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
Prior to this commit the linker always shipped a single 16 KB PRG
bank regardless of the declared mapper, so the README's MMC1/UxROM/
MMC3 support was aspirational. This commit gives the three banked
mappers a real multi-bank ROM layout:
* RomBuilder.set_prg_banks() writes any number of 16 KB banks
back-to-back so the iNES header reflects the true PRG size.
* Linker.link_banked() places switchable banks first, fixed bank
last, so the fixed bank maps to $C000-$FFFF (the address window
where vectors and the runtime live).
* runtime::gen_mapper_init() emits reset-time mapper config:
MMC1 serial-writes a control-register value that pins the last
bank at $C000 with the correct mirroring, UxROM relies on the
power-on default, MMC3 writes the $8000/$8001/$A000/$E000
registers to get a known PRG and mirroring state.
* runtime::gen_bank_select() is a mapper-specific subroutine
(callable with the target bank in A) that maps any physical
bank to $8000-$BFFF.
* runtime::gen_bank_trampoline() generates a cross-bank call
stub in the fixed bank that saves the caller's bank, switches,
JSRs the target, and restores the fixed bank.
* The CLI and integration helper thread declared `bank X: prg`
declarations through to the linker so MMC1/UxROM/MMC3 programs
actually produce multi-bank ROMs.
Coverage:
* Runtime unit tests (18 new): mapper init patterns for every
supported mapper, bank-select signatures, trampoline dispatch
order, UxROM bus-conflict table contents.
* RomBuilder tests (6 new): multi-bank layout, padding,
byte-level fidelity, per-bank size validation, legacy
single-bank fallback.
* Linker tests (13 new): multi-bank ROM sizes across MMC1/
UxROM/MMC3, fixed-bank placement, switchable-bank payload
fidelity, bank-select subroutine detection, NROM rejection
of switchable banks.
* Integration e2e tests (16 new): compile real .ne sources
through the full pipeline and assert on iNES headers,
mapper init signatures in the fixed bank, vector locations,
and a regression check against `examples/mmc1_banked.ne`.
Total: 474 tests pass under `cargo test` with
`RUSTFLAGS="-D warnings"`.
https://claude.ai/code/session_01UCressA5e8k1XsuoJYLav2
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
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
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
Landing bug A from the previous writeup plus two adjacent bugs
that the fix exposed. All three miscompile anything that uses a
u8[N] global with a literal initializer.
1. Array-literal globals are now actually initialized.
`lower_program` only expanded `Expr::StructLiteral` into per-
field synthetic globals — `Expr::ArrayLiteral` hit
`eval_const`, returned `None`, and the array boot-cleared to
zero. `IrGlobal` now carries an `init_array: Vec<u8>`
populated by lowering, and the IR codegen startup loop emits
one `LDA #byte; STA base+i` pair per element.
2. Local variables no longer overlap array globals.
`IrCodeGen::new` advanced `local_ram_next` past
`max_global_base + 1` — for an array at `$0300-$0303` it
placed the first handler-local at `$0301`, inside the array.
The frame handler's stores through the local then corrupted
the array mid-frame. The allocator now walks the analyzer's
`VarAllocation` list and advances past `address + size` for
every RAM global, not just the base.
3. Peephole `remove_redundant_loads` honors indexed LDAs.
The pass tracked `LDA Immediate/ZeroPage/Absolute` but let
`LDA AbsoluteX/AbsoluteY/ZeroPageX/IndirectX/IndirectY` fall
through the match, leaving the A-equivalence tracker
unchanged. A later `LDA #v` that happened to match a stale
entry from BEFORE the indexed load would then be dropped as
"already in A" — a silent miscompile that turned every
`draw Sprite at: (arr[i], arr[j])` pattern into garbage
(the second array index would be computed from `arr[i]`'s
value, reading way out of bounds). Indexed LDAs now clear
the tracker.
Regression tests:
- `src/codegen/peephole.rs`: a synthetic
`LDA #0; TAX; LDA AbsX(arr1); STA temp; LDA #0; TAX;
LDA AbsX(arr2); ...` sequence asserts both `LDA #0`s survive.
- `src/ir/tests.rs`: verifies `var xs: u8[4] = [1,2,3,4]`
populates `IrGlobal::init_array` with `[1,2,3,4]`.
- `tests/integration_test.rs`: two IR-codegen tests — one checks
the startup instructions contain `LDA #v; STA base+i` for
every element, the other compiles a handler-local var
alongside an array global and asserts no post-init stores
land inside the array.
