Adds six NES-friendly authoring shortcuts so programs don't have to
hand-pack hex bytes for every kind of art asset. Every new syntax is
strictly additive — existing examples keep their byte-identical ROMs
and goldens.
* palette: ~50 named NES colours (`black`, `sky_blue`, `dk_red`, …)
usable anywhere a colour byte is expected, plus a grouped-form
`bg0..sp3` + `universal:` shape that auto-fills every sub-
palette's first byte (fixing the `$3F10` mirror trap).
* sprite: `pixels:` ASCII-art alternative to 16-byte CHR, supporting
multi-tile sprites split in row-major reading order.
* sfx: scalar `pitch:` matching the v1 driver's latch-once behaviour,
plus `envelope:` as a friendlier alias for `volume:`.
* music: `tempo:` default duration + note-name notes (`C4, Eb4,
rest 10`) alongside the existing `pitch, duration` pair form.
* background: `legend { '.': 0, '#': 1 }` + `map:` string rows,
plus `palette_map:` grids that auto-pack the 64-byte attribute
table from 16×15 sub-palette digits.
A new `examples/friendly_assets.ne` exercises every shortcut at once
with a matching pixel + audio golden; the other 22 golden tests still
match byte-for-byte.
https://claude.ai/code/session_01PzaSFj3VahDzxEYTKCESkz
36 KiB
NEScript Language Guide
NEScript is a statically-typed, compiled language designed for NES game development. It compiles directly to 6502 machine code packaged as iNES-format ROMs -- no external assembler or tooling required.
This guide covers every language feature with practical examples.
Program Structure
Every NEScript program consists of a game declaration, top-level definitions, and a start declaration.
game "My Game" {
mapper: NROM
mirroring: vertical
}
const SPEED: u8 = 2
var score: u8 = 0
fun helper() -> u8 {
return 42
}
state Title {
on frame {
draw Logo at: (100, 100)
if button.start {
transition Playing
}
}
}
state Playing {
on enter {
score = 0
}
on frame {
// game logic here
}
}
start Title
Game Declaration
The game block is required and must appear first. It names the game and sets hardware configuration.
game "Coin Cavern" {
mapper: NROM
mirroring: vertical
}
Available properties:
| Property | Values | Default |
|---|---|---|
mapper |
NROM, MMC1, UxROM, MMC3 |
required |
mirroring |
horizontal, vertical |
horizontal |
Start Declaration
Exactly one start declaration must exist. It names the initial state entered on power-on.
start Title
Types
NEScript has four primitive types and fixed-size arrays.
Primitive Types
| Type | Size | Range | Description |
|---|---|---|---|
u8 |
1 byte | 0 to 255 | Unsigned 8-bit integer |
i8 |
1 byte | -128 to 127 | Signed 8-bit integer |
u16 |
2 bytes | 0 to 65535 | Unsigned 16-bit integer |
bool |
1 byte | true / false |
Boolean |
Arrays
Arrays are fixed-size, homogeneous, and zero-indexed. The size must be a compile-time constant. Maximum 256 elements.
var enemies: u8[8]
const TABLE: u8[4] = [10, 20, 30, 40]
Type Casting
NEScript has no implicit coercion. All conversions use as:
var a: u8 = 200
var b: u16 = a as u16 // zero-extend: 200
var c: i8 = a as i8 // reinterpret bits
var d: u8 = b as u8 // truncate to low byte
Variables
Variable Declarations
Variables are declared with var and must have an explicit type:
var x: u8 // uninitialized (zeroed on state entry)
var y: u8 = 100 // initialized
var pos: u16 = 0x0400 // 16-bit value
var alive: bool = true
var scores: u8[4] = [0, 0, 0, 0]
Constants
Constants are evaluated at compile time and stored in ROM:
const MAX_ENEMIES: u8 = 5
const SPEED: u8 = 3
const SIN_TABLE: u8[8] = [0, 49, 90, 117, 127, 117, 90, 49]
Enums
Enums declare a named set of u8 constants. Each variant is assigned an
index starting at 0 in declaration order:
enum Direction { Up, Down, Left, Right }
// Up=0, Down=1, Left=2, Right=3
var player_dir: u8 = Up
on frame {
if button.left { player_dir = Left }
if button.right { player_dir = Right }
if player_dir == Down { /* ... */ }
}
Variant names are global — they are flattened into the top-level symbol
table, so a variant cannot share its name with any other constant,
variable, or function (E0501). An enum cannot have more than 256
variants because each is stored as a u8.
