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W0109 (shipped last commit) catches the 8-sprites-per-scanline
hardware limit at compile time for static layouts, but the
dynamic case — enemy formations, projectile clusters, animated
NPCs where coordinates come from variables — was still silent.
This change adds two layers of defense on top of W0109:
Layer 2: `cycle_sprites` runtime flicker intrinsic
New keyword statement that rotates the OAM DMA start offset
one slot per call. When called once per `on frame`, the PPU's
sprite evaluation picks up a different subset of the 12+
overlapping sprites each frame, so the permanent-dropout
failure mode becomes visible flicker — the classic NES
technique used by Gradius, Battletoads, and every shmup.
Implementation:
- Lexer keyword `KwCycleSprites` and parser production.
- AST `Statement::CycleSprites(Span)`.
- `IrOp::CycleSprites` lowered by the IR pass.
- Codegen emits `LDA $07EF / CLC / ADC #4 / STA $07EF` with
natural u8 wrap, plus a one-shot `__sprite_cycle_used`
marker label the first time it fires.
- Linker detects the marker and switches `gen_nmi` to the
cycling variant, which reads the rotating offset from
`$07EF` into OAM_ADDR before the DMA instead of writing
a literal 0. Programs that don't call `cycle_sprites`
skip the marker and get byte-identical ROM output.
Layer 3: debug-mode sprite overflow telemetry
Mirrors the frame-overrun pair (`debug.frame_overrun_count` /
`debug.frame_overran`). In debug builds the NMI handler reads
`$2002` at the top of vblank, masks bit 5 (the PPU's sprite
overflow flag), and if set bumps a cumulative counter at
`$07FD` plus a sticky bit at `$07FC`. The sticky bit clears
on every `wait_frame`.
New debug builtins:
- `debug.sprite_overflow_count()` → u8 peek of $07FD
- `debug.sprite_overflow()` → u8 peek of $07FC (sticky bit)
The hardware flag has well-known quirks but is correct for
the overwhelming majority of cases and costs ~15 cycles per
frame to sample. Release builds emit no overflow-check code
at all, so the four bytes at `$07EF` / `$07FC`-`$07FD` stay
free for user allocation.
Related changes:
- `gen_nmi` now takes an `NmiOptions` struct. Four bool
parameters tripped clippy's `fn_params_excessive_bools`.
- CLI `build` now renders analyzer warnings on a successful
build. Previously warnings were silently dropped unless
the user also ran `nescript check`, which made W0109
effectively invisible to CI and local dev alike. Existing
pre-existing W0103 / W0106 warnings on `coin_cavern`,
`mmc3_per_state_split`, `sprites_and_palettes` surface
too — not regressions, just now visible.
New example: `examples/sprite_flicker_demo.ne`
Draws 12 sprites into a 4-pixel band, W0109 fires at compile
time with nine labels pointing at the offenders, and a
`cycle_sprites` call at the end of `on frame` turns the
hardware dropout into flicker. The committed emulator golden
captures one frame of the cycling pattern (deterministic).
Tests:
- `runtime::tests::nmi_debug_mode_samples_sprite_overflow`
- `runtime::tests::nmi_sprite_cycle_variant_reads_rotating_offset`
- `ir_codegen::*::debug_sprite_overflow_count_loads_07fd`
- `ir_codegen::*::debug_sprite_overflow_flag_loads_07fc`
- `ir_codegen::*::wait_frame_clears_sprite_overflow_sticky_in_debug_mode`
- `ir_codegen::*::wait_frame_release_does_not_touch_sprite_overflow_sticky`
- `ir_codegen::*::cycle_sprites_emits_marker_and_add4`
- `ir_codegen::*::cycle_sprites_marker_dedup_across_multiple_calls`
- `ir_codegen::*::program_without_cycle_sprites_emits_no_marker`
- `analyzer::*::accepts_debug_sprite_overflow_builtins`
- `analyzer::*::rejects_unknown_debug_method_lists_all_four_known_names`
- `analyzer::*::accepts_cycle_sprites_statement`
Docs: `examples/war/COMPILER_BUGS.md` §4 now describes all three
layers (W0109, `cycle_sprites`, debug telemetry) with reasoning
for when each applies. `README.md` and `examples/README.md` add
the new example to their tables.
All 32 emulator goldens still match — the cycling is opt-in
and programs that don't call `cycle_sprites` or enable debug
mode are byte-identical to the pre-change output.
