mirror of
https://github.com/imjasonh/nescript
synced 2026-07-08 17:06:04 +00:00
Adds `examples/platformer.ne`, a full side-scrolling game that
exercises nearly every subsystem of the compiler in one program:
custom CHR tileset, 32×30 background nametable with per-region
attribute palettes, 2×2 metasprite hero with gravity/jump physics,
wrap-around horizontal scrolling, moving enemies, coin pickups,
user-declared SFX + music, and a Title → Playing state machine
with autopilot so the headless jsnes harness captures real
gameplay at frame 180. Tile art + nametable are generated by
`scripts/gen_platformer_tiles.rs` (`cargo run --bin gen_platformer_tiles`).
Building this out uncovered three independent runtime bugs that
together made the example render as black-on-black smileys. All
three are fixed in this commit:
1. **`gen_init` enabled sprite rendering before the linker's
initial palette/background load runs.** The PPU's v-register
auto-increments on every `$2007` write *during active
rendering*, so the palette load (32 B) and nametable load
(1024 B) were scrambled past the first ~72 bytes — every
existing program with a `background Level { ... }` block was
silently rendering zero-filled VRAM. Fix: leave `PPU_MASK = 0`
at the end of `gen_init` and emit a new `gen_enable_rendering`
call *after* all initial VRAM writes complete.
2. **Audio tick corrupted `ZP_CURRENT_STATE`.** The audio
driver's period-table lookup reused `$02/$03` as a temporary
indirect pointer with a comment claiming the slots were free
because the tick doesn't call mul/div. But `$03` is also
`ZP_CURRENT_STATE` used by the state dispatch loop, so every
music note silently overwrote the state index with the high
byte of `__period_table` (`0xC5` in the platformer ROM),
wedging the state machine forever. Fix: `gen_nmi` now PHAs
`$02/$03` on entry and PLA-restores them on exit, and the
audio tick JSR moves inside that save/restore window (it used
to be spliced by the linker *before* the register saves, so
even A/X/Y were technically being trashed pre-save). Only
`audio_demo`'s audio hash shifts (its note timings move a few
cycles); every other golden is unchanged.
3. **Sub-palette mirroring footgun.** Writing a 32-byte palette
blob sequentially causes the sprite sub-palettes' "index 0"
slots at `$3F10/$3F14/$3F18/$3F1C` to clobber the background
universal colour at `$3F00/$3F04/$3F08/$3F0C` via NES hardware
mirroring. The example's palette sets all eight first bytes
to `$22` (sky blue) for this reason; `docs/future-work.md`
picks up a TODO to warn on inconsistent first-byte values in
the analyzer.
Also:
- `docs/platformer.gif` — 6-second recording of the example
running in jsnes, generated by the new
`tests/emulator/record_gif.mjs` puppeteer helper (encodes via
`gifenc`, committed as a dev-dependency under
`tests/emulator/package.json`).
- README / examples/README tables and the 497-test count are
updated to cover the new example.
https://claude.ai/code/session_01BcCcHi6FUmTh8jC7UgkA3A
515 lines
20 KiB
Rust
515 lines
20 KiB
Rust
#[cfg(test)]
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mod tests;
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use crate::asm;
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use crate::asm::{AddressingMode as AM, Instruction, Opcode::*};
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use crate::assets::{BackgroundData, MusicData, PaletteData, SfxData};
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use crate::parser::ast::{Mapper, Mirroring};
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use crate::rom::RomBuilder;
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use crate::runtime;
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/// Link compiled code into a complete NES ROM.
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pub struct Linker {
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mirroring: Mirroring,
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mapper: Mapper,
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}
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/// CHR data for a sprite, placed at a specific tile index in CHR ROM.
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#[derive(Debug, Clone)]
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pub struct SpriteData {
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pub name: String,
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pub tile_index: u8,
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/// Raw CHR bytes (16 bytes per 8x8 tile).
