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https://github.com/imjasonh/nescript
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The compiler is deterministic: rebuilding any example produces a byte-identical ROM, verified across all 22 examples and all four mappers (NROM, MMC1, UxROM, MMC3). That means the .nes files are reproducible artefacts and can live next to their sources without drift. Benefits: - Users can clone the repo and open any example in an emulator without installing a Rust toolchain or running the compiler. - The emulator harness can trust examples/*.nes directly, so its CI job no longer needs a compiler build or a "compile all examples" loop — it just boots jsnes against the committed ROMs and diffs each against its golden. - ROM diffs in PRs are now meaningful: "this compiler change flipped 17 bytes in hello_sprite.nes" is visible review signal, not hidden behind the emulator golden. Guard rails so the ROMs don't drift from their sources: - .gitignore no longer excludes *.nes. - The `examples` CI job rebuilds every .ne into /tmp and fails loudly (with a GitHub error annotation pointing at the exact cargo command to rerun) if any committed ROM differs. - scripts/pre-commit does the same check locally. - CLAUDE.md now states that editing a .ne file requires rebuilding its .nes in the same commit, so future agents won't miss the invariant. Total footprint: 22 ROMs, 624 KB (avg 28 KB each — most are NROM 24 KB; two banked examples are larger). https://claude.ai/code/session_01BcCcHi6FUmTh8jC7UgkA3A |
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| fuzz | ||
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| src | ||
| tests | ||
| .gitignore | ||
| Cargo.lock | ||
| Cargo.toml | ||
| CLAUDE.md | ||
| LICENSE | ||
| plan.md | ||
| README.md | ||
| 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.
Source: examples/platformer.ne
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, backgrounds, and input are first-class constructs
- Full type system --
u8,i8,u16,bool, fixed-size arrays (u8[N]),enum,struct - Rich control flow --
if/else,while,for i in 0..N,loop,match - Functions -- with parameters, return types,
inlinehint, recursion detection - State machines --
statewithon enter,on exit,on frame,on scanline(N)handlers - Compile-time safety -- call depth limits, recursion detection, type checking, unused-var warnings
- IR-based optimizer -- constant folding, dead code elimination, strength reduction (incl. div/mod by power-of-two), copy propagation, peephole passes including INC/DEC fold and live-range slot recycling
- Full 16-bit arithmetic -- u16 add/sub/compare lower to carry-propagating paired operations
- Multiple mappers -- NROM, MMC1, UxROM, MMC3 (including multi-scanline IRQ dispatch per state)
- Audio subsystem -- frame-walking pulse driver with user-declared
sfx/musicblocks, builtin effects and tracks, period table, and zero-cost elision when unused - Palette & background pipeline --
paletteandbackgroundblocks, initial values loaded at reset, vblank-safeset_palette/load_backgroundruntime swaps - Asset pipeline -- PNG-to-CHR conversion, inline tile data, sfx envelopes, music note streams
- Inline assembly --
asm { ... }with{var}substitution, plusraw asm { ... }for verbatim blocks - Hardware intrinsics --
poke(addr, value)/peek(addr)for direct register access - Debug support --
--debugflag enablesdebug.log/debug.assertwrites to the emulator debug port - Compile-time diagnostics --
--dump-ir,--memory-map,--call-graphflags - Single binary -- no dependencies on ca65, Python, or any external tools
Documentation
- Language Guide -- complete reference for every language feature
- Architecture -- compiler internals and module overview
- NES Reference -- hardware quick reference for contributors
- Examples README -- how to build and run examples
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, scroll, type casting |
mmc1_banked.ne |
MMC1 mapper, bank declarations, multiply |
palette_and_background.ne |
Palette and background declarations, reset-time load, vblank-safe set_palette / load_background swaps |
structs_enums_for.ne |
Structs, enums, for loops, struct literals |
inline_asm_demo.ne |
Inline asm with {var} substitution, poke/peek |
audio_demo.ne |
Audio subsystem: user sfx/music blocks, builtin effects, play/start_music/stop_music |
platformer.ne |
End-to-end side-scroller — custom CHR tileset, full background nametable, metasprite player with gravity/jump physics, wrap-around scrolling, enemies, coins, user-declared SFX + music, and a Title → Playing state machine with auto-play for the headless harness |
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, debug.log / debug.assert |
| M4: Optimization | Done | Strength reduction, ZP promotion, type casting, asm-dump |
| M5: Bank Switching | Done | MMC1/UxROM/MMC3, bank declarations, software mul/div |
497 tests across the lexer, parser, analyzer, IR, optimizer, codegen, assembler, linker, runtime, ROM, and asset modules, with CI running fmt, clippy, test, and example compilation on every push.
