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nescript/docs/future-work.md
Claude 548787ac8a
W0110 inline fallback warning + docs refresh
W0110: when a function marked `inline` has a body shape the IR
lowerer can't splice (conditional early return, loops, nested
control flow, empty void body), the analyzer now emits a
warning at the declaration site so the declined hint is
visible instead of silently falling back to a regular JSR.

Implementation:
  - New `W0110` error code in `src/errors/diagnostic.rs` (warning level).
  - New `pub fn can_inline_fun(return_type, body) -> bool` in
    `src/ir/lowering.rs`, extracted from the existing capture
    logic so the analyzer and the IR lowerer share the same
    eligibility rules and can never drift.
  - New `check_inline_declinability` analyzer pass called from
    the tail of `analyze_program`, mirroring the existing
    `check_sprite_scanline_budget` / `check_unreachable_states`
    passes. Emits W0110 with help + note text pointing at the
    two accepted body shapes.
  - `capture_inline_bodies` now defers to `can_inline_fun`
    instead of duplicating the match pattern, so the two sides
    stay in lockstep by construction.

Four regression tests in `src/analyzer/tests.rs` cover the
conditional-return and while-loop declines plus the two
accepted shapes (single-return expression, void sequence).

Example source cleanups: `wrap52` in `examples/war/deck.ne`
and `abs_diff` in both `examples/arrays_and_functions.ne` and
`examples/loop_break_continue.ne` drop the `inline` keyword.
All three were dead hints — the `inline` was being