Adds `examples/platformer.ne`, a full side-scrolling game that
exercises nearly every subsystem of the compiler in one program:
custom CHR tileset, 32×30 background nametable with per-region
attribute palettes, 2×2 metasprite hero with gravity/jump physics,
wrap-around horizontal scrolling, moving enemies, coin pickups,
user-declared SFX + music, and a Title → Playing state machine
with autopilot so the headless jsnes harness captures real
gameplay at frame 180. Tile art + nametable are generated by
`scripts/gen_platformer_tiles.rs` (`cargo run --bin gen_platformer_tiles`).
Building this out uncovered three independent runtime bugs that
together made the example render as black-on-black smileys. All
three are fixed in this commit:
1. **`gen_init` enabled sprite rendering before the linker's
initial palette/background load runs.** The PPU's v-register
auto-increments on every `$2007` write *during active
rendering*, so the palette load (32 B) and nametable load
(1024 B) were scrambled past the first ~72 bytes — every
existing program with a `background Level { ... }` block was
silently rendering zero-filled VRAM. Fix: leave `PPU_MASK = 0`
at the end of `gen_init` and emit a new `gen_enable_rendering`
call *after* all initial VRAM writes complete.
2. **Audio tick corrupted `ZP_CURRENT_STATE`.** The audio
driver's period-table lookup reused `$02/$03` as a temporary
indirect pointer with a comment claiming the slots were free
because the tick doesn't call mul/div. But `$03` is also
`ZP_CURRENT_STATE` used by the state dispatch loop, so every
music note silently overwrote the state index with the high
byte of `__period_table` (`0xC5` in the platformer ROM),
wedging the state machine forever. Fix: `gen_nmi` now PHAs
`$02/$03` on entry and PLA-restores them on exit, and the
audio tick JSR moves inside that save/restore window (it used
to be spliced by the linker *before* the register saves, so
even A/X/Y were technically being trashed pre-save). Only
`audio_demo`'s audio hash shifts (its note timings move a few
cycles); every other golden is unchanged.
3. **Sub-palette mirroring footgun.** Writing a 32-byte palette
blob sequentially causes the sprite sub-palettes' "index 0"
slots at `$3F10/$3F14/$3F18/$3F1C` to clobber the background
universal colour at `$3F00/$3F04/$3F08/$3F0C` via NES hardware
mirroring. The example's palette sets all eight first bytes
to `$22` (sky blue) for this reason; `docs/future-work.md`
picks up a TODO to warn on inconsistent first-byte values in
the analyzer.
Also:
- `docs/platformer.gif` — 6-second recording of the example
running in jsnes, generated by the new
`tests/emulator/record_gif.mjs` puppeteer helper (encodes via
`gifenc`, committed as a dev-dependency under
`tests/emulator/package.json`).
- README / examples/README tables and the 497-test count are
updated to cover the new example.
https://claude.ai/code/session_01BcCcHi6FUmTh8jC7UgkA3A
8.1 KiB
Future Work
This document tracks the gaps between what NEScript currently compiles and
what the spec describes. Items are grouped by area. Anything implemented and
tested is omitted — git log is the authoritative record of what shipped.
PNG-sourced palette and nametable assets
What ships today. palette Name { colors: [...] } and
background Name { tiles: [...], attributes: [...] } declarations with
inline byte arrays. The first declared palette / background is loaded
at reset time (before rendering enables), and both blocks get named
data blobs in PRG ROM so set_palette Name / load_background Name
can queue a vblank-safe swap via the NMI handler. See
examples/palette_and_background.ne.
Still TODO.
@palette("file.png")— analyze image colours and map to nearest NES master-palette indices.nearest_nes_color()already lives insrc/assets/palette.rsbut is not wired through the resolver.@nametable("file.png")— convert a 256×240 image into a 960-byte nametable plus 64-byte attribute table with automatic tile deduplication (max 256 unique tiles per pattern table).- Per-state background rendering control — programs currently get a single fixed nametable at reset; per-state swaps work but are limited by the NMI-time write budget (~2273 cycles, enough for a palette but not a full 1024-byte nametable).
--memory-mapshould report palette and background PRG ROM usage alongside the variable layout.
User code distribution across switchable banks
Status. mapper: MMC1 / UxROM / MMC3 plus top-level bank Name { prg }
declarations are honored by the iNES header and by the linker, which reserves
each declared bank as a 16 KB switchable slot. However, the IR codegen puts
every user function and state handler into the fixed bank at $C000-$FFFF —
the declared banks exist only as empty space. Programs outgrowing the fixed
16 KB have nowhere to put their code.
What's needed.
- A bank-assignment step (analyzer or a new pass) that maps each user function
/ state handler to a target bank, either via explicit
bank Foo { fun bar() ... }nesting or by greedy size-packing. - Codegen support for emitting into non-fixed banks and for generating
cross-bank trampolines (the runtime helper scaffold already exists in
runtime/mod.rs::gen_bank_trampoline; it just isn't invoked). - Linker changes so that functions in a switchable bank are found by the JSR fix-up logic when the call crosses bank boundaries.
