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Author SHA1 Message Date
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
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
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