`remove_dead_loads` now scans past opcodes that touch neither A nor
the flags an LDA sets, so a redundant LDA gets caught by its
successor's overwrite even when an index load or counter bump sits
between them. The extension covers LDX/LDY/INX/INY/DEX/DEY and the
flag ops (CLC/SEC/CLI/SEI/CLD/SED/CLV) alongside the INC/DEC/STX/STY
opcodes the pass already stepped past.
The highest-leverage case is the shape every single-tile `draw`
emits. After copy propagation and dead-store elimination do their
work, the stream reads:
LDA #<y> ; stray producer, value never consumed
LDY oam_cursor
LDA #<y> ; real load before STA
STA $0200,Y
The first LDA was surviving because the pass bailed on the LDY.
With the step-past, it drops. One LDA gone per draw, 2 bytes each.
Measured LDA-count reduction on committed examples:
platformer 242 → 221 (-21, -8.7 %)
war 785 → 754 (-31, -4.0 %)
pong 843 → 827 (-16, -1.9 %)
**Audio goldens.** The cycle savings shift the main-loop/NMI boundary
in audio-emitting programs, which re-times which frame each SFX
trigger lands in. Six audio hashes re-baseline as a result:
audio_demo, friendly_assets, noise_triangle_sfx, platformer, pong,
war. All 50 PNG goldens, the platformer/war/pong demo gifs, and
every non-audio program stay byte-identical. The re-baselined
output is still sample-accurate; what changed is the first-SFX
offset within the captured 132 084-sample window. This is the
audio-shift tradeoff documented in future-work.
Two new peephole unit tests lock in the behaviour:
- `dead_load_elim_steps_past_ldx_ldy` — the DrawSprite shape folds.
- `dead_load_elim_preserves_lda_when_used_by_shift` — a subsequent
ASL on A keeps the LDA alive across an intervening LDY.
Also updates future-work.md to reflect the shipped change and the
remaining register-allocator wins worth chasing next.
30 KiB
Future Work
This document tracks the gaps between what NEScript currently compiles and
what the spec describes. Items are grouped by area. Anything implemented and
tested is omitted — git log is the authoritative record of what shipped.
PNG-sourced assets
What ships today. palette Name { colors: [...] } and
background Name { tiles: [...], attributes: [...] } declarations with
inline byte arrays, plus palette Name @palette("file.png") and
background Name @nametable("file.png") for PNG-sourced variants.
The palette path maps each pixel to its nearest NES master-palette index
(via nearest_nes_color() in src/assets/palette.rs), deduplicates, and
emits the 32-byte blob; the nametable path slices a 256×240 PNG into the
32×30 tile grid, deduplicates (max 256 unique tiles), and emits the 960+64
byte nametable/attribute blobs. The nametable path now also auto-generates
the per-tile CHR data via png_to_nametable_with_chr and slots it into
CHR ROM after the user's sprite tile range — see
examples/auto_chr_background.ne for the end-to-end flow.
--memory-map reports per-blob PRG ROM addresses and a running total
alongside the variable layout.
Still TODO.
- Per-state background rendering control — programs currently load a single nametable at reset. Per-state swaps work but are limited by the NMI-time write budget (~2273 cycles, enough for a palette but not a full 1024-byte nametable).
- Per-quadrant palette selection from PNG sources — the
png_to_nametable_with_chrattribute path picks sub-palettes based on brightness buckets, which is fine for grayscale demos but doesn't let the user say "this 32×32 tile uses sub-palette 2". A separatepalette_map:shortcut exists for inline backgrounds; the PNG path could grow a sibling@palette_map("hint.png")that overrides the brightness buckets.
User code distribution across switchable banks
What ships today. bank Foo { fun bar() { ... } } nesting places user
functions into a specific switchable bank. The codegen emits per-bank
instruction streams; the linker runs a two-pass assembly (discover labels
per-bank, then resolve with the merged label table) so banked code can
still reference fixed-bank symbols. Cross-bank calls — both fixed → banked
and banked → banked — are rewritten to JSR __tramp_<name>, where each
trampoline is a per-function stub in the fixed bank that reads the
caller's current bank from ZP_BANK_CURRENT, pushes it on the hardware
stack, switches to the target, JSRs the entry, then pulls and restores
the caller's bank. gen_mapper_init seeds ZP_BANK_CURRENT with the
fixed bank index at reset so the first cross-bank call from the fixed
bank still leaves the fixed bank mapped at $8000. See
examples/uxrom_user_banked.ne (fixed → banked) and
examples/uxrom_banked_to_banked.ne (banked → banked).