Smoke test impact (14/14 still passing, now more visible):
- arrays_and_functions: 56 -> 104 nonBlack, now animated
- loop_break_continue: 52 -> 208 (player + 3 hazards visible)
- structs_enums_for: 52 -> 104 (player + enemy visible)
Existing examples unchanged; no remaining work for bug B
(static OAM slot allocation in loops) — that's the next PR.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
Common PPU/APU/mapper access previously required either variable
aliases or inline asm. Now two built-in intrinsics handle the
single-register case directly:
poke(0x2006, 0x3F) // STA \$3F, \$2006
poke(0x2006, 0x00)
poke(0x2007, 0x0F)
var status: u8 = peek(0x2002)
- Analyzer: \`poke\` / \`peek\` are recognized as built-in intrinsics
so they don't require a function declaration. Arity is still
checked (E0203 on mismatch).
- IR: new \`IrOp::Poke(u16, IrTemp)\` and \`IrOp::Peek(IrTemp, u16)\`
variants carrying the compile-time constant address.
- IR lowering: recognizes the \`poke\`/\`peek\` call names, evaluates
the address as a const expression, and emits the intrinsic op.
Falls back to a regular call if the address isn't a constant.
- IR codegen: emits a single LDA/STA in ZP or absolute mode based
on whether the address fits in a byte.
- Optimizer: Poke has a source temp (liveness), Peek has a dest
(new value); both pass through the existing passes.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
raw asm {
LDA #\$42
STA \$00
}
Unlike regular \`asm\`, \`raw asm\` does not perform \`{var}\`
substitution — the body is passed to the inline parser verbatim.
Useful for writing completely unmanaged bytes that don't rely on
the analyzer's variable allocations, e.g. mapper init snippets.
Implementation:
- Parser: \`KwRaw\` followed by \`KwAsm\` emits
\`Statement::RawAsm(body, span)\`.
- IR lowering: prepends a \`\\0RAW\\0\` marker to the body when
emitting \`IrOp::InlineAsm\` so the codegen can distinguish raw
from regular without adding a second op variant.
- IR codegen: strips the marker and skips substitution when present.
- AST codegen: same, handling \`Statement::RawAsm\` directly.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Within \`asm { ... }\` blocks, \`{name}\` is replaced with the
resolved hex address of the variable at codegen time. The lexer's
asm-body capture now balances nested braces so it doesn't cut off
at the first \`{x}\`. Both IR and AST codegen paths preprocess the
body before passing to the inline parser:
var counter: u8 = 0
on frame {
asm {
LDA {counter}
CLC
ADC #\$01
STA {counter}
}
}
Zero-page addresses become \`\$XX\`, absolute addresses become
\`\$XXXX\`. Unknown names pass through unchanged so the asm parser
can surface the "unknown mnemonic" / "unexpected token" error.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
match state {
Title => { if button.start { state = Playing } }
Playing => { /* ... */ }
GameOver => { if button.a { state = Title } }
_ => {}
}
- Lexer: \`match\` keyword and \`=>\` (FatArrow) token
- Parser: \`parse_match\` after the existing loop constructs. Each
arm is \`pattern => { body }\`, with \`_\` as the catch-all. The
match scrutinee is parsed with struct-literal restriction enabled
so the following \`{\` is unambiguously the match body, not a
struct literal.
- The parser desugars match directly into an if/else-if chain so
the analyzer, IR lowering, and codegen don't need new AST variants
— each arm becomes \`scrutinee == pattern\` as the condition, and
the default arm (if any) becomes the final \`else\` block.
Tests cover parse + full pipeline integration for state-style
dispatch using an enum.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
struct Vec2 { x: u8, y: u8 }
var pos: Vec2 = Vec2 { x: 100, y: 50 }
on frame {
pos = Vec2 { x: pos.x + 1, y: pos.y }
}
- AST: new \`Expr::StructLiteral(name, fields, span)\` variant
- Parser: in expression position, \`Ident {\` enters struct-literal
mode when the new \`restrict_struct_literals\` flag is off.
\`if\`/\`while\`/\`for\` conditions set the flag so the \`{\` keeps
going to the following block. Condition contexts can still use
struct literals by parenthesizing them.
- Analyzer: validates that the struct type exists, each named field
belongs to it, and each field value has a compatible type.
- IR lowering: desugars \`var = StructLiteral { ... }\` (both in
assignments and variable initializers) into per-field StoreVar
operations against the analyzer-synthesized \`var.field\`
variables. No IR type for struct values is needed.
- AST codegen: no-op (legacy path).
- examples/structs_enums_for.ne now uses a struct literal for the
initial \`player\` state instead of per-field assignments.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Function bodies can declare local variables with \`var NAME: u8 = …\`.
Previously the lowering created a VarId for them but didn't track it
on the \`IrFunction.locals\` list, so the IR codegen had no address
to map it to and \`LoadVar\` / \`StoreVar\` silently did nothing. The
generated function body read and wrote random temp slots.
