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nescript/examples
Claude 2fe943b056
codegen: user code in switchable banks via cross-bank trampolines
Adds a `bank Foo { fun bar() { ... } }` parser form so user functions
can opt into living in a switchable PRG bank instead of the fixed
bank, plus the IR codegen, runtime, and linker work to make calls
across the bank boundary actually run. Programs that don't use the
new syntax produce byte-identical ROMs to before — verified by
rebuilding every existing example and diffing.

Pipeline shape:

* Parser accepts both `bank Foo: prg` (legacy reserved slot) and
  `bank Foo { fun ... }` (functions land in the named bank). Nested
  functions get tagged `bank: Some("Foo")` on the FunDecl + IrFunction.
* Analyzer bumps the user zero-page start past `$10` whenever the
  program declares any banked function, so `__bank_select`'s STA into
  ZP_BANK_CURRENT can't clobber a user variable. Programs without
  banked functions keep the legacy `$10` start.
* IrCodeGen emits each banked function into its own per-bank
  instruction stream (`banked_streams: HashMap<String, Vec<Instruction>>`)
  while the fixed-bank stream gets the dispatcher loop + state
  handlers + top-level functions, exactly like before. Cross-bank
  calls from the fixed bank rewrite `JSR __ir_fn_<name>` to
  `JSR __tramp_<name>`; in-bank calls stay direct. Banked → fixed
  calls are direct (the fixed bank is always mapped at $C000-$FFFF).
  Banked → other-banked calls aren't supported in this pass and
  panic loudly during codegen.
* Runtime's `gen_bank_trampoline` takes the trampoline label and
  entry label as parameters now (one trampoline per banked function,
  not one per bank) so the linker can request any number of stubs.
* Linker assembles banked banks twice: a discovery pass to learn
  each bank's labels, then a final pass that seeds the merged label
  table so banked code can JSR into the fixed bank's runtime helpers
  (math, audio, etc.). The fixed-bank assembler is also seeded with
  the cross-bank labels so the trampolines' `JSR __ir_fn_<name>`
  resolves into the bank's $8000 window. New `asm::assemble_with_labels`
  / `asm::assemble_discover_labels` helpers wire this up.
* PrgBank carries `Vec<Instruction>` + a list of `BankTrampoline`
  requests now, replacing the old `data: Vec<u8>` + single
  `entry_label: Option<String>` shape. The compiler populates both
  from the codegen output; the linker's two-pass assembly handles
  the rest.

New example: `examples/uxrom_user_banked.ne` puts a sprite-stepping
helper inside `bank Extras { fun step_animation() { ... } }`. The
fixed-bank state handler calls it via the generated trampoline, and
the harness golden locks in pixel + audio output at frame 180.

UxROM is the only mapper exercised by the new example. MMC1 and
MMC3 also work through the same path (the linker emits the right
mapper-specific bank-select code), but no example uses them yet —
the existing `mmc1_banked.ne` / `mmc3_per_state_split.ne` keep
their fixed-bank-only layout.

Limitations carried forward:
* No banked → banked cross-bank calls (panics in codegen).
* No greedy size-packing; placement is explicit-only.
* MMC3 state handlers don't get banked (the per-state split path
  is untouched).
2026-04-14 11:41:20 +00:00
..
arrays_and_functions.ne Add README, LICENSE, examples, fix draw parser lookahead 2026-04-12 00:38:19 +00:00
arrays_and_functions.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
audio_demo.ne examples: adopt the friendly asset syntax 2026-04-13 18:04:21 +00:00
audio_demo.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
bitwise_ops.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
bitwise_ops.nes fix(optimizer): preserve cross-block LoadImm uses in const_fold DCE 2026-04-13 16:29:44 +00:00
bouncing_ball.ne Add example builds to CI, document sprite name behavior 2026-04-11 22:55:43 +00:00
bouncing_ball.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
coin_cavern.ne M2: Wire IR pipeline, add Coin Cavern example and integration tests 2026-04-11 23:34:35 +00:00
coin_cavern.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
comparisons.ne examples: 4 new programs covering MMC3 + other e2e gaps 2026-04-12 20:48:31 +00:00
comparisons.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
friendly_assets.ne language: pleasant asset syntax for palettes, CHR, bg, sfx, music 2026-04-13 16:09:53 +00:00
friendly_assets.nes language: pleasant asset syntax for palettes, CHR, bg, sfx, music 2026-04-13 16:09:53 +00:00
function_chain.ne examples: 4 new programs covering MMC3 + other e2e gaps 2026-04-12 20:48:31 +00:00
function_chain.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
hello_sprite.ne Add example builds to CI, document sprite name behavior 2026-04-11 22:55:43 +00:00
hello_sprite.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
inline_asm_demo.ne examples: inline_asm_demo.ne 2026-04-12 18:02:59 +00:00
inline_asm_demo.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
logic_ops.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
logic_ops.nes fix(optimizer): preserve cross-block LoadImm uses in const_fold DCE 2026-04-13 16:29:44 +00:00
loop_break_continue.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
loop_break_continue.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
match_demo.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
match_demo.nes fix(optimizer): preserve cross-block LoadImm uses in const_fold DCE 2026-04-13 16:29:44 +00:00
mmc1_banked.ne Add README, LICENSE, examples, fix draw parser lookahead 2026-04-12 00:38:19 +00:00
mmc1_banked.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
mmc3_per_state_split.ne examples: 4 new programs covering MMC3 + other e2e gaps 2026-04-12 20:48:31 +00:00
mmc3_per_state_split.nes fix(optimizer): preserve cross-block LoadImm uses in const_fold DCE 2026-04-13 16:29:44 +00:00
noise_triangle_sfx.ne audio: triangle and noise sfx channels 2026-04-14 10:42:53 +00:00
noise_triangle_sfx.nes audio: triangle and noise sfx channels 2026-04-14 10:42:53 +00:00
palette_and_background.ne examples: adopt the friendly asset syntax 2026-04-13 18:04:21 +00:00
palette_and_background.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
platformer.ne feat(platformer): add stomp-or-die enemy collisions, live HUD, GameOver state 2026-04-13 20:23:07 +00:00
platformer.nes feat(platformer): add stomp-or-die enemy collisions, live HUD, GameOver state 2026-04-13 20:23:07 +00:00
README.md codegen: user code in switchable banks via cross-bank trampolines 2026-04-14 11:41:20 +00:00
scanline_split.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
scanline_split.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
sprites_and_palettes.ne examples: adopt the friendly asset syntax 2026-04-13 18:04:21 +00:00
sprites_and_palettes.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
state_machine.ne Add README, LICENSE, examples, fix draw parser lookahead 2026-04-12 00:38:19 +00:00
state_machine.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
structs_enums_for.ne Language: struct literals 2026-04-12 17:15:57 +00:00
structs_enums_for.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
two_player.ne examples: 4 new programs covering MMC3 + other e2e gaps 2026-04-12 20:48:31 +00:00
two_player.nes fix(optimizer): preserve cross-block LoadImm uses in const_fold DCE 2026-04-13 16:29:44 +00:00
uxrom_banked.ne examples: add uxrom_banked and jsnes golden 2026-04-13 02:04:25 +00:00
uxrom_banked.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
uxrom_user_banked.ne codegen: user code in switchable banks via cross-bank trampolines 2026-04-14 11:41:20 +00:00
uxrom_user_banked.nes codegen: user code in switchable banks via cross-bank trampolines 2026-04-14 11:41:20 +00:00