Structs
Structs declare composite types with named fields:
struct Vec2 {
x: u8,
y: u8,
}
struct Player {
health: u8,
lives: u8,
}
var pos: Vec2
var hero: Player
on frame {
pos.x = 100
pos.y = 50
hero.health = 3
hero.lives = 5
if button.right { pos.x += 1 }
draw Hero at: (pos.x, pos.y)
}
Fields are laid out contiguously in declaration order. A variable of struct type allocates enough contiguous bytes to hold all its fields; each field is accessible via the dot operator.
Struct literals initialize or assign all fields at once:
struct Vec2 { x: u8, y: u8 }
// as an initializer
var pos: Vec2 = Vec2 { x: 100, y: 50 }
// as an assignment
on frame {
pos = Vec2 { x: 0, y: 0 }
if button.right {
pos = Vec2 { x: pos.x + 1, y: pos.y }
}
}
Inside if, while, and for conditions the struct literal syntax
is reserved for the following block, so wrap the literal in parens if
you ever need one in a condition:
if pos == (Vec2 { x: 0, y: 0 }) { /* ... */ }
In v0.1 only primitive field types (u8, i8, bool) are supported —
nested structs, u16, and array fields are not yet allowed.
Memory Placement Hints
The NES has 256 bytes of zero-page RAM with faster access. You can hint where variables should be placed:
fast var px: u8 // prefer zero-page (faster instructions)
slow var high_score: u16 // prefer upper RAM (saves zero-page space)
var normal: u8 // compiler decides automatically
If zero-page is exhausted and fast variables cannot be placed, the compiler emits error E0301.
Scope
| Scope | Declared In | Lifetime |
|---|---|---|
| Global | Top level | Entire program, permanent RAM allocation |
| State | state block |
Active while state is active; RAM reusable |
| Function | fun block |
Duration of function call |
| Block | if/while |
Enclosing block, shares parent allocation |
Functions
Declaration
Functions use fun, with optional parameters and return type:
fun add(a: u8, b: u8) -> u8 {
return a + b
}
fun reset_score() {
score = 0
}
Inline Functions
The inline keyword hints the compiler to inline the function at call sites:
inline fun clamp(val: u8, max: u8) -> u8 {
if val > max {
return max
}
return val
}
inline is a hint -- the compiler may decline for large functions.
Calling Functions
var result: u8 = add(10, 20)
reset_score()
Restrictions
- No recursion. Both direct and indirect recursion are compile errors (
E0402). - Call depth limit. The default maximum call depth is 8. Exceeding it produces error
E0401.
States
States are the top-level organizational unit. Exactly one state is active at any time.
State Declaration
state Playing {
var timer: u8 = 0 // state-local variable
on enter {
// runs once when entering this state
timer = 60
}
on exit {
// runs once when leaving this state
}
on frame {
// runs every frame (60 Hz) while this state is active
timer -= 1
draw Player at: (player_x, player_y)
}
}
on frame is syntactic sugar for a loop with an implicit wait_frame() at the end. A state can have any combination of on enter, on exit, and on frame.
State Transitions
transition GameOver
Transitions are immediate. The current state's on exit runs, then the target state's on enter runs. The remainder of the current frame handler does not execute.
Expressions
Literals
42 // decimal integer
0xFF // hexadecimal
0b10110001 // binary
1_000 // underscores allowed for readability (if supported)
true // boolean
false // boolean
[1, 2, 3] // array literal
All integer literals must fit in u16 (0-65535). The compiler narrows to the required type at usage.
