mirror of
https://github.com/imjasonh/nescript
synced 2026-07-08 17:06:04 +00:00
Adds a \`for NAME in START..END { BODY }\` half-open range loop:
for i in 0..8 {
total += arr[i]
}
- Lexer: \`for\`, \`in\` keywords and the \`..\` range operator
- AST: new \`Statement::For\` variant with var/start/end/body
- Parser: \`parse_for\` after \`while\` / \`loop\`
- Analyzer: registers the loop variable as a u8 symbol for the body
(restoring any shadowed outer symbol afterwards), allocates it via
the normal RAM allocator, and tracks it as "used"
- IR lowering: desugars to \`var = start; while var < end { body;
var = var + 1 }\` using a \`for_step\` continue-edge block so
\`continue\` properly increments the index
- AST codegen: no-op (legacy path doesn't need for loops)
- Tests: parse + full-pipeline integration
https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
974 lines
21 KiB
Markdown
974 lines
21 KiB
Markdown
# NEScript Language Guide
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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.
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This guide covers every language feature with practical examples.
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---
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## Program Structure
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Every NEScript program consists of a game declaration, top-level definitions, and a start declaration.
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```
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game "My Game" {
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mapper: NROM
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mirroring: vertical
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}
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const SPEED: u8 = 2
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var score: u8 = 0
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fun helper() -> u8 {
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return 42
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}
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state Title {
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on frame {
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draw Logo at: (100, 100)
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if button.start {
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transition Playing
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}
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}
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}
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state Playing {
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on enter {
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score = 0
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}
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on frame {
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// game logic here
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}
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}
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start Title
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```
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### Game Declaration
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The `game` block is required and must appear first. It names the game and sets hardware configuration.
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```
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game "Coin Cavern" {
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mapper: NROM
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mirroring: vertical
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}
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```
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Available properties:
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| Property | Values | Default |
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|--------------|----------------------------------|--------------|
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| `mapper` | `NROM`, `MMC1`, `UxROM`, `MMC3` | required |
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| `mirroring` | `horizontal`, `vertical` | `horizontal` |
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### Start Declaration
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Exactly one `start` declaration must exist. It names the initial state entered on power-on.
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```
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start Title
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```
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---
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## Types
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NEScript has four primitive types and fixed-size arrays.
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### Primitive Types
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| Type | Size | Range | Description |
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|--------|---------|-----------------|------------------------------------|
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| `u8` | 1 byte | 0 to 255 | Unsigned 8-bit integer |
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| `i8` | 1 byte | -128 to 127 | Signed 8-bit integer |
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| `u16` | 2 bytes | 0 to 65535 | Unsigned 16-bit integer |
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| `bool` | 1 byte | `true` / `false`| Boolean |
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### Arrays
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Arrays are fixed-size, homogeneous, and zero-indexed. The size must be a compile-time constant. Maximum 256 elements.
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```
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var enemies: u8[8]
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const TABLE: u8[4] = [10, 20, 30, 40]
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```
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### Type Casting
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NEScript has no implicit coercion. All conversions use `as`:
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```
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var a: u8 = 200
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var b: u16 = a as u16 // zero-extend: 200
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var c: i8 = a as i8 // reinterpret bits
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var d: u8 = b as u8 // truncate to low byte
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```
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---
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## Variables
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### Variable Declarations
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Variables are declared with `var` and must have an explicit type:
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```
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var x: u8 // uninitialized (zeroed on state entry)
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var y: u8 = 100 // initialized
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var pos: u16 = 0x0400 // 16-bit value
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var alive: bool = true
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var scores: u8[4] = [0, 0, 0, 0]
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```
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### Constants
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Constants are evaluated at compile time and stored in ROM:
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```
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const MAX_ENEMIES: u8 = 5
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const SPEED: u8 = 3
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const SIN_TABLE: u8[8] = [0, 49, 90, 117, 127, 117, 90, 49]
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```
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### Enums
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Enums declare a named set of `u8` constants. Each variant is assigned an
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index starting at 0 in declaration order:
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```
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enum Direction { Up, Down, Left, Right }
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// Up=0, Down=1, Left=2, Right=3
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var player_dir: u8 = Up
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on frame {
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if button.left { player_dir = Left }
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if button.right { player_dir = Right }
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if player_dir == Down { /* ... */ }
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}
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```
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Variant names are global — they are flattened into the top-level symbol
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table, so a variant cannot share its name with any other constant,
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variable, or function (E0501). An enum cannot have more than 256
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variants because each is stored as a `u8`.
