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https://github.com/imjasonh/nescript
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W0110: when a function marked `inline` has a body shape the IR
lowerer can't splice (conditional early return, loops, nested
control flow, empty void body), the analyzer now emits a
warning at the declaration site so the declined hint is
visible instead of silently falling back to a regular JSR.
Implementation:
- New `W0110` error code in `src/errors/diagnostic.rs` (warning level).
- New `pub fn can_inline_fun(return_type, body) -> bool` in
`src/ir/lowering.rs`, extracted from the existing capture
logic so the analyzer and the IR lowerer share the same
eligibility rules and can never drift.
- New `check_inline_declinability` analyzer pass called from
the tail of `analyze_program`, mirroring the existing
`check_sprite_scanline_budget` / `check_unreachable_states`
passes. Emits W0110 with help + note text pointing at the
two accepted body shapes.
- `capture_inline_bodies` now defers to `can_inline_fun`
instead of duplicating the match pattern, so the two sides
stay in lockstep by construction.
Four regression tests in `src/analyzer/tests.rs` cover the
conditional-return and while-loop declines plus the two
accepted shapes (single-return expression, void sequence).
Example source cleanups: `wrap52` in `examples/war/deck.ne`
and `abs_diff` in both `examples/arrays_and_functions.ne` and
`examples/loop_break_continue.ne` drop the `inline` keyword.
All three were dead hints — the `inline` was being silently
declined before this change, so removing it is source-only;
the three ROMs are byte-identical, all 32 emulator goldens
still match.
Docs refresh
- `docs/language-guide.md`: rewrote the Inline Functions section
(real behaviour + W0110), added W0105/W0106/W0107/W0108/W0109/
W0110 to the warnings table, added the `debug.sprite_overflow*`
builtins + sprite-per-scanline mitigations section to the
Debug Mode docs, added a `cycle_sprites` statement entry and
cross-referenced it from `draw`.
- `docs/nes-reference.md`: fleshed out the "NEScript Memory
Usage" block with the full ZP + high-RAM layout, including
the new `$07EF` / `$07FC` / `$07FD` slots for sprite cycling
and the debug sprite-overflow telemetry.
- `docs/future-work.md`: documented all four debug query
builtins in the "What ships today" block; updated the open
"OAM allocation strategy" question to reference the shipped
`cycle_sprites` path and ask about an automatic-flicker
game attribute as a follow-up.
- `docs/architecture.md`: updated the `ir/` and `optimizer/`
module summaries to describe real inline splicing (now
in lowering, not the optimizer).
- `README.md`: reframed the `inline` bullet from "hint" to
"real splicing for single-return / void-body shapes";
expanded the debug-support bullet to mention the four
query builtins and their stripping in release builds; added
a new bullet for the three-layer sprite-per-scanline
mitigations; bumped the test count from 497 → 694; updated
the war.ne entry to mention the seven compiler bugs are all
fixed and point readers at `git log` (instead of the
deleted COMPILER_BUGS.md).
- `examples/README.md`: same `git log`-pointing rewrite for
the war.ne entry.
Deletions
- `examples/war/COMPILER_BUGS.md` is removed. All seven
catalogued bugs are fixed; the file's historical value
lives in `git log` now. Every source-code comment and doc
reference to the file has been updated to either point at
`git log` or just describe the bug in place.
Test count: 616 unit + 75 integration + 3 doctests = 694 total.
Clippy / fmt clean. 32/32 emulator goldens match.
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
110 lines
3.3 KiB
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110 lines
3.3 KiB
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// Loop / Break / Continue — demonstrates `loop`, `break`, and
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// `continue` via a linear scan that finds the first "hazard" the
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// player is overlapping.
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//
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// NEScript's sprite allocator assigns a static OAM slot per `draw`
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// statement at compile time, so a `draw` inside a loop body would
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// reuse the same slot on every iteration. We instead use the loop
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// to COMPUTE state — "is the player touching a hazard, and which
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// one?" — and then fold that result into how (and whether) the
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// single player sprite is drawn. The hazards themselves get one
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// unrolled `draw` per slot so each hazard gets its own OAM entry.
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//
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// Features shown:
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// - `loop { ... }` as an infinite loop
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// - `break` to exit on first match
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// - `continue` to skip inactive slots
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// - array indexing with a loop-carried variable
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//
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// Build: cargo run -- build examples/loop_break_continue.ne
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game "Loop Demo" {
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mapper: NROM
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}
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const NUM_HAZARDS: u8 = 4
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const HIT_RADIUS: u8 = 12
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// Four hazard slots. `active` is 1 if the slot is live.
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var active: u8[4] = [1, 1, 0, 1]
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var hazard_x: u8[4] = [40, 96, 160, 200]
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var hazard_y: u8[4] = [60, 140, 100, 180]
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var px: u8 = 120
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var py: u8 = 120
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// Search results, written by the loop each frame.
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var hit: u8 = 0 // 1 if the player is touching any hazard
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var hit_idx: u8 = 0 // which slot was hit (only meaningful if hit == 1)
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// Small absolute-difference helper. Saves lines at each call site.
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// Not marked `inline`: the conditional early return is one of
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// the shapes the inliner declines (W0110).
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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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on frame {
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// Player movement.
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if button.right { px += 1 }
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if button.left { px -= 1 }
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if button.down { py += 1 }
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if button.up { py -= 1 }
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// Linear scan for the first active hazard the player is
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// touching. The loop exits via `break` on the first hit, or
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// by running i past the end.
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hit = 0
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var i: u8 = 0
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loop {
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if i >= NUM_HAZARDS {
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break
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}
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if active[i] == 0 {
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// Skip inactive slots — this is where `continue`
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// shines: the increment and re-test happen at the top.
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i += 1
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continue
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}
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var dx: u8 = abs_diff(px, hazard_x[i])
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var dy: u8 = abs_diff(py, hazard_y[i])
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if dx < HIT_RADIUS {
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if dy < HIT_RADIUS {
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hit = 1
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hit_idx = i
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break
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}
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}
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i += 1
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}
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// One draw per hazard slot — unrolled so each sprite gets its
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// own static OAM entry. Inactive slots draw off-screen ($FE)
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// so they don't flicker the visible ones.
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if active[0] == 1 {
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draw Hazard at: (hazard_x[0], hazard_y[0])
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}
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if active[1] == 1 {
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draw Hazard at: (hazard_x[1], hazard_y[1])
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}
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if active[2] == 1 {
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draw Hazard at: (hazard_x[2], hazard_y[2])
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}
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if active[3] == 1 {
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draw Hazard at: (hazard_x[3], hazard_y[3])
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}
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// The player sprite reflects the collision state: when hit,
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// draw a "bang" marker above the player head. The `hit_idx`
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// is unused visually but proves the loop ran to completion.
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draw Player at: (px, py)
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if hit == 1 {
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draw Spark at: (px, py - 8)
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}
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}
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start Main
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