Still TODO.
- Greedy size-packing. Placement is explicit-only today — there is no pass that takes a program with too much fixed-bank code and automatically spills the biggest leaf functions to declared empty banks.
- MMC3 per-state-handler split — the
mmc3_per_state_split.neexample still uses the legacy fixed-bank placement for its handlers. Extending the banked-fun syntax to state handlers (plus trampoline emission on handler dispatch) would unify the two paths. The blocker isn't the trampoline — those work for any caller now — but the state-handler dispatcher in the IR codegen needs to learn that state handlers can live in a switchable bank, and to JSR through a trampoline whose entry is the handler label.
Language feature gaps (post-v0.1)
From the spec's "Reserved for Future Versions" section:
| Feature | Description |
|---|---|
| Fixed-point | fixed8.8 type for sub-pixel movement with operator support. |
| Text / HUD | Font sheet declarations + layout system for scores, health, menus. |
| Tilemaps | Declarative level data with built-in collision queries. |
| SRAM / saves | Persistent storage declarations for battery-backed save data. |
NES 2.0 headers are now supported via game Foo { header: nes2 } — see
src/rom/mod.rs.
Metasprites are now supported via metasprite Name { sprite: ..., dx: [...], dy: [...], frame: [...] } — see examples/metasprite_demo.ne.
The IR lowering expands draw Hero at: (x, y) into one DrawSprite op
per tile, with each tile's frame index offset by the underlying sprite's
base tile so the codegen sees a stream of regular draws and the OAM
cursor allocator picks them up unchanged. Negative offsets and
runtime-varying tile selection are still TODO — the current form takes
literal u8 offsets.
Struct / array field widths
Nested struct fields (hero.pos.x) and array struct fields
(hero.inv[i]) now compile end-to-end. The analyzer recursively
flattens the struct layout into per-leaf synthetic variables (with
intermediate Struct(...) symbols for the dotted prefixes), and the
parser loops the dotted chain in parse_primary and
parse_assign_or_call so the existing format!("{name}.{field}")
synthetic-name model still works without IR changes. Array-of-structs
is still rejected with E0201 — the synthetic-variable model can't
index per-element struct layouts without further codegen work, see
src/analyzer/mod.rs::register_struct.
Audio pipeline
What ships today. Frame-walking pulse driver with sfx Name { duty, pitch, volume } and music Name { duty, volume, repeat, notes } blocks; builtin
effects and tracks; a 60-entry period table; __audio_used marker that
elides the whole subsystem when no program statement references it. Plus
channel: triangle and channel: noise on sfx blocks, which splice in
per-channel slots that write to $4008-$400B (triangle) or $400C-$400F
(noise) when a program declares them. Plus per-frame pitch envelopes
on Pulse-1 sfx — a pitch: array with more than one distinct value
opts into a separate __sfx_pitch_<name> blob that the audio tick walks
in lockstep with the volume envelope, writing $4002 on every NMI for a
real frequency-sweeping pulse channel. Pulse-only programs without
varying-pitch sfx still produce byte-identical driver code. See
examples/noise_triangle_sfx.ne and examples/sfx_pitch_envelope.ne.
Still TODO for richer audio.
- DMC channel — delta-modulation sample playback is not wired yet.
- Multi-channel tracker playback — one
noteslist per channel onmusicblocks (the triangle/noise SFX are one-shot envelopes, not a tracker). @sfx("file.nsf")/@music("file.ftm")— neither the NSF nor the FamiTracker format is parsed yet.- Per-frame pitch envelopes on triangle / noise sfx — the data
shape (a parallel pitch array on the
sfxblock) is the same as for Pulse-1, but the runtime triangle/noise tick blocks currently only write their volume registers ($4008/$400C). Extending them to also walk a per-channel pitch envelope and write$400A/$400Eis the natural next step now that the pulse path is proven.
Debug instrumentation
What ships today. debug.log(...) and debug.assert(...) lower to $4800
writes when --debug is passed, and are stripped entirely in release builds.