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
|
||
|---|---|---|
| .. | ||
| war | ||
| arrays_and_functions.ne | ||
| arrays_and_functions.nes | ||
| audio_demo.ne | ||
| audio_demo.nes | ||
| auto_chr_background.ne | ||
| auto_chr_background.nes | ||
| auto_chr_bg.png | ||
| bitwise_ops.ne | ||
| bitwise_ops.nes | ||
| bouncing_ball.ne | ||
| bouncing_ball.nes | ||
| coin_cavern.ne | ||
| coin_cavern.nes | ||
| comparisons.ne | ||
| comparisons.nes | ||
| friendly_assets.ne | ||
| friendly_assets.nes | ||
| function_chain.ne | ||
| function_chain.nes | ||
| hello_sprite.ne | ||
| hello_sprite.nes | ||
| inline_asm_demo.ne | ||
| inline_asm_demo.nes | ||
| logic_ops.ne | ||
| logic_ops.nes | ||
| loop_break_continue.ne | ||
| loop_break_continue.nes | ||
| match_demo.ne | ||
| match_demo.nes | ||
| metasprite_demo.ne | ||
| metasprite_demo.nes | ||
| mmc1_banked.ne | ||
| mmc1_banked.nes | ||
| mmc3_per_state_split.ne | ||
| mmc3_per_state_split.nes | ||
| nested_structs.ne | ||
| nested_structs.nes | ||
| noise_triangle_sfx.ne | ||
| noise_triangle_sfx.nes | ||
| palette_and_background.ne | ||
| palette_and_background.nes | ||
| platformer.ne | ||
| platformer.nes | ||
| README.md | ||
| scanline_split.ne | ||
| scanline_split.nes | ||
| sfx_pitch_envelope.ne | ||
| sfx_pitch_envelope.nes | ||
| sprite_flicker_demo.ne | ||
| sprite_flicker_demo.nes | ||
| sprites_and_palettes.ne | ||
| sprites_and_palettes.nes | ||
| state_machine.ne | ||
| state_machine.nes | ||
| structs_enums_for.ne | ||
| structs_enums_for.nes | ||
| two_player.ne | ||
| two_player.nes | ||
| uxrom_banked.ne | ||
| uxrom_banked.nes | ||
| uxrom_banked_to_banked.ne | ||
| uxrom_banked_to_banked.nes | ||
| uxrom_user_banked.ne | ||
| uxrom_user_banked.nes | ||
| war.ne | ||
| war.nes | ||
NEScript Examples
Quick Start
# Build the compiler
cargo build --release
# Compile all examples
for f in examples/*.ne; do cargo run -- build "$f"; done
# Or compile one
cargo run -- build examples/hello_sprite.ne
Open any .nes file in an NES emulator (Mesen, FCEUX, etc.)
Examples
| File | Features | Description |
|---|---|---|
hello_sprite.ne |
input, draw | Move a sprite with the d-pad |
bouncing_ball.ne |
if/else, variables | Auto-bouncing sprite with edge detection |
coin_cavern.ne |
states, functions, constants | 3-state game with gravity and coin collection |
arrays_and_functions.ne |
arrays, functions, while | Enemy array with collision detection |
state_machine.ne |
on enter/exit, transitions | Multi-state flow with timers |
sprites_and_palettes.ne |
sprites, scroll, cast | Inline CHR data, PPU scroll writes, type casting |
mmc1_banked.ne |
MMC1, banks, multiply | Banked mapper with software multiply |
uxrom_user_banked.ne |
UxROM, bank Foo { fun ... }, cross-bank trampoline |
First example to put real user code inside a switchable bank. The animation step lives in bank Extras and is invoked from the fixed-bank state handler via a generated __tramp_step_animation stub that selects bank 0, JSRs the body, then restores the fixed bank before returning. |
uxrom_banked_to_banked.ne |
UxROM, banked → banked cross-bank call | Two bank Foo { fun ... } blocks: step lives in bank Logic and calls clamp in bank Helpers. The trampoline uses ZP_BANK_CURRENT + PHA/PLA to save and restore the caller's bank, so the same per-callee stub works whether the caller is in the fixed bank or another switchable bank. |
palette_and_background.ne |
palette, background, set_palette, load_background | Reset-time initial load plus vblank-safe runtime swaps |
auto_chr_background.ne |
background @nametable(...) with auto-CHR |
First example to use the @nametable("file.png") shortcut without supplying any matching CHR data. The resolver dedupes the PNG's 8×8 cells, encodes them via the same brightness-bucketing the sprite CHR encoder uses, and slots them into CHR ROM at the next free tile slot. The committed auto_chr_bg.png is a 256×240 grayscale gradient that exercises ~50 unique tiles. |
friendly_assets.ne |
named colours, grouped palette, pixel art, tilemap+legend, palette_map, scalar sfx pitch, note-name music | Exercises every "friendlier" asset syntax at once — the palette uses bg0..sp3 + a shared universal:, the sprite is authored as ASCII pixel art, the background uses a legend { ... } + map: tilemap with a palette_map: for attributes, the sfx uses a scalar pitch: + envelope: alias, and the music uses note names (C4, E4 40, rest 10) with a tempo: default. |