Arithmetic Operators
| Operator | Description | Example |
|---|---|---|
+ |
Addition | a + b |
- |
Subtraction | a - b |
* |
Multiplication | a * b |
/ |
Division | a / b |
% |
Modulo | a % b |
*, /, and % are available but expensive on the 6502 (software routines). The compiler optimizes power-of-two operations to shifts and warns on non-power-of-two multiply/divide.
Bitwise Operators
| Operator | Description | Example |
|---|---|---|
& |
Bitwise AND | a & 0x0F |
| |
Bitwise OR | a | 0x80 |
^ |
Bitwise XOR | a ^ mask |
~ |
Bitwise NOT | ~a |
<< |
Shift left | a << 2 |
>> |
Shift right | a >> 1 |
Comparison Operators
| Operator | Description | Example |
|---|---|---|
== |
Equal | a == 0 |
!= |
Not equal | a != b |
< |
Less than | a < 10 |
> |
Greater than | a > max |
<= |
Less or equal | a <= 255 |
>= |
Greater or equal | a >= min |
Logical Operators
NEScript uses keyword-based logical operators:
if alive and (health > 0) {
// ...
}
if not paused or force_update {
// ...
}
| Operator | Description |
|---|---|
and |
Logical AND |
or |
Logical OR |
not |
Logical NOT |
Operator Precedence
From highest to lowest:
| Level | Operators | Associativity |
|---|---|---|
| 1 | () grouping |
-- |
| 2 | - (unary), ~, not |
right |
| 3 | *, /, % |
left |
| 4 | +, - |
left |
| 5 | <<, >> |
left |
| 6 | & |
left |
| 7 | ^ |
left |
| 8 | | |
left |
| 9 | ==, !=, <, >, <=, >= |
left |
| 10 | and |
left |
| 11 | or |
left |
Button Reads
Read controller input as boolean expressions:
if button.right {
player_x += SPEED
}
if button.a {
jump()
}
Available buttons: up, down, left, right, a, b, start, select.
For two-player games, prefix with the player:
if p1.button.a { /* player 1 */ }
if p2.button.right { /* player 2 */ }
Without a prefix, button refers to player 1.
Function Calls in Expressions
var clamped: u8 = clamp_x(player_x + SPEED)
Array Indexing
var val: u8 = table[i]
table[i] = 0
Type Casting
var wide: u16 = narrow as u16
Statements
Assignment
x = 10
x += 5
x -= 1
x &= 0x0F
x |= 0x80
x ^= mask
All assignment operators:
| Operator | Description |
|---|---|
= |
Assign |
+= |
Add and assign |
-= |
Subtract and assign |
&= |
AND and assign |
|= |
OR and assign |
^= |
XOR and assign |
Array element assignment:
enemies[i] = 0
scores[player] += 10
If / Else If / Else
Braces are always required. No ternary operator.
if health == 0 {
transition GameOver
} else if health < 3 {
flash_warning()
} else {
// normal gameplay
}
While Loop
var i: u8 = 0
while i < 10 {
enemies[i] = 0
i += 1
}
Match Statement
match matches a scrutinee against a sequence of patterns and
executes the body of the first matching arm. Each arm's pattern is
compared against the scrutinee with ==. An underscore arm _ acts
as the catch-all:
enum State { Title, Playing, GameOver }
var state: u8 = Title
on frame {
match state {
Title => {
if button.start { state = Playing }
}
Playing => {
// ... game logic ...
}
GameOver => {
if button.a { state = Title }
}
_ => {}
}
}
match desugars to an if / else if chain at parse time, so
patterns can be any expression that produces a value comparable to
the scrutinee.
For Loop
The for loop iterates over a half-open integer range [start, end):
for i in 0..8 {
total += arr[i]
}
The loop variable is a u8 scoped to the loop body. Both bounds can
be any expression that evaluates to u8 at runtime, including
constants or variables. The range is half-open, so 0..8 iterates
0, 1, 2, ..., 7 (8 iterations). For a closed range, use 0..9.
The loop is desugared into a while loop with an index variable, so
break and continue work the same as in any loop body.
Loop (Infinite)
loop {
wait_frame()
if button.start {
break
}
}
The compiler warns if a loop contains neither break, wait_frame, nor transition.