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pub chr_bytes: Vec<u8>,
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}
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/// A switchable PRG bank. Each switchable bank occupies a single
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/// 16 KB slot in the ROM and can be mapped to $8000-$BFFF at runtime
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/// by writing the bank's physical index to the mapper. The linker
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/// places switchable banks in declaration order, followed by the
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/// fixed bank at the end.
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///
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/// `entry_label` is the optional trampoline entry point inside this
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/// bank — when set, the linker emits a `__tramp_<name>` stub in the
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/// fixed bank that selects this bank and JSRs into the label.
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/// `data` is raw bytes to splice verbatim (the compiler currently
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/// only uses empty data and lets the linker pad with $FF).
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#[derive(Debug, Clone)]
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pub struct PrgBank {
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pub name: String,
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pub data: Vec<u8>,
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pub entry_label: Option<String>,
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}
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impl PrgBank {
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/// Create an empty named bank. Convenience for the compiler,
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/// which currently emits all user code into the fixed bank and
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/// just wants switchable slots reserved for future use.
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#[must_use]
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pub fn empty(name: impl Into<String>) -> Self {
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Self {
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name: name.into(),
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data: Vec::new(),
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entry_label: None,
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}
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}
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/// Create a bank with a raw byte payload and no trampoline entry.
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#[must_use]
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pub fn with_data(name: impl Into<String>, data: Vec<u8>) -> Self {
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Self {
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name: name.into(),
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data,
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entry_label: None,
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}
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}
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}
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/// True if `instructions` contains a label definition with the given
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/// name. Labels are emitted as `NOP` pseudo-instructions whose mode
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/// is `AddressingMode::Label(name)`.
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fn has_label(instructions: &[Instruction], name: &str) -> bool {
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instructions
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.iter()
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.any(|i| matches!(&i.mode, AM::Label(n) if n == name))
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}
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/// A smiley face CHR tile for the default sprite (M1).
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const DEFAULT_SPRITE_CHR: [u8; 16] = [
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// Plane 0 (low bits)
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0b0011_1100,
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0b0100_0010,
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0b1010_0101,
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0b1000_0001,
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0b1010_0101,
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0b1001_1001,
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0b0100_0010,
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0b0011_1100,
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// Plane 1 (high bits) — all zeros means color 1 only
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0b0011_1100,
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0b0111_1110,
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0b1111_1111,
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0b1111_1111,
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0b1111_1111,
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0b1111_1111,
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0b0111_1110,
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0b0011_1100,
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];
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/// Default palette data for M1 (writes to PPU $3F00).
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const DEFAULT_PALETTE: [u8; 32] = [
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// Background palettes
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0x0F, 0x00, 0x10, 0x20, // palette 0 (black, dark gray, light gray, white)
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0x0F, 0x06, 0x16, 0x26, // palette 1
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0x0F, 0x09, 0x19, 0x29, // palette 2
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0x0F, 0x01, 0x11, 0x21, // palette 3
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// Sprite palettes
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0x0F, 0x00, 0x10, 0x20, // sprite palette 0 (same as bg)
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0x0F, 0x14, 0x24, 0x34, // sprite palette 1
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0x0F, 0x1A, 0x2A, 0x3A, // sprite palette 2
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0x0F, 0x12, 0x22, 0x32, // sprite palette 3
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];
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impl Linker {
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pub fn new(mirroring: Mirroring) -> Self {
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Self {
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mirroring,
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mapper: Mapper::NROM,
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}
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}
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pub fn with_mapper(mirroring: Mirroring, mapper: Mapper) -> Self {
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Self { mirroring, mapper }
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}
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/// Link all code sections into a .nes ROM.
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///
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/// This is a thin wrapper around [`Linker::link_with_assets`] that passes
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/// an empty sprite list, so the CHR ROM only contains the default smiley
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/// tile at index 0.
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pub fn link(&self, user_code: &[Instruction]) -> Vec<u8> {
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self.link_with_assets(user_code, &[])
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}
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/// Link all code sections into a .nes ROM, placing sprite CHR data at
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/// specific tile indices. No audio data is linked — use
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/// [`Linker::link_with_all_assets`] for audio.
