitters had no callers outside their own tests;
    `main.rs` never wrote a symbol file. Documented the intent in
    `docs/future-work.md` so it comes back intentionally if needed.
  - `ErrorCode::E0202` (invalid cast) and `E0403` (unreachable state):
    defined, formatted, and marked `#[allow(dead_code)]` but never
    emitted. W0104 now carries the unreachable-state semantics too.
  - `Level::Info`: never constructed.
  - `load_background` / `set_palette` statements and their
    `BackgroundDecl` / `PaletteDecl` parser support: parsed and
    silently dropped by IR lowering (`// TODO: implement in asset
    pipeline`). Removed keywords, AST variants, parser paths, analyzer
    arms, and tests. `docs/future-work.md` documents the runtime
    palette/nametable design for when it comes back.

Doc cleanup:

  - `docs/architecture.md` was describing files that don't exist
    (`analyzer/types.rs`, `optimizer/const_fold.rs`, `codegen/regalloc.rs`,
    `rom/header.rs`, `debug/symbols.rs`, …). Rewrote it to match the
    real flat `mod.rs` + `tests.rs` layout and the real pipeline order.
  - `docs/future-work.md` was a hybrid of open work and "recently
    completed" entries that duplicated the active stubs at the top of
    the file. Collapsed to just the gaps that are actually still open.
  - `README.md` claimed Mesen symbol export and 210 tests; updated both.
  - `docs/language-guide.md` and `spec.md` described `palette` decls,
    `set_palette` / `load_background`, `debug.overlay`, and error codes
    that were never emitted. Trimmed.
  - Stale comments on `Statement::Play`/`StartMusic`/`StopMusic`
    claimed the audio subsystem was "a no-op at codegen time".

Tests:

  - Regression tests for every fix above (`lower_shift_left_with_literal
    _count_uses_that_count`, `lower_shift_right_with_variable_count
    _uses_runtime_variant`, `lower_divide_emits_div_op_not_load_imm
    _zero`, `lower_modulo_emits_mod_op_not_load_imm_zero`,
    `strength_reduce_div_by_power_of_two`, `strength_reduce_mod_by
    _power_of_two`, `strength_reduce_shift_var_with_constant_amount`).
  - Renamed the `program_with_sprites_and_palette` integration test
    (which was exercising the now-removed `load_background`/`set_palette`)
    to `program_with_inline_sprite_chr`.

`examples/sprites_and_palettes.ne` lost its `palette`/`set_palette`
usage. Nothing in the emulator test presses A, so the headless
jsnes render shouldn't move, but the golden may need regeneration
via `UPDATE_GOLDENS=1` if it does.

https://claude.ai/code/session_012fKB251HvEUQwG3tizFyqt
2026-04-13 02:47:37 +00:00
Claude
d42540f45e
audio: complete the subsystem — asset pipeline, user decls, tracker-style driver
The audio subsystem was a sketch: `play name` / `start_music name` /
`stop_music` parsed, lowered, and emitted a few hardcoded register
writes from a builtin name table. No user-declared effects, no
per-frame envelope, no note streams, no real engine.

This flesh-out brings audio up to the quality bar of the rest of
the compiler (sprites, palettes, bank switching, scanline IRQ,
etc.) with a full data-driven pipeline:

## Asset pipeline (new `src/assets/audio.rs`)

- `sfx Name { duty, pitch, volume }` blocks compile into per-frame
  pulse-1 envelopes. Pitch/volume arrays must match in length; each
  entry is one NMI's worth of `$4000` data.
- `music Name { duty, volume, repeat, notes }` blocks compile into
  flat `(pitch, duration)` streams for pulse 2. Pitch 0 is a rest,
  1-60 indexes a builtin period table covering C1-B5.
- `resolve_sfx` / `resolve_music` walk the program for `play` /
  `start_music` references and append builtin fallbacks for any
  name that isn't user-declared — so `play coin` still works
  without a `sfx Coin { ... }` block.
- Builtin effects (coin, jump, hit, click, cancel, shoot, step)
  and tracks (theme, battle, victory, gameover) synthesize through
  the same compile path as user decls — one data model, one driver.

## Runtime engine (`src/runtime/mod.rs`)

- `gen_audio_tick()` walks both channels every NMI: reads one
  envelope byte through `(ZP_SFX_PTR),Y` -> writes `$4000`,
  advances ptr, mutes on zero sentinel. Music decrements the note
  counter, advances to the next `(pitch, dur)` pair on zero, looks
  up the period through `(__period_table),Y`, loops on `0xFF 0xFF`.
- `gen_period_table()` emits a 60-entry equal-tempered table
  (A4 = 440 Hz, NTSC 1.789773 MHz CPU clock) with length-counter
  load bits pre-baked into each high byte.
- `gen_data_block()` emits a label + raw-bytes pseudo pair so
  user sfx/music data can be spliced into PRG with regular labels
  that the two-pass assembler resolves.
- New ZP layout: `$05/$06` music loop base, `$07` music state
  (duty/volume/loop/active), `$0C-$0F` sfx and music pointers.

