mirror of
https://github.com/imjasonh/nescript
synced 2026-07-09 01:16:12 +00:00
Re-adds `palette Name { colors: [...] }` and
`background Name { tiles: [...], attributes: [...] }` as first-class
declarations, plus `set_palette Name` and `load_background Name`
statements for runtime swaps. Unlike the previous iteration that
quietly no-op'd, this one is fully wired through the pipeline and
its behavior is pinned by both unit tests and an emulator golden.
Pipeline:
- Lexer: re-adds `palette`, `background`, `set_palette`,
`load_background` keywords and tokenizes them.
- AST: `PaletteDecl` (name + 1..=32 colour bytes) and `BackgroundDecl`
(name + 0..=960 tile bytes + 0..=64 attribute bytes) live in
`Program`. `Statement::SetPalette` and `Statement::LoadBackground`
name-reference these declarations.
- Parser: `palette Name { colors: [...] }` / `background Name
{ tiles: [...], attributes: [...] }` blocks and their statement
forms parse via the existing byte-array helper.
- Analyzer: validates colour indices ($00-$3F), palette length
(<=32), nametable length (<=960), attribute length (<=64), and
duplicate decl names. `set_palette` / `load_background` targets
must reference a declared name (E0502 otherwise). When a program
declares palette or background, the analyzer bumps the user
zero-page allocator's starting address from `$10` to `$18` to
reserve `$11-$17` for the runtime update handshake — programs
that don't use the feature keep the old layout so their emulator
goldens stay byte-exact.
- Assets: `PaletteData` and `BackgroundData` resolve declarations
into zero-padded fixed-size blobs (32 / 960 / 64 bytes) and
expose `label()` / `tiles_label()` / `attrs_label()` for codegen
to reference.
- IR: new `IrOp::SetPalette(String)` and
`IrOp::LoadBackground(String)`; lowering forwards the names
verbatim.
- Codegen: `gen_set_palette` writes the palette label pointer into
ZP `$12/$13` and ORs bit 0 into the update flags at `$11`;
`gen_load_background` does the same for tile/attribute pointers
at `$14/$15/$16/$17` with bit 1. Both emit a `__ppu_update_used`
marker so the linker splices in the NMI apply helper only when
the feature is actually used.
- Runtime: `gen_initial_palette_load` and
`gen_initial_background_load` write the first declared
palette/background at reset time (before rendering is enabled,
where PPU writes are safe). `gen_nmi(has_ppu_updates)` takes a
new flag; when true it splices `gen_ppu_update_apply` at the top
of the NMI body, which checks the `$11` flags byte and copies
pending palette / nametable data to `$3F00` / `$2000` inside
vblank. All helpers use only ZP $02/$03 as scratch at reset time
and never clobber ZP slots live across NMI.
- Linker: new `link_banked_with_ppu` takes slice of `PaletteData` /
`BackgroundData`; splices each blob as a labelled data block in
PRG ROM, picks the first-declared as the reset-time load target,
enables background rendering automatically when a background is
declared, and threads `has_ppu_updates` into `gen_nmi`. Old
`link_banked` remains as a thin wrapper for callers without
palette/background data so existing tests don't shift.
Tests:
- Lexer: tokenization of the 4 new keywords (single added test case).
- Parser: 5 new tests for `palette` / `background` decls with and
without attributes, plus `set_palette` / `load_background`
statements.
- Analyzer: 9 new tests covering acceptance of declared
palettes/backgrounds, E0502 for unknown names, E0201 for
out-of-range NES colors and oversized blobs, E0501 for duplicate
names, and the zero-page-layout guard (palette/bg decls bump ZP
start; no decls keeps it at $10).
- Resolver: 3 new tests for zero-padding, truncation of oversized
decls, and label derivation.
- IR: 2 new lowering tests for `set_palette` and `load_background`.
- Integration: 5 new tests — blob contents spliced verbatim into
PRG, `STA $12` / `STA $14` emitted by set_palette /
load_background codegen, and a regression guard that programs
without palette/background still land user vars at $10.