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pub fn link_with_assets(&self, user_code: &[Instruction], sprites: &[SpriteData]) -> Vec<u8> {
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self.link_with_all_assets(user_code, sprites, &[], &[])
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}
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/// Link all code sections into a .nes ROM, placing both graphic
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/// assets (sprite CHR) and audio assets (sfx envelopes, music
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/// note streams) into the appropriate ROM regions.
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///
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/// Audio data is spliced into PRG ROM under labels derived from
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/// each blob's name (see `SfxData::label` / `MusicData::label`).
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/// The linker only emits these blobs and the audio-driver body
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/// when user code contains the `__audio_used` marker label, so
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/// programs that never touch audio pay zero ROM cost.
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pub fn link_with_all_assets(
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&self,
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user_code: &[Instruction],
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sprites: &[SpriteData],
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sfx: &[SfxData],
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music: &[MusicData],
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) -> Vec<u8> {
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self.link_banked(user_code, sprites, sfx, music, &[])
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}
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/// Link with the full asset pipeline plus zero or more
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/// switchable PRG banks. The switchable banks are written in
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/// declaration order and the fixed bank (which contains the
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/// runtime, NMI/IRQ handlers, vector table, bank-select
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/// subroutine, and all user code) is always placed last.
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///
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/// For mappers that don't support banking (NROM) this is an
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/// error if any switchable banks are supplied. For banked
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/// mappers the linker also splices `gen_mapper_init` into the
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/// reset path and emits a `__bank_select` subroutine plus one
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/// `__tramp_<name>` trampoline for every bank that declares an
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/// `entry_label`.
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pub fn link_banked(
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&self,
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user_code: &[Instruction],
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sprites: &[SpriteData],
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sfx: &[SfxData],
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music: &[MusicData],
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switchable_banks: &[PrgBank],
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) -> Vec<u8> {
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self.link_banked_with_ppu(user_code, sprites, sfx, music, &[], &[], switchable_banks)
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}
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/// Link with full asset pipeline including palette and
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/// background data blobs. Palettes and backgrounds each emit a
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/// labelled data block inside PRG ROM; the first declared
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/// palette / background is loaded at reset time before
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/// rendering is enabled, and any additional ones become
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/// addressable via `set_palette` / `load_background` (which
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/// queue a vblank-safe write).
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#[allow(clippy::too_many_arguments)]
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pub fn link_banked_with_ppu(
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&self,
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user_code: &[Instruction],
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sprites: &[SpriteData],
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sfx: &[SfxData],
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music: &[MusicData],
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palettes: &[PaletteData],
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backgrounds: &[BackgroundData],
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switchable_banks: &[PrgBank],
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) -> Vec<u8> {
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assert!(
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switchable_banks.is_empty() || self.mapper != Mapper::NROM,
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"NROM does not support switchable PRG banks (got {} banks)",
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switchable_banks.len()
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);
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self.link_banked_inner(
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user_code,
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sprites,
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sfx,
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music,
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palettes,
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backgrounds,
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switchable_banks,
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)
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}
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#[allow(clippy::too_many_arguments)]
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fn link_banked_inner(
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&self,
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user_code: &[Instruction],
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sprites: &[SpriteData],
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sfx: &[SfxData],
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music: &[MusicData],
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palettes: &[PaletteData],
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backgrounds: &[BackgroundData],
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switchable_banks: &[PrgBank],
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) -> Vec<u8> {
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// ROM layout.
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//
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// NROM: a single 16 KB PRG bank mapped at $C000-$FFFF.
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//
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// Banked (MMC1, UxROM, MMC3): `switchable_banks` switchable
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// 16 KB banks come first in physical order, followed by the
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// fixed bank. The fixed bank holds the runtime, NMI/IRQ
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// handlers, user code, bank-select routine, and all
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// trampolines — everything needed for control flow to work
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// at reset. The mapper is configured so the fixed bank
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// maps to $C000-$FFFF and one of the switchable banks maps
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// to $8000-$BFFF.
