Follow-up to 807c9c7 (the VRAM update buffer core). Adds the
realistic-HUD example the core was missing, plus a language-guide
section that explains when and how to use the three buffer
intrinsics.
**examples/hud_demo.ne**
A bouncing-ball playfield with a classic status bar across the
top:
- 5-cell lives indicator that ticks down once per second and
resets at zero, drawn via `nt_fill_h` (plus a second
`nt_fill_h` to erase the stale tail).
- Score counter at the right edge that bumps on every wall
bounce, drawn via `nt_set`.
- One-shot `nt_attr` call on the first frame flipping the
top-left metatile group to sub-palette 1 (the red HUD
palette) so the UI chrome reads as distinct from the
playfield.
The demo's point is the `last_score != score` / `last_lives !=
lives` shadow-compare pattern: on the ~58-of-60 frames where
nothing changed, the buffer stays empty and drain work is zero.
That's the whole reason the VRAM buffer exists — per-frame cost
scales with what moved, not with HUD complexity. Committed
`.nes` + pixel/audio goldens.
**docs/language-guide.md**
New "VRAM Update Buffer" section between "Hardware Intrinsics"
and "Inline Assembly". Covers:
- Why user code can't just poke `$2006` / `$2007` directly.
- The three intrinsics + their coordinate systems (cell, not
pixel).
- The HUD pattern with a ready-to-paste code snippet and a
pointer at `examples/hud_demo.ne`.
- A per-entry budget table + worked 1000-cycle drain example
against the ~2273-cycle vblank budget.
- Known limits: horizontal-only, no overflow check,
no coalescing — all already tracked under `future-work.md` §G.
**examples/README.md**
`vram_buffer_demo.ne` reframed as the minimal test-case exercise
it actually is, with a pointer at `hud_demo.ne` for the realistic
pattern. New table row for `hud_demo.ne`.
All 758 tests pass. Clippy clean. 48/48 emulator goldens match.
49 KiB
NEScript Language Guide
NEScript is a statically-typed, compiled language designed for NES game development. It compiles directly to 6502 machine code packaged as iNES-format ROMs -- no external assembler or tooling required.
This guide covers every language feature with practical examples.
Program Structure
Every NEScript program consists of a game declaration, top-level definitions, and a start declaration.
game "My Game" {
mapper: NROM
mirroring: vertical
}
const SPEED: u8 = 2
var score: u8 = 0
fun helper() -> u8 {
return 42
}
state Title {
on frame {
draw Logo at: (100, 100)
if button.start {
transition Playing
}
}
}
state Playing {
on enter {
score = 0
}
on frame {
// game logic here
}
}
start Title
Game Declaration
The game block is required and must appear first. It names the game and sets hardware configuration.
game "Coin Cavern" {
mapper: NROM
mirroring: vertical
}
Available properties:
| Property | Values | Default |
|---|---|---|
mapper |
NROM, MMC1, UxROM, MMC3 |
required |
mirroring |
horizontal, vertical |
horizontal |
Start Declaration
Exactly one start declaration must exist. It names the initial state entered on power-on.
start Title
Types
NEScript has four primitive types and fixed-size arrays.
Primitive Types
| Type | Size | Range | Description |
|---|---|---|---|
u8 |
1 byte | 0 to 255 | Unsigned 8-bit integer |
i8 |
1 byte | -128 to 127 | Signed 8-bit integer |
u16 |
2 bytes | 0 to 65535 | Unsigned 16-bit integer |
bool |
1 byte | true / false |
Boolean |
Arrays
Arrays are fixed-size, homogeneous, and zero-indexed. The size must be a compile-time constant. Maximum 256 elements.
var enemies: u8[8]
const TABLE: u8[4] = [10, 20, 30, 40]
Type Casting
NEScript has no implicit coercion. All conversions use as:
var a: u8 = 200
var b: u16 = a as u16 // zero-extend: 200
var c: i8 = a as i8 // reinterpret bits
var d: u8 = b as u8 // truncate to low byte
Variables
Variable Declarations
Variables are declared with var and must have an explicit type:
var x: u8 // uninitialized (zeroed on state entry)
var y: u8 = 100 // initialized
var pos: u16 = 0x0400 // 16-bit value
var alive: bool = true
var scores: u8[4] = [0, 0, 0, 0]
Constants
Constants are evaluated at compile time and stored in ROM:
const MAX_ENEMIES: u8 = 5
const SPEED: u8 = 3
const SIN_TABLE: u8[8] = [0, 49, 90, 117, 127, 117, 90, 49]
Enums
Enums declare a named set of u8 constants. Each variant is assigned an
index starting at 0 in declaration order:
enum Direction { Up, Down, Left, Right }
// Up=0, Down=1, Left=2, Right=3
var player_dir: u8 = Up
on frame {
if button.left { player_dir = Left }
if button.right { player_dir = Right }
if player_dir == Down { /* ... */ }
}
Variant names are global — they are flattened into the top-level symbol
table, so a variant cannot share its name with any other constant,
variable, or function (E0501). An enum cannot have more than 256
variants because each is stored as a u8.
Structs
Structs declare composite types with named fields:
struct Vec2 {
x: u8,
y: u8,
}
struct Player {
health: u8,
lives: u8,
}
var pos: Vec2
var hero: Player
on frame {
pos.x = 100
pos.y = 50
hero.health = 3
hero.lives = 5
if button.right { pos.x += 1 }
draw Hero at: (pos.x, pos.y)
}
Fields are laid out contiguously in declaration order. A variable of struct type allocates enough contiguous bytes to hold all its fields; each field is accessible via the dot operator.
