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
7.5 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).
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.