Fixes:
- Lowering: replaced the per-function \`locals\` local with a
long-lived \`current_locals\` field; \`lower_function\` resets it
on entry and moves it into the \`IrFunction\` at exit. Each
\`Statement::VarDecl\` inside a function body appends to
\`current_locals\`.
- IR codegen: iterate every function's \`locals\` list. Params 0..4
still map to \$04-\$07, and the remaining locals get addresses in
main RAM starting at \$0300. Each function's locals are disjoint,
so nested calls don't corrupt each other's state.
- Integration test \`program_with_function_local_variables\`
exercises nested calls with function-local state to guard against
regression.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Adds a \`for NAME in START..END { BODY }\` half-open range loop:
for i in 0..8 {
total += arr[i]
}
- Lexer: \`for\`, \`in\` keywords and the \`..\` range operator
- AST: new \`Statement::For\` variant with var/start/end/body
- Parser: \`parse_for\` after \`while\` / \`loop\`
- Analyzer: registers the loop variable as a u8 symbol for the body
(restoring any shadowed outer symbol afterwards), allocates it via
the normal RAM allocator, and tracks it as "used"
- IR lowering: desugars to \`var = start; while var < end { body;
var = var + 1 }\` using a \`for_step\` continue-edge block so
\`continue\` properly increments the index
- AST codegen: no-op (legacy path doesn't need for loops)
- Tests: parse + full-pipeline integration
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Extends the \`on_scanline\` codegen to support multiple scanline
handlers across states:
- \`__irq_user\` now dispatches by \`current_state\`: each state with a
scanline handler gets a CMP/BNE/JSR entry in the dispatch table.
States without a handler fall through to just acknowledge the IRQ.
- New \`__ir_mmc3_reload\` helper that (re)loads the MMC3 counter
latch based on \`current_state\`. States without a scanline handler
fall through to disable the IRQ (\$E000 write).
- Linker detects the \`__ir_mmc3_reload\` label in user code and
splices a JSR into it at the top of the NMI handler, so the
counter is reloaded once per frame with the current state's
target scanline.
- IRQ handler no longer re-enables IRQ on ACK (the NMI reload now
handles that) so it won't fire multiple times per frame.
- Program init chooses the start state's scanline count (if any) or
the first scanline handler found as a fallback.
Also fixes \`dump_asm\`: a \`NOP\` with a \`Label\` operand is a label
definition, but any other opcode with a \`Label\` operand is a real
instruction like \`JSR foo\`. The old dump was hiding JSR/JMP targets.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Wires \`on scanline(N)\` handlers through IR lowering and codegen:
- IR lowering: each scanline handler becomes a regular IR function
named \`{state}_scanline_{N}\`
- IR codegen: when any scanline handler exists, emits MMC3 IRQ setup
at program start (\$C000 latch, \$C001 reload, \$E001 enable, CLI)
and a \`__irq_user\` handler that saves registers, acknowledges via
\$E000, JSRs the scanline handler, restores registers, and RTIs
- Linker: vector table prefers \`__irq_user\` over the default \`__irq\`
stub when both exist
Scope of this first pass is intentionally minimal: supports ONE
scanline handler per program (the first one found in IR function
order). Per-state dispatch and multi-scanline reload will come later.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Adds composite \`struct\` types with field access:
struct Vec2 { x: u8, y: u8 }
var pos: Vec2
pos.x = 100
pos.y = pos.x + 5
- Lexer: \`struct\` keyword
- AST: \`StructDecl\` with \`StructField\` list; \`NesType::Struct(name)\`
for struct-typed variable declarations; \`Expr::FieldAccess\` and
\`LValue::Field\` for reads/writes
- Parser: top-level \`struct Name { field: type, ... }\` (optional
trailing comma) and \`ident.field\` syntax in both expression and
lvalue position
- Analyzer: \`register_struct\` computes contiguous field offsets
(no padding) and stores them in \`struct_layouts\`. Struct variables
synthesize a \`VarAllocation\` per field under the name
\`"struct_var.field"\`, and \`Expr::FieldAccess\` / \`LValue::Field\`
resolve against those. Unknown struct types and unknown fields
emit E0201.
