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Author SHA1 Message Date
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
a924dcc59c
docs: mark PRNG/edge-input/palette-brightness/AxROM/CNROM/FCEUX as shipped
Updates the cc65/nesdoug-gap catalogue sections to reflect what
landed in 7507459. Remaining items reshuffle: i16 and the VRAM
update buffer stay at the top of the priority ranking.
2026-04-18 18:14:48 +00:00
Claude
c96135fd86
docs: catalog cc65/nesdoug parity gaps in future-work.md
Enumerates the gaps between NEScript today and what the cc65/nesdoug
ecosystem exposes: i16/pointers/bitfields, VRAM update buffer,
metatiles, edge-triggered input, PRNG, palette fade, sprite-0 split,
additional mappers (AxROM/CNROM/UNROM-512/MMC5), FamiStudio import,
SRAM saves, PAL/NTSC abstraction, NSF output, Zapper/Power Pad,
configurable debug port, FCEUX .nl labels, and explicit bank hints.
Each item has a design sketch and the section ends with a priority
ranking. This is the planning doc the follow-up implementation
commits will chip away at.
2026-04-18 17:41:26 +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
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
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
6501f105bd
docs/future-work: prune items shipped on this branch
- PNG-sourced assets: drop the "automatic CHR generation" TODO
  now that `png_to_nametable_with_chr` ships with the resolver.
- User code distribution: drop the banked → banked TODO; only
  greedy size-packing and the MMC3 per-state-handler split remain.
- Language feature gaps: drop the metasprite row from the post-v0.1
  table and add a paragraph describing the new `metasprite` syntax.
  Drop the "nested struct / array struct field" gap; replace it
  with a note about the still-rejected array-of-structs case.
- Audio pipeline: note the new pulse pitch envelope path; replace
  the "pitch latches once" TODO with the triangle/noise extension.
- Debug instrumentation: note `debug.frame_overrun_count()` and
  `debug.frame_overran()`; drop the matching "richer telemetry" TODO.

Items kept (and unchanged) include the WASM build target, register
allocator, fixed-point arithmetic, text/HUD, tilemaps, SRAM, DMC,
multi-channel tracker, NSF/FTM imports, debug.overlay, per-state
background swaps, and the four open design questions.

https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
2026-04-15 03:31:58 +00:00
Claude
359c945c30
docs: update future-work to reflect shipped items
Trims entries that landed on claude/complete-future-work-LQyos
(PNG assets, user code banking, NES 2.0 header, u16 struct fields,
triangle/noise sfx, .mlb/source-map/bounds-check/overrun
instrumentation, --no-opt, bench scaffolding, W0102/W0105-W0107
warnings) and keeps the remaining genuine gaps.

https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM
2026-04-14 11:43:59 +00:00
Claude
688d9afcec
platformer: end-to-end side-scroller demo + three runtime bug fixes
Adds `examples/platformer.ne`, a full side-scrolling game that
exercises nearly every subsystem of the compiler in one program:
custom CHR tileset, 32×30 background nametable with per-region
attribute palettes, 2×2 metasprite hero with gravity/jump physics,
wrap-around horizontal scrolling, moving enemies, coin pickups,
user-declared SFX + music, and a Title → Playing state machine
with autopilot so the headless jsnes harness captures real
gameplay at frame 180. Tile art + nametable are generated by
`scripts/gen_platformer_tiles.rs` (`cargo run --bin gen_platformer_tiles`).

Building this out uncovered three independent runtime bugs that
together made the example render as black-on-black smileys. All
three are fixed in this commit:

1. **`gen_init` enabled sprite rendering before the linker's
   initial palette/background load runs.** The PPU's v-register
   auto-increments on every `$2007` write *during active
   rendering*, so the palette load (32 B) and nametable load
   (1024 B) were scrambled past the first ~72 bytes — every
   existing program with a `background Level { ... }` block was
   silently rendering zero-filled VRAM. Fix: leave `PPU_MASK = 0`
   at the end of `gen_init` and emit a new `gen_enable_rendering`
   call *after* all initial VRAM writes complete.