--symbols <path> writes a Mesen-compatible .mlb file listing function,
state-handler, and variable addresses (with PRG ROM offsets for code and
CPU addresses for RAM). --source-map <path> consumes the SourceLoc IR
op and writes a plain-text map of <rom_offset> <file_id> <line> <col>
entries for every lowered statement. --dbg <path> writes a
ca65-compatible .dbg debug-info file that Mesen / Mesen2 / fceuX pick
up automatically for source-level stepping, labelled variable inspection,
and symbol-based breakpoints. The file stitches together the linker's
label table, the __src_<N> IR markers, and the analyzer's variable
allocations into the file/mod/seg/scope/span/line/sym
records documented at
https://cc65.github.io/doc/debugfile.html. ooffs on the segment
record tracks the fixed bank's PRG-relative start, so banked ROMs
(MMC1/UxROM/MMC3) also map cleanly inside the debugger. Debug builds emit array bounds checks
(CMP against size, BCC past a JMP __debug_halt wedge) and bump an
overrun counter at $07FF in the NMI handler when the main loop didn't
reach wait_frame before the next vblank.
Plus four query expressions that mirror the counter/sticky pattern:
debug.frame_overrun_count() / debug.frame_overran() return the cumulative
overrun counter and a per-frame sticky bit so user code can write
debug.assert(not debug.frame_overran()) guards, and
debug.sprite_overflow_count() / debug.sprite_overflow() do the same for
the NES PPU's sprite-per-scanline flag ($2002 bit 5), which the NMI
handler samples once per frame in debug mode. All four sticky bits clear
on the next wait_frame.
Still TODO.
debug.overlay(x, y, text)— needs the text/HUD subsystem (see Language feature gaps).
Code quality / tooling
Register allocator
IR temps still spill to a recycled zero-page slot ($80-$FF). Most of
the obvious waste is now handled:
- The
remove_dead_loadspeephole pass steps past opcodes that touch neither A nor the flags A cares about — INC/DEC/STX/STY/LDX/LDY in memory mode, INX/INY/DEX/DEY, and the flag ops (CLC/SEC/CLI/SEI/CLD/SED/CLV). That lets a laterLDAoverwrite kill a redundant earlierLDAeven when an index-register load or counter bump sits between them. The canonicalLDA #imm / LDY oam_cursor / LDA #imm / STA $0200,Yshape emitted by every single-tiledrawcollapses to justLDY oam_cursor / LDA #imm / STA $0200,Y, saving 2 bytes per draw. Across the committed examples this shaved 4-9 % of the LDA count in the larger programs (platformer, war, pong). - Copy propagation + dead-store elimination in the same pass handle
the
STA $80 / … / LDA $80spill/reload pattern whenever the source and destination aren't separated by a JSR or a label.
Constraint worth recording. Any cycle-saving optimization shifts
audio timing: the SFX/music driver reads a frame counter on every NMI,
and shortening the main-loop pass between two wait_frame calls
changes how many poll iterations complete before the next NMI fires.
The emulator harness captures a sample-exact audio hash at frame 180,
so any such change flips the audio goldens for every audio-emitting
example (audio_demo, friendly_assets, noise_triangle_sfx, platformer,
pong, war). The visual PNG goldens stay stable — PPU writes still
land in the same vblank — but the audio churn is real and has to be
accepted on every pass that touches the codegen. The initial LDX/LDY
extension on this branch went through that re-baseline once; future
passes will too.
Remaining wins to chase if someone wants to push density further:
- Cross-block A-tracking.
remove_redundant_loadsclears its A-equivalence tracker on LDX/LDY because LDX/LDY clobber the N/Z flags that an immediately-following branch might rely on. Splitting the tracker into "value still valid" vs "flags still valid" lets it keep the value-side equivalence across LDX/LDY for downstream STA rewrites. - CFG-aware allocation into X / Y. The codegen never picks X or Y as a temp slot today; they're used only in the specific shapes the existing IR ops emit. A pass that takes a temp with ≤2 uses, lives in a straight-line block, and picks X or Y would remove both the STA and the matching LDA.
- Skipping the spill for temps consumed by the very next op. The
IR codegen always emits
STA slotafter producing a temp; when the next op's first source is that temp, the value could stay in A and the consumer skips itsLDA. The peephole'sremove_sta_then_ldaremove_dead_temp_storesalready pick up most cases post-hoc, but producing tighter code at codegen avoids the overhead and handles cases where an intervening label blocks the peephole.
