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nescript/examples
Claude 629fdcfce0
fix(optimizer): preserve cross-block LoadImm uses in const_fold DCE
`const_fold_block`'s per-block dead-code pass was collecting temp
usage from only the block it was folding, so a `LoadImm` whose
destination is consumed by a *sibling* block (for example via the
merge block's branch terminator) was incorrectly treated as dead
and dropped. The `and` / `or` short-circuit lowering emits exactly
that shape: the false path writes `LoadImm(result, 0)` and joins
with the right path at an `and_end` / `or_end` block whose branch
terminator reads `result`. After the DCE the false path's store
was gone, leaving the zero-page result slot to carry whatever value
the *previous* `and` / `or` evaluation had written there — stale
data that bled into subsequent conditional branches.

I found this while instrumenting `examples/platformer.ne` through a
puppeteer-driven jsnes harness, stepping one frame at a time and
snapshotting the full zero-page trace of each scenario (title-skip,
hold-right, hold-left, jump-spam, coin-drift, enemy-stomp, long-run).
In a clean idle run the enemy-1 stomp bounce (`rise_count = 6`,
`fall_vy = 0`) fired at emulator frames 83 and 96 with `camera_x`
= 61 and 74, i.e. with `e1_sx` = 39 and 26, nowhere near the
intended `[72, 96)` pickup window. The trigger turned out to be
the slot alias: every time `c2_sx` landed in its pickup window
(so the coin-2 `and` stored 1 into ZP(130)) and the player was
mid-fall at or past `player_y = 152`, the enemy-1 stomp `and`
short-circuited to its false path, left ZP(130) at 1, and the
stomp `if` fired on stale data.

The fix is to compute function-wide source-operand usage once before
folding each function's blocks and OR it into the per-block liveness
check, so a LoadImm is only dropped if nobody — neither its own
block nor any other block in the function — reads the temp. Added a
regression test (`const_fold_preserves_loadimm_used_by_sibling_branch`)
that builds the exact CFG shape the `and` lowering emits and
verifies the false-path `LoadImm(result, 0)` survives optimization.

Impact on the example ROMs:

- `examples/platformer.nes`: enemy-1 stomp now fires only when
  `e1_sx ∈ [72, 96)`, as the source intends. The pixel golden is
  unchanged (`player_y` converges back to the ground line before
  frame 180), but the audio hash flips because the spurious
  `play hit` sfx calls during coin-2 passage are gone. Committing
  the new `tests/emulator/goldens/platformer.audio.hash`.

- `examples/logic_ops.nes`, `examples/bitwise_ops.nes`,
  `examples/match_demo.nes`, `examples/mmc3_per_state_split.nes`,
  `examples/two_player.nes`: byte-different but observably
  unchanged — their pixel + audio goldens still match to the byte.
  They exercise `and` / `or` in the source and now compile through
  the corrected DCE.

All other example ROMs are byte-identical to pre-fix. `cargo fmt`,
`cargo clippy --all-targets`, `cargo test --release` (498 tests),
and `tests/emulator/run_examples.mjs` (22/22 goldens) are clean.

https://claude.ai/code/session_013Bi4H4YQ5or5HtMB4doUFi
2026-04-13 16:29:44 +00:00
..
arrays_and_functions.ne Add README, LICENSE, examples, fix draw parser lookahead 2026-04-12 00:38:19 +00:00
arrays_and_functions.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
audio_demo.ne audio: complete the subsystem — asset pipeline, user decls, tracker-style driver 2026-04-13 01:10:21 +00:00
audio_demo.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
bitwise_ops.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
bitwise_ops.nes fix(optimizer): preserve cross-block LoadImm uses in const_fold DCE 2026-04-13 16:29:44 +00:00
bouncing_ball.ne Add example builds to CI, document sprite name behavior 2026-04-11 22:55:43 +00:00
bouncing_ball.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
coin_cavern.ne M2: Wire IR pipeline, add Coin Cavern example and integration tests 2026-04-11 23:34:35 +00:00
coin_cavern.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
comparisons.ne examples: 4 new programs covering MMC3 + other e2e gaps 2026-04-12 20:48:31 +00:00
comparisons.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
function_chain.ne examples: 4 new programs covering MMC3 + other e2e gaps 2026-04-12 20:48:31 +00:00
function_chain.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
hello_sprite.ne Add example builds to CI, document sprite name behavior 2026-04-11 22:55:43 +00:00
hello_sprite.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
inline_asm_demo.ne examples: inline_asm_demo.ne 2026-04-12 18:02:59 +00:00
inline_asm_demo.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
logic_ops.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
logic_ops.nes fix(optimizer): preserve cross-block LoadImm uses in const_fold DCE 2026-04-13 16:29:44 +00:00
loop_break_continue.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
loop_break_continue.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
match_demo.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
match_demo.nes fix(optimizer): preserve cross-block LoadImm uses in const_fold DCE 2026-04-13 16:29:44 +00:00
mmc1_banked.ne Add README, LICENSE, examples, fix draw parser lookahead 2026-04-12 00:38:19 +00:00
mmc1_banked.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
mmc3_per_state_split.ne examples: 4 new programs covering MMC3 + other e2e gaps 2026-04-12 20:48:31 +00:00
mmc3_per_state_split.nes fix(optimizer): preserve cross-block LoadImm uses in const_fold DCE 2026-04-13 16:29:44 +00:00
palette_and_background.ne palette/background: first-class declarations with reset-time load and runtime swaps 2026-04-13 11:11:33 +00:00
palette_and_background.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
platformer.ne platformer: end-to-end side-scroller demo + three runtime bug fixes 2026-04-13 13:04:26 +00:00
platformer.nes fix(optimizer): preserve cross-block LoadImm uses in const_fold DCE 2026-04-13 16:29:44 +00:00
README.md platformer: end-to-end side-scroller demo + three runtime bug fixes 2026-04-13 13:04:26 +00:00
scanline_split.ne examples: add 5 new programs covering match/loop/logic/bitwise/scanline 2026-04-12 19:05:18 +00:00
scanline_split.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
sprites_and_palettes.ne cleanup: fix silent miscompiles and delete dead code exposed by code review 2026-04-13 02:47:37 +00:00
sprites_and_palettes.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
state_machine.ne Add README, LICENSE, examples, fix draw parser lookahead 2026-04-12 00:38:19 +00:00
state_machine.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
structs_enums_for.ne Language: struct literals 2026-04-12 17:15:57 +00:00
structs_enums_for.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00
two_player.ne examples: 4 new programs covering MMC3 + other e2e gaps 2026-04-12 20:48:31 +00:00
two_player.nes fix(optimizer): preserve cross-block LoadImm uses in const_fold DCE 2026-04-13 16:29:44 +00:00
uxrom_banked.ne examples: add uxrom_banked and jsnes golden 2026-04-13 02:04:25 +00:00
uxrom_banked.nes commit built ROMs alongside .ne sources 2026-04-13 15:12:39 +00:00

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
palette_and_background.ne palette, background, set_palette, load_background Reset-time initial load plus vblank-safe runtime swaps
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, enemies, coin pickups, user-declared SFX + music, and a Title → Playing state machine with an autopilot so the headless harness still hits interesting gameplay at frame 180. Regenerate the tile art with cargo run --bin gen_platformer_tiles.

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