Language feature gaps (post-v0.1)
From the spec's "Reserved for Future Versions" section:
| Feature | Description |
|---|---|
| Fixed-point | fixed8.8 type for sub-pixel movement with operator support. |
| Text / HUD | Font sheet declarations + layout system for scores, health, menus. |
| Metasprites | Multi-tile sprite groups with relative positioning. |
| Tilemaps | Declarative level data with built-in collision queries. |
| SRAM / saves | Persistent storage declarations for battery-backed save data. |
| NES 2.0 header | Extended iNES header format for additional metadata. |
Struct / array field widths
Struct and array element types are currently restricted to the single-byte
primitives (u8, i8, bool). u16, nested struct fields, and array fields
are rejected with E0201. The analyzer's field-layout machinery needs to
grow multi-byte offsets, and IR lowering needs to treat wide fields as the
existing wide-var path already does for u16 globals.
Audio pipeline
What ships today. Frame-walking pulse driver with sfx Name { duty, pitch, volume } and music Name { duty, volume, repeat, notes } blocks; builtin
effects and tracks; a 60-entry period table; __audio_used marker that
elides the whole subsystem when no program statement references it.
Still TODO for richer audio.
- Triangle / noise / DMC channels (today the driver only uses pulse 1 and pulse 2).
- Multi-channel tracker playback (one
noteslist per channel). @sfx("file.nsf")/@music("file.ftm")asset directives — neither the NSF nor the FamiTracker format is parsed yet.- Per-note pitch changes within a sfx (currently
pitchlatches once at trigger time).
Debug instrumentation
What ships today. debug.log(...) and debug.assert(...) lower to $4800
writes when --debug is passed, and are stripped entirely in release builds.
Not yet implemented.
- Mesen-compatible symbol export (
.mlb/.symfiles) — the CLI does not emit them, and the previousDebugSymbolshelper was removed as dead code during cleanup. - Source maps relating ROM addresses to source lines — the
SourceLocIR op exists but is not consumed by the linker or CLI. - Array bounds checking in debug mode.
- Frame overrun detection (cycles-per-frame counting).
debug.overlay(x, y, text)— needs the text/HUD subsystem above.
Code quality / tooling
Register allocator
All IR temps currently spill to a recycled zero-page slot ($80-$FF). The
peephole pass mops up the most obvious waste, but a real CFG-aware allocator
that holds short-lived temps in A/X/Y would cut a noticeable number of
LDA/STA pairs.
Cross-block temp live-range analysis
The slot recycler is function-local per-block. Temps that flow across block boundaries get a dedicated slot for the entire function, even if a later block could reuse the slot.
--no-opt flag
There is no way to disable the optimizer from the CLI. Adding one would make optimizer-introduced bugs easier to bisect.
Compilation benchmarks
Compilation is fast (<100 ms for every example today) but has no cargo bench harness, so regressions would slip through.
WASM build target
To build a browser IDE we would need to route file I/O through a trait so the
core pipeline works on &str → Vec<u8> without touching std::fs. Today the
parser's preprocess pass and the asset resolver read files directly.
Error message polish
Unused error codes
ErrorCode only defines codes that are actually emitted. Previously there
were placeholder variants (E0202 invalid cast, E0403 unreachable state)
marked #[allow(dead_code)]; those were removed during cleanup. If those
semantics come back, add the codes at that point.
Missing diagnostics
- No warning for implicit-drop of a function return value (
my_fun()at statement position whenmy_funreturns non-void). W0102("loop without yield") is only emitted for bareloop, not forwhile trueorloop { if cond { continue } }.- No warning for
fastvariables that never justify the zero-page slot (could cross-reference access counts). - No warning when a
palettedeclaration has inconsistent "index 0" bytes across its eight sub-palettes. The NES hardware mirrors$3F10/$3F14/ $3F18/$3F1Conto$3F00/$3F04/$3F08/$3F0C, so writing the full 32-byte blob sequentially causes the last four "sprite sub-palette 0" bytes to overwrite the background universal colour; the fix is a user-side convention (every sub-palette's first byte equals the chosen universal colour) but the analyzer doesn't warn when a declaration violates it. The mistake produced a solid-black screen inexamples/platformer.neuntil it was chased down by hand.
Open design questions
- Inline asm label syntax.
.label:(ca65 style) vslabel:(generic)? Today the inline-asm parser acceptslabel:but not.label; migrating would be cheap but would invalidate any copy-pasted ca65 fragments. - Debug port address. $4800 is conventional but not universal. Should we support multiple debug output methods?
- OAM allocation strategy. Sequential allocation vs priority-based with automatic sprite cycling for the 8-per-scanline limit?
- Error recovery granularity. How aggressively should the parser recover? More recovery means more errors per compile but also risks cascading false errors.