# NEScript A statically-typed, compiled programming language for NES game development. NEScript compiles `.ne` source files directly into playable iNES ROM files, with no external assembler or linker dependencies. The compiler handles everything from source text to a ROM you can run in any NES emulator. ## Quick Start ```bash # Build the compiler cargo build --release # Compile an example cargo run -- build examples/hello_sprite.ne # Run the output ROM in an emulator # (produces examples/hello_sprite.nes) ``` ## Hello World ``` game "Hello" { mapper: NROM } var px: u8 = 128 var py: u8 = 120 on frame { if button.right { px += 2 } if button.left { px -= 2 } if button.down { py += 2 } if button.up { py -= 2 } draw Smiley at: (px, py) } start Main ``` ## Features - **Game-aware syntax** -- states, sprites, palettes, and input are first-class constructs - **Full type system** -- `u8`, `i8`, `u16`, `bool`, fixed-size arrays (`u8[N]`), `enum`, `struct` - **Rich control flow** -- `if`/`else`, `while`, `for i in 0..N`, `loop`, `match` - **Functions** -- with parameters, return types, `inline` hint, recursion detection - **State machines** -- `state` with `on enter`, `on exit`, `on frame`, `on scanline(N)` handlers - **Compile-time safety** -- call depth limits, recursion detection, type checking, unused-var warnings - **IR-based optimizer** -- constant folding, dead code elimination, strength reduction, copy propagation, peephole passes - **Multiple mappers** -- NROM, MMC1, UxROM, MMC3 (including scanline IRQ dispatch) - **Asset pipeline** -- PNG-to-CHR conversion, palette definitions, inline tile data - **Inline assembly** -- `asm { ... }` with `{var}` substitution, plus `raw asm { ... }` for verbatim blocks - **Hardware intrinsics** -- `poke(addr, value)` / `peek(addr)` for direct register access - **Debug support** -- `--debug` flag, source maps, Mesen-compatible symbol export, `debug.log` / `debug.assert` - **Compile-time diagnostics** -- `--dump-ir`, `--memory-map`, `--call-graph` flags - **Single binary** -- no dependencies on ca65, Python, or any external tools ## Documentation - **[Language Guide](docs/language-guide.md)** -- complete reference for every language feature - **[Architecture](docs/architecture.md)** -- compiler internals and module overview - **[NES Reference](docs/nes-reference.md)** -- hardware quick reference for contributors - **[Examples README](examples/README.md)** -- how to build and run examples ## Examples | Example | Features demonstrated | |---------|---------------------| | [`hello_sprite.ne`](examples/hello_sprite.ne) | D-pad input, sprite drawing | | [`bouncing_ball.ne`](examples/bouncing_ball.ne) | Automatic movement, edge detection | | [`coin_cavern.ne`](examples/coin_cavern.ne) | Multi-state game, functions, constants, gravity | | [`arrays_and_functions.ne`](examples/arrays_and_functions.ne) | Arrays, functions, while loops, inline functions | | [`state_machine.ne`](examples/state_machine.ne) | State transitions, on enter/exit, timers | | [`sprites_and_palettes.ne`](examples/sprites_and_palettes.ne) | Inline CHR data, palettes, scroll, type casting | | [`mmc1_banked.ne`](examples/mmc1_banked.ne) | MMC1 mapper, bank declarations, multiply | | [`structs_enums_for.ne`](examples/structs_enums_for.ne) | Structs, enums, `for` loops, struct literals | | [`inline_asm_demo.ne`](examples/inline_asm_demo.ne) | Inline asm with `{var}` substitution, `poke`/`peek` | ## Compiler Commands ```bash # Compile to ROM nescript build game.ne # Compile with custom output path nescript build game.ne --output my_game.nes # Type-check only (no ROM output) nescript check game.ne # View generated 6502 assembly nescript build game.ne --asm-dump # Enable debug mode nescript build game.ne --debug ``` ## Emulator Compatibility Output ROMs are standard iNES format and work with any NES emulator: - **[Mesen](https://www.mesen.ca/)** -- recommended, best debugging support - **[FCEUX](https://fceux.com/)** - **[Nestopia](http://nestopia.sourceforge.net/)** ## Project Status NEScript implements all five planned milestones: | Milestone | Status | Key Features | |-----------|--------|-------------| | M1: Hello Sprite | Done | Full compiler pipeline, assembler, ROM builder | | M2: Game Loop | Done | Functions, arrays, IR, optimizer, call graph analysis | | M3: Asset Pipeline | Done | PNG-to-CHR, sprites, palettes, debug symbols | | M4: Optimization | Done | Strength reduction, ZP promotion, type casting, asm-dump | | M5: Bank Switching | Done | MMC1/UxROM/MMC3, bank declarations, software mul/div | 210 tests across 14 modules, with CI running fmt, clippy, test, and example compilation on every push. ## License [MIT](LICENSE)