mirror of
https://github.com/imjasonh/nescript
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- PNG-sourced assets: drop the "automatic CHR generation" TODO now that `png_to_nametable_with_chr` ships with the resolver. - User code distribution: drop the banked → banked TODO; only greedy size-packing and the MMC3 per-state-handler split remain. - Language feature gaps: drop the metasprite row from the post-v0.1 table and add a paragraph describing the new `metasprite` syntax. Drop the "nested struct / array struct field" gap; replace it with a note about the still-rejected array-of-structs case. - Audio pipeline: note the new pulse pitch envelope path; replace the "pitch latches once" TODO with the triangle/noise extension. - Debug instrumentation: note `debug.frame_overrun_count()` and `debug.frame_overran()`; drop the matching "richer telemetry" TODO. Items kept (and unchanged) include the WASM build target, register allocator, fixed-point arithmetic, text/HUD, tilemaps, SRAM, DMC, multi-channel tracker, NSF/FTM imports, debug.overlay, per-state background swaps, and the four open design questions. https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
211 lines
10 KiB
Markdown
211 lines
10 KiB
Markdown
# Future Work
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This document tracks the gaps between what NEScript currently compiles and
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what the spec describes. Items are grouped by area. Anything implemented and
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tested is omitted — `git log` is the authoritative record of what shipped.
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---
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## PNG-sourced assets
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**What ships today.** `palette Name { colors: [...] }` and
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`background Name { tiles: [...], attributes: [...] }` declarations with
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inline byte arrays, plus `palette Name @palette("file.png")` and
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`background Name @nametable("file.png")` for PNG-sourced variants.
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The palette path maps each pixel to its nearest NES master-palette index
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(via `nearest_nes_color()` in `src/assets/palette.rs`), deduplicates, and
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emits the 32-byte blob; the nametable path slices a 256×240 PNG into the
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32×30 tile grid, deduplicates (max 256 unique tiles), and emits the 960+64
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byte nametable/attribute blobs. The nametable path now **also auto-generates
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the per-tile CHR data** via `png_to_nametable_with_chr` and slots it into
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CHR ROM after the user's sprite tile range — see
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`examples/auto_chr_background.ne` for the end-to-end flow.
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`--memory-map` reports per-blob PRG ROM addresses and a running total
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alongside the variable layout.
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**Still TODO.**
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- **Per-state background rendering control** — programs currently load a
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single nametable at reset. Per-state swaps work but are limited by the
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NMI-time write budget (~2273 cycles, enough for a palette but not a
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full 1024-byte nametable).
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- **Per-quadrant palette selection from PNG sources** — the
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`png_to_nametable_with_chr` attribute path picks sub-palettes based on
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brightness buckets, which is fine for grayscale demos but doesn't let
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the user say "this 32×32 tile uses sub-palette 2". A separate
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`palette_map:` shortcut exists for inline backgrounds; the PNG path
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could grow a sibling `@palette_map("hint.png")` that overrides the
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brightness buckets.
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---
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## User code distribution across switchable banks
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**What ships today.** `bank Foo { fun bar() { ... } }` nesting places user
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functions into a specific switchable bank. The codegen emits per-bank
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instruction streams; the linker runs a two-pass assembly (discover labels
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per-bank, then resolve with the merged label table) so banked code can
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still reference fixed-bank symbols. Cross-bank calls — both fixed → banked
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*and* banked → banked — are rewritten to `JSR __tramp_<name>`, where each
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trampoline is a per-function stub in the fixed bank that reads the
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caller's current bank from `ZP_BANK_CURRENT`, pushes it on the hardware
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stack, switches to the target, JSRs the entry, then pulls and restores
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the caller's bank. `gen_mapper_init` seeds `ZP_BANK_CURRENT` with the
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fixed bank index at reset so the first cross-bank call from the fixed
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bank still leaves the fixed bank mapped at $8000. See
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`examples/uxrom_user_banked.ne` (fixed → banked) and
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`examples/uxrom_banked_to_banked.ne` (banked → banked).
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**Still TODO.**
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- **Greedy size-packing.** Placement is explicit-only today — there is no
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pass that takes a program with too much fixed-bank code and
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automatically spills the biggest leaf functions to declared empty banks.
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- **MMC3 per-state-handler split** — the `mmc3_per_state_split.ne`
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example still uses the legacy fixed-bank placement for its handlers.
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Extending the banked-fun syntax to state handlers (plus trampoline
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emission on handler dispatch) would unify the two paths. The blocker
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isn't the trampoline — those work for any caller now — but the
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state-handler dispatcher in the IR codegen needs to learn that
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state handlers can live in a switchable bank, and to JSR through a
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trampoline whose entry is the handler label.
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---
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## Language feature gaps (post-v0.1)
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From the spec's "Reserved for Future Versions" section:
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| Feature | Description |
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|--------------------|-----------------------------------------------------------------------|
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| **Fixed-point** | `fixed8.8` type for sub-pixel movement with operator support. |
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| **Text / HUD** | Font sheet declarations + layout system for scores, health, menus. |
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| **Tilemaps** | Declarative level data with built-in collision queries. |
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| **SRAM / saves** | Persistent storage declarations for battery-backed save data. |
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NES 2.0 headers are now supported via `game Foo { header: nes2 }` — see
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`src/rom/mod.rs`.
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**Metasprites** are now supported via `metasprite Name { sprite: ...,
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dx: [...], dy: [...], frame: [...] }` — see `examples/metasprite_demo.ne`.