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let total_banks = switchable_banks.len() + 1;
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let fixed_bank_index = total_banks - 1;
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let mut all_instructions = Vec::new();
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// RESET entry point
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all_instructions.push(Instruction::new(NOP, AM::Label("__reset".into())));
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// Hardware initialization
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all_instructions.extend(runtime::gen_init());
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// Mapper configuration: for banked mappers, set up the PRG
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// layout so the fixed bank sits at $C000-$FFFF. NROM is a
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// no-op here.
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all_instructions.extend(runtime::gen_mapper_init(
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self.mapper,
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self.mirroring,
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total_banks,
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));
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// Load the initial palette. If the program declared any
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// `palette` blocks, use the first one; otherwise fall back
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// to the built-in default palette so sprites show up in a
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// reasonable colour scheme without any user setup.
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//
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// IMPORTANT: `gen_init` leaves rendering fully disabled so
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// these $2006/$2007 writes are safe. We re-enable rendering
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// via `gen_enable_rendering` once all initial VRAM loads
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// complete — writing to $2007 with either the sprite or the
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// background layer active corrupts the PPU's internal
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// address register, which used to clobber everything past
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// about the first 72 bytes of a 1024-byte nametable load.
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if let Some(first_palette) = palettes.first() {
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all_instructions.extend(runtime::gen_initial_palette_load(&first_palette.label()));
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} else {
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all_instructions.extend(self.gen_palette_load());
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}
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// Load the initial background if the program declared any.
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// Most programs don't, so the common case emits nothing
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// here and leaves nametable 0 zero-filled.
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let has_user_background = !backgrounds.is_empty();
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if let Some(first_bg) = backgrounds.first() {
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all_instructions.extend(runtime::gen_initial_background_load(
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&first_bg.tiles_label(),
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&first_bg.attrs_label(),
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));
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}
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// Now that all palette and nametable writes are done, turn
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// rendering on. Programs with a declared background get
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// bg+sprites ($1E); programs without get sprites only ($10)
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// to preserve the pre-fix behaviour of example ROMs that
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// rely on a hidden nametable.
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all_instructions.extend(runtime::gen_enable_rendering(has_user_background));
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// User code (var init + main loop)
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all_instructions.extend(user_code.iter().cloned());
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// Bank-select subroutine plus a trampoline per declared bank
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// that has an entry label. Emitted only for banked mappers
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// (NROM has no switchable banks by definition). The helpers
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// live in the fixed bank so they're always reachable at
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// $C000-$FFFF regardless of which switchable bank is
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// currently mapped at $8000.
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if self.mapper != Mapper::NROM {
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all_instructions.extend(runtime::gen_bank_select(self.mapper));
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#[allow(clippy::cast_possible_truncation)]
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let fixed_bank_num = fixed_bank_index as u8;
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for (i, bank) in switchable_banks.iter().enumerate() {
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if let Some(entry) = &bank.entry_label {
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#[allow(clippy::cast_possible_truncation)]
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let bank_num = i as u8;
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all_instructions.extend(runtime::gen_bank_trampoline(
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&bank.name,
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entry,
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bank_num,
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fixed_bank_num,
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));
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}
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}
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if self.mapper == Mapper::UxROM {
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// UxROM needs a 256-byte bank-select bus-conflict
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// table in the fixed bank. The `__bank_select`
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// routine for UxROM writes to $FFF0 so the byte
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// at that address in ROM must match the bank being
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// selected — we splice in a 0..255 table just before
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// the vector area.
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all_instructions.extend(runtime::gen_uxrom_bank_table());
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}
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}
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// Math runtime routines (included always for simplicity)
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all_instructions.extend(runtime::gen_multiply());
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all_instructions.extend(runtime::gen_divide());
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// Audio subsystem — linked in whenever user code touched
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// audio (detected via the `__audio_used` marker emitted by
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// the IR codegen). The driver body, period table, and
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// user/builtin data blobs are all spliced into PRG here.