- IR lowering + AST codegen: treat struct field access as ordinary
variable access against the synthetic per-field symbols. No new IR
ops are needed.
v1 structs only support primitive fields (u8/i8/bool). Nested structs,
u16 fields, and array fields are not yet allowed.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Documents the \`enum Name { Variant, ... }\` syntax and adds
\`--dump-ir\` and \`--use-ast\` to the CLI flag table. Also adds
an integration test covering enum-variant-as-condition and variant
assignment through the full compile pipeline.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
- 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
State machine dispatch:
- IrProgram now stores states (Vec<String>) and start_state
- Lowering captures state metadata before walking the AST
- IR codegen generates a main loop with vblank wait and CMP+BNE+JMP
dispatch table, matching the AST codegen's layout
- Each frame handler ends with JMP __ir_main_loop
- current_state initialized to the start state's index at boot
Multi-OAM support:
- next_oam_slot counter, reset at the start of each _frame function
- Sequential allocation of 4-byte OAM entries at $0200 + slot*4
- Silently drops draws beyond slot 63 (OAM full)
Transition codegen:
- IrOp::Transition now looks up the target state's index from
state_indices, writes it to ZP $03, and JMPs back to main loop
- Previously this was a no-op placeholder
Shared constants:
- ZP_FRAME_FLAG ($00) and ZP_CURRENT_STATE ($03) match AST codegen
Tests: 271 total (5 new IR codegen tests + 2 new integration tests)
All 7 examples compile through --use-ir, including multi-state games
and programs with transitions and functions.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
New src/codegen/ir_codegen.rs walks IrProgram and emits 6502 instructions.
This enables optimizer passes to actually affect the output ROM.
Design:
- Each IR temp gets a zero-page slot at $80 + temp_index
- Functions reset the temp counter at entry (temps don't outlive functions)
- Globals map by name to their analyzer-assigned zero-page addresses
- Operands are loaded into A, computed, stored back to the dest slot
Handles all IrOp variants:
- LoadImm, LoadVar, StoreVar (basic loads/stores)
- Add/Sub (CLC+ADC / SEC+SBC)
- Mul (JSR __multiply runtime routine)
- And/Or/Xor (zero-page operands)
- ShiftLeft/ShiftRight (repeated ASL/LSR)
- Negate/Complement (EOR #$FF + optional two's complement)
- CmpEq/Ne/Lt/Gt/LtEq/GtEq (CMP + conditional branch + 0/1)
- ArrayLoad/ArrayStore (TAX + ZeroPageX/AbsoluteX)
- Call (ZP param passing + JSR)
- DrawSprite (OAM slot 0 write, uses sprite_tiles map)
- ReadInput (LDA $01, P1 input)
- WaitFrame (poll frame flag at $00)
All terminators:
- Jump (JMP to block label)
- Branch (LDA temp + BNE true / JMP false)
- Return (optional value in A + RTS)
- Unreachable (BRK)
IR lowering fixes:
- ReadInput now has a destination IrTemp (was a side-effect-only op)
- ButtonRead uses the proper input temp instead of uninitialized register
- Logical AND/OR use new emit_move helper (OR with zero) instead of
bogus raw VarId for path merging
CLI:
- New --use-ir flag on `build` subcommand to opt in to IR codegen
- Default remains AST codegen (for now); IR codegen is experimental
All 7 examples compile through the IR pipeline and produce valid iNES ROMs.
Tests: 266 total (7 new ir_codegen unit + 2 new integration).
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Sprite/asset pipeline:
- Linker::link_with_assets() places sprite CHR data in ROM at correct tile
- assets::resolve_sprites() walks Program for inline sprite bytes
- CodeGen::with_sprites() maps sprite names to tile indices
- gen_draw() uses correct tile index from sprite declarations
- main.rs wires the full resolution pipeline
Shift-assign operators (<<= and >>=):
- AssignOp::ShiftLeftAssign and ShiftRightAssign variants
- Parser handles in both statement and array index contexts
- Codegen emits ASL A / LSR A
- IR lowering maps to ShiftLeft/ShiftRight ops
Unreachable state warning (W0104):
- BFS from start state finds reachable states via transitions
- States not reached produce W0104 warning
Error polish helpers:
- suggest_var_name() for "did you mean" suggestions
- emit_undefined_var() for E0502 with typo hints
- Used by analyzer for better diagnostics
242 tests pass, clippy clean.
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
Pipeline:
- main.rs now runs IR lowering and optimization before codegen
- IR is built and optimized but output still uses AST-based codegen
(IR-based codegen is a future improvement)
Coin Cavern example (examples/coin_cavern.ne):
- 3-state game: Title → Playing → GameOver
- Functions (clamp_x), constants, gravity physics, coin collection
- Demonstrates most M2 language features
Integration tests (14 total, 7 new):
- program_with_functions: functions with params and return values
- program_with_while_loop: while loops compile correctly
- program_with_fast_slow_vars: placement hints accepted
- program_with_multi_state_transitions: 3-state cycle
- coin_cavern_compiles: full Coin Cavern example
- ir_pipeline_produces_ir: validates IR lowering + optimizer
- error_test_recursion_detected: E0402 for recursive functions
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3