Struct literals initialize or assign all fields at once:
struct Vec2 { x: u8, y: u8 }
// as an initializer
var pos: Vec2 = Vec2 { x: 100, y: 50 }
// as an assignment
on frame {
pos = Vec2 { x: 0, y: 0 }
if button.right {
pos = Vec2 { x: pos.x + 1, y: pos.y }
}
}
Inside if, while, and for conditions the struct literal syntax
is reserved for the following block, so wrap the literal in parens if
you ever need one in a condition:
if pos == (Vec2 { x: 0, y: 0 }) { /* ... */ }
In v0.1 only primitive field types (u8, i8, bool) are supported —
nested structs, u16, and array fields are not yet allowed.
Memory Placement Hints
The NES has 256 bytes of zero-page RAM with faster access. You can hint where variables should be placed:
fast var px: u8 // prefer zero-page (faster instructions)
slow var high_score: u16 // prefer upper RAM (saves zero-page space)
var normal: u8 // compiler decides automatically
If zero-page is exhausted and fast variables cannot be placed, the compiler emits error E0301.
Scope
| Scope | Declared In | Lifetime |
|---|---|---|
| Global | Top level | Entire program, permanent RAM allocation |
| State | state block |
Active while state is active; RAM reusable |
| Function | fun block |
Duration of function call |
| Block | if/while |
Enclosing block, shares parent allocation |
Functions
Declaration
Functions use fun, with optional parameters and return type:
fun add(a: u8, b: u8) -> u8 {
return a + b
}
fun reset_score() {
score = 0
}
Inline Functions
The inline keyword marks a function for inlining at call sites. The IR
lowering pass captures the body up front and substitutes it wherever the
function is called, skipping the normal JSR entirely. Two body shapes
are accepted:
Single-return expression — a function with a declared return type
whose body is exactly { return <expr> }. The expression is re-lowered
in place of each call, with every parameter name substituted for the
caller's argument temps.
inline fun card_rank(card: u8) -> u8 {
return card >> 4
}
Void multi-statement — a function with no return type whose body is
a sequence of plain statements (assigns, calls, draws, scroll,
set_palette, load_background, wait_frame, cycle_sprites, inline
asm, or the debug.* builtins). Nested control flow, return,
break, continue, and transition are not allowed.
inline fun set_phase(p: u8) {
phase = p
phase_timer = 0
cursor_x = 0
}
Functions marked inline whose body doesn't match either shape (a
conditional early return, a while loop, nested if/else, etc.)
fall back to a regular out-of-line JSR call. The compiler emits a
W0110 warning at the declaration site so the declined hint is
visible — rewrite the body to fit one of the two shapes, or drop the
inline keyword if the call overhead is acceptable.
Calling Functions
var result: u8 = add(10, 20)
reset_score()
Restrictions
- No recursion. Both direct and indirect recursion are compile errors (
E0402). - Call depth limit. The default maximum call depth is 8. Exceeding it produces error
E0401. - Maximum 8 parameters per function. The calling convention is hybrid: leaf functions (no nested
JSRin their body) receive up to four parameters through fixed zero-page transport slots$04-$07, while non-leaf functions receive up to eight parameters via direct caller writes into per-function RAM spill slots (no transport, no prologue copy). Declaring a function with 9+ parameters produces errorE0506. Declaring a leaf with 5+ parameters silently promotes it to the non-leaf convention — you pay the direct-write cost rather than the prologue-copy cost, which is still cheaper than the old transport-plus-spill path.
Why no recursion?
This is a deliberate design choice, not a bug. NEScript uses a hybrid direct-write calling convention that lands each function's parameters and locals at a fixed RAM address the analyzer reserves at compile time. Recursion would require each activation to have its own stack frame, which means either:
- A software stack pointer managed by a prologue/epilogue at every call site (costs cycles on a platform that only has 2 KB of RAM and a 256-byte hardware stack), or
- The hardware stack carrying frames directly (the 6502's 256-byte
$0100-$01FFstack overflows fast — a single recursive call with any meaningful locals blows it within a handful of levels).
Neither is a good fit for the NES's constraints, and NEScript
already surfaces the tradeoff at compile time via the call-depth
limit (E0401) and the parameter cap (E0506). The direct-write
convention is what makes those limits enforceable.
If you actually need recursion-shaped logic — flood fill, tree
walking, tile-spread simulations — the idiomatic pattern is an
explicit stack held in a small u8 array:
const MAX_STACK: u8 = 32
var stack: u8[MAX_STACK] = [0; 32]
var top: u8 = 0
fun flood_push(x: u8) {
stack[top] = x
top += 1
}
fun flood_pop() -> u8 {
top -= 1
return stack[top]
}
fun flood_fill(start: u8) {
flood_push(start)
while top > 0 {
var here: u8 = flood_pop()
// ...process `here`, push neighbours that need visiting...
}
}
This gives the compiler full visibility into the worst-case stack
depth (MAX_STACK), uses flat RAM instead of the hardware stack,
and composes cleanly with the call-graph validator.
States
States are the top-level organizational unit. Exactly one state is active at any time.
State Declaration
state Playing {
var timer: u8 = 0 // state-local variable
on enter {
// runs once when entering this state
timer = 60
}
on exit {
// runs once when leaving this state
}
on frame {
// runs every frame (60 Hz) while this state is active
timer -= 1
draw Player at: (player_x, player_y)
}
}
on frame is syntactic sugar for a loop with an implicit wait_frame() at the end. A state can have any combination of on enter, on exit, and on frame.
State-Local Variables and Memory Overlays
Variables declared directly inside a state block (outside any handler) are state-local. They are visible to every handler in the state (on enter, on frame, etc.) and persist for as long as that state is active.