Break and Continue
var i: u8 = 0
while i < 20 {
i += 1
if enemies[i] == 0 {
continue // skip inactive enemies
}
if i > 10 {
break // stop processing
}
update_enemy(i)
}
Return
fun abs_diff(a: u8, b: u8) -> u8 {
if a > b {
return a - b
}
return b - a
}
Functions without a return type use return with no value (or simply reach the end of the function body).
Draw
Render a sprite to the screen:
draw Player at: (player_x, player_y)
draw Coin at: (COIN_X, COIN_Y) frame: anim_frame
The draw statement writes to the OAM shadow buffer. The NES supports up to 64 sprites per frame.
Syntax: draw SpriteName at: (x_expr, y_expr) [frame: expr]
Transition
Switch to another state immediately:
transition GameOver
The current state's on exit runs, then the target state's on enter runs.
Wait Frame
Yield execution until the next vertical blank (NMI). Synchronizes to the 60 Hz display refresh.
wait_frame()
This triggers OAM DMA transfer and PPU updates before yielding. Inside on frame, a wait_frame() is implicit at the end of each frame.
Scroll
Set the PPU scroll position:
scroll(scroll_x, scroll_y)
Set Palette
set_palette NightPalette
Queues the named palette for a vblank-safe copy into PPU palette
RAM ($3F00-$3F1F). The write is applied by the NMI handler on the
next vblank. See palette declarations below.
Load Background
load_background Level1
Queues the named background (a full-screen 32×30 nametable + 64-byte
attribute table) for a vblank-safe copy into nametable 0
($2000-$23FF). Applied by the NMI handler at the next vblank. See
background declarations below.
Function Calls as Statements
reset_score()
update_physics(player_x, player_y)
Assets
Sprite Declarations
Sprites can be authored in two ways. Pick whichever maps best to how your art starts out.
Raw CHR bytes. Supply 16 bytes of 2-bitplane CHR per tile — the form every NES toolchain consumes:
sprite Player {
chr: @chr("assets/player.png")
}
sprite Coin {
chr: @binary("assets/coin.bin")
}
sprite Heart {
chr: [0x66, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, 0x18, 0x00,
0x66, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C, 0x18, 0x00]
}
ASCII pixel art. One string per 8-pixel row, one character per pixel. Far easier to hand-author, and the compiler does the 2-bitplane encoding for you:
sprite Arrow {
pixels: [
"...##...",
"...###..",
"########",
"########",
"########",
"########",
"...###..",
"...##..."
]
}
Characters map to 2-bit palette indices:
| Char(s) | Index | Meaning |
|---|---|---|
. 0 |
0 | transparent / background |
# 1 |
1 | sub-palette colour 1 |
% 2 |
2 | sub-palette colour 2 |
@ 3 |
3 | sub-palette colour 3 |
Both dimensions must be multiples of 8. Multi-tile sprites (16×8, 8×16, 16×16, …) are split into 8×8 tiles in row-major reading order so consecutive tile indices match what your eye reads.
Palette Declarations
Palettes can be authored in two styles. Both produce the same 32-byte
PPU palette blob (background + sprite, in the canonical
$3F00-$3F1F layout) — pick whichever reads best.
Flat form. The raw 32-byte list, matching how PPU palette RAM is laid out. Every entry can be a byte literal or a named NES colour:
palette MainPalette {
colors: [
black, dk_blue, blue, sky_blue, // bg sub-palette 0
black, dk_red, red, peach, // bg sub-palette 1
black, dk_green, green, mint, // bg sub-palette 2
black, dk_gray, lt_gray, white, // bg sub-palette 3
black, dk_blue, blue, sky_blue, // sp sub-palette 0
black, dk_red, red, peach, // sp sub-palette 1
black, dk_green, green, mint, // sp sub-palette 2
black, dk_gray, lt_gray, white // sp sub-palette 3
]
}
Grouped form. Declare each sub-palette by name and supply a shared
universal: colour. The compiler auto-fills every sub-palette's
first byte with the universal, which fixes the notorious
$3F10 / $3F14 / $3F18 / $3F1C mirror trap: when a program writes
all 32 bytes sequentially, the last four "sprite sub-palette 0"
bytes would otherwise overwrite the shared background colour.