State-local memory overlay follow-ups
State-local variables are now overlaid across mutually-exclusive states
(see the analyzer's per-state allocation cursor rewind and the IR
lowerer's on_enter initializer prologue), but a few pieces are still
missing:
- Same-named locals across different states.
register_varstores state-locals under their bare name, so two states each declaringvar timer: u8collide with E0501. A per-state symbol-table scope prefix would let each state carve its own namespace while keeping the overlay. - Struct-literal and array-literal initializers on state-locals.
The on-enter prologue lowers scalar initializers cleanly, and
struct-literal initializers fall back to per-field stores, but
array-literal initializers (
var xs: u8[4] = [1,2,3,4]) are skipped. A runtimememcpyfrom a ROM blob into the overlay slot (mirroring the reset-time global path) is the natural lowering. - Handler-local overlay. Handler-local
vars declared insideon_frame { ... }are already per-handler scoped viacurrent_scope_prefix, but they get a dedicated RAM slot for the program's lifetime. Overlaying them inside each handler's stack frame — using a per-handler bump allocator that resets on each call — would shave a few bytes more on programs with many deep handlers.
Cross-block temp live-range analysis
The slot recycler is function-local per-block. Temps that flow across block boundaries get a dedicated slot for the entire function, even if a later block could reuse the slot.
WASM build target
To build a browser IDE we would need to route file I/O through a trait so the
core pipeline works on &str → Vec<u8> without touching std::fs. Today the
parser's preprocess pass and the asset resolver read files directly.
Error message polish
Unused error codes
ErrorCode only defines codes that are actually emitted. Previously there
were placeholder variants (E0202 invalid cast, E0403 unreachable state)
marked #[allow(dead_code)]; those were removed during cleanup. If those
semantics come back, add the codes at that point.
cc65/nesdoug parity gaps
The nesdoug tutorial series + neslib expose a broad surface that NEScript can't currently express. This section enumerates the gaps in the order they should probably be tackled (cheapest/highest- leverage first). Anything we finish moves out of this section and into the top of the file with a "ships today" note.
A. Numeric types beyond u8 / i8 / u16 / i16 / bool
i16 ships today; see examples/i16_demo.ne and examples/signed_compare.ne.
Signed ordering comparisons and narrow-to-wide sign-extension both ship
too — Cmp{Lt,Gt,LtEq,GtEq} and their 16-bit siblings carry a
Signedness field that drives the canonical CMP / SBC / BVC / EOR #$80
overflow-correction idiom in gen_cmp_signed_set_n, and widen() emits
IrOp::SignExtend for signed narrow values instead of the zero-extended
LoadImm 0 it used to. Casts to u8/u16 strip the signed flag so
explicit as opt-outs stay unsigned.
Lower-priority numeric follow-up:
u32/i32. Realistically needed only for score totals and frame counters. A synthesizable pair of 16-bit halves is usually enough.
B. Pointers & function pointers
NEScript has no pointer type. This blocks indirect-dispatch
tables (jmp (vec,x)), variable-size buffer manipulation, and
passing "which thing" to a helper. cc65's __fastcall__ function
pointers via wrapped-call + bank IDs are load-bearing for every
game over 32 KB. Design sketch:
- Introduce
*T/fn(T) -> Utype grammar. - Spell a new IR op
CallIndirectthat takes an address in a 16-bit temp, plus aBankHintso cross-bank pointers trampoline automatically. - For fixed-bank-only code we can lower to a raw
JSR ($vec)equivalent (JMP ($vec)+ return stub).
C. Bitfields and unions
OAM attribute bytes, controller masks, collision-flag words, and
MMC3 register bits all want bitfield syntax (struct OamAttr { pal: u2, priority: u1, flip_h: u1, flip_v: u1 }). Unions show up less
often but are useful for reading/writing the same bytes as two
different shapes (e.g. a 16-bit counter viewed as lo: u8, hi: u8).
D. Full inline-assembly escape hatch
.label: ships today — the codegen mangles dot-labels into per-block
unique names (__ilab_<N>_label) so two inline-asm blocks in the
same function can both use .loop: without colliding. See
tests/integration_test.rs::inline_asm_dot_labels_are_per_block_unique.
