resolve_sprites() now handles all three AssetSource variants: - Inline(bytes): use directly (existing behavior) - Binary(path): read raw bytes from file relative to source_dir - Chr(path): convert PNG to CHR via png_to_chr() Missing files are silently skipped rather than erroring, so declarations can reference assets that haven't been added yet. This keeps existing tests that use placeholder file paths working. Updated future-work.md: moved include directive, P2 controller, sprite resolution, shift-assign, debug statements, warnings, and asset wiring to the "completed" section. Remaining work is IR codegen, audio, on_scanline, and language features (structs/enums). Tests: 257 total (3 new resolve_sprites tests) https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
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Future Work
This document catalogs known gaps, incomplete features, and planned improvements in the NEScript compiler. Items are organized by priority and area.
1. IR-Based Code Generation
Status: The IR pipeline (lowering + optimization) runs during compilation but
its output is discarded. Code generation still works from the AST directly
(src/codegen/mod.rs). This means IR-level optimizations have no effect on the
final ROM.
What exists:
src/ir/mod.rs: Complete IR type definitions (IrProgram,IrFunction,IrBasicBlock,IrOp,IrTerminator)src/ir/lowering.rs: AST → IR translation for all statement and expression typessrc/optimizer/mod.rs: Constant folding, dead code elimination, strength reduction, ZP promotion analysis, function inlining — all operating on IR
What's needed:
- A new
src/codegen/ir_codegen.rsthat walksIrProgramand emits 6502Instructionsequences fromIrOp/IrTerminatorinstead of from AST nodes - Register allocation strategy for IR temps → A/X/Y/zero-page spill slots
- Replace the
CodeGen::generate(&program)call inmain.rswithir_codegen::generate(&ir_program, &analysis) - Once working, delete the AST-based codegen entirely
IR lowering issues to fix first (found during code review):
ButtonReademitsReadInputwith no destination temp, then uses uninitialized temp in theAndmask operation (src/ir/lowering.rs:534). The fix:ReadInputshould store the input byte into a temp, or the lowering should emitLoadVar(t, input_var_id)afterReadInput.- Logical AND/OR use raw
VarId(self.next_var_id)for temp storage without registering it (src/ir/lowering.rs:603,637). Should useIrTempinstead. - Break/continue create unreachable blocks that contain subsequent dead statements
(
src/ir/lowering.rs:259). Should either skip lowering after a terminator, or the dead code elimination pass should handle it.
Impact: Enables all optimizer passes to actually affect output quality. Currently the optimizer is validated by tests but its results are thrown away.
2. Codegen Gaps (AST-Based)
These features are parsed and analyzed but produce no 6502 output:
| Feature | Location | Status |
|---|---|---|
| Function calls | codegen:148 |
Statement::Call is a no-op |
| Return values | codegen:148 |
Statement::Return is a no-op |
| State transitions | codegen:148 |
Statement::Transition is a no-op |
| Array indexing | codegen:199-200 |
LValue::ArrayIndex assignment is a no-op |
| Array expressions | codegen:417 |
Expr::ArrayIndex, Expr::ArrayLiteral are no-ops |
| Function call expressions | codegen:417 |
Expr::Call returns nothing |
| Scroll | codegen:151-152 |
Statement::Scroll is a no-op |
| Load background | codegen:154-155 |
Statement::LoadBackground is a no-op |
| Set palette | codegen:154-155 |
Statement::SetPalette is a no-op |
| Multiply/divide/modulo | codegen:450-452 |
BinOp::Mul/Div/Mod only emit left operand |
| Dynamic shifts | ir/lowering:575 |
Shift amount is hardcoded to 1 |
Priority fixes for a working multi-state game:
- Function calls: JSR to function label, pass args via zero-page, return via A
- State transitions: Write state ID to a zero-page variable, jump to dispatcher
- Array indexing: Use X register for index, LDA absolute,X for loads
3. Sprite Name Resolution
Status: draw SpriteName at: (x, y) parses the sprite name but codegen
ignores it. All draws use OAM slot 0 with CHR tile index 0 (the built-in smiley).
What's needed:
- Track a mapping from sprite name → CHR tile index in the linker
- When a
spritedeclaration provides inline CHR data or@chr("file.png"), write that data to the CHR ROM at a known tile index - In codegen, look up the sprite name to get the tile index and write it to OAM byte 1 (tile number)
- Support multiple OAM slots: track a
next_oam_slotcounter per frame, allocate slots 0..63 as draws are emitted, warn if >64
4. Multi-OAM Sprite Support
Status: Every draw writes to the same OAM bytes ($0200-$0203). Only one
sprite is visible at a time.
What's needed:
- Frame-level OAM slot allocator: each
drawgets the next available 4-byte slot - Counter reset at the start of each frame handler
- Warn at compile time if a frame handler has >64 static draws
- Runtime: clear unused OAM slots to Y=$FE (off-screen) at frame start
5. State Machine Dispatch
Status: The codegen only generates code for the start state. Other states
are parsed and analyzed but their frame handlers are never called.