palette Sunset {
universal: black
bg0: [dk_blue, blue, sky_blue]
bg1: [dk_red, red, peach]
bg2: [dk_olive, olive, cream]
bg3: [dk_gray, lt_gray, white]
sp0: [dk_blue, blue, sky_blue]
sp1: [dk_red, red, peach]
sp2: [dk_green, green, mint]
sp3: [dk_gray, lt_gray, white]
}
Each bgN / spN field takes 3 colours (the universal is
prepended); giving 4 colours instead overrides the universal for
that slot only. Omitted slots default to [universal, 0, 0, 0].
Named colours. Friendlier than hex bytes, and the names are the
same ones you'd find on a NES palette poster. Names are
case-insensitive, and dark_red / dk_red / dark-red are all
synonyms.
| Group | Names |
|---|---|
| Grayscale | black, dk_gray, gray, lt_gray, white, off_white |
| Blues | dk_blue, blue, sky_blue, pale_blue, indigo, royal_blue, periwinkle, ice_blue |
| Purples | dk_purple, purple (violet), lavender, pale_purple, dk_magenta, magenta, pink, pale_pink |
| Pinks | maroon, rose, hot_pink, pale_rose |
| Reds | dk_red, red, lt_red, peach |
| Oranges | brown, dk_orange, orange, tan |
| Yellows | dk_olive, olive, yellow, cream |
| Greens | dk_green, green, lime, pale_green, forest, bright_green, neon_green, mint |
| Teals | dk_teal, teal, aqua, pale_teal |
| Cyans | dk_cyan, cyan, lt_cyan, pale_cyan |
black maps to $0F, the canonical "one true black" slot the
hardware guarantees to render as (0, 0, 0) on every TV. If a
colour name you want isn't listed, reach for a hex byte literal —
the palette helper resolves every NES master-palette index $00-$3F.
The first palette declared in a program is loaded into VRAM at
reset time, before rendering is enabled, so the title screen boots
with the right colours on frame 0. Additional declarations sit in
PRG ROM as named data blobs and become active via set_palette Name,
which queues the write for the next vblank.
Background Declarations
Like palettes and sprites, backgrounds can be authored two ways.
Raw byte form. A flat tiles: list (up to 960 bytes, row-major)
and an optional attributes: list (up to 64 bytes). Best if you've
already generated the nametable with an external tool.
background TitleScreen {
tiles: [0x00, 0x01, 0x01, 0x00, /* ... up to 960 bytes ... */]
attributes: [0xFF, 0x55, /* ... up to 64 bytes ... */]
}
Tilemap form. A legend { } block names single characters, a
map: list-of-strings paints the nametable one row at a time, and
an optional palette_map: grid of digit characters packs the 64-byte
attribute table automatically:
background StageOne {
legend {
".": 0 // empty / sky
"#": 1 // brick
"X": 2 // coin
}
map: [
"................................",
"................................",
"......##........##..............",
"....##..##....##..##............",
"..##......##.##.....##..........",
"##..........###.......##........"
]
palette_map: [
"0000000000000000", // 16 cells wide; one entry per 16×16 metatile
"0000000000000000",
"0000111111110000",
"0000111111110000",
"2222222222222222"
// ... up to 15 rows total
]
}
Rules:
map:strings must be ≤ 32 characters; shorter rows are right-padded with tile 0. No more than 30 rows.- Every character in a
map:string must be defined in the legend (otherwiseE0201). palette_map:rows are ≤ 16 digit characters (0-3, plus./ space as a sub-palette 0 alias), no more than 15 rows. The parser packs adjacent 2×2 metatile groups into the awkward(br<<6)|(bl<<4)|(tr<<2)|tlattribute-byte layout for you.- Raw and tilemap forms are mutually exclusive per field
(
tiles:vsmap:,attributes:vspalette_map:).
The first background declared is loaded into nametable 0 at
reset time and background rendering is enabled automatically.
