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Author SHA1 Message Date
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
81f3fd7de0
Add jsnes emulator harness and fix four codegen bugs it surfaced
Running the compiled example ROMs through a headless puppeteer +
local jsnes harness exposed four latent bugs that the
header-structure-only integration tests couldn't catch:

- src/asm/mod.rs: the first pass treated ANY instruction with
  `AddressingMode::Label` as a label definition, silently dropping
  every `JMP`/`JSR` to a label. Now only `NOP + Label` is a label
  def; other opcodes emit the opcode byte plus a 2-byte absolute
  fixup resolved in pass two. Without this, every example crashed
  with "invalid opcode at $1xxx" once the CPU fell through into
  the math runtime and hit an unbalanced `RTS`.

- src/ir/lowering.rs (lower_handler): handler-local `VarDecl`s
  (e.g. `var i: u8 = 0` inside a `while`) were pushed onto
  `current_locals` but the handler built its own throwaway
  `locals` list, so those var ids never got RAM addresses and
  every `LoadVar`/`StoreVar` for them silently emitted nothing.
  Seed `current_locals` with the state's declared locals and
  reuse it so `lower_statement`'s appends flow through to the
  `IrFunction`. Fixes the black screen in `arrays_and_functions`.

- src/ir/lowering.rs (global init): struct-literal initializers
  on globals (`var player: Player = Player { x: 120, ... }`) fell
  through to `eval_const`, which returned `None` for a
  non-literal, so no init code was emitted. Now the per-field
  synthetic globals each get their own `init_value`. Fixes the
  black screen in `structs_enums_for`.

- src/codegen/mod.rs: the legacy AST codegen was emitting
  `JSR __fn_poke` / treating `peek` as `LDA #0` for the hardware
  intrinsics. It only "worked" before because the broken
  assembler swallowed the bogus JSR. Handle `poke`/`peek` as
  direct STA/LDA to a compile-time-constant absolute address,
  matching the IR codegen's intrinsic path.

The harness lives in `tests/emulator/`: a tiny HTML page that
wraps the `jsnes` npm package, driven by a puppeteer script that
loads each ROM, runs ~180 frames, snapshots the canvas, and
records a smoke-test verdict (booted without a CPU crash, non-zero
pixels rendered, frames differ over time). `npm install && node
run_examples.mjs` from `tests/emulator/` runs the full sweep.

9/9 example ROMs now load, render, and animate where expected.
All 324 unit + 35 integration tests still pass.

https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
2026-04-12 18:46:58 +00:00
Claude
121b0b1968
Inline assembly: asm { ... } blocks
- Lexer: after \`asm\` keyword, next \`{\` triggers raw-text capture of
  the body until the matching \`}\`, emitted as a new \`AsmBody\` token
- Parser: \`asm { ... }\` produces \`Statement::InlineAsm(body, span)\`
- Analyzer: treats inline asm as opaque (no checks)
- IR: new \`IrOp::InlineAsm(String)\` variant that passes the body
  through the optimizer unchanged
- \`src/asm/inline_parser.rs\`: minimal 6502 mnemonic parser supporting
  every addressing mode we emit elsewhere (immediate, ZP/ABS with X/Y,
  indirect, indirect-X/Y, labels, branches, implied, accumulator)
- Both IR and AST codegen splice parsed instructions inline
- Integration test covers a mix of implied + immediate + ZP + A modes

https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 11:16:18 +00:00
Claude
bc165ed647
Fix bugs found during code review
Issues found by systematic review of all compiler modules.
Each fix includes a regression test.

Parser fixes:
- Add EOF checks to function call arg parsing loops (lines 984, 1269)
  to prevent infinite loops on unterminated call expressions
- Fix span end positions: use .end instead of .start for 9 declaration
  span computations (var, const, fun, state, bank, sprite, palette,
  background, block)
- Add missing compound assignment operators (&= |= ^=) to
  parse_assign_op() for array element assignments

Codegen fix:
- Fix NOT operator: old code used EOR #$FF + AND #$01 which produced
  wrong results for non-boolean inputs (e.g., NOT 0x42 returned 1
  instead of 0). New code uses BEQ/branch to properly map any nonzero
  value to 0 and zero to 1.

Assembler fixes:
- Add branch offset range validation: assert offset is in -128..127
  range instead of silently wrapping on overflow
- Panic on unresolved labels instead of silently leaving placeholder
  0x00 bytes in the output

Verified non-issues (reviewer false positives):
- NMI P register: 6502 hardware pushes P automatically on NMI entry;
  RTI restores it. PHP/PLP not needed.
- Controller read buffer: 8 iterations of LSR+ROL fully replace all
  8 bits, so prior contents don't matter.
- advance() panic: tokens always has at least Eof from lexer.

4 new regression tests, 225 total.

https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 01:00:27 +00:00
Claude
39ca246151
Implement NEScript compiler Milestone 1 ("Hello Sprite")
Complete implementation of the NEScript compiler pipeline for M1:
- Lexer: full tokenization with hex/binary/decimal literals, all keywords, operators
- Parser: recursive descent with Pratt expression parsing (M1 subset)
- Analyzer: symbol resolution, type checking, memory allocation
- 6502 Assembler: full opcode encoding table (~150 valid combinations)
- Code Generator: AST → 6502 instructions (direct, no IR for M1)
- Runtime: NES hardware init, NMI handler, controller read, OAM DMA
- Linker: NROM layout, vector table, palette loading, CHR data
- ROM Builder: iNES header generation, PRG/CHR padding
- CLI: `build` and `check` subcommands via clap

143 tests across all modules:
- 22 lexer tests (literals, keywords, operators, error recovery)
- 18 parser tests (expressions, statements, game structure, errors)
- 7 analyzer tests (symbol resolution, memory allocation, transitions)
- 30 assembler tests (every addressing mode, label resolution)
- 7 codegen tests (var init, arithmetic, buttons, draw, comparisons)
- 11 runtime tests (init sequence, NMI handler, controller read)
- 10 ROM builder tests (iNES format, mirroring, banking, validation)
- 5 linker tests (vector table, CHR data, palette loading)
- 7 integration tests (end-to-end compilation, error detection)

CI: GitHub Actions for check, fmt, clippy, test
Pre-commit: script for local fmt + clippy + test validation

https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-11 22:07:56 +00:00