Still TODO:
- Accept cc65's
asm()format specifiers —%b(byte),%w(word),%l(long),%v(var),%o(offset),%g(global),%s(string) — so users can splat a compiler-allocated symbol into a hot-loop fragment. - Extend the directive allow-list:
.byte,.word,.res,.repeat / .endrep,.macro / .endmacro. The assembler can already encode these.
E. Dense-match jump tables
match u8 { 0 => ..., 1 => ..., ... } desugars to an if/else
chain at parse time today, which is O(n) compares. For dense
(<= 256 entries with <= 4× spread) integer matches, lower to:
ASL A ; index *= 2
TAX
LDA table_lo,X
STA $00
LDA table_hi,X
STA $01
JMP ($0000)
…with a per-branch .word table emitted in the function prologue.
This matters most for state dispatch and attack/weapon tables.
F. Recursion stance (design constraint, not a bug)
The analyzer rejects recursive calls with E0402. That's the right
call for a compiler targeting a 6502 hardware stack, but it's not
documented as a design choice anywhere. Add a paragraph to the
language guide explaining why, plus a pointer to the hand-rolled
explicit-stack pattern (small u8[N] stack + u8 top).
G. VRAM update buffer follow-ups
nt_set(x, y, tile), nt_attr(x, y, value), and
nt_fill_h(x, y, len, tile) ship today — see
examples/vram_buffer_demo.ne (minimal drain test) and
examples/hud_demo.ne (realistic score/lives HUD with
shadow-compare writes and one-shot attribute paint). The runtime
ring lives at $0400-$04FF (gated on the __vram_buf_used
marker; the analyzer bumps the user-RAM bump pointer to $0500
when the buffer is in use). Each append lays down
[len][addr_hi][addr_lo][data…] and writes a fresh 0 sentinel;
the NMI drains the buffer at vblank via LDA $0400,X / STA $2007 indexed-absolute (4 cycles per data byte, no ZP cost),
then resets $2006/$2005 to zero so the PPU's scroll latch is
clean for the next frame (otherwise trailing $2006 writes shift
the rendered image by however many cells we wrote past $2000).
Still TODO:
- Vertical (column) writes —
nt_write_v(x, y, ...)would set$2000bit 2 (auto-increment 32) before the data writes and clear it after. Useful for tilemap-driven scrolling. - Variable-length writes from a u8 array global — today
nt_fill_hrepeats one tile; ant_copy_h(x, y, src_var, len)variant that copies from a declaredu8[N]global removes the fill-only restriction. - Buffer-overflow detection — the runtime drain assumes the
256-byte buffer never overflows. A debug-mode check that traps
when
headwould advance past$04FFwould catch the worst failure mode (writes wrapping into adjacent RAM).
H. Metatiles + collision as a first-class construct
metatileset Name { metatiles: [...] } and room Name { metatileset: ..., layout: [...] } ship today — see examples/metatiles_demo.ne.
Each metatile bundles four CHR tile indices (TL / TR / BL / BR) plus
a collide: true|false flag; rooms lay them out as a 16×15 grid
that the compiler expands at compile time into a 32×30 nametable,
a 64-byte attribute table, and a 240-byte collision bitmap. All
three blobs land as PRG ROM data blocks with per-room labels
(__room_tiles_N, __room_attrs_N, __room_col_N).
paint_room Name reuses the existing load_background vblank-safe
update machinery against the room's tile/attribute blobs, and
additionally installs the room's collision bitmap pointer into
ZP_ROOM_COL_LO / ZP_ROOM_COL_HI (ZP $18/$19).
collides_at(x: u8, y: u8) -> bool JSRs into a small runtime
helper that reads (room_col),Y where Y = (y & 0xF0) | (x >> 4)
and returns the 0/1 bit directly. The helper is gated on a
__collides_at_used marker, so a program that declares a room but
never queries it pays zero bytes for the subroutine.
Still TODO.