Additional backgrounds can be swapped in via load_background Name,
which queues the update for the next vblank. Full-nametable updates
do not fit inside a single vblank, so large background swaps may
require the program to disable rendering temporarily.
Asset Sources
Three ways to provide asset data:
| Source | Description |
|---|---|
@chr("file.png") |
Convert PNG to CHR tile data |
@binary("file.bin") |
Include raw binary data verbatim |
Inline [0x00, 0x7E, ...] |
Hex byte array directly in source |
Audio
NEScript ships with a full data-driven audio subsystem. Sound effects run on pulse channel 1 and music runs on pulse channel 2, both driven by an NMI-time tick that walks per-track data tables compiled into PRG ROM. Programs that never touch audio pay zero ROM or cycle cost — the driver and its period table are only linked in when user code contains at least one play, start_music, or stop_music statement.
Statements
play SfxName // trigger a one-shot sound effect
start_music TrackName // begin looping background music
stop_music // silence the music channel
Each statement looks up the name in the program's user declarations first, then falls back to the builtin table. Unknown names are a hard error (E0505).
SFX Declarations
An sfx block is a frame-accurate envelope for pulse 1. The v1
audio driver latches the pulse period once on trigger (it never
updates $4002/$4003 mid-effect), so a scalar pitch is the natural
way to write one. volume / envelope runs one byte per frame, so
the envelope length controls the effect duration:
sfx Pickup {
duty: 2 // 0-3, 2 = 50% square (default)
pitch: 0x50 // latched period byte
envelope: [15, 12, 9, 6, 3] // 0-15, one entry per frame
}
Both spellings are interchangeable:
pitch: 0x50— single byte, latched once on trigger.pitch: [0x50, 0x50, ...]— per-frame array, still accepted for backwards compatibility; the analyzer requires its length to matchvolume.envelope: [...]andvolume: [...]— aliases for the same field. Use whichever reads better in context.
Rules:
envelope/volumevalues are 0-15 (4-bit pulse volume).dutyis 0-3 and defaults to 2.- Maximum 120 frames (2 seconds at 60 fps).
Music Declarations
A music block is a list of (pitch, duration) pairs played on
pulse 2. Two authoring styles are available; the parser picks
between them based on whether tempo: is set.
Note-name form — set tempo: to the default frames-per-note and
write each note as a name (C4, Eb4, Fs4, …, rest) with an optional
per-note duration override:
music Theme {
duty: 2 // 0-3 (default 2)
volume: 10 // 0-15 (default 10)
repeat: true // loop when track ends (default true)
tempo: 20 // default frames per note
notes: [
C4, E4, G4, C5, // each note lasts 20 frames
G4 40, // held twice as long
rest 10, // short rest
E4, C4
]
}
Raw-pair form — leave tempo: unset and write a flat list of
pitch, duration, pitch, duration, ... integer pairs:
music Theme {
duty: 2
volume: 10
notes: [
37, 20, // C4 for 20 frames
41, 20, // E4
44, 20, // G4
49, 20, // C5
0, 10 // rest for 10 frames
]
}
Note names cover C1..B5 (60 entries in the builtin period table,
middle C at index 37). Accidentals use s for sharp and b for
flat (e.g. Cs4 = C#4 = Db4) because # / ♭ aren't valid
identifier characters. rest (or the alias _) is pitch 0.
Rules:
- Raw-pair form must contain an even number of entries.
- Pitches are 0 (rest) or 1-60 (period table index).
- Duration must be ≥ 1 frame.
tempomust be ≥ 1 frame (only present in note-name form).- Maximum 256 notes per track.
Builtin Names
For programs that want classic game audio without writing data tables, NEScript provides a handful of builtin effects and tracks that can be used directly:
Builtin SFX
| Name | Description |
|---|---|
coin, pickup, collect |
Ascending high blip |
jump, hop |
Descending arc |
hit, damage, explode |
Low blast |
click, select, confirm |
Sharp beep |
cancel, back, error |
Low longer tone |
shoot, laser, fire |
Very high pulse |
step, footstep |
Short low thud |
Builtin Music
| Name | Description |
|---|---|
title, theme, main |
Major arpeggio (looping) |
battle, boss |
Driving pulse (looping) |
win, victory, fanfare |
Ascending burst (one-shot) |
gameover, lose, fail |
Descending dirge (looping) |
A user-declared sfx or music block takes priority over a builtin with the same name, so sfx coin { ... } will shadow the default coin effect.