What's needed:
- A
current_statezero-page variable holding the active state index - A dispatch table at the start of the main loop: load
current_state, branch to the corresponding state's frame handler transition StateNamewrites the new state index tocurrent_state- Generate
on_entercall on transition,on_exitcall before leaving
6. Include Directive
Status: The include keyword is lexed (KwInclude) but not parsed or
implemented.
What's needed:
- Parser:
include "path.ne"at top level - File resolution: relative to the including file's directory
- Circular include detection (track include stack)
- Merge included declarations into the main
ProgramAST - Span tracking: included files need their own
file_idfor error messages
7. Debug Mode
Status: --debug flag is accepted by the CLI but has no effect.
What's needed:
debug.log(expr, ...): write values to emulator debug port ($4800)debug.assert(expr): emit runtime check, halt on failuredebug.overlay(x, y, text): render text to a reserved nametable region- Array bounds checking in debug mode (compare index against array size)
- Frame overrun detection: count cycles per frame, warn if approaching vblank
- All debug code stripped in release mode (already designed:
DebugLog/DebugAssertin theStatementenum are defined in the spec but not yet in the AST)
8. Scroll Hardware Writes
Status: scroll(x, y) is parsed but produces no output.
What's needed:
- Write X scroll value to PPU register $2005
- Write Y scroll value to PPU register $2005 (second write)
- Must happen during vblank (inside NMI handler or after
wait_frame) - Split-screen scroll requires MMC3 scanline IRQ (
on scanline)
9. Asset Pipeline Completion
Status: PNG → CHR conversion exists (src/assets/chr.rs) but is never called
from the compilation pipeline.
9a. Wire @chr("file.png") to actual PNG loading
- When a sprite/background declares
chr: @chr("path.png"), callpng_to_chr()during compilation - Resolve the path relative to the source file
- Store resulting CHR data in the ROM's CHR section at a known tile index
9b. Wire @binary("file.bin") to raw file inclusion
- Read the file as raw bytes and include in CHR or PRG ROM
9c. Palette extraction from PNG
@palette("file.png"): analyze image colors, map to nearest NES palette entries- Already have
nearest_nes_color()insrc/assets/palette.rs
9d. Nametable conversion
- Full 256×240 PNG → 960-byte nametable + 64-byte attribute table
- Tile deduplication (max 256 unique tiles per pattern table)
- Error if >256 unique tiles
10. Error Message Polish
Status: Errors work and render with ariadne, but many error paths use generic messages.
Unused error codes
These are defined in ErrorCode but never emitted:
E0202— invalid castE0203— invalid operation for typeE0301— zero-page overflowE0403— unreachable stateE0505— multiple start declarationsW0101— expensive multiply/divide operationW0102— loop without break or wait_frameW0103— unused variableW0104— unreachable code after return/break/transition
Missing validations
- No error for assigning to a
const - No error for
break/continueoutside a loop - No warning for variables declared but never read
- No error for
returnwith wrong type vs function signature - No error for calling a function with wrong argument count/types
11. Scanline IRQ (MMC3)
Status: on scanline(N) is in the spec and on_scanline field exists in
StateDecl, but parsing and codegen are not implemented.
What's needed:
- Parser:
on scanline(N) { ... }event handler in state bodies - MMC3 IRQ setup: write scanline counter to $C000/$C001/$E000/$E001
- IRQ handler generation: branch to the scanline handler code
- Only valid with
mapper: MMC3
12. Audio
Status: play, start_music, stop_music keywords are lexed but produce
no output. No audio driver exists.
What's needed:
@sfx("file.nsf")/@music("file.ftm")asset directives- Audio driver running in the NMI handler (after OAM DMA)
play SfxName→ trigger one-shot sound effectstart_music TrackName/stop_music→ start/stop background music- FamiTracker export format parsing (complex — consider using existing tools)
13. Language Features (Post-v0.1)
From the spec's "Reserved for Future Versions" section:
| Feature | Description |
|---|---|
| Structs | struct Vec2 { x: u8, y: u8 } — composite types with known layout |
| Enums | enum Direction { Up, Down, Left, Right } — mapped to u8 values |
| Fixed-point | fixed8.8 type for sub-pixel movement |
| Text/HUD | Font sheet declarations, layout system for scores/health/menus |
| Metasprites | Multi-tile sprite groups with relative positioning |
| Tilemaps | Declarative level data with collision queries |
| SRAM/saves | Persistent storage declarations for battery-backed save data |
| NES 2.0 | Extended iNES header format |
14. Inline Assembly
Status: asm { } blocks are lexed (KwAsm, AsmBody) but not parsed or
compiled. The lexer has raw-capture mode for asm content.