- NEXXT file import (
@room("file.nxt")). Today only inlinelayout: [...](or[value; count]for repeated fills) is supported. The NEXXT exporter's.nxtformat would let users author rooms in a dedicated editor. - Per-quadrant palette hints. The generated attribute table
is currently all zeros (sub-palette 0 for every quadrant). A
palette: 0..3field on each metatile entry could drive the attribute table expansion. collides_atagainst u16 coordinates. The intrinsic takes u8 x/y today, which covers the full 256×240 visible area but can't address scrolling playfields bigger than one nametable.- Multi-room streaming. The ZP pointer model already supports
multiple rooms (each
paint_roomrewrites the collision pointer), but the nametable blit still uses the nametable-0-onlyload_backgroundpath. Streaming into a VRAM update buffer would let rooms swap without the vblank-budget risk.
I. RLE + LZ4 nametable decompression
vram_unrle and vram_unlz4 — for scrolling/multi-room games,
packing rooms is mandatory. cc65 ships both in neslib with
concrete timing (0.5f RLE vs 2.8f LZ4). The per-state background
swapping item in "What ships today" is exactly this problem:
without a decompressor that can stream into the VRAM buffer, the
NMI-time write budget (~2273 cycles) is too tight for a full
nametable. RLE is the smaller first step — emit a nametable that
can declare compression: rle and decompress at swap time.
J. Palette-fade brightness LUT follow-up
set_palette_brightness(level: u8) and the blocking
fade_out(step_frames) / fade_in(step_frames) builtins all ship
today — see examples/palette_brightness_demo.ne and
examples/fade_demo.ne. One follow-up still worth doing: a
brightness-LUT path that recolours the active palette in addition
to the emphasis bits, for non-NTSC-assumption fades. The current
implementation only manipulates $2001 emphasis bits, so the
"dimmed" end of the fade still shows colour tint rather than a
true colour-space darken.
M. Sprite cycling follow-ups
Auto sprite cycling ships today via game { sprite_flicker: true }
— the IR lowerer injects an IrOp::CycleSprites at the top of
every on frame handler when the flag is set. See
examples/auto_sprite_flicker.ne. A companion draw ... priority: pinned modifier for HUD sprites that must stay at low OAM slots
is still missing — today pinning has to be manual (draw the HUD
sprites first).
O. DPCM / DMC sample playback
Already listed under Audio Pipeline. FamiStudio's DMC support
(including bankswitched DMC) is the reference API shape — import
@dpcm("file.dmc") into a named sample slot and expose
play_dpcm(Slot, pitch: u8, loop: bool).
P. Expansion audio (VRC6, MMC5, FDS, N163, S5B, VRC7)
FamiStudio has a single export path with FAMISTUDIO_CFG_EXTERNAL
and per-chip feature flags. If/when we import a FamiStudio-export
format (see Q), the expansion chips come along almost for free
— the runtime just has to wire up the extra write ports and the
mapper has to expose them (MMC5 for the extra pulse channels,
VRC6/VRC7 via their own mappers).
Q. FamiStudio text-export import
@music("file.famistudio.txt"). FamiStudio's text export is the
pragmatic ingestion path; parsing it gives full tracker semantics
(volume/pitch slides, arpeggios, vibrato, release notes) without
reinventing the engine. FamiTracker's binary .ftm is a worse
target — undocumented, version-skewed.
R. NEXXT metatile/collision import
NEXXT is the dominant asset editor in the nesdoug workflow; it
emits metatile tables + collision maps as ca65-compatible
assembler source. An @metatiles("room.nxt") loader (and
@room("level1.nxt") for layouts — see §H) removes a whole class
of hand-typed tile arrays.
S. SRAM / battery-backed saves follow-ups
save { var ... } ships today — see examples/sram_demo.ne. The
analyzer allocates save vars from a separate $6000+ bump pointer,
the linker flips iNES byte-6 bit-1, and W0111 warns when a save
var carries an initializer (SRAM is preserved across power cycles
so initializers would either silently not run or clobber the
player's data on every boot). Two follow-ups are still worth doing:
- First-power-on detection — an
on first_boot { ... }handler that runs once when a magic-byte sentinel is missing. Today users have to roll the sentinel check by hand. - Struct fields in save blocks — currently rejected because the field-flattening path uses the main-RAM allocator. Routing it through the SRAM allocator instead is a few lines of analyzer refactor.
T. PAL/NTSC region abstraction
Neslib exposes ppu_wait_frame as a virtual-50Hz wait on PAL. Add
a region: ntsc | pal | dual field on the game { } block. For
dual, the runtime probes $2002 bit 7 timing at reset and sets a
ZP flag; the audio engine's frame tick and any frame-counted timing
respects the flag.