How It Works
Compile time:
- The resolver compiles each
sfxinto(period_lo, period_hi, envelope[])and eachmusicinto(header, (pitch, duration)[]), appending builtins for any referenced name that isn't user-declared. - The IR codegen emits
play Nameas: write trigger bytes to$4002/$4003, load envelope pointer into$0C/$0D, set the sfx counter.start_music Namestamps a state byte into$07, loads the stream pointer into$0E/$0F(and the loop base into$05/$06), and primes the duration counter. - The linker splices the audio tick, the 60-entry period table, and every compiled sfx/music blob into PRG ROM, all guarded on a
__audio_usedmarker label so silent programs never pay the cost.
Runtime (every NMI, if audio is in use):
- SFX: if the counter is nonzero, read one envelope byte through
(ZP_SFX_PTR),Yand write it to$4000. A zero sentinel mutes pulse 1 and stops the tick. - Music: if active and the note counter hits zero, read the next pitch byte. 0 = rest (mute pulse 2). 1-60 = look up the period in the table and write to
$4006/$4007.0xFF= loop back to the base pointer (or mute ifrepeat: false). Then read the duration byte and reload the counter.
Total memory cost: 8 bytes of zero page, ~200 bytes for the driver body, 120 bytes for the period table, plus the data for each user-declared sfx/music.
Mappers
The mapper determines cartridge hardware and available ROM size.
| Mapper | PRG ROM | CHR ROM | Features |
|---|---|---|---|
NROM |
16 or 32 KB | 8 KB | No banking, simplest |
MMC1 |
Up to 256 KB | Up to 128 KB | Switchable banks |
UxROM |
Up to 256 KB | 8 KB CHR RAM | PRG banking only |
MMC3 |
Up to 512 KB | Up to 256 KB | Scanline counter, banking |
Bank Declarations
For mappers with bank switching:
bank MainCode {
// Always-resident code (NMI handler, core engine)
}
bank Level1 {
state Level1 { ... }
background Level1BG { ... }
}
Banks can hold prg (code/data) or chr (graphics) content. Transitions between states in different banks automatically emit bank-switch and trampoline code.
Comments
// Line comment -- extends to end of line
/* Block comment
spans multiple lines */
Includes
Split your game across multiple files:
include "physics.ne"
include "enemies.ne"
Includes are resolved relative to the including file. Circular includes are a compile error. Duplicate includes are skipped automatically.
Debug Mode
Compile with --debug to enable runtime instrumentation. All debug features are stripped completely in release builds (zero bytes, zero cycles).
Debug Logging
debug.log("Player position: ", px, ", ", py)
Debug Assertions
debug.assert(lives > 0, "Lives should never be negative")
Runtime Checks (Debug Only)
In debug mode, the compiler inserts:
- Array bounds checking on indexed access
- Arithmetic overflow warnings
- Stack depth monitoring at function entry
- Frame overrun detection (warns if frame handler exceeds vblank period)
Hardware Intrinsics
For the common case of reading or writing a single PPU/APU/mapper register, NEScript provides two built-in intrinsics:
poke(0x2006, 0x3F) // write $3F to PPU address register
poke(0x2006, 0x00) // (second half of the address)
poke(0x2007, 0x0F) // write a palette byte to PPU data
var status: u8 = peek(0x2002) // read PPU status register
The address argument to both is a compile-time constant. Zero-page
addresses compile to STA $XX / LDA $XX; anything larger compiles
to absolute addressing.
Inline Assembly
For more elaborate sequences, use asm { ... } blocks:
fun fast_shift(input: u8) -> u8 {
var result: u8 = 0
asm {
LDA {input}
ASL A
ASL A
STA {result}
}
return result
}
Inside an asm block, {name} is replaced with the resolved
zero-page or absolute address of the variable name. Labels
defined with name: are local to the block.