2. **Audio tick corrupted `ZP_CURRENT_STATE`.** The audio
   driver's period-table lookup reused `$02/$03` as a temporary
   indirect pointer with a comment claiming the slots were free
   because the tick doesn't call mul/div. But `$03` is also
   `ZP_CURRENT_STATE` used by the state dispatch loop, so every
   music note silently overwrote the state index with the high
   byte of `__period_table` (`0xC5` in the platformer ROM),
   wedging the state machine forever. Fix: `gen_nmi` now PHAs
   `$02/$03` on entry and PLA-restores them on exit, and the
   audio tick JSR moves inside that save/restore window (it used
   to be spliced by the linker *before* the register saves, so
   even A/X/Y were technically being trashed pre-save). Only
   `audio_demo`'s audio hash shifts (its note timings move a few
   cycles); every other golden is unchanged.

3. **Sub-palette mirroring footgun.** Writing a 32-byte palette
   blob sequentially causes the sprite sub-palettes' "index 0"
   slots at `$3F10/$3F14/$3F18/$3F1C` to clobber the background
   universal colour at `$3F00/$3F04/$3F08/$3F0C` via NES hardware
   mirroring. The example's palette sets all eight first bytes
   to `$22` (sky blue) for this reason; `docs/future-work.md`
   picks up a TODO to warn on inconsistent first-byte values in
   the analyzer.

Also:

- `docs/platformer.gif` — 6-second recording of the example
  running in jsnes, generated by the new
  `tests/emulator/record_gif.mjs` puppeteer helper (encodes via
  `gifenc`, committed as a dev-dependency under
  `tests/emulator/package.json`).
- README / examples/README tables and the 497-test count are
  updated to cover the new example.

https://claude.ai/code/session_01BcCcHi6FUmTh8jC7UgkA3A
2026-04-13 13:04:26 +00:00
Claude
d98c7f3d82
palette/background: first-class declarations with reset-time load and runtime swaps
Re-adds `palette Name { colors: [...] }` and
`background Name { tiles: [...], attributes: [...] }` as first-class
declarations, plus `set_palette Name` and `load_background Name`
statements for runtime swaps. Unlike the previous iteration that
quietly no-op'd, this one is fully wired through the pipeline and
its behavior is pinned by both unit tests and an emulator golden.

Pipeline:

- Lexer: re-adds `palette`, `background`, `set_palette`,
  `load_background` keywords and tokenizes them.
- AST: `PaletteDecl` (name + 1..=32 colour bytes) and `BackgroundDecl`
  (name + 0..=960 tile bytes + 0..=64 attribute bytes) live in
  `Program`. `Statement::SetPalette` and `Statement::LoadBackground`
  name-reference these declarations.
- Parser: `palette Name { colors: [...] }` / `background Name
  { tiles: [...], attributes: [...] }` blocks and their statement
  forms parse via the existing byte-array helper.
- Analyzer: validates colour indices ($00-$3F), palette length
  (<=32), nametable length (<=960), attribute length (<=64), and
  duplicate decl names. `set_palette` / `load_background` targets
  must reference a declared name (E0502 otherwise). When a program
  declares palette or background, the analyzer bumps the user
  zero-page allocator's starting address from `$10` to `$18` to
  reserve `$11-$17` for the runtime update handshake — programs
  that don't use the feature keep the old layout so their emulator
  goldens stay byte-exact.
- Assets: `PaletteData` and `BackgroundData` resolve declarations
  into zero-padded fixed-size blobs (32 / 960 / 64 bytes) and
  expose `label()` / `tiles_label()` / `attrs_label()` for codegen
  to reference.
- IR: new `IrOp::SetPalette(String)` and
  `IrOp::LoadBackground(String)`; lowering forwards the names
  verbatim.
- Codegen: `gen_set_palette` writes the palette label pointer into
  ZP `$12/$13` and ORs bit 0 into the update flags at `$11`;
  `gen_load_background` does the same for tile/attribute pointers
  at `$14/$15/$16/$17` with bit 1. Both emit a `__ppu_update_used`
  marker so the linker splices in the NMI apply helper only when
  the feature is actually used.
- Runtime: `gen_initial_palette_load` and
  `gen_initial_background_load` write the first declared
  palette/background at reset time (before rendering is enabled,
  where PPU writes are safe). `gen_nmi(has_ppu_updates)` takes a
  new flag; when true it splices `gen_ppu_update_apply` at the top
  of the NMI body, which checks the `$11` flags byte and copies
  pending palette / nametable data to `$3F00` / `$2000` inside
  vblank. All helpers use only ZP $02/$03 as scratch at reset time
  and never clobber ZP slots live across NMI.
- Linker: new `link_banked_with_ppu` takes slice of `PaletteData` /
  `BackgroundData`; splices each blob as a labelled data block in
  PRG ROM, picks the first-declared as the reset-time load target,
  enables background rendering automatically when a background is
  declared, and threads `has_ppu_updates` into `gen_nmi`. Old
  `link_banked` remains as a thin wrapper for callers without
  palette/background data so existing tests don't shift.