- Emulator: new `examples/palette_and_background.ne` driven by a
frame counter that toggles between `CoolBlues` / `WarmReds` and
`TitleScreen` / `StageOne` every 90 frames. Golden PNG and audio
hash checked in under `tests/emulator/goldens/` and verified via
`node run_examples.mjs` — rendered image shows the blue
`CoolBlues` palette with the nametable populated from
`TitleScreen`.
Docs:
- `README.md` adds the feature to the headline list and the example
table.
- `docs/language-guide.md` restores the palette/background sections
with the full 32-byte layout table and `set_palette` /
`load_background` statement references.
- `docs/future-work.md` replaces the "removed as dead code" entry
with the remaining gaps (PNG-sourced palette and nametable
assets, cross-vblank large background updates, memory-map
reporting).
- `spec.md` restores the grammar productions and usage examples.
- `examples/README.md` lists the new demo.
All 497 unit + integration tests pass. Clippy clean. All 21
emulator goldens match after the update pass.
https://claude.ai/code/session_012fKB251HvEUQwG3tizFyqt
128 lines
5.6 KiB
Markdown
128 lines
5.6 KiB
Markdown
# NEScript
|
|
|
|
A statically-typed, compiled programming language for NES game development.
|
|
|
|
NEScript compiles `.ne` source files directly into playable iNES ROM files, with no external assembler or linker dependencies. The compiler handles everything from source text to a ROM you can run in any NES emulator.
|
|
|
|
## Quick Start
|
|
|
|
```bash
|
|
# Build the compiler
|
|
cargo build --release
|
|
|
|
# Compile an example
|
|
cargo run -- build examples/hello_sprite.ne
|
|
|
|
# Run the output ROM in an emulator
|
|
# (produces examples/hello_sprite.nes)
|
|
```
|
|
|
|
## Hello World
|
|
|
|
```
|
|
game "Hello" {
|
|
mapper: NROM
|
|
}
|
|
|
|
var px: u8 = 128
|
|
var py: u8 = 120
|
|
|
|
on frame {
|
|
if button.right { px += 2 }
|
|
if button.left { px -= 2 }
|
|
if button.down { py += 2 }
|
|
if button.up { py -= 2 }
|
|
|
|
draw Smiley at: (px, py)
|
|
}
|
|
|
|
start Main
|
|
```
|
|
|
|
## Features
|
|
|
|
- **Game-aware syntax** -- states, sprites, palettes, backgrounds, and input are first-class constructs
|
|
- **Full type system** -- `u8`, `i8`, `u16`, `bool`, fixed-size arrays (`u8[N]`), `enum`, `struct`
|
|
- **Rich control flow** -- `if`/`else`, `while`, `for i in 0..N`, `loop`, `match`
|
|
- **Functions** -- with parameters, return types, `inline` hint, recursion detection
|
|
- **State machines** -- `state` with `on enter`, `on exit`, `on frame`, `on scanline(N)` handlers
|
|
- **Compile-time safety** -- call depth limits, recursion detection, type checking, unused-var warnings
|
|
- **IR-based optimizer** -- constant folding, dead code elimination, strength reduction (incl. div/mod by power-of-two), copy propagation, peephole passes including INC/DEC fold and live-range slot recycling
|
|
- **Full 16-bit arithmetic** -- u16 add/sub/compare lower to carry-propagating paired operations
|
|
- **Multiple mappers** -- NROM, MMC1, UxROM, MMC3 (including multi-scanline IRQ dispatch per state)
|
|
- **Audio subsystem** -- frame-walking pulse driver with user-declared `sfx`/`music` blocks, builtin effects and tracks, period table, and zero-cost elision when unused
|
|
- **Palette & background pipeline** -- `palette` and `background` blocks, initial values loaded at reset, vblank-safe `set_palette` / `load_background` runtime swaps
|
|
- **Asset pipeline** -- PNG-to-CHR conversion, inline tile data, sfx envelopes, music note streams
|
|
- **Inline assembly** -- `asm { ... }` with `{var}` substitution, plus `raw asm { ... }` for verbatim blocks
|
|
