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nescript/examples/function_chain.ne
Claude 0602fd9590
analyzer+codegen: lift the 4-param ceiling via a direct-write calling convention
Follow-up to the silent-drop audit. The old ABI passed every
parameter through four fixed zero-page transport slots `$04-$07`,
imposing a hard 4-param cap (E0506) that didn't compose with
structs/arrays/u16s and fell back to "pack args into a global"
workarounds whenever a function needed five things. The transport
scheme also cost every non-leaf call a 4-LDA/STA spill prologue
(~28 cycles, 16 bytes) to copy args out of ZP before the next
nested `JSR` could clobber them.

Replace it with a hybrid convention keyed on leaf-ness:

- **Leaf callees** (no nested `JSR` in body, ≤4 params):
  unchanged. Caller stages args into `$04-$07`; body reads those
  slots directly for its entire lifetime. No prologue copy.
  Fastest path, 3-cycle ZP stores + 3-cycle ZP loads, preserves
  the SHA-256 leaf-primitive optimisation that motivated the
  original fast path.

- **Non-leaf callees** (body contains a nested `JSR`, OR ≥5
  params): direct-write. Caller stages each argument straight
  into the callee's analyzer-allocated parameter RAM slot,
  bypassing the transport slots entirely. No prologue copy on
  the callee side. Saves ~24 cycles and ~16 bytes per call vs
  the old transport-then-spill path, and — crucially — scales
  past 4 params because the per-param slots live wherever the
  analyzer put them rather than in a fixed ZP window.

The analyzer's ceiling moves from 4 to 8. Functions with 5–8
params are silently promoted to the non-leaf convention (even if
their body has no nested `JSR`), which pays the direct-write cost
rather than the prologue-copy cost — still cheaper than the old
ABI. Declarations with 9+ params still emit E0506.

### Implementation

- `function_is_leaf` now also requires `param_count <= 4`.
- `IrCodeGen::new` populates `non_leaf_param_addrs: HashMap<String,
  Vec<u16>>` — for every non-leaf function, the ordered list of
  addresses its parameters occupy. Callers use this to route each
  arg directly to the right slot.
- `IrOp::Call` branches on presence in the map: non-leaf → direct-
  write, leaf (or absent — 0-arg case) → ZP transport.
- `gen_function` no longer emits a prologue. Leaves didn't have
  one; non-leaves had a 4-LDA/STA copy that is now unnecessary
  because args arrive pre-written to the slot.
- The previous `leaf_functions: HashSet<String>` field is
  removed; leaf-ness is now inferred from absence-in-
  `non_leaf_param_addrs` at the call site.

### Tests and regressions

- `eight_param_non_leaf_function_stages_every_arg_at_its_allocated_slot`
  compiles an 8-param function, scans PRG for a distinct
  `LDA #\$NN / STA <addr>` per arg (immediates `0x11..0x88`), and
  asserts that STAs to the `$04-$07` range are strictly fewer
  than 8 — proof the old transport path is gone for this call.
- `non_leaf_call_direct_writes_args_to_callee_param_slots`
  replaces the old `gen_function_prologue_spills_params_to_local_ram`
  test with a dual assertion: (a) no `LDA \$04` prologue at the
  callee entry, and (b) the caller-side STA lands at the
  analyzer-allocated param slot, not at `\$04-\$07`.
- `analyze_rejects_function_with_more_than_4_params` renamed and
  rewritten for the new 8-param cap.
- `feature_canary.ne` gains a 6-param `sum6` call (1+2+3+4+5+6 =
  21) as check 8. The canary stays green (all eight checks
  pass), so the committed golden is unchanged.

### Blast radius

- Six example ROMs change bytes (arrays_and_functions, function_chain,
  mmc1_banked, pong, sha256, war) because their non-leaf call sites
  pick up the shorter staging sequence.
- Pong and war audio hashes refresh (pure layout-timing shift; no
  behavioural change in the 180-frame no-input window). docs/pong.gif
  and docs/war.gif stay byte-identical.
- `examples/function_chain.ne`'s header comment updated to
  document the leaf vs non-leaf split it exercises.
- `docs/language-guide.md` parameter-count section and E0506 entry
  updated to reflect the new rule.

All 720 Rust tests pass; all 35 emulator goldens pass.

https://claude.ai/code/session_01AoQ678uVeqpyayvWHpfDhC
2026-04-18 02:34:56 +00:00

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// Function Chain — exercises a deep call graph with parameter
// passing and return values across multiple user functions.
//
// The analyzer caps call depth at 8 (hard NES stack limit for
// a cooperative compiler). This example chains five functions:
//
// frame -> compute -> scale -> clamp -> fold -> taper
//
// Each function takes its argument through the calling
// convention and returns a value in A. The chained result is
// what drives the player sprite's X position on screen each
// frame.
//
// Parameters land at a non-uniform address set:
// - The deepest callee (`taper`) is a leaf — it has no nested
// `JSR` and can receive its arg in the `$04` transport slot
// directly. Its body reads `$04` in place of a spill copy.
// - Every other function (`compute`, `scale`, `clamp`, `fold`)
// is non-leaf and uses the direct-write convention: each
// caller stages the arg straight into the callee's
// analyzer-allocated param slot before the `JSR`. No
// transport, no prologue copy.
//
// What this exercises end-to-end:
// - Five levels of nested `JSR` without stack corruption
// - The hybrid leaf / non-leaf calling convention
// - Return value propagation through A
// - `fun ... -> u8 { return ... }` — the full typed-function
// shape, including an early `return` inside an `if`
// - Interaction of function calls with handler-local vars
// (the `out` result ends up in a local that drives draw)
//
// Build: cargo run -- build examples/function_chain.ne
game "Fn Chain" {
mapper: NROM
}
const SCREEN_MIN: u8 = 16
const SCREEN_MAX: u8 = 232
var tick: u8 = 0
// Level 5: final transform — fold the input by reflecting any
// overshoot back toward the middle. Pure function, returns u8.
fun taper(v: u8) -> u8 {
if v > 200 {
return 200
}
return v
}
// Level 4: fold — bias the input toward the screen center.
fun fold(v: u8) -> u8 {
var biased: u8 = v
if biased < SCREEN_MIN {
biased = SCREEN_MIN
}
return taper(biased)
}
// Level 3: clamp to the visible screen band.
fun clamp(v: u8) -> u8 {
if v > SCREEN_MAX {
return fold(SCREEN_MAX)
}
return fold(v)
}
// Level 2: scale the tick into a pixel position. Uses a shift
// instead of multiply so we don't pull in the soft multiply.
fun scale(t: u8) -> u8 {
return clamp(t << 1)
}
// Level 1: top of the call chain. Takes the raw frame counter,
// adds a small offset, and hands it to `scale`. The returned
// value is the player's X position.
fun compute(counter: u8) -> u8 {
var shifted: u8 = counter
shifted += 16
return scale(shifted)
}
on frame {
tick += 1
// Single call site that triggers the whole chain. If any
// link in the chain corrupts the param passing or stack,
// the player sprite starts jittering or disappears.
var x: u8 = compute(tick)
// Player Y is fixed; X comes from the chain. Visually the
// sprite sweeps across the screen as the chain holds.
draw Player at: (x, 112)
// Also draw a static reference marker so the smoke test
// always has at least one visible sprite even if the chain
// somehow returns 0.
draw Marker at: (8, 8)
}
start Main