Tests:

- Lexer: tokenization of the 4 new keywords (single added test case).
- Parser: 5 new tests for `palette` / `background` decls with and
  without attributes, plus `set_palette` / `load_background`
  statements.
- Analyzer: 9 new tests covering acceptance of declared
  palettes/backgrounds, E0502 for unknown names, E0201 for
  out-of-range NES colors and oversized blobs, E0501 for duplicate
  names, and the zero-page-layout guard (palette/bg decls bump ZP
  start; no decls keeps it at $10).
- Resolver: 3 new tests for zero-padding, truncation of oversized
  decls, and label derivation.
- IR: 2 new lowering tests for `set_palette` and `load_background`.
- Integration: 5 new tests — blob contents spliced verbatim into
  PRG, `STA $12` / `STA $14` emitted by set_palette /
  load_background codegen, and a regression guard that programs
  without palette/background still land user vars at $10.
- Emulator: new `examples/palette_and_background.ne` driven by a
  frame counter that toggles between `CoolBlues` / `WarmReds` and
  `TitleScreen` / `StageOne` every 90 frames. Golden PNG and audio
  hash checked in under `tests/emulator/goldens/` and verified via
  `node run_examples.mjs` — rendered image shows the blue
  `CoolBlues` palette with the nametable populated from
  `TitleScreen`.

Docs:

- `README.md` adds the feature to the headline list and the example
  table.
- `docs/language-guide.md` restores the palette/background sections
  with the full 32-byte layout table and `set_palette` /
  `load_background` statement references.
- `docs/future-work.md` replaces the "removed as dead code" entry
  with the remaining gaps (PNG-sourced palette and nametable
  assets, cross-vblank large background updates, memory-map
  reporting).
- `spec.md` restores the grammar productions and usage examples.
- `examples/README.md` lists the new demo.

All 497 unit + integration tests pass. Clippy clean. All 21
emulator goldens match after the update pass.

https://claude.ai/code/session_012fKB251HvEUQwG3tizFyqt
2026-04-13 11:11:33 +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
9a539ea068
compiler: audio driver, u16 arithmetic, multi-scanline, slot recycling
Five language features and optimizations from the planned-work backlog:

- **Minimal audio driver**: `play`/`start_music`/`stop_music` now generate
  APU pulse-1/pulse-2 writes from a builtin SFX/music name table, and
  the NMI handler gains a `JSR __audio_tick` splice (via the linker's
  `__audio_used` marker lookup) that ages an SFX countdown counter and
  mutes pulse 1 when the tone expires. Programs that never trigger
  audio pay zero ROM cost.

- **u16 arithmetic and comparisons**: new IR ops `LoadVarHi`, `StoreVarHi`,
  `Add16`, `Sub16`, and six `Cmp*16` variants. The lowering context
  tracks variable types via the analyzer's symbol table and routes
  expressions through the 8-bit or 16-bit path based on operand width.
  Add16 emits `CLC;ADC;ADC` with carry propagating naturally into the
  high byte; compares dispatch high-byte-first with a short-circuit
  low-byte fallback. Fixes a silent miscompile where `big += 1` on a
  u16 var only incremented the low byte.

- **Multi-scanline handlers per state**: `gen_scanline_irq` now
  dispatches on `(current_state, ZP_SCANLINE_STEP)` and reloads the
  MMC3 counter with the delta to the next scanline in the same state.
  `gen_scanline_reload` resets the step counter at the top of each
  NMI so a state with multiple handlers fires them in ascending line
  order. Previously only the first handler per state ever fired.

- **IR temp slot recycling**: `build_use_counts` pre-scans each
  function to count per-temp uses; `retire_op_sources` decrements
  the counts after each op and pushes dead slots back onto
  `free_slots` for later allocation. `bitwise_ops.ne` used to crash
  (debug) or miscompile (release) once it hit 128 concurrent temps;
  with recycling the same function now uses ~4 slots instead of 136.

