1
0
Fork 0
mirror of https://github.com/imjasonh/nescript synced 2026-07-08 08:55:38 +00:00
nescript/tests/emulator/goldens
Claude 53c454669d
runtime: gate controller-1 reads, skip whole input block when unused
With `has_p1_input` false, drop the three-instruction JOY1 shift
block from the NMI's input loop. With both `has_p1_input` and
`has_p2_input` false, drop the strobe write to \$4016 as well — the
entire controller-sampling block disappears. Audio- or compute-only
programs that never touch `button.*` pay zero cycles for input
sampling.

The IR codegen's `__p1_input_used` marker (emitted alongside the
P2 one in the previous commit) now drives this path through a new
`NmiOptions::has_p1_input` bool and an `NmiOptions::any_input()`
helper that's true when either port is active.

Savings for a truly non-interactive program:
 - ~18 bytes of NMI code (strobe + loop scaffold + the 6 bytes of
   per-port shifting that the P2 gate already caught).
 - ~80 cycles per frame (the 4 cycles of strobe plus the 5 cycles
   of DEX/BNE × 8 that the loop would otherwise run; net of the
   loop overhead that's ~40 cycles, but jsnes measures it as ~80
   because the JOY1 read itself was 4c × 8).

Two audio goldens flip — the two audio-only examples whose NMI
shifts forward by ~27 bytes once the strobe-and-loop block is
gone. Same cycle-accurate-APU-timing drift as every prior NMI
layout change.

https://claude.ai/code/session_016kM6P7PukktBDqTZexrrAN
2026-04-16 21:15:09 +00:00
..
arrays_and_functions.audio.hash
arrays_and_functions.png compiler: fix three scoping bugs; war: revert all local/param workarounds 2026-04-15 20:33:41 +00:00
audio_demo.audio.hash runtime: gate controller-2 reads in NMI on __p2_input_used 2026-04-16 21:15:09 +00:00
audio_demo.png
auto_chr_background.audio.hash assets: auto-generate CHR data from @nametable() PNG sources 2026-04-15 03:29:58 +00:00
auto_chr_background.png assets: auto-generate CHR data from @nametable() PNG sources 2026-04-15 03:29:58 +00:00
bitwise_ops.audio.hash
bitwise_ops.png
bouncing_ball.audio.hash
bouncing_ball.png
coin_cavern.audio.hash
coin_cavern.png
comparisons.audio.hash
comparisons.png linker: skip default palette + rendering enable for non-visual ROMs 2026-04-16 21:15:08 +00:00
friendly_assets.audio.hash runtime: gate controller-2 reads in NMI on __p2_input_used 2026-04-16 21:15:09 +00:00
friendly_assets.png language: pleasant asset syntax for palettes, CHR, bg, sfx, music 2026-04-13 16:09:53 +00:00
function_chain.audio.hash
function_chain.png
hello_sprite.audio.hash
hello_sprite.png
inline_asm_demo.audio.hash
inline_asm_demo.png codegen: reuse analyzer's local allocations so inline asm {param} works 2026-04-16 16:03:10 +00:00
logic_ops.audio.hash
logic_ops.png
loop_break_continue.audio.hash
loop_break_continue.png
match_demo.audio.hash
match_demo.png
metasprite_demo.audio.hash parser/lowering: declarative metasprites for multi-tile sprite groups 2026-04-15 03:13:30 +00:00
metasprite_demo.png parser/lowering: declarative metasprites for multi-tile sprite groups 2026-04-15 03:13:30 +00:00
mmc1_banked.audio.hash
mmc1_banked.png
mmc3_per_state_split.audio.hash
mmc3_per_state_split.png
nested_structs.audio.hash analyzer/lowering: support nested struct fields and array struct fields 2026-04-15 02:19:49 +00:00
nested_structs.png analyzer/lowering: support nested struct fields and array struct fields 2026-04-15 02:19:49 +00:00
noise_triangle_sfx.audio.hash runtime: gate controller-1 reads, skip whole input block when unused 2026-04-16 21:15:09 +00:00
noise_triangle_sfx.png audio: triangle and noise sfx channels 2026-04-14 10:42:53 +00:00
palette_and_background.audio.hash
palette_and_background.png
platformer.audio.hash runtime: gate controller-2 reads in NMI on __p2_input_used 2026-04-16 21:15:09 +00:00
platformer.png feat(platformer): add stomp-or-die enemy collisions, live HUD, GameOver state 2026-04-13 20:23:07 +00:00
pong.audio.hash linker: skip default palette + rendering enable for non-visual ROMs 2026-04-16 21:15:08 +00:00
pong.png codegen: fuse compare-then-branch to drop boolean materialization 2026-04-16 17:10:02 +00:00
scanline_split.audio.hash
scanline_split.png
sfx_pitch_envelope.audio.hash runtime: gate controller-1 reads, skip whole input block when unused 2026-04-16 21:15:09 +00:00
sfx_pitch_envelope.png linker: skip default palette + rendering enable for non-visual ROMs 2026-04-16 21:15:08 +00:00
sha256.audio.hash examples/sha256: interactive SHA-256 hasher with on-screen keyboard 2026-04-16 14:02:58 +00:00
sha256.png examples/sha256: interactive SHA-256 hasher with on-screen keyboard 2026-04-16 14:02:58 +00:00
sprite_flicker_demo.audio.hash sprite-per-scanline: add cycle_sprites runtime flicker + debug telemetry 2026-04-15 22:07:19 +00:00
sprite_flicker_demo.png sprite-per-scanline: add cycle_sprites runtime flicker + debug telemetry 2026-04-15 22:07:19 +00:00
sprites_and_palettes.audio.hash
sprites_and_palettes.png
state_machine.audio.hash
state_machine.png
structs_enums_for.audio.hash
structs_enums_for.png
two_player.audio.hash
two_player.png
uxrom_banked.audio.hash
uxrom_banked.png
uxrom_banked_to_banked.audio.hash codegen: support banked → banked cross-bank function calls 2026-04-15 02:37:19 +00:00
uxrom_banked_to_banked.png codegen: support banked → banked cross-bank function calls 2026-04-15 02:37:19 +00:00
uxrom_user_banked.audio.hash codegen: user code in switchable banks via cross-bank trampolines 2026-04-14 11:41:20 +00:00
uxrom_user_banked.png codegen: user code in switchable banks via cross-bank trampolines 2026-04-14 11:41:20 +00:00
war.audio.hash runtime: gate controller-2 reads in NMI on __p2_input_used 2026-04-16 21:15:09 +00:00
war.png examples: regenerate ROMs, gifs, and goldens after codegen local fix 2026-04-16 16:12:46 +00:00