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//
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// Order is important: the audio tick references both the
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// period table and the data blobs by label, so those labels
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// must be defined in the same assembly pass. The tick body
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// also has to exist before `__nmi` because NMI JSRs into
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// `__audio_tick` — so we emit it alongside the math
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// routines, well before the NMI handler below.
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let has_audio = has_label(user_code, "__audio_used");
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if has_audio {
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all_instructions.extend(runtime::gen_audio_tick());
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all_instructions.extend(runtime::gen_period_table());
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// Emit one data block per sfx blob: a label followed by
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// the envelope bytes. `play Name` codegen emits a
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// SymbolLo/SymbolHi pair that resolves to this label.
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for blob in sfx {
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all_instructions.extend(runtime::gen_data_block(
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&blob.label(),
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blob.envelope.clone(),
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));
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}
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// Same for music: label + note stream.
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for blob in music {
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all_instructions
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.extend(runtime::gen_data_block(&blob.label(), blob.stream.clone()));
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}
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}
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// Palette and background data blobs. Each palette is a
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// 32-byte block labelled `__palette_Name`; backgrounds are
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// split into two blocks (`__bg_tiles_Name`, `__bg_attrs_Name`)
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// so the reset loader and the NMI update helper can push
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// them with independent pointers. We always splice the
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// blobs whenever the program declares any palette or
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// background — there's no equivalent of `__audio_used`
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// because simply *declaring* a palette is enough to need
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// its bytes in ROM (the reset loader reads them).
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for pal in palettes {
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all_instructions.extend(runtime::gen_data_block(&pal.label(), pal.colors.to_vec()));
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}
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for bg in backgrounds {
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all_instructions.extend(runtime::gen_data_block(
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&bg.tiles_label(),
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bg.tiles.to_vec(),
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));
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all_instructions.extend(runtime::gen_data_block(
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&bg.attrs_label(),
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bg.attrs.to_vec(),
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));
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}
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// The NMI needs the palette/nametable update helper whenever
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// the program declared any palette or background, or the
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// IR codegen emitted the `__ppu_update_used` marker (which
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// signals that user code contains a `set_palette` or
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// `load_background` statement). Either condition brings in
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// the ~70-byte helper; programs that touch neither pay
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// zero bytes.
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let has_ppu_updates = !palettes.is_empty()
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|| !backgrounds.is_empty()
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|| has_label(user_code, "__ppu_update_used");
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// NMI handler
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all_instructions.push(Instruction::new(NOP, AM::Label("__nmi".into())));
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// If user code emits an MMC3 reload hook, splice in a JSR
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// before the regular NMI runs. This reloads the scanline IRQ
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// counter each frame so the handler fires at the right line.
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// The presence of the `__ir_mmc3_reload` label is detected
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// during assembly via the labels map; we unconditionally
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// emit a conditional JSR whose target is resolved at link
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// time. The helper emits an RTS so it's safe to call even
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// when there's no work to do.
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if has_label(user_code, "__ir_mmc3_reload") {
|
|
all_instructions.push(Instruction::new(JSR, AM::Label("__ir_mmc3_reload".into())));
|
|
}
|
|
// The audio tick JSR is emitted by `gen_nmi` itself, after
|
|
// the register and scratch-slot saves, so it can freely
|
|
// clobber A/X/Y and $02/$03 without corrupting user state.
|
|
all_instructions.extend(runtime::gen_nmi(has_ppu_updates, has_audio));
|
|
|
|
// IRQ handler
|
|
all_instructions.push(Instruction::new(NOP, AM::Label("__irq".into())));
|
|
all_instructions.extend(runtime::gen_irq());
|
|
|
|
// Assemble everything at $C000
|
|
let base_addr = 0xC000;
|
|
let result = asm::assemble(&all_instructions, base_addr);
|
|
|
|
// Build PRG ROM with vector table
|
|
let mut prg = result.bytes;
|
|
|
|
// Pad to fill the bank up to vector table location
|
|
// Vector table is at $FFFA-$FFFF (relative offset: $3FFA in a 16 KB bank)
|
|
let vector_offset = 0x3FFA;
|
|
if prg.len() > vector_offset {
|
|
panic!("PRG code exceeds 16 KB bank (code is {} bytes)", prg.len());
|
|
}
|
|
prg.resize(vector_offset, 0xFF);
|
|
|
|
// Write vector table. IR codegen emits a richer IRQ handler
|
|
// under `__irq_user` when the program has scanline handlers;
|
|
// prefer that over the generic RTI stub at `__irq`.