Because the NES runtime keeps exactly one state active at a time, the compiler automatically overlays state-local variables across states. Two states' locals can share the same RAM bytes without colliding — only the currently active state reads or writes them. This makes the limited 2 KB of NES work RAM go much further on programs with many scenes or game modes.
state Title {
var blink: u8 = 0 // overlays with Playing.timer below
on enter { blink = 0 }
on frame { blink = blink + 1 }
}
state Playing {
var timer: u8 = 0 // same byte as Title.blink — reused
var lives: u8 = 3
on enter { timer = 0; lives = 3 }
on frame { timer = timer + 1 }
}
Every time a state is entered, its state-local variables are re-initialized from their declared initializers (= 0, = 3 above) before on enter runs. This is what makes the overlay safe: entering Playing re-runs timer = 0 even if the previous state wrote a different value into the shared byte. cargo run -- build <file> --memory-map shows each overlaid address alongside its owning state.
Global vars (declared at the top level, outside any state) are never overlaid and keep dedicated RAM slots. Variables declared inside a handler block are handler-local and live only for the handler invocation.
State Transitions
transition GameOver
Transitions are immediate. The current state's on exit runs, then the target state's on enter runs. The remainder of the current frame handler does not execute.
Expressions
Literals
42 // decimal integer
0xFF // hexadecimal
0b10110001 // binary
1_000 // underscores allowed for readability (if supported)
true // boolean
false // boolean
[1, 2, 3] // array literal
All integer literals must fit in u16 (0-65535). The compiler narrows to the required type at usage.
Arithmetic Operators
| Operator | Description | Example |
|---|---|---|
+ |
Addition | a + b |
- |
Subtraction | a - b |
* |
Multiplication | a * b |
/ |
Division | a / b |
% |
Modulo | a % b |
*, /, and % are available but expensive on the 6502 (software routines). The compiler optimizes power-of-two operations to shifts and warns on non-power-of-two multiply/divide.
Bitwise Operators
| Operator | Description | Example |
|---|---|---|
& |
Bitwise AND | a & 0x0F |
| |
Bitwise OR | a | 0x80 |
^ |
Bitwise XOR | a ^ mask |
~ |
Bitwise NOT | ~a |
<< |
Shift left | a << 2 |
>> |
Shift right | a >> 1 |
Comparison Operators
| Operator | Description | Example |
|---|---|---|
== |
Equal | a == 0 |
!= |
Not equal | a != b |
< |
Less than | a < 10 |
> |
Greater than | a > max |
<= |
Less or equal | a <= 255 |
>= |
Greater or equal | a >= min |
Logical Operators
NEScript uses keyword-based logical operators:
if alive and (health > 0) {
// ...
}
if not paused or force_update {
// ...
}
| Operator | Description |
|---|---|
and |
Logical AND |
or |
Logical OR |
not |
Logical NOT |
Operator Precedence
From highest to lowest:
| Level | Operators | Associativity |
|---|---|---|
| 1 | () grouping |
-- |
| 2 | - (unary), ~, not |
right |
| 3 | *, /, % |
left |
| 4 | +, - |
left |
| 5 | <<, >> |
left |
| 6 | & |
left |
| 7 | ^ |
left |
| 8 | | |
left |
| 9 | ==, !=, <, >, <=, >= |
left |
| 10 | and |
left |
| 11 | or |
left |
Button Reads
Read controller input as boolean expressions:
if button.right {
player_x += SPEED
}
if button.a {
jump()
}
Available buttons: up, down, left, right, a, b, start, select.
For two-player games, prefix with the player:
if p1.button.a { /* player 1 */ }
if p2.button.right { /* player 2 */ }
Without a prefix, button refers to player 1.
Function Calls in Expressions
var clamped: u8 = clamp_x(player_x + SPEED)
Array Indexing
var val: u8 = table[i]
table[i] = 0
Type Casting
var wide: u16 = narrow as u16
Statements
Assignment
x = 10
x += 5
x -= 1
x &= 0x0F
x |= 0x80
x ^= mask
All assignment operators:
| Operator | Description |
|---|---|
= |
Assign |
+= |
Add and assign |
-= |
Subtract and assign |
&= |
AND and assign |
|= |
OR and assign |
^= |
XOR and assign |
Array element assignment:
enemies[i] = 0
scores[player] += 10
If / Else If / Else
Braces are always required. No ternary operator.
if health == 0 {
transition GameOver
} else if health < 3 {
flash_warning()
} else {
// normal gameplay
}
While Loop
var i: u8 = 0
while i < 10 {
enemies[i] = 0
i += 1
}
Match Statement
match matches a scrutinee against a sequence of patterns and
executes the body of the first matching arm. Each arm's pattern is
compared against the scrutinee with ==. An underscore arm _ acts
as the catch-all:
enum State { Title, Playing, GameOver }
var state: u8 = Title
on frame {
match state {
Title => {
if button.start { state = Playing }
}
Playing => {
// ... game logic ...
}
GameOver => {
if button.a { state = Title }
}
_ => {}
}
}
match desugars to an if / else if chain at parse time, so
patterns can be any expression that produces a value comparable to
the scrutinee.
For Loop
The for loop iterates over a half-open integer range [start, end):
for i in 0..8 {
total += arr[i]
}
The loop variable is a u8 scoped to the loop body. Both bounds can
be any expression that evaluates to u8 at runtime, including
constants or variables. The range is half-open, so 0..8 iterates
0, 1, 2, ..., 7 (8 iterations). For a closed range, use 0..9.
The loop is desugared into a while loop with an index variable, so
break and continue work the same as in any loop body.