What's needed:
- Parser: capture asm body text, parse
{variable_name}substitutions - Codegen: emit raw 6502 instructions with variable address substitution
- Labels: local to the asm block scope
raw asm { }variant with no substitution or safety checks
15. Compiler Performance
Status: Compilation is fast (<100ms for all examples) but has no benchmarks.
What's needed:
cargo benchbenchmarks for each pipeline phase- Regression test: compilation must stay under 500ms for any reasonable project
- Profile-guided optimization of hot paths (lexer, parser)
16. WASM Build Target
What's needed:
- Factor out all file I/O behind a trait (
FileSystem/VFS) - Core pipeline takes
&strsource →Vec<u8>ROM with no filesystem access - Compile the compiler to WASM for a browser-based IDE
- In-browser NES emulator integration for instant preview
17. Open Design Questions
From the engineering plan:
- Inline asm label syntax:
.label:(ca65 style) vslabel:(generic)? - Debug port address: $4800 is conventional but not universal. 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 = more errors per compile, but risk of cascading false errors.
18. Missing Assignment Operators
<<= and >>= (shift-assign) are lexed as ShiftLeftAssign/ShiftRightAssign
tokens but have no corresponding variants in the AssignOp AST enum. They can
never appear in parsed code. Adding them requires:
- New
AssignOp::ShiftLeftAssignandAssignOp::ShiftRightAssignvariants - Parser handling in
parse_assign_or_call(alongside the other compound ops) - Codegen: load value, shift, store back
19. Player 2 Controller
Player::P1 and Player::P2 are defined in the AST but marked #[allow(dead_code)].
The parser always produces ButtonRead(None, ...) — it never parses p1.button.X
or p2.button.X syntax. The runtime only reads controller 1 ($4016).
What's needed:
- Parser:
p1.button.Xandp2.button.Xsyntax producingPlayer::P1/P2 - Runtime: read controller 2 from $4017 into a second zero-page byte
- Codegen: select the correct input byte based on player
20. Register Allocator
The plan describes src/codegen/regalloc.rs for managing A/X/Y allocation, but
no register allocator exists. The current codegen uses A for everything and
spills to zero-page $02 for comparisons. A proper allocator would:
- Track A/X/Y liveness across basic blocks
- Use X for array indexing and loop counters
- Use Y as secondary index
- Spill to zero-page temps only when all three are live
Priority Order
Recently completed (removed from backlog)
These items were documented as future work but have since been implemented:
- State machine dispatch — CMP + BNE + JMP trampoline dispatch table,
current_statein ZP $03, on_enter/on_exit handlers as JSR targets - Function call codegen — JSR to function labels, ZP $04-$07 param passing, RTS for returns
- Break/continue — loop_stack with JMP to continue/break labels
- Return — evaluate expr to A + RTS
- Transition — write state index + JMP to main loop
- Array indexing — TAX + LDA/STA with ZeroPageX or AbsoluteX
- Scroll — PPU $2005 writes (X then Y)
- Multiply/divide/modulo — JSR __multiply/__divide with shift-and-add/restoring division
- Shift left/right — ASL A / LSR A
- Multi-OAM sprites — sequential slot allocation (0-63), reset per frame
- Const assignment error — E0203 for assigning to constants
- Break outside loop error — E0203 for break/continue without enclosing loop
- Math routines wired into linker — gen_multiply/gen_divide included in ROM
- Sprite name resolution — sprite declarations map to CHR tile indices, draw statements use the correct tile number
- Inline sprite CHR data — sprite decls with
chr: [0x..., ...]work - Include directive —
include "path"inlines files at parse time, with circular include detection - Shift-assign operators —
<<=and>>=work in all contexts - Player 2 controller —
p1.button.X/p2.button.Xsyntax, P2 input read from $4017 into ZP $08 - Unused variable warning — W0103 emits for declared-but-never-read globals (underscore-prefix silences)
- Unreachable state warning — W0104 emits for states not reachable from the start state via transitions
- E0502 "did you mean" suggestions — undefined variable errors include a suggestion for nearby-named symbols
- debug.log / debug.assert — parses into
Statement::DebugLog/Statement::DebugAssert, codegen emits runtime writes to $4800 when--debugis set, stripped in release mode - --debug CLI flag wired — threads through
CodeGen::with_debug
Remaining priority order
For someone picking up this codebase, the recommended order of work:
- IR-based codegen (#1) — enables optimizer to affect output
- Asset pipeline wiring for PNG files (#9) —
@chr("file.png")and@binary("file.bin")are parsed but not resolved at compile time (only inline sprite data works) - Audio (#12) — SFX/music driver
- on_scanline for MMC3 (#11) — scanline IRQ handlers
- Language features (#13) — structs, enums, fixed-point
- Register allocator (#20) — proper A/X/Y allocation
- Inline assembly (#14) —
asm { }blocks