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### Structs
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Structs declare composite types with named fields:
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```
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struct Vec2 {
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x: u8,
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y: u8,
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}
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struct Player {
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health: u8,
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lives: u8,
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}
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var pos: Vec2
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var hero: Player
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on frame {
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pos.x = 100
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pos.y = 50
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hero.health = 3
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hero.lives = 5
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if button.right { pos.x += 1 }
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draw Hero at: (pos.x, pos.y)
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}
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```
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Fields are laid out contiguously in declaration order. A variable of
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struct type allocates enough contiguous bytes to hold all its fields;
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each field is accessible via the dot operator.
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In v0.1 only primitive field types (`u8`, `i8`, `bool`) are supported —
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nested structs, `u16`, and array fields are not yet allowed.
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### Memory Placement Hints
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The NES has 256 bytes of zero-page RAM with faster access. You can hint where variables should be placed:
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```
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fast var px: u8 // prefer zero-page (faster instructions)
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slow var high_score: u16 // prefer upper RAM (saves zero-page space)
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var normal: u8 // compiler decides automatically
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```
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If zero-page is exhausted and `fast` variables cannot be placed, the compiler emits error `E0301`.
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### Scope
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| Scope | Declared In | Lifetime |
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|----------|----------------|---------------------------------------------|
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| Global | Top level | Entire program, permanent RAM allocation |
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| State | `state` block | Active while state is active; RAM reusable |
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| Function | `fun` block | Duration of function call |
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| Block | `if`/`while` | Enclosing block, shares parent allocation |
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---
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## Functions
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### Declaration
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Functions use `fun`, with optional parameters and return type:
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```
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fun add(a: u8, b: u8) -> u8 {
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return a + b
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}
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fun reset_score() {
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score = 0
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}
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```
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### Inline Functions
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The `inline` keyword hints the compiler to inline the function at call sites:
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```
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inline fun clamp(val: u8, max: u8) -> u8 {
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if val > max {
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return max
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}
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return val
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}
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```
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`inline` is a hint -- the compiler may decline for large functions.
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### Calling Functions
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```
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var result: u8 = add(10, 20)
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reset_score()
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```
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### Restrictions
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- **No recursion.** Both direct and indirect recursion are compile errors (`E0402`).
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- **Call depth limit.** The default maximum call depth is 8. Exceeding it produces error `E0401`.
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---
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## States
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States are the top-level organizational unit. Exactly one state is active at any time.
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### State Declaration
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```
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state Playing {
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var timer: u8 = 0 // state-local variable
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on enter {
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// runs once when entering this state
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timer = 60
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}
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on exit {
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// runs once when leaving this state
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}
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on frame {
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// runs every frame (60 Hz) while this state is active
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timer -= 1
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draw Player at: (player_x, player_y)
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}
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}
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```
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`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`.
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### State Transitions
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```
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transition GameOver
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```
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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.
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---
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## Expressions
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### Literals
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```
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42 // decimal integer
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0xFF // hexadecimal
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0b10110001 // binary
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1_000 // underscores allowed for readability (if supported)
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true // boolean
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false // boolean
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[1, 2, 3] // array literal
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```
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All integer literals must fit in `u16` (0-65535). The compiler narrows to the required type at usage.
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### Arithmetic Operators
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| Operator | Description | Example |
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|----------|----------------|--------------|
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| `+` | Addition | `a + b` |
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| `-` | Subtraction | `a - b` |
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| `*` | Multiplication | `a * b` |
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| `/` | Division | `a / b` |
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| `%` | Modulo | `a % b` |
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`*`, `/`, 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.