NEScript Examples

Quick Start

# Build the compiler
cargo build --release

# Compile all examples
for f in examples/*.ne; do cargo run -- build "$f"; done

# Or compile one
cargo run -- build examples/hello_sprite.ne

Open any .nes file in an NES emulator (Mesen, FCEUX, etc.)

Examples

File Features Description
hello_sprite.ne input, draw Move a sprite with the d-pad
bouncing_ball.ne if/else, variables Auto-bouncing sprite with edge detection
coin_cavern.ne states, functions, constants 3-state game with gravity and coin collection
arrays_and_functions.ne arrays, functions, while Enemy array with collision detection
state_machine.ne on enter/exit, transitions Multi-state flow with timers
sprites_and_palettes.ne sprites, scroll, cast Inline CHR data, PPU scroll writes, type casting
mmc1_banked.ne MMC1, banks, multiply Banked mapper with software multiply
uxrom_user_banked.ne UxROM, bank Foo { fun ... }, cross-bank trampoline First example to put real user code inside a switchable bank. The animation step lives in bank Extras and is invoked from the fixed-bank state handler via a generated __tramp_step_animation stub that selects bank 0, JSRs the body, then restores the fixed bank before returning.
palette_and_background.ne palette, background, set_palette, load_background Reset-time initial load plus vblank-safe runtime swaps
friendly_assets.ne named colours, grouped palette, pixel art, tilemap+legend, palette_map, scalar sfx pitch, note-name music Exercises every "friendlier" asset syntax at once — the palette uses bg0..sp3 + a shared universal:, the sprite is authored as ASCII pixel art, the background uses a legend { ... } + map: tilemap with a palette_map: for attributes, the sfx uses a scalar pitch: + envelope: alias, and the music uses note names (C4, E4 40, rest 10) with a tempo: default.
noise_triangle_sfx.ne channel: noise, channel: triangle on sfx blocks Demonstrates the noise and triangle sfx channels. Declares one noise burst and one triangle bass note, plays each on a timer so the emulator harness captures both the pixel output and the APU state.
platformer.ne every subsystem End-to-end side-scrolling demo: custom CHR tileset, full 32×30 nametable with per-region attribute palettes, 2×2 metasprite hero with gravity/jump physics, wrap-around horizontal scrolling, stomp-or-die enemy collisions with a live stomp-count HUD, coin pickups, user-declared SFX + music, and a Title → Playing → GameOver state machine with a proximity-based autopilot so the headless harness cycles through stomp, stomp, die, and retry inside six seconds. Regenerate the tile art with cargo run --bin gen_platformer_tiles.

Emulator Controls

NES Button Typical Key
D-pad Arrow keys
A Z
B X
Start Enter
Select Right Shift

About Sprites

Sprite names in draw Player at: (x, y) are parsed and recorded in the AST. You can define sprites with inline CHR tile data:

sprite Player {
    chr: [0x3C, 0x42, 0x81, 0x81, 0x81, 0x81, 0x42, 0x3C,
          0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00]
}

If no matching sprite declaration exists, the draw uses the built-in default tile (a smiley face). See sprites_and_palettes.ne for a full example.

Compiler Commands

# Compile to ROM
cargo run -- build game.ne

# Custom output path
cargo run -- build game.ne --output my_game.nes

# Type-check only
cargo run -- check game.ne

# View generated 6502 assembly
cargo run -- build game.ne --asm-dump

# Debug mode
cargo run -- build game.ne --debug