- **INC/DEC peephole fold + improved dead-load elimination**:
  `fold_inc_dec` collapses `LDA addr; CLC; ADC #1; STA addr` into
  a single `INC addr` (and the SEC/SBC variant into `DEC addr`),
  saving 5 bytes and 5 cycles per increment. The fold is suppressed
  when the next instruction reads carry. `remove_dead_loads` now
  walks past INC/DEC/STX/STY (which don't touch A) to find the
  actual next A-use, catching more dead loads.

Tests: 331 unit + 39 integration (up from 313 + 37), including new
guards for audio, u16, multi-scanline, and slot recycling.

https://claude.ai/code/session_01A8qk3gw2jWSzdiXBZPZSFE
2026-04-12 22:21:53 +00:00
Claude
e1e10561b1
docs: scrub remaining stale AST-codegen references
Fallout from removing the `--use-ast` flag and the AST codegen.
Four references in `docs/future-work.md` and one in `plan.md` were
still implying a parallel AST code path existed:

- `future-work.md` "--debug CLI flag wired" entry — said the flag
  threads through `CodeGen::with_debug` (the old AST codegen's
  builder). Updated to `IrCodeGen::with_debug`.
- `future-work.md` IR debug.log/assert entry — had a parenthetical
  "(same behavior as AST codegen)" that no longer makes sense
  without an AST codegen to compare against. Dropped.
- `future-work.md` inline assembly entry — said "Both IR and AST
  codegen splice parsed instructions directly into the output
  stream." There's only the IR codegen now. Updated.
- `future-work.md` `on scanline(N)` entry — described scanline
  handling as "codegen (MMC3 IRQ vector wiring) is still TODO."
  That wiring has been in place for a while: the IR codegen
  emits `__irq_user` + `__ir_mmc3_reload` with per-state
  dispatch, and `examples/scanline_split.ne` and
  `examples/mmc3_per_state_split.ne` both exercise it in the
  jsnes smoke test. Rewrote the entry to match reality.
- `plan.md` M2 "Compiler phases built" list — had "Codegen from
  IR (replacing direct AST codegen)." The present-tense
  parenthetical read as if AST codegen still existed; stripped
  it. M1's "direct AST → 6502, skip IR for this milestone" line
  is left as a historical milestone scope description.

One intentional mention remains: `future-work.md` "Recently
completed" bullet explicitly notes the AST-based path and the
`--use-ast` flag were removed. That's the correct tombstone.

https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
2026-04-12 20:53:36 +00:00
Claude
a757336681
Remove the legacy AST codegen — IR path is canonical now
The `--use-ast` path through `src/codegen/mod.rs` was a strictly
inferior subset of the IR codegen. Building every example with
`--use-ast` through the jsnes harness:

- `arrays_and_functions` — fully black (array init + function
  return values + OAM-in-loop all broken)
- `structs_enums_for` — fully black (struct literal is a no-op,
  all fields stay at 0)
- `inline_asm_demo` — fully black
- `bitwise_ops`, `loop_break_continue` — below sprite floors
  (static `next_oam_slot` bug B)
- `match_demo` — panics at compile time with
  `branch offset 153 out of range` (AST's if/else-chain
  desugaring of `match` emits short branches that can't reach
  the far arms in a multi-arm match)

Six of fourteen examples are non-functional under `--use-ast`.
The other eight happen to fall inside the subset AST handles
(no arrays, no structs, no function return values, no
multi-sprite loops, no long match chains).

`docs/future-work.md` already listed "Once working, delete the
AST-based codegen entirely" as the intended direction. It's
working, so this commit does the deletion.

What's removed:
- The `CodeGen` struct, its impl block, and every helper in
  `src/codegen/mod.rs` (the AST codegen body) — ~1150 lines.
  The file is now a module header that re-exports `IrCodeGen`.
- `src/codegen/tests.rs` — 15 AST-specific instruction-pattern
  tests. Every feature they covered has an equivalent test in
  `src/codegen/ir_codegen.rs::{tests,more_tests}` already.
- The `--use-ast` CLI flag and its branch in `src/main.rs`.
- `compile_with_ir_codegen` in `tests/integration_test.rs` —
  `compile()` now does what it did, so they merged. All 40
  integration tests go through the IR path.
- Outdated sections in `docs/future-work.md` that described the
  IR codegen as "not yet implemented" and listed AST codegen
  gaps as priority work.