|
|
let nmi_addr = result.labels.get("__nmi").copied().unwrap_or(0xC000);
|
|
let reset_addr = result.labels.get("__reset").copied().unwrap_or(0xC000);
|
|
let irq_addr = result
|
|
.labels
|
|
.get("__irq_user")
|
|
.or_else(|| result.labels.get("__irq"))
|
|
.copied()
|
|
.unwrap_or(0xC000);
|
|
|
|
prg.extend_from_slice(&nmi_addr.to_le_bytes());
|
|
prg.extend_from_slice(&reset_addr.to_le_bytes());
|
|
prg.extend_from_slice(&irq_addr.to_le_bytes());
|
|
|
|
// Build ROM
|
|
let mut builder = RomBuilder::new(self.mirroring);
|
|
builder.set_mapper(crate::rom::mapper_number(self.mapper));
|
|
|
|
// Multi-bank layout: each switchable bank is an independent
|
|
// 16 KB slot whose contents the linker takes verbatim from
|
|
// the caller, followed by the fixed bank (just assembled).
|
|
// For NROM (no switchable banks) this collapses to the
|
|
// legacy single-bank path.
|
|
if switchable_banks.is_empty() {
|
|
builder.set_prg(prg);
|
|
} else {
|
|
let mut banks: Vec<Vec<u8>> = Vec::with_capacity(total_banks);
|
|
for bank in switchable_banks {
|
|
assert!(
|
|
bank.data.len() <= 16384,
|
|
"switchable bank '{}' exceeds 16 KB ({} bytes)",
|
|
bank.name,
|
|
bank.data.len()
|
|
);
|
|
banks.push(bank.data.clone());
|
|
}
|
|
banks.push(prg);
|
|
builder.set_prg_banks(banks);
|
|
}
|
|
|
|
// CHR ROM: tile 0 is reserved for the default smiley, followed by
|
|
// any user-declared sprites placed at their assigned tile indices.
|
|
let mut chr = vec![0u8; 8192];
|
|
chr[..16].copy_from_slice(&DEFAULT_SPRITE_CHR);
|
|
for sprite in sprites {
|
|
let offset = sprite.tile_index as usize * 16;
|
|
let end = offset + sprite.chr_bytes.len();
|
|
if end <= chr.len() {
|
|
chr[offset..end].copy_from_slice(&sprite.chr_bytes);
|
|
}
|
|
}
|
|
builder.set_chr(chr);
|
|
|
|
builder.build()
|
|
}
|
|
|
|
/// Generate instructions to load the default palette into the PPU.
|
|
fn gen_palette_load(&self) -> Vec<Instruction> {
|
|
let mut out = Vec::new();
|
|
|
|
// Set PPU address to $3F00 (palette start)
|
|
out.push(Instruction::new(LDA, AM::Absolute(0x2002))); // read PPU status to reset latch
|
|
out.push(Instruction::new(LDA, AM::Immediate(0x3F)));
|
|
out.push(Instruction::new(STA, AM::Absolute(0x2006))); // PPU addr high byte
|
|
out.push(Instruction::new(LDA, AM::Immediate(0x00)));
|
|
out.push(Instruction::new(STA, AM::Absolute(0x2006))); // PPU addr low byte
|
|
|
|
// Write all 32 palette bytes
|
|
for &color in &DEFAULT_PALETTE {
|
|
out.push(Instruction::new(LDA, AM::Immediate(color)));
|
|
out.push(Instruction::new(STA, AM::Absolute(0x2007))); // PPU data
|
|
}
|
|
|
|
out
|
|
}
|
|
}
|