U. Additional controller types
Expose Zapper (light-gun) and Power Pad via typed inputs:
input gun: zapper on port: 1
input mat: power_pad on port: 2
gun.trigger, gun.light_detected, mat.button(i: u8) are the
three reads every program needs.
V. Additional mappers
AxROM (mapper 7), CNROM (mapper 3), and GNROM (mapper 66) all
ship today; see examples/axrom_simple.ne, examples/cnrom_simple.ne,
and examples/gnrom_simple.ne. CNROM and GNROM both have CHR
bankswitching but user-visible CHR swaps aren't reachable from
user source yet — the reset-time init writes bank 0 and the
__bank_select routine exists but has no user-exposed API. The
next set:
- MMC2 (mapper 9, Punch-Out only realistically). Medium.
- UNROM-512 (mapper 30). The modern homebrew sweet spot — 512 KB PRG + CHR-RAM + self-flashing. Mapping is UxROM-like plus a one-screen bit.
- MMC5 (mapper 5). Big. Driven by FamiStudio's expansion audio more than by the extra PRG/CHR modes. Probably last.
Each new mapper needs a Mapper::X variant, a reset-time
gen_xrom_init() in the runtime, bank-select support in
gen_bank_select(), and an iNES mapper number in rom::mapper_number.
The PR checklist ("example + behaviour test + negative test") is
still the bar for each of these.
W. NSF output target
The audio engine is already a standalone subsystem. An NSF-output
target (--target nsf) would wrap the existing music/sfx blocks
in the NSF header and expose init/play entry points. Nearly
free, gets the chiptune audience for ~a day of work.
X. Mesen trace-log documentation follow-up
game { debug_port: fceux | mesen | 0xXXXX } ships today — see
the integration test debug_log_targets_configured_port. Mesen's
trace-log tool invocation still isn't documented anywhere in the
NEScript docs; a short section under docs/nes-reference.md
walking through how to hook a Mesen trace-log against a ROM built
with debug_port: mesen would close the gap.
Y. FCEUX .ld line-info follow-up
--fceux-labels <prefix> ships today and emits
<prefix>.<bank-index>.nl + <prefix>.ram.nl. FCEUX also reads a
.ld line-info file for source-level stepping; wiring that up
against the existing source-map data would close the loop without
much code.
Z. Explicit bank-placement hints on functions and data
bank Foo { fun bar() } already exists; extend the sugar to
attributes on individual items so users don't have to restructure
their source:
@bank(3) fun slow_helper() { ... }
@bank(3) const LEVEL_DATA: u8[1024] = [...]
This is particularly useful for const data, which today lands
wherever the analyzer decides; users sometimes need to pin data
to a specific bank to avoid bank-switch cost on a hot path.
Priority ranking
Remaining gap items in order of user value:
- Register allocator (existing section) — compounding size win, but with the audio-goldens caveat spelled out in that section.
- NEXXT
@room(...)import + per-quadrant palette hints (§H follow-ups) — most impactful extensions on top of the shipped metatiles base. - Inline-asm format specifiers + directive list (§D follow-ups).
- VRAM buffer follow-ups (§G) — vertical writes, array copy, overflow detection.
- Arrays-of-structs + bitfields (§C) + fn pointers (§B) — turns NEScript into a general-purpose NES language.
- UNROM-512 + MMC5 (§V) — ecosystem fit.
- FamiStudio import (§Q) + DPCM (§O) + expansion audio (§P).
Open design questions
- Inline asm label syntax.
.label:(ca65 style) vslabel:(generic)? Today the inline-asm parser acceptslabel:but not.label; migrating would be cheap but would invalidate any copy-pasted ca65 fragments. - Debug port address. $4800 is conventional but not universal. Should we support multiple debug output methods?
- Pinned OAM slots for HUD sprites. Automatic sprite cycling is
decided — both the manual
cycle_spriteskeyword and thegame { sprite_flicker: true }attribute ship today (see §M). Open question: should we add adraw ... priority: pinnedmodifier that opts a specific sprite out of the rotation so HUD elements stay at low OAM slots? - Error recovery granularity. How aggressively should the parser recover? More recovery means more errors per compile but also risks cascading false errors.