Loop (Infinite)
loop {
wait_frame()
if button.start {
break
}
}
The compiler warns if a loop contains neither break, wait_frame, nor transition.
Break and Continue
var i: u8 = 0
while i < 20 {
i += 1
if enemies[i] == 0 {
continue // skip inactive enemies
}
if i > 10 {
break // stop processing
}
update_enemy(i)
}
Return
fun abs_diff(a: u8, b: u8) -> u8 {
if a > b {
return a - b
}
return b - a
}
Functions without a return type use return with no value (or simply reach the end of the function body).
Draw
Render a sprite to the screen:
draw Player at: (player_x, player_y)
draw Coin at: (COIN_X, COIN_Y) frame: anim_frame
The draw statement writes to the OAM shadow buffer. The NES supports
up to 64 sprites per frame, and the PPU can only render 8 sprites per
scanline — see the cycle_sprites statement below and the
sprite-per-scanline mitigations
section for how to handle scenes that exceed the 8-per-scanline budget.
Syntax: draw SpriteName at: (x_expr, y_expr) [frame: expr]
Transition
Switch to another state immediately:
transition GameOver
The current state's on exit runs, then the target state's on enter runs.
Wait Frame
Yield execution until the next vertical blank (NMI). Synchronizes to the 60 Hz display refresh.
wait_frame()
This triggers OAM DMA transfer and PPU updates before yielding. Inside on frame, a wait_frame() is implicit at the end of each frame.
Cycle Sprites
Rotate the runtime's sprite-cycling offset by one OAM slot (4 bytes),
naturally wrapping at 256 back to 0. When any statement in a program
emits cycle_sprites, the linker switches the NMI handler over to a
variant that writes the current offset byte (at $07EF) to $2003
before triggering the OAM DMA — so each frame's DMA lands in a
different slot of the PPU's OAM buffer.
on frame {
draw Enemy0 at: (e0x, e0y)
draw Enemy1 at: (e1x, e1y)
// ...lots of enemies...
cycle_sprites
wait_frame
}
The practical effect is the classic NES flicker: scenes with more than 8 sprites on a single scanline drop a different sprite on each frame, and the eye reconstructs the missing pixels from frame persistence. Permanent dropout becomes visible flicker, which reads as a hardware limit rather than a game bug.
cycle_sprites is opt-in by design. Programs that never call it emit
the original fixed-offset NMI path (byte-identical to every
pre-cycling ROM). See
sprite-per-scanline mitigations
for when to use it together with the compile-time W0109 warning and
the debug-mode debug.sprite_overflow*() telemetry.
Scroll
Set the PPU scroll position:
scroll(scroll_x, scroll_y)
Set Palette
set_palette NightPalette
Queues the named palette for a vblank-safe copy into PPU palette
RAM ($3F00-$3F1F). The write is applied by the NMI handler on the
next vblank. See palette declarations below.
Load Background
load_background Level1
Queues the named background (a full-screen 32×30 nametable + 64-byte
attribute table) for a vblank-safe copy into nametable 0
($2000-$23FF). Applied by the NMI handler at the next vblank. See
background declarations below.
Function Calls as Statements
reset_score()
update_physics(player_x, player_y)
Assets
Sprite Declarations
Sprites can be authored in two ways. Pick whichever maps best to how your art starts out.
Raw CHR bytes. Supply 16 bytes of 2-bitplane CHR per tile — the form every NES toolchain consumes:
sprite Player {
chr: @chr("assets/player.png")
}
sprite Coin {
chr: @binary("assets/coin.bin")
}
sprite Heart {
chr: [0x66, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, 0x18, 0x00,
0x66, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, 0x18, 0x00]
}
ASCII pixel art. One string per 8-pixel row, one character per pixel. Far easier to hand-author, and the compiler does the 2-bitplane encoding for you:
sprite Arrow {
pixels: [
"...##...",
"...###..",
"########",
"########",
"########",
"########",
"...###..",
"...##..."
]
}
Characters map to 2-bit palette indices:
| Char(s) | Index | Meaning |
|---|---|---|
. 0 |
0 | transparent / background |
# 1 |
1 | sub-palette colour 1 |
% 2 |
2 | sub-palette colour 2 |
@ 3 |
3 | sub-palette colour 3 |
Both dimensions must be multiples of 8. Multi-tile sprites (16×8, 8×16, 16×16, …) are split into 8×8 tiles in row-major reading order so consecutive tile indices match what your eye reads.
Palette Declarations
Palettes can be authored in two styles. Both produce the same 32-byte
PPU palette blob (background + sprite, in the canonical
$3F00-$3F1F layout) — pick whichever reads best.
Flat form. The raw 32-byte list, matching how PPU palette RAM is laid out. Every entry can be a byte literal or a named NES colour:
palette MainPalette {
colors: [
black, dk_blue, blue, sky_blue, // bg sub-palette 0
black, dk_red, red, peach, // bg sub-palette 1
black, dk_green, green, mint, // bg sub-palette 2
black, dk_gray, lt_gray, white, // bg sub-palette 3
black, dk_blue, blue, sky_blue, // sp sub-palette 0
black, dk_red, red, peach, // sp sub-palette 1
black, dk_green, green, mint, // sp sub-palette 2
black, dk_gray, lt_gray, white // sp sub-palette 3
]
}
Grouped form. Declare each sub-palette by name and supply a shared
universal: colour. The compiler auto-fills every sub-palette's
first byte with the universal, which fixes the notorious
$3F10 / $3F14 / $3F18 / $3F1C mirror trap: when a program writes
all 32 bytes sequentially, the last four "sprite sub-palette 0"
bytes would otherwise overwrite the shared background colour.
palette Sunset {
universal: black
bg0: [dk_blue, blue, sky_blue]
bg1: [dk_red, red, peach]
bg2: [dk_olive, olive, cream]
bg3: [dk_gray, lt_gray, white]
sp0: [dk_blue, blue, sky_blue]
sp1: [dk_red, red, peach]
sp2: [dk_green, green, mint]
sp3: [dk_gray, lt_gray, white]
}
Each bgN / spN field takes 3 colours (the universal is
prepended); giving 4 colours instead overrides the universal for
that slot only. Omitted slots default to [universal, 0, 0, 0].