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The IR lowering expands `draw Hero at: (x, y)` into one `DrawSprite` op
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per tile, with each tile's frame index offset by the underlying sprite's
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base tile so the codegen sees a stream of regular draws and the OAM
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cursor allocator picks them up unchanged. Negative offsets and
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runtime-varying tile selection are still TODO — the current form takes
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literal `u8` offsets.
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### Struct / array field widths
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Nested struct fields (`hero.pos.x`) and array struct fields
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(`hero.inv[i]`) now compile end-to-end. The analyzer recursively
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flattens the struct layout into per-leaf synthetic variables (with
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intermediate `Struct(...)` symbols for the dotted prefixes), and the
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parser loops the dotted chain in `parse_primary` and
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`parse_assign_or_call` so the existing `format!("{name}.{field}")`
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synthetic-name model still works without IR changes. Array-of-structs
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is still rejected with E0201 — the synthetic-variable model can't
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index per-element struct layouts without further codegen work, see
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`src/analyzer/mod.rs::register_struct`.
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---
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## Audio pipeline
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**What ships today.** Frame-walking pulse driver with `sfx Name { duty, pitch,
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volume }` and `music Name { duty, volume, repeat, notes }` blocks; builtin
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effects and tracks; a 60-entry period table; `__audio_used` marker that
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elides the whole subsystem when no program statement references it. **Plus**
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`channel: triangle` and `channel: noise` on `sfx` blocks, which splice in
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per-channel slots that write to $4008-$400B (triangle) or $400C-$400F
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(noise) when a program declares them. **Plus per-frame pitch envelopes
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on Pulse-1 sfx** — a `pitch:` array with more than one distinct value
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opts into a separate `__sfx_pitch_<name>` blob that the audio tick walks
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in lockstep with the volume envelope, writing `$4002` on every NMI for a
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real frequency-sweeping pulse channel. Pulse-only programs without
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varying-pitch sfx still produce byte-identical driver code. See
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`examples/noise_triangle_sfx.ne` and `examples/sfx_pitch_envelope.ne`.
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**Still TODO for richer audio.**
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- **DMC channel** — delta-modulation sample playback is not wired yet.
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- **Multi-channel tracker playback** — one `notes` list per channel on
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`music` blocks (the triangle/noise SFX are one-shot envelopes, not a
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tracker).
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- **`@sfx("file.nsf")` / `@music("file.ftm")`** — neither the NSF nor the
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FamiTracker format is parsed yet.
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- **Per-frame pitch envelopes on triangle / noise sfx** — the data
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shape (a parallel pitch array on the `sfx` block) is the same as for
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Pulse-1, but the runtime triangle/noise tick blocks currently only
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write their volume registers (`$4008` / `$400C`). Extending them to
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also walk a per-channel pitch envelope and write `$400A` / `$400E`
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is the natural next step now that the pulse path is proven.
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---
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## Debug instrumentation
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**What ships today.** `debug.log(...)` and `debug.assert(...)` lower to $4800
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writes when `--debug` is passed, and are stripped entirely in release builds.
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`--symbols <path>` writes a Mesen-compatible `.mlb` file listing function,
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state-handler, and variable addresses (with PRG ROM offsets for code and
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CPU addresses for RAM). `--source-map <path>` consumes the `SourceLoc` IR
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op and writes a plain-text map of `<rom_offset> <file_id> <line> <col>`
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entries for every lowered statement. Debug builds emit array bounds checks
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(CMP against size, BCC past a `JMP __debug_halt` wedge) and bump an
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overrun counter at `$07FF` in the NMI handler when the main loop didn't
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reach `wait_frame` before the next vblank. **Plus** two new query
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expressions: `debug.frame_overrun_count()` returns the cumulative counter
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and `debug.frame_overran()` returns a per-frame sticky bit (cleared by
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the next `wait_frame`) so user code can write
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`debug.assert(not debug.frame_overran())` guards.
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**Still TODO.**
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- **`debug.overlay(x, y, text)`** — needs the text/HUD subsystem (see
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Language feature gaps).
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---
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## Code quality / tooling
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### Register allocator
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All IR temps currently spill to a recycled zero-page slot (`$80-$FF`). The
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peephole pass mops up the most obvious waste, but a real CFG-aware allocator
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that holds short-lived temps in `A`/`X`/`Y` would cut a noticeable number of
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LDA/STA pairs.
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### Cross-block temp live-range analysis
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The slot recycler is function-local per-block. Temps that flow across block
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boundaries get a dedicated slot for the entire function, even if a later
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block could reuse the slot.
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### WASM build target
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To build a browser IDE we would need to route file I/O through a trait so the
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core pipeline works on `&str → Vec<u8>` without touching `std::fs`. Today the
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parser's preprocess pass and the asset resolver read files directly.
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---
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## Error message polish
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### Unused error codes
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`ErrorCode` only defines codes that are actually emitted. Previously there
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were placeholder variants (`E0202` invalid cast, `E0403` unreachable state)
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marked `#[allow(dead_code)]`; those were removed during cleanup. If those
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semantics come back, add the codes at that point.
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---
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## Open design questions
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1. **Inline asm label syntax.** `.label:` (ca65 style) vs `label:` (generic)?
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Today the inline-asm parser accepts `label:` but not `.label`; migrating
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would be cheap but would invalidate any copy-pasted ca65 fragments.
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2. **Debug port address.** $4800 is conventional but not universal. Should
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we support multiple debug output methods?
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3. **OAM allocation strategy.** Sequential allocation vs priority-based with
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automatic sprite cycling for the 8-per-scanline limit?
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4. **Error recovery granularity.** How aggressively should the parser
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recover? More recovery means more errors per compile but also risks
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cascading false errors.
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