What's kept:
- `src/codegen/ir_codegen.rs` — the real codegen.
- `src/codegen/peephole.rs` — post-codegen cleanup pass, now
  run unconditionally from `main.rs`.

Test plan:
- `cargo test --release` — 313 unit + 37 integration tests pass
  (was 328 + 37; the 15 dropped are the deleted AST-specific
  tests).
- `cargo fmt --check` clean.
- `cargo clippy --release --all-targets -- -D warnings` clean.
- `node tests/emulator/run_examples.mjs` — 14/14 ROMs render
  above their per-example nonBlack floors.
- The one tightening: `sprite_resolution_uses_tile_index` was
  asserting on the old static-slot encoding
  (`A9 01 8D 01 02`). Updated to the cursor-based form
  (`A9 01 99 01 02`, i.e. STA AbsoluteY).

Net diff: 1581 deletions, 62 insertions.

https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
2026-04-12 20:37:59 +00:00
Claude
49317167da
docs: future-work.md — document all new additions
Covers struct literals, match, for loops, semicolons, inline asm
{var} substitution, raw asm, poke/peek intrinsics, and the new
--memory-map / --call-graph flags.

https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 17:47:09 +00:00
Claude
f17f1e7267
docs: future-work.md — document all recent additions
Lists structs, for loops, audio parsing, const folding, on_scanline
codegen, all new peephole passes, and the fixed function call ABI /
local variable allocation. Re-prioritizes remaining work.

https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 17:07:54 +00:00
Claude
de49c1a8ba
docs: future-work.md adds enums, peephole, --dump-ir
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 11:43:01 +00:00
Claude
c49c36b516
Update future-work.md with recently completed items
Documents the analyzer improvements (call arity, return type, W0101,
W0102, W0104, E0301, E0505), the \`on scanline\` parser/analyzer
support, and the inline assembly subsystem. Reorders the remaining
priority list.

https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 11:17:19 +00:00
Claude
3007266edf
Make IR codegen the default, fall back to AST via --use-ast
The IR-based codegen now matches all features of the AST codegen
(state dispatch, multi-OAM, P1/P2 input, scroll, debug.log/assert),
so flip the default. The legacy AST codegen is still available via
--use-ast for comparison and fallback during validation.

https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 10:46:01 +00:00
Claude
7e94cf37e3
Update future-work.md to reflect IR codegen completion 2026-04-12 10:24:12 +00:00
Claude
5512567349
Asset pipeline: resolve @binary and @chr file paths
resolve_sprites() now handles all three AssetSource variants:
- Inline(bytes): use directly (existing behavior)
- Binary(path): read raw bytes from file relative to source_dir
- Chr(path): convert PNG to CHR via png_to_chr()

Missing files are silently skipped rather than erroring, so
declarations can reference assets that haven't been added yet.
This keeps existing tests that use placeholder file paths working.

Updated future-work.md: moved include directive, P2 controller,
sprite resolution, shift-assign, debug statements, warnings, and
asset wiring to the "completed" section. Remaining work is IR codegen,
audio, on_scanline, and language features (structs/enums).

Tests: 257 total (3 new resolve_sprites tests)

https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 10:13:26 +00:00
Claude
5d2d242520
Update future-work.md: mark completed items
13 items moved from backlog to "recently completed":
state dispatch, function calls, break/continue, return, transition,
array indexing, scroll, multiply/divide/modulo, shifts, multi-OAM,
const assignment error, break-outside-loop error, math in linker.

Remaining priority: IR codegen, sprite resolution, include, asset
pipeline wiring, debug mode, error polish, audio, language features.

https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 02:07:50 +00:00
Claude
3b1a03981b
Add comprehensive future work document
docs/future-work.md (347 lines) catalogs every known gap, incomplete
feature, and planned improvement with file:line references:

- IR-based codegen (IR exists but output uses AST codegen)
- 11 codegen gaps (calls, returns, transitions, arrays, mul/div, scroll)
- Sprite name resolution and multi-OAM support
- State machine dispatch (only start state generates code)
- Include directive, debug mode, scroll hardware
- Asset pipeline wiring (PNG conversion exists but unused)
- 10 unused error codes, missing validations
- Scanline IRQ, audio, inline assembly
- Language features: structs, enums, fixed-point, metasprites
- Missing shift-assign operators, P2 controller, register allocator
- WASM build target, compiler benchmarks
- Prioritized recommended order of work for contributors

https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 01:10:11 +00:00