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### Bitwise Operators
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| Operator | Description | Example |
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|----------|----------------|--------------|
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| `&` | Bitwise AND | `a & 0x0F` |
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| `\|` | Bitwise OR | `a \| 0x80` |
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| `^` | Bitwise XOR | `a ^ mask` |
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| `~` | Bitwise NOT | `~a` |
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| `<<` | Shift left | `a << 2` |
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| `>>` | Shift right | `a >> 1` |
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### Comparison Operators
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| Operator | Description | Example |
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|----------|-------------------|--------------|
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| `==` | Equal | `a == 0` |
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| `!=` | Not equal | `a != b` |
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| `<` | Less than | `a < 10` |
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| `>` | Greater than | `a > max` |
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| `<=` | Less or equal | `a <= 255` |
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| `>=` | Greater or equal | `a >= min` |
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### Logical Operators
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NEScript uses keyword-based logical operators:
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```
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if alive and (health > 0) {
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// ...
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}
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if not paused or force_update {
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// ...
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}
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```
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| Operator | Description |
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|----------|---------------|
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| `and` | Logical AND |
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| `or` | Logical OR |
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| `not` | Logical NOT |
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### Operator Precedence
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From highest to lowest:
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| Level | Operators | Associativity |
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|-------|------------------------------------|---------------|
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| 1 | `()` grouping | -- |
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| 2 | `-` (unary), `~`, `not` | right |
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| 3 | `*`, `/`, `%` | left |
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| 4 | `+`, `-` | left |
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| 5 | `<<`, `>>` | left |
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| 6 | `&` | left |
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| 7 | `^` | left |
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| 8 | `\|` | left |
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| 9 | `==`, `!=`, `<`, `>`, `<=`, `>=` | left |
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| 10 | `and` | left |
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| 11 | `or` | left |
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### Button Reads
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Read controller input as boolean expressions:
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```
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if button.right {
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player_x += SPEED
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}
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if button.a {
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jump()
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}
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```
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Available buttons: `up`, `down`, `left`, `right`, `a`, `b`, `start`, `select`.
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For two-player games, prefix with the player:
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```
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if p1.button.a { /* player 1 */ }
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if p2.button.right { /* player 2 */ }
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```
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Without a prefix, `button` refers to player 1.
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### Function Calls in Expressions
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```
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var clamped: u8 = clamp_x(player_x + SPEED)
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```
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### Array Indexing
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```
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var val: u8 = table[i]
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table[i] = 0
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```
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### Type Casting
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```
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var wide: u16 = narrow as u16
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```
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---
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## Statements
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### Assignment
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```
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x = 10
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x += 5
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x -= 1
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x &= 0x0F
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x |= 0x80
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x ^= mask
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```
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All assignment operators:
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| Operator | Description |
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|----------|---------------------|
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| `=` | Assign |
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| `+=` | Add and assign |
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| `-=` | Subtract and assign |
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| `&=` | AND and assign |
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| `\|=` | OR and assign |
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| `^=` | XOR and assign |
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Array element assignment:
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```
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enemies[i] = 0
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scores[player] += 10
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```
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### If / Else If / Else
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Braces are always required. No ternary operator.
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```
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if health == 0 {
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transition GameOver
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} else if health < 3 {
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flash_warning()
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} else {
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// normal gameplay
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}
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```
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### While Loop
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```
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var i: u8 = 0
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while i < 10 {
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enemies[i] = 0
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i += 1
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}
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```
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### For Loop
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The `for` loop iterates over a half-open integer range `[start, end)`:
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```
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for i in 0..8 {
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total += arr[i]
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}
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```
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The loop variable is a `u8` scoped to the loop body. Both bounds can
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be any expression that evaluates to `u8` at runtime, including
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constants or variables. The range is half-open, so `0..8` iterates
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`0, 1, 2, ..., 7` (8 iterations). For a closed range, use `0..9`.
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The loop is desugared into a `while` loop with an index variable, so
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`break` and `continue` work the same as in any loop body.
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### Loop (Infinite)
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```
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loop {
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wait_frame()
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if button.start {
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break
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}
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}
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```
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The compiler warns if a `loop` contains neither `break`, `wait_frame`, nor `transition`.
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### Break and Continue
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```
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var i: u8 = 0
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while i < 20 {
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i += 1
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if enemies[i] == 0 {
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continue // skip inactive enemies
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}
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if i > 10 {
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break // stop processing
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}
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update_enemy(i)
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}
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```
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### Return
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```
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fun abs_diff(a: u8, b: u8) -> u8 {
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if a > b {
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return a - b
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}
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return b - a
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}
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```
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Functions without a return type use `return` with no value (or simply reach the end of the function body).
