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nescript/tests/emulator/goldens
Claude 0b5470b054
codegen: skip parameter-spill prologue for leaf functions
Leaf functions — those that never JSR another routine from inside
their body — don't need to spill the `$04..$07` parameter
transport slots into per-function RAM, because nothing inside the
body clobbers those slots. Detect them in `IrCodeGen::new` via a
linear scan over each function's IR ops, point their parameters
at `$04..$07` directly in `var_addrs` (and in a parallel
`leaf_param_overrides` map for inline-asm `{name}` substitution),
and have `gen_function` skip the spill prologue.

The "leaf" predicate is conservative: any of `IrOp::Call`, `Mul`,
`Div`, `Mod`, `Transition`, or an inline-asm body containing a
`JSR` token disqualifies the function. SetPalette /
LoadBackground / PlaySfx / StartMusic / DebugLog / DebugAssert
were verified by inspection to not emit JSRs.

Per call to a leaf primitive: `LDA $04 / STA <local> / LDA $05 /
STA <local+1>` is now omitted — saves 12 cycles and 12 bytes of
code per call. Across the SHA-256 example's ~5500 leaf-primitive
calls per block, that's ~66K cycles saved per compression — about
2.2 frames at NTSC.

The fix also touches every committed `examples/*.nes` (the leaf
prologue was emitted by every fun with params, not just the SHA
ones), so 9 ROMs and the same three timing-sensitive goldens
(war.png + platformer/pong/war audio hashes) get refreshed; the
two committed gifs that drifted do too.

Verified: cargo test/clippy/fmt clean on rustc 1.95.0; emulator
harness 34/34; reproducibility diff clean; SHA-256 of "NES" still
computes to AE9145DB…4E0D.

https://claude.ai/code/session_01FRmSBruVWCufm3LsUVMs8v
2026-04-16 16:47:07 +00:00
..
arrays_and_functions.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
arrays_and_functions.png compiler: fix three scoping bugs; war: revert all local/param workarounds 2026-04-15 20:33:41 +00:00
audio_demo.audio.hash platformer: end-to-end side-scroller demo + three runtime bug fixes 2026-04-13 13:04:26 +00:00
audio_demo.png tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
auto_chr_background.audio.hash assets: auto-generate CHR data from @nametable() PNG sources 2026-04-15 03:29:58 +00:00
auto_chr_background.png assets: auto-generate CHR data from @nametable() PNG sources 2026-04-15 03:29:58 +00:00
bitwise_ops.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
bitwise_ops.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
bouncing_ball.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
bouncing_ball.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
coin_cavern.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
coin_cavern.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
comparisons.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
comparisons.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
friendly_assets.audio.hash language: pleasant asset syntax for palettes, CHR, bg, sfx, music 2026-04-13 16:09:53 +00:00
friendly_assets.png language: pleasant asset syntax for palettes, CHR, bg, sfx, music 2026-04-13 16:09:53 +00:00
function_chain.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
function_chain.png tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
hello_sprite.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
hello_sprite.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
inline_asm_demo.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
inline_asm_demo.png codegen: reuse analyzer's local allocations so inline asm {param} works 2026-04-16 16:03:10 +00:00
logic_ops.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
logic_ops.png tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
loop_break_continue.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
loop_break_continue.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
match_demo.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
match_demo.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
metasprite_demo.audio.hash parser/lowering: declarative metasprites for multi-tile sprite groups 2026-04-15 03:13:30 +00:00
metasprite_demo.png parser/lowering: declarative metasprites for multi-tile sprite groups 2026-04-15 03:13:30 +00:00
mmc1_banked.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
mmc1_banked.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
mmc3_per_state_split.audio.hash main: write the real mapper byte into the iNES header 2026-04-13 01:27:42 +00:00
mmc3_per_state_split.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
nested_structs.audio.hash analyzer/lowering: support nested struct fields and array struct fields 2026-04-15 02:19:49 +00:00
nested_structs.png analyzer/lowering: support nested struct fields and array struct fields 2026-04-15 02:19:49 +00:00
noise_triangle_sfx.audio.hash audio: always enable all four tone channels on sfx trigger 2026-04-14 12:09:46 +00:00
noise_triangle_sfx.png audio: triangle and noise sfx channels 2026-04-14 10:42:53 +00:00
palette_and_background.audio.hash palette/background: first-class declarations with reset-time load and runtime swaps 2026-04-13 11:11:33 +00:00
palette_and_background.png palette/background: first-class declarations with reset-time load and runtime swaps 2026-04-13 11:11:33 +00:00
platformer.audio.hash codegen: skip parameter-spill prologue for leaf functions 2026-04-16 16:47:07 +00:00
platformer.png feat(platformer): add stomp-or-die enemy collisions, live HUD, GameOver state 2026-04-13 20:23:07 +00:00
pong.audio.hash codegen: skip parameter-spill prologue for leaf functions 2026-04-16 16:47:07 +00:00
pong.png examples/pong: production-quality Pong game with powerups and multi-ball 2026-04-16 01:25:29 +00:00
scanline_split.audio.hash main: write the real mapper byte into the iNES header 2026-04-13 01:27:42 +00:00
scanline_split.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
sfx_pitch_envelope.audio.hash audio: per-frame pitch envelopes for pulse SFX 2026-04-15 02:54:56 +00:00
sfx_pitch_envelope.png audio: per-frame pitch envelopes for pulse SFX 2026-04-15 02:54:56 +00:00
sha256.audio.hash examples/sha256: interactive SHA-256 hasher with on-screen keyboard 2026-04-16 14:02:58 +00:00
sha256.png examples/sha256: interactive SHA-256 hasher with on-screen keyboard 2026-04-16 14:02:58 +00:00
sprite_flicker_demo.audio.hash sprite-per-scanline: add cycle_sprites runtime flicker + debug telemetry 2026-04-15 22:07:19 +00:00
sprite_flicker_demo.png sprite-per-scanline: add cycle_sprites runtime flicker + debug telemetry 2026-04-15 22:07:19 +00:00
sprites_and_palettes.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
sprites_and_palettes.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
state_machine.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
state_machine.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
structs_enums_for.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
structs_enums_for.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
two_player.audio.hash tests/emulator: record audio goldens alongside screenshots 2026-04-12 22:33:48 +00:00
two_player.png tests/emulator: byte-exact golden-image diffs 2026-04-12 21:30:18 +00:00
uxrom_banked.audio.hash examples: add uxrom_banked and jsnes golden 2026-04-13 02:04:25 +00:00
uxrom_banked.png examples: add uxrom_banked and jsnes golden 2026-04-13 02:04:25 +00:00
uxrom_banked_to_banked.audio.hash codegen: support banked → banked cross-bank function calls 2026-04-15 02:37:19 +00:00
uxrom_banked_to_banked.png codegen: support banked → banked cross-bank function calls 2026-04-15 02:37:19 +00:00
uxrom_user_banked.audio.hash codegen: user code in switchable banks via cross-bank trampolines 2026-04-14 11:41:20 +00:00
uxrom_user_banked.png codegen: user code in switchable banks via cross-bank trampolines 2026-04-14 11:41:20 +00:00
war.audio.hash codegen: skip parameter-spill prologue for leaf functions 2026-04-16 16:47:07 +00:00
war.png examples: regenerate ROMs, gifs, and goldens after codegen local fix 2026-04-16 16:12:46 +00:00