Named colours. Friendlier than hex bytes, and the names are the
same ones you'd find on a NES palette poster. Names are
case-insensitive, and dark_red / dk_red / dark-red are all
synonyms.
| Group | Names |
|---|---|
| Grayscale | black, dk_gray, gray, lt_gray, white, off_white |
| Blues | dk_blue, blue, sky_blue, pale_blue, indigo, royal_blue, periwinkle, ice_blue |
| Purples | dk_purple, purple (violet), lavender, pale_purple, dk_magenta, magenta, pink, pale_pink |
| Pinks | maroon, rose, hot_pink, pale_rose |
| Reds | dk_red, red, lt_red, peach |
| Oranges | brown, dk_orange, orange, tan |
| Yellows | dk_olive, olive, yellow, cream |
| Greens | dk_green, green, lime, pale_green, forest, bright_green, neon_green, mint |
| Teals | dk_teal, teal, aqua, pale_teal |
| Cyans | dk_cyan, cyan, lt_cyan, pale_cyan |
black maps to $0F, the canonical "one true black" slot the
hardware guarantees to render as (0, 0, 0) on every TV. If a
colour name you want isn't listed, reach for a hex byte literal —
the palette helper resolves every NES master-palette index $00-$3F.
The first palette declared in a program is loaded into VRAM at
reset time, before rendering is enabled, so the title screen boots
with the right colours on frame 0. Additional declarations sit in
PRG ROM as named data blobs and become active via set_palette Name,
which queues the write for the next vblank.
Background Declarations
Like palettes and sprites, backgrounds can be authored two ways.
Raw byte form. A flat tiles: list (up to 960 bytes, row-major)
and an optional attributes: list (up to 64 bytes). Best if you've
already generated the nametable with an external tool.
background TitleScreen {
tiles: [0x00, 0x01, 0x01, 0x00, /* ... up to 960 bytes ... */]
attributes: [0xFF, 0x55, /* ... up to 64 bytes ... */]
}
Tilemap form. A legend { } block names single characters, a
map: list-of-strings paints the nametable one row at a time, and
an optional palette_map: grid of digit characters packs the 64-byte
attribute table automatically:
background StageOne {
legend {
".": 0 // empty / sky
"#": 1 // brick
"X": 2 // coin
}
map: [
"................................",
"................................",
"......##........##..............",
"....##..##....##..##............",
"..##......##.##.....##..........",
"##..........###.......##........"
]
palette_map: [
"0000000000000000", // 16 cells wide; one entry per 16×16 metatile
"0000000000000000",
"0000111111110000",
"0000111111110000",
"2222222222222222"
// ... up to 15 rows total
]
}
Rules:
map:strings must be ≤ 32 characters; shorter rows are right-padded with tile 0. No more than 30 rows.- Every character in a
map:string must be defined in the legend (otherwiseE0201). palette_map:rows are ≤ 16 digit characters (0-3, plus./ space as a sub-palette 0 alias). Up to 16 rows are accepted: the first 15 cover the visible 240-scanline screen and the optional 16th covers the off-screen half of the last attribute row (the PPU still reads it). If exactly 15 rows are supplied, the parser auto-replicates row 14 into row 15 so the visible bottom edge of the screen gets consistent attribute bytes. The packer handles the awkward(br<<6)|(bl<<4)|(tr<<2)|tlattribute-byte layout for you.- Raw and tilemap forms are mutually exclusive per field
(
tiles:vsmap:,attributes:vspalette_map:).
The first background declared is loaded into nametable 0 at
reset time and background rendering is enabled automatically.
Additional backgrounds can be swapped in via load_background Name,
which queues the update for the next vblank. Full-nametable updates
do not fit inside a single vblank, so large background swaps may
require the program to disable rendering temporarily.
Asset Sources
Three ways to provide asset data:
| Source | Description |
|---|---|
@chr("file.png") |
Convert PNG to CHR tile data |
@binary("file.bin") |
Include raw binary data verbatim |
Inline [0x00, 0x7E, ...] |
Hex byte array directly in source |
Audio
NEScript ships with a full data-driven audio subsystem. Sound effects run on pulse channel 1 and music runs on pulse channel 2, both driven by an NMI-time tick that walks per-track data tables compiled into PRG ROM. Programs that never touch audio pay zero ROM or cycle cost — the driver and its period table are only linked in when user code contains at least one play, start_music, or stop_music statement.
Statements
play SfxName // trigger a one-shot sound effect
start_music TrackName // begin looping background music
stop_music // silence the music channel
Each statement looks up the name in the program's user declarations first, then falls back to the builtin table. Unknown names are a hard error (E0505).
SFX Declarations
An sfx block is a frame-accurate envelope for pulse 1. The v1
audio driver latches the pulse period once on trigger (it never
updates $4002/$4003 mid-effect), so a scalar pitch is the natural
way to write one. volume / envelope runs one byte per frame, so
the envelope length controls the effect duration:
sfx Pickup {
duty: 2 // 0-3, 2 = 50% square (default)
pitch: 0x50 // latched period byte
envelope: [15, 12, 9, 6, 3] // 0-15, one entry per frame
}
Both spellings are interchangeable:
pitch: 0x50— single byte, latched once on trigger.pitch: [0x50, 0x50, ...]— per-frame array, still accepted for backwards compatibility; the analyzer requires its length to matchvolume.envelope: [...]andvolume: [...]— aliases for the same field. Use whichever reads better in context.