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|
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### Draw
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Render a sprite to the screen:
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```
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draw Player at: (player_x, player_y)
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draw Coin at: (COIN_X, COIN_Y) frame: anim_frame
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```
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The `draw` statement writes to the OAM shadow buffer. The NES supports up to 64 sprites per frame.
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Syntax: `draw SpriteName at: (x_expr, y_expr) [frame: expr]`
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### Transition
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Switch to another state immediately:
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```
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transition GameOver
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```
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The current state's `on exit` runs, then the target state's `on enter` runs.
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### Wait Frame
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Yield execution until the next vertical blank (NMI). Synchronizes to the 60 Hz display refresh.
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```
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wait_frame()
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```
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This triggers OAM DMA transfer and PPU updates before yielding. Inside `on frame`, a `wait_frame()` is implicit at the end of each frame.
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### Scroll
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Set the PPU scroll position:
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```
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scroll(scroll_x, scroll_y)
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```
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### Load Background
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Load a background nametable:
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```
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load_background TitleBG
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```
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### Set Palette
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|
|
|
Apply a palette:
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|
|
```
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|
set_palette GamePalette
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|
```
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|
|
### Function Calls as Statements
|
|
|
|
```
|
|
reset_score()
|
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update_physics(player_x, player_y)
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|
```
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|
|
---
|
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|
|
## Assets
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|
|
|
### Sprite Declarations
|
|
|
|
```
|
|
sprite Player {
|
|
chr: @chr("assets/player.png")
|
|
}
|
|
|
|
sprite Coin {
|
|
chr: @binary("assets/coin.bin")
|
|
}
|
|
```
|
|
|
|
### Palette Declarations
|
|
|
|
Define color palettes using NES PPU color indices (`$00`-`$3F`):
|
|
|
|
```
|
|
palette GamePalette {
|
|
colors: [0x0F, 0x00, 0x10, 0x30,
|
|
0x0F, 0x07, 0x17, 0x27,
|
|
0x0F, 0x09, 0x19, 0x29,
|
|
0x0F, 0x01, 0x11, 0x21]
|
|
}
|
|
```
|
|
|
|
Each group of 4 values is a sub-palette. The first color is typically `0x0F` (black) as the shared background color.
|
|
|
|
### Background Declarations
|
|
|
|
```
|
|
background TitleBG {
|
|
chr: @chr("assets/title_screen.png")
|
|
}
|
|
```
|
|
|
|
### 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 |
|
|
|
|
---
|
|
|
|
## 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 (warns if frame handler exceeds vblank period)
|
|
|
|
---
|
|
|
|
## Inline Assembly
|
|
|
|
For performance-critical code, drop to 6502 assembly:
|
|
|
|
### Bound Assembly
|
|
|
|
```
|
|
fun fast_shift(input: u8) -> u8 {
|
|
asm {
|
|
lda {input}
|
|
asl a
|
|
asl a
|
|
sta {return}
|
|
}
|
|
}
|
|
```
|
|
|
|
`{variable_name}` resolves to the variable's memory address. `{return}` is the return value location.
|
|
|
|
### Raw Assembly
|
|
|
|
```
|
|
raw asm {
|
|
.org $C000
|
|
nop
|
|
rti
|
|
}
|
|
```
|
|
|
|
Raw blocks bypass all compiler management. Use with extreme caution.
|
|
|
|
---
|
|
|
|
## 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 |
|
|
| E0202 | Invalid cast |
|
|
| 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 |
|
|
| E0403 | Unreachable state |
|
|
| 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|
|
|
|
|
### Warnings (W01xx)
|
|
|
|
| Code | Description |
|
|
|--------|------------------------------------------|
|
|
| W0101 | Expensive multiply/divide operation |
|
|
| W0102 | Loop without break or wait_frame |
|
|
| W0103 | Unused variable |
|
|
| W0104 | Unreachable code |
|
|
|
|
### 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
|
|
```
|
|
|
|
---
|
|
|
|
## Compiler Commands
|
|
|
|
### Build
|
|
|
|
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 |
|
|
| `--use-ast` | Use the legacy AST-based codegen (default is the IR codegen) |
|
|
|
|
### 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
|
|
```
|