- **Hardware intrinsics** -- `poke(addr, value)` / `peek(addr)` for direct register access
|
|
- **Debug support** -- `--debug` flag enables `debug.log` / `debug.assert` writes to the emulator debug port
|
|
- **Compile-time diagnostics** -- `--dump-ir`, `--memory-map`, `--call-graph` flags
|
|
- **Single binary** -- no dependencies on ca65, Python, or any external tools
|
|
|
|
## Documentation
|
|
|
|
- **[Language Guide](docs/language-guide.md)** -- complete reference for every language feature
|
|
- **[Architecture](docs/architecture.md)** -- compiler internals and module overview
|
|
- **[NES Reference](docs/nes-reference.md)** -- hardware quick reference for contributors
|
|
- **[Examples README](examples/README.md)** -- how to build and run examples
|
|
|
|
## Examples
|
|
|
|
| Example | Features demonstrated |
|
|
|---------|---------------------|
|
|
| [`hello_sprite.ne`](examples/hello_sprite.ne) | D-pad input, sprite drawing |
|
|
| [`bouncing_ball.ne`](examples/bouncing_ball.ne) | Automatic movement, edge detection |
|
|
| [`coin_cavern.ne`](examples/coin_cavern.ne) | Multi-state game, functions, constants, gravity |
|
|
| [`arrays_and_functions.ne`](examples/arrays_and_functions.ne) | Arrays, functions, while loops, inline functions |
|
|
| [`state_machine.ne`](examples/state_machine.ne) | State transitions, on enter/exit, timers |
|
|
| [`sprites_and_palettes.ne`](examples/sprites_and_palettes.ne) | Inline CHR data, scroll, type casting |
|
|
| [`mmc1_banked.ne`](examples/mmc1_banked.ne) | MMC1 mapper, bank declarations, multiply |
|
|
| [`palette_and_background.ne`](examples/palette_and_background.ne) | Palette and background declarations, reset-time load, vblank-safe `set_palette` / `load_background` swaps |
|
|
| [`structs_enums_for.ne`](examples/structs_enums_for.ne) | Structs, enums, `for` loops, struct literals |
|
|
| [`inline_asm_demo.ne`](examples/inline_asm_demo.ne) | Inline asm with `{var}` substitution, `poke`/`peek` |
|
|
| [`audio_demo.ne`](examples/audio_demo.ne) | Audio subsystem: user `sfx`/`music` blocks, builtin effects, `play`/`start_music`/`stop_music` |
|
|
|
|
## Compiler Commands
|
|
|
|
```bash
|
|
# Compile to ROM
|
|
nescript build game.ne
|
|
|
|
# Compile with custom output path
|
|
nescript build game.ne --output my_game.nes
|
|
|
|
# Type-check only (no ROM output)
|
|
nescript check game.ne
|
|
|
|
# View generated 6502 assembly
|
|
nescript build game.ne --asm-dump
|
|
|
|
# Enable debug mode
|
|
nescript build game.ne --debug
|
|
```
|
|
|
|
## Emulator Compatibility
|
|
|
|
Output ROMs are standard iNES format and work with any NES emulator:
|
|
|
|
- **[Mesen](https://www.mesen.ca/)** -- recommended, best debugging support
|
|
- **[FCEUX](https://fceux.com/)**
|
|
- **[Nestopia](http://nestopia.sourceforge.net/)**
|
|
|
|
## Project Status
|
|
|
|
NEScript implements all five planned milestones:
|
|
|
|
| Milestone | Status | Key Features |
|
|
|-----------|--------|-------------|
|
|
| M1: Hello Sprite | Done | Full compiler pipeline, assembler, ROM builder |
|
|
| M2: Game Loop | Done | Functions, arrays, IR, optimizer, call graph analysis |
|
|
| M3: Asset Pipeline | Done | PNG-to-CHR, sprites, `debug.log` / `debug.assert` |
|
|
| M4: Optimization | Done | Strength reduction, ZP promotion, type casting, asm-dump |
|
|
| M5: Bank Switching | Done | MMC1/UxROM/MMC3, bank declarations, software mul/div |
|
|
|
|
465 tests across the lexer, parser, analyzer, IR, optimizer, codegen, assembler, linker, runtime, ROM, and asset modules, with CI running fmt, clippy, test, and example compilation on every push.
|
|
|
|
## License
|
|
|
|
[MIT](LICENSE)
|