Rules:
envelope/volumevalues are 0-15 (4-bit pulse volume).dutyis 0-3 and defaults to 2.- Maximum 120 frames (2 seconds at 60 fps).
Music Declarations
A music block is a list of (pitch, duration) pairs played on
pulse 2. Two authoring styles are available; the parser picks
between them based on whether tempo: is set.
Note-name form — set tempo: to the default frames-per-note and
write each note as a name (C4, Eb4, Fs4, …, rest) with an optional
per-note duration override:
music Theme {
duty: 2 // 0-3 (default 2)
volume: 10 // 0-15 (default 10)
repeat: true // loop when track ends (default true)
tempo: 20 // default frames per note
notes: [
C4, E4, G4, C5, // each note lasts 20 frames
G4 40, // held twice as long
rest 10, // short rest
E4, C4
]
}
Raw-pair form — leave tempo: unset and write a flat list of
pitch, duration, pitch, duration, ... integer pairs:
music Theme {
duty: 2
volume: 10
notes: [
37, 20, // C4 for 20 frames
41, 20, // E4
44, 20, // G4
49, 20, // C5
0, 10 // rest for 10 frames
]
}
Note names cover C1..B5 (60 entries in the builtin period table,
middle C at index 37). Accidentals use s for sharp and b for
flat (e.g. Cs4 = C#4 = Db4) because # / ♭ aren't valid
identifier characters. rest (or the alias _) is pitch 0.
Rules:
- Raw-pair form must contain an even number of entries.
- Pitches are 0 (rest) or 1-60 (period table index).
- Duration must be ≥ 1 frame.
tempomust be ≥ 1 frame (only present in note-name form).- Maximum 256 notes per track.
Builtin Names
For programs that want classic game audio without writing data tables, NEScript provides a handful of builtin effects and tracks that can be used directly:
Builtin SFX
| Name | Description |
|---|---|
coin, pickup, collect |
Ascending high blip |
jump, hop |
Descending arc |
hit, damage, explode |
Low blast |
click, select, confirm |
Sharp beep |
cancel, back, error |
Low longer tone |
shoot, laser, fire |
Very high pulse |
step, footstep |
Short low thud |
Builtin Music
| Name | Description |
|---|---|
title, theme, main |
Major arpeggio (looping) |
battle, boss |
Driving pulse (looping) |
win, victory, fanfare |
Ascending burst (one-shot) |
gameover, lose, fail |
Descending dirge (looping) |
A user-declared sfx or music block takes priority over a builtin with the same name, so sfx coin { ... } will shadow the default coin effect.
How It Works
Compile time:
- The resolver compiles each
sfxinto(period_lo, period_hi, envelope[])and eachmusicinto(header, (pitch, duration)[]), appending builtins for any referenced name that isn't user-declared. - The IR codegen emits
play Nameas: write trigger bytes to$4002/$4003, load envelope pointer into$0C/$0D, set the sfx counter.start_music Namestamps a state byte into$07, loads the stream pointer into$0E/$0F(and the loop base into$05/$06), and primes the duration counter. - The linker splices the audio tick, the 60-entry period table, and every compiled sfx/music blob into PRG ROM, all guarded on a
__audio_usedmarker label so silent programs never pay the cost.
Runtime (every NMI, if audio is in use):
- SFX: if the counter is nonzero, read one envelope byte through
(ZP_SFX_PTR),Yand write it to$4000. A zero sentinel mutes pulse 1 and stops the tick. - Music: if active and the note counter hits zero, read the next pitch byte. 0 = rest (mute pulse 2). 1-60 = look up the period in the table and write to
$4006/$4007.0xFF= loop back to the base pointer (or mute ifrepeat: false). Then read the duration byte and reload the counter.
Total memory cost: 8 bytes of zero page, ~200 bytes for the driver body, 120 bytes for the period table, plus the data for each user-declared sfx/music.
Mappers
The mapper determines cartridge hardware and available ROM size.
| Mapper | PRG ROM | CHR ROM | Features |
|---|---|---|---|
NROM |
16 or 32 KB | 8 KB | No banking, simplest |
MMC1 |
Up to 256 KB | Up to 128 KB | Switchable banks |
UxROM |
Up to 256 KB | 8 KB CHR RAM | PRG banking only |
MMC3 |
Up to 512 KB | Up to 256 KB | Scanline counter, banking |
Bank Declarations
For mappers with bank switching:
bank MainCode {
// Always-resident code (NMI handler, core engine)
}
bank Level1 {
state Level1 { ... }
background Level1BG { ... }
}
Banks can hold prg (code/data) or chr (graphics) content. Transitions between states in different banks automatically emit bank-switch and trampoline code.
Comments
// Line comment -- extends to end of line
/* Block comment
spans multiple lines */
Includes
Split your game across multiple files:
include "physics.ne"
include "enemies.ne"
Includes are resolved relative to the including file. Circular includes are a compile error. Duplicate includes are skipped automatically.
Debug Mode
Compile with --debug to enable runtime instrumentation. All debug features are stripped completely in release builds (zero bytes, zero cycles).