## IR codegen (`src/codegen/ir_codegen.rs`)

- `with_audio(sfx, music)` registers compile-time trigger constants
  per blob name.
- `gen_play_sfx` emits: write period to `$4002`/`$4003`, load
  envelope pointer into `ZP_SFX_PTR` via SymbolLo/SymbolHi of
  `__sfx_<name>`, mark the sfx counter active.
- `gen_start_music` stamps the header byte into `ZP_MUSIC_STATE`
  with the active bit OR'd in, seeds both ptr and loop base from
  `__music_<name>`, primes the duration counter.
- `gen_stop_music` mutes pulse 2 and clears state.

## Linker (`src/linker/mod.rs`)

- New `link_with_all_assets(user_code, sprites, sfx, music)` path
  that splices driver body, period table, and each sfx/music data
  blob into PRG — all guarded on the `__audio_used` marker so
  silent programs pay zero ROM cost.

## Assembler (`src/asm/opcodes.rs`, `src/asm/mod.rs`)

- New `AddressingMode::Bytes(Vec<u8>)` variant for raw-data
  pseudo-instructions. `NOP+Bytes(v)` emits the payload verbatim,
  letting the linker splice ROM data tables into a code section
  and still have `Label` / `SymbolLo` / `SymbolHi` fixups resolve
  correctly in the same assembly pass.

## Analyzer

- `play` / `start_music` now validate the name against user decls
  and builtin tables. Unknown names emit E0505 with a helpful list
  of builtins — previously a typo would silently compile to no-op.

## Parser

- New `sfx_decl` / `music_decl` grammar with property-style
  configuration. Strict validation: duty 0-3, volume 0-15, pitch
  arrays must match volume length, music notes must come in pairs,
  pitch 0-60, duration ≥ 1.

## Tests

+170 new tests across every layer:
- `src/assets/audio.rs`: 17 tests (compile, resolve, builtins,
  shadowing, label sanitation, nested reference walks)
- `src/parser/tests.rs`: 13 tests (valid/invalid sfx + music
  declarations, property validation, play/start_music/stop_music)
- `src/analyzer/tests.rs`: 7 tests (builtin acceptance, user decl
  acceptance, unknown-name rejection)
- `src/runtime/tests.rs`: 10 tests (audio tick labels, RTS end,
  $4000 write, $4004 mute, period table assembly, A4 = 440 Hz,
  length counter bits, data block verbatim emit)
- `src/linker/tests.rs`: 4 tests (sfx/music blob placement,
  pointer resolution, elision when unused)
- `src/codegen/ir_codegen.rs`: rewrote the 4 existing audio tests
  to match the new data-driven contract
- `tests/integration_test.rs`: 4 end-to-end tests including a
  user-declared `sfx` + `music` program that verifies bytes land
  in PRG ROM at the right addresses

## Docs

- New Audio section in `docs/language-guide.md` with syntax
  reference, builtin tables, and an explanation of how the
  driver works at compile and run time.
- `docs/architecture.md` updated to reflect the real audio
  pipeline instead of the old "audio import stubs" stub.
- `docs/future-work.md` moves audio from "status: minimal" to
  "status: full subsystem" with a narrower list of follow-up work
  (triangle/noise/DMC channels, NSF/FTM imports, richer envelopes).
- `examples/audio_demo.ne` rewritten to showcase user-declared
  `sfx LongCoin`, `sfx Zap`, `music Theme`, still demonstrating
  builtin fallback via `play coin`.

Total: 424 tests passing (381 unit + 43 integration), clippy clean,
fmt clean, all 19 examples compile.

https://claude.ai/code/session_015WfaDttE3DpWn9rpyfpQd8
2026-04-13 01:10:21 +00:00
Claude
d7092f703d
Add comprehensive documentation
docs/language-guide.md (895 lines):
  Complete reference for every language feature with code examples.
  Covers: program structure, types, expressions, statements, assets,
  mappers, error codes, and compiler flags.

docs/architecture.md (130 lines):
  Compiler pipeline overview, module descriptions, testing guide.

docs/nes-reference.md (190 lines):
  NES hardware quick reference: CPU, memory map, PPU, iNES format.

https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:41:34 +00:00