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Claude 45b2b2a279
Add debug.log and debug.assert statements
Parser:
- debug.log(expr, ...) and debug.assert(cond) syntax
- parse_debug_statement() handles both methods
- New AST variants: Statement::DebugLog and Statement::DebugAssert

Codegen:
- CodeGen::with_debug(bool) to toggle debug instrumentation
- DebugLog writes each expression to $4800 (Mesen debug port)
- DebugAssert evaluates condition; on false, writes $FF to $4800 + BRK
- Both are stripped entirely when debug_mode = false (release builds)

CLI:
- --debug flag now wired through to CodeGen
- Without --debug, all debug statements produce zero bytes

Analyzer:
- Type-checks DebugAssert condition as bool
- Walks DebugLog args for reads (used_vars tracking)

IR lowering:
- DebugLog/DebugAssert are no-ops (codegen handles them directly)

254 tests (5 new: 3 parser + 2 codegen).

https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 10:11:32 +00:00
.github/workflows Add example builds to CI, document sprite name behavior 2026-04-11 22:55:43 +00:00
docs Update future-work.md: mark completed items 2026-04-12 02:07:50 +00:00
examples Add README, LICENSE, examples, fix draw parser lookahead 2026-04-12 00:38:19 +00:00
fuzz Add fuzz testing and parser edge case regression tests 2026-04-12 00:52:35 +00:00
scripts
src Add debug.log and debug.assert statements 2026-04-12 10:11:32 +00:00
tests Sprite resolution, asset wiring, shift-assign, unreachable state warning 2026-04-12 10:01:44 +00:00
.gitignore
Cargo.lock M3: Asset pipeline, sprite/palette/background declarations, debug symbols 2026-04-12 00:09:47 +00:00
Cargo.toml M3: Asset pipeline, sprite/palette/background declarations, debug symbols 2026-04-12 00:09:47 +00:00
LICENSE Add README, LICENSE, examples, fix draw parser lookahead 2026-04-12 00:38:19 +00:00
plan.md
README.md Add README, LICENSE, examples, fix draw parser lookahead 2026-04-12 00:38:19 +00:00
spec.md

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

# 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, and input are first-class constructs
  • Full type system -- u8, i8, u16, bool, fixed-size arrays (u8[N])
  • Functions -- with parameters, return types, inline hint, recursion detection
  • State machines -- state with on enter, on exit, on frame handlers
  • Compile-time safety -- call depth limits, recursion detection, type checking
  • Optimizer -- constant folding, dead code elimination, strength reduction
  • Multiple mappers -- NROM, MMC1, UxROM, MMC3
  • Asset pipeline -- PNG-to-CHR conversion, palette definitions, inline tile data
  • Debug support -- --debug flag, source maps, Mesen-compatible symbol export
  • Single binary -- no dependencies on ca65, Python, or any external tools

Documentation

Examples

Example Features demonstrated
hello_sprite.ne D-pad input, sprite drawing
bouncing_ball.ne Automatic movement, edge detection
coin_cavern.ne Multi-state game, functions, constants, gravity
arrays_and_functions.ne Arrays, functions, while loops, inline functions
state_machine.ne State transitions, on enter/exit, timers
sprites_and_palettes.ne Inline CHR data, palettes, scroll, type casting
mmc1_banked.ne MMC1 mapper, bank declarations, multiply

Compiler Commands

# 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:

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, palettes, debug symbols
M4: Optimization Done Strength reduction, ZP promotion, type casting, asm-dump
M5: Bank Switching Done MMC1/UxROM/MMC3, bank declarations, software mul/div

210 tests across 14 modules, with CI running fmt, clippy, test, and example compilation on every push.

License

MIT