Debug Logging
debug.log("Player position: ", px, ", ", py)
Debug Assertions
debug.assert(lives > 0, "Lives should never be negative")
Runtime Checks (Debug Only)
In debug mode, the compiler inserts:
- Array bounds checking on indexed access
- Arithmetic overflow warnings
- Stack depth monitoring at function entry
- Frame overrun detection (bumps a counter at
$07FFwhenever the frame handler runs past vblank) - Sprite-per-scanline overflow detection (bumps a counter at
$07FDwhenever the PPU's sprite overflow flag at$2002bit 5 was set for the just-finished frame)
Debug Queries
Four builtin expressions let user code inspect the debug counters and
sticky bits. All four return a u8, peek a fixed runtime address in
debug builds, and compile to a constant zero in release builds (so
debug.assert(not debug.frame_overran()) guards disappear entirely
when you ship).
var n: u8 = debug.frame_overrun_count() // cumulative overruns since reset
debug.assert(not debug.frame_overran()) // sticky bit, cleared on next wait_frame
var s: u8 = debug.sprite_overflow_count() // cumulative PPU sprite overflows
debug.assert(not debug.sprite_overflow()) // sticky bit, cleared on next wait_frame
The sprite overflow pair reads the NES hardware flag ($2002 bit 5),
which has a few well-known quirks but is correct for the overwhelming
majority of cases. Use it together with the compile-time W0109 static
check and the runtime cycle_sprites flicker mitigation — see the
sprite-per-scanline section below.
Sprite-per-scanline mitigations
The NES PPU can only render 8 sprites per scanline. Anything past the budget is silently dropped, and because sprites land in the shadow OAM in draw order, the same sprite gets dropped every frame — a permanent dropout that reads as a bug rather than a hardware limit. NEScript ships three layers of mitigation:
- Compile time — the
W0109warning fires on layouts with more than 8 literal-coordinate sprites overlapping any scanline. Catches static HUDs, text labels, and title screens. - Runtime — the
cycle_spriteskeyword statement bumps a rotating offset byte at$07EF. A cycling variant of the NMI handler writes that byte to$2003before the OAM DMA, so each frame's DMA lands in a different slot of the PPU's OAM buffer. Over N frames each of the N overlapping sprites gets dropped approximately once, producing visible flicker the eye reconstructs from frame persistence — the classic NES idiom used by Gradius, Battletoads, and every shmup. - Playtesting —
debug.sprite_overflow()/debug.sprite_overflow_count()expose the PPU hardware flag as debug queries so user code can assert the budget holds, or a debug overlay can display the running count.
on frame {
// ... draw all your sprites ...
cycle_sprites // rotate one slot per frame
wait_frame
}
See examples/sprite_flicker_demo.ne for the end-to-end flow.
Hardware Intrinsics
For the common case of reading or writing a single PPU/APU/mapper register, NEScript provides two built-in intrinsics:
poke(0x2006, 0x3F) // write $3F to PPU address register
poke(0x2006, 0x00) // (second half of the address)
poke(0x2007, 0x0F) // write a palette byte to PPU data
var status: u8 = peek(0x2002) // read PPU status register
The address argument to both is a compile-time constant. Zero-page
addresses compile to STA $XX / LDA $XX; anything larger compiles
to absolute addressing.
VRAM Update Buffer
The PPU's $2006 / $2007 registers can only be written safely
during vblank — writing during active rendering corrupts the
internal address register and garbles every subsequent tile.
on frame handlers run partly during vblank and partly during
rendering, so user code can't directly poke the PPU.
The VRAM update buffer solves this: user intrinsics queue PPU
writes to a 256-byte ring at $0400-$04FF during on frame, and
the NMI handler drains the ring to $2007 during vblank. User
code never touches $2006 or $2007 directly.
Three intrinsics cover the common patterns:
nt_set(x, y, tile) // one tile at nametable cell (x, y)
nt_attr(x, y, value) // one attribute byte covering the
// 4×4-cell metatile at (x, y)
nt_fill_h(x, y, len, tile) // horizontal run of `len` copies
// of `tile` starting at (x, y)
x and y are nametable cell coordinates (0..32, 0..30) — not
pixel coordinates. The compiler computes the PPU address
($2000 + y*32 + x for nametable, $23C0 + (y/4)*8 + (x/4) for
attribute) and emits the buffer-append inline at each call site.
HUD pattern
Queue an update only when the underlying state changes. That makes per-frame cost scale with what actually moved, not with HUD complexity:
var score: u8 = 0
var last_score: u8 = 255 // 255 forces the first-frame paint
on frame {
// ... gameplay that may or may not bump `score` ...
if score != last_score {
last_score = score
var digit: u8 = score & 0x0F
nt_set(28, 1, digit) // one 4-byte buffer entry
}
}
A typical HUD touches two or three cells per change, so the 256-
byte buffer is more than enough for any realistic frame. See
examples/hud_demo.ne for a worked example with a bouncing-ball
playfield, a score cell that updates on each wall hit, a 5-cell
lives indicator drawn via nt_fill_h, and a one-shot nt_attr
call at startup that paints the HUD row in a distinct palette.
Budget
Per-entry buffer cost:
| Intrinsic | Buffer bytes | Drain cycles |
|---|---|---|
nt_set |
4 | ~20 |
nt_attr |
4 | ~20 |
nt_fill_h |
3 + len |
~12 + 8*len |
The 256-byte buffer holds ~50 single-tile writes that drain in ~1000 cycles, well inside vblank's ~2273-cycle budget. Programs that don't call any of the three intrinsics pay zero bytes and zero cycles — the drain routine isn't linked, the NMI doesn't JSR it, and the 256-byte buffer region stays available for user variables.