noise_triangle_sfx.ne |
channel: noise, channel: triangle on sfx blocks |
Demonstrates the noise and triangle sfx channels. Declares one noise burst and one triangle bass note, plays each on a timer so the emulator harness captures both the pixel output and the APU state. |
sfx_pitch_envelope.ne |
varying-pitch pulse SFX | A 16-frame frequency sweep written as a per-frame pitch: array on a Pulse-1 sfx. The compiler emits a separate __sfx_pitch_<name> blob and gates the audio tick's pitch update path on the __sfx_pitch_used marker, so programs that stick to the scalar pitch: form still get byte-identical ROM output. |
metasprite_demo.ne |
declarative multi-tile sprites | A 16×16 hero sprite split into a metasprite Hero { sprite: Hero16, dx: [...], dy: [...], frame: [...] } declaration. draw Hero at: (px, py) then expands to one DrawSprite op per tile in the IR lowering, each with its dx/dy added to the user's anchor point and the frame offset by the underlying sprite's base tile. The codegen needs no metasprite-specific support — it sees N regular draws and the OAM cursor allocator handles the slots. |
nested_structs.ne |
nested struct fields, array struct fields, chained literals | Two Hero instances each carry a Vec2 position and a u8[4] inventory. Exercises hero.pos.x chained access, hero.inv[i] array-field access, and chained struct-literal initializers (Hero { pos: Vec2 { x: ..., y: ... }, inv: [...] }). |
platformer.ne |
every subsystem | End-to-end side-scrolling demo: custom CHR tileset, full 32×30 nametable with per-region attribute palettes, 2×2 metasprite hero with gravity/jump physics, wrap-around horizontal scrolling, stomp-or-die enemy collisions with a live stomp-count HUD, coin pickups, user-declared SFX + music, and a Title → Playing → GameOver state machine with a proximity-based autopilot so the headless harness cycles through stomp, stomp, die, and retry inside six seconds. Regenerate the tile art with cargo run --bin gen_platformer_tiles. |
sprite_flicker_demo.ne |
cycle_sprites, 8-per-scanline hardware limit |
Twelve sprites packed onto the same 4-pixel band — two more than the NES's 8-sprites-per-scanline hardware budget. The W0109 analyzer warning fires at compile time, and a cycle_sprites call at the end of on frame rotates the OAM DMA offset one slot per frame so the PPU drops a different sprite each frame. The permanent-dropout failure mode becomes visible flicker, which the eye reconstructs across frames. The classic NES technique used by Gradius, Battletoads, and every shmup that ever existed. |
war.ne |
production-quality card game, multi-file source layout | A complete port of the card game War, split across examples/war/*.ne files and pulled in via include directives. Title screen with a 0/1/2-player menu (cursor sprite, blinking PRESS A, brisk 4/4 march on pulse 2), a 50-frame deal animation, a deep Playing state with an inner phase machine (P_WAIT_A/P_FLY_A/.../P_WAR_BANNER/P_WAR_BURY/P_CHECK), card-conserving queue-based decks built on a 200-iteration random-swap shuffle, a "WAR!" tie-break that buries 3+1 face-down cards per player and plays a noise-channel thump per bury, and a victory screen with the builtin fanfare. The first NEScript example to use a top-level file as a thin shell that includes ~12 component files; building it surfaced and fixed two compiler bugs (E0506 too-many-params, and the IR-lowering wide_hi leak across functions). The remaining limitations and workarounds are catalogued in war/COMPILER_BUGS.md. |
Emulator Controls
| NES Button | Typical Key |
|---|---|
| D-pad | Arrow keys |
| A | Z |
| B | X |
| Start | Enter |
| Select | Right Shift |
About Sprites
Sprite names in draw Player at: (x, y) are parsed and recorded in the AST.
You can define sprites with inline CHR tile data:
sprite Player {
chr: [0x3C, 0x42, 0x81, 0x81, 0x81, 0x81, 0x42, 0x3C,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00]
}
If no matching sprite declaration exists, the draw uses the built-in default
tile (a smiley face). See sprites_and_palettes.ne for a full example.
Compiler Commands
# Compile to ROM
cargo run -- build game.ne
# Custom output path
cargo run -- build game.ne --output my_game.nes
# Type-check only
cargo run -- check game.ne
# View generated 6502 assembly
cargo run -- build game.ne --asm-dump
# Debug mode
cargo run -- build game.ne --debug