Raw Assembly
raw asm {
LDA #$42
STA $2007
}
raw asm skips variable substitution — {name} is passed through
verbatim. Useful for completely unmanaged snippets that don't
reference NEScript variables.
Error Codes
Lexer Errors (E01xx)
| Code | Description |
|---|---|
| E0101 | Unterminated string literal |
| E0102 | Invalid character |
| E0103 | Number literal overflow |
Type Errors (E02xx)
| Code | Description |
|---|---|
| E0201 | Type mismatch |
| E0203 | Invalid operation for type |
Memory Errors (E03xx)
| Code | Description |
|---|---|
| E0301 | Zero-page overflow |
Control Flow Errors (E04xx)
| Code | Description |
|---|---|
| E0401 | Call depth exceeded |
| E0402 | Recursion detected |
| E0404 | Transition to undefined state |
Declaration Errors (E05xx)
| Code | Description |
|---|---|
| E0501 | Duplicate declaration |
| E0502 | Undefined variable |
| E0503 | Undefined function |
| E0504 | Missing start declaration |
| E0505 | Multiple start declarations |
Warnings (W01xx)
| Code | Description |
|---|---|
| W0101 | Expensive multiply/divide operation |
| W0102 | Loop without break or wait_frame |
| W0103 | Unused variable |
| W0104 | Unreachable code (after return/break/transition, or state unreachable from start) |
Example Error Output
error[E0201]: type mismatch
--> game.ne:42:15
|
42 | var x: u8 = -5
| ^^ expected u8, found negative integer
|
= help: use i8 if you need negative values: var x: i8 = -5
error[E0402]: recursion is not allowed
--> game.ne:55:5
|
55 | flood_fill(x + 1, y)
| ^^^^^^^^^^^^^^^^^^^^
|
= note: flood_fill calls itself (directly recursive)
= help: the NES has only 256 bytes of stack; use an iterative algorithm instead
Command Line
Compile a .ne source file into a .nes ROM:
nescript build game.ne
nescript build game.ne --output my_game.nes
nescript build game.ne --debug
nescript build game.ne --asm-dump
nescript build game.ne --dump-ir
| Flag | Description |
|---|---|
--output |
Set output ROM file path (default: input.nes) |
--debug |
Enable debug mode with runtime checks |
--asm-dump |
Dump generated 6502 assembly to stdout |
--dump-ir |
Dump the lowered IR program (after optimization) to stdout |
--memory-map |
Dump a memory map of variable allocations to stdout |
--call-graph |
Dump a call graph (which handler/function calls which) to stdout |
Check
Type-check a source file without producing a ROM:
nescript check game.ne
Complete Example
A full game demonstrating states, input, functions, constants, and transitions:
game "Coin Cavern" {
mapper: NROM
}
const SPEED: u8 = 2
const SCREEN_RIGHT: u8 = 240
const COIN_X: u8 = 180
const COIN_Y: u8 = 100
var player_x: u8 = 40
var player_y: u8 = 200
var score: u8 = 0
var coins_left: u8 = 3
fun clamp_x(val: u8) -> u8 {
if val > SCREEN_RIGHT {
return 0
}
return val
}
state Title {
on frame {
draw Logo at: (100, 100)
if button.start {
transition Playing
}
}
}
state Playing {
on enter {
player_x = 40
player_y = 200
score = 0
coins_left = 3
}
on frame {
if button.right {
player_x += SPEED
if player_x > SCREEN_RIGHT {
player_x = SCREEN_RIGHT
}
}
if button.left {
if player_x >= SPEED {
player_x -= SPEED
} else {
player_x = 0
}
}
if player_x >= COIN_X {
if player_y >= COIN_Y {
score += 1
coins_left -= 1
if coins_left == 0 {
transition GameOver
}
}
}
draw Player at: (player_x, player_y)
draw Coin at: (COIN_X, COIN_Y)
}
}
state GameOver {
on frame {
draw Trophy at: (120, 100)
if button.start {
transition Title
}
}
}
start Title
Build and run:
nescript build coin_cavern.ne
# produces coin_cavern.nes -- open in any NES emulator