Limits
- Only horizontal writes (PPU auto-increment 1). Vertical
writes (column-fill) would need to toggle
$2000bit 2; that's a known follow-up documented indocs/future-work.md§G. nt_fill_htakes a runtimelen. Iflenoverflows the remaining space in the buffer (head + 3 + len > 256) the writer scribbles into neighbouring RAM. The runtime does not bounds- check; a debug-mode overflow trap is a known follow-up.- The buffer does not coalesce adjacent writes. Calling
nt_set(0, 0, 1)thennt_set(1, 0, 2)emits two separate entries (8 buffer bytes) even though a singlelen=2entry would fit both.
Inline Assembly
For more elaborate sequences, use asm { ... } blocks:
fun fast_shift(input: u8) -> u8 {
var result: u8 = 0
asm {
LDA {input}
ASL A
ASL A
STA {result}
}
return result
}
Inside an asm block, {name} is replaced with the resolved
zero-page or absolute address of the variable name. Labels
defined with name: are local to the block.
Raw Assembly
raw asm {
LDA #$42
STA $2007
}
raw asm skips variable substitution — {name} is passed through
verbatim. Useful for completely unmanaged snippets that don't
reference NEScript variables.
Error Codes
Lexer Errors (E01xx)
| Code | Description |
|---|---|
| E0101 | Unterminated string literal |
| E0102 | Invalid character |
| E0103 | Number literal overflow |
Type Errors (E02xx)
| Code | Description |
|---|---|
| E0201 | Type mismatch |
| E0203 | Invalid operation for type |
Memory Errors (E03xx)
| Code | Description |
|---|---|
| E0301 | Zero-page overflow |
Control Flow Errors (E04xx)
| Code | Description |
|---|---|
| E0401 | Call depth exceeded |
| E0402 | Recursion detected |
| E0404 | Transition to undefined state |
Declaration Errors (E05xx)
| Code | Description |
|---|---|
| E0501 | Duplicate declaration |
| E0502 | Undefined variable |
| E0503 | Undefined function |
| E0504 | Missing start declaration |
| E0505 | Multiple start declarations |
| E0506 | Function has too many parameters (max 8) |
Warnings (W01xx)
| Code | Description |
|---|---|
| W0101 | Expensive multiply/divide operation |
| W0102 | Loop without break or wait_frame |
| W0103 | Unused variable |
| W0104 | Unreachable code (after return/break/transition, or state unreachable from start) |
| W0105 | Palette sub-palette universal mismatch (mirror collision) |
| W0106 | Implicit drop of non-void function return value |
| W0107 | fast variable rarely accessed (wastes a zero-page slot) |
| W0108 | Array elements past byte 255 unreachable via 8-bit X index |
| W0109 | More than 8 literal-coordinate sprites overlap one scanline (NES hardware limit — see cycle_sprites and debug.sprite_overflow() for runtime mitigations) |
| W0110 | inline fun body shape cannot be inlined; falling back to a regular JSR call (rewrite as a single-return expression or a void statement sequence, or drop the inline keyword) |
nescript build prints warnings in addition to errors on a successful
compile, so code-quality hints surface during normal development without
needing a separate nescript check pass. Errors still halt the build;
warnings never do.
Example Error Output
error[E0201]: type mismatch
--> game.ne:42:15
|
42 | var x: u8 = -5
| ^^ expected u8, found negative integer
|
= help: use i8 if you need negative values: var x: i8 = -5
error[E0402]: recursion is not allowed
--> game.ne:55:5
|
55 | flood_fill(x + 1, y)
| ^^^^^^^^^^^^^^^^^^^^
|
= note: flood_fill calls itself (directly recursive)
= help: the NES has only 256 bytes of stack; use an iterative algorithm instead
Command Line
Compile a .ne source file into a .nes ROM:
nescript build game.ne
nescript build game.ne --output my_game.nes
nescript build game.ne --debug
nescript build game.ne --asm-dump
nescript build game.ne --dump-ir
| Flag | Description |
|---|---|
--output |
Set output ROM file path (default: input.nes) |
--debug |
Enable debug mode with runtime checks |
--asm-dump |
Dump generated 6502 assembly to stdout |
--dump-ir |
Dump the lowered IR program (after optimization) to stdout |
--memory-map |
Dump a memory map of variable allocations to stdout |
--call-graph |
Dump a call graph (which handler/function calls which) to stdout |
Check
Type-check a source file without producing a ROM:
nescript check game.ne
Complete Example
A full game demonstrating states, input, functions, constants, and transitions:
game "Coin Cavern" {
mapper: NROM
}
const SPEED: u8 = 2
const SCREEN_RIGHT: u8 = 240
const COIN_X: u8 = 180
const COIN_Y: u8 = 100
var player_x: u8 = 40
var player_y: u8 = 200
var score: u8 = 0
var coins_left: u8 = 3
fun clamp_x(val: u8) -> u8 {
if val > SCREEN_RIGHT {
return 0
}
return val
}
state Title {
on frame {
draw Logo at: (100, 100)
if button.start {
transition Playing
}
}
}
state Playing {
on enter {
player_x = 40
player_y = 200
score = 0
coins_left = 3
}
on frame {
if button.right {
player_x += SPEED
if player_x > SCREEN_RIGHT {
player_x = SCREEN_RIGHT
}
}
if button.left {
if player_x >= SPEED {
player_x -= SPEED
} else {
player_x = 0
}
}
if player_x >= COIN_X {
if player_y >= COIN_Y {
score += 1
coins_left -= 1
if coins_left == 0 {
transition GameOver
}
}
}
draw Player at: (player_x, player_y)
draw Coin at: (COIN_X, COIN_Y)
}
}
state GameOver {
on frame {
draw Trophy at: (120, 100)
if button.start {
transition Title
}
}
}
start Title
Build and run:
nescript build coin_cavern.ne
# produces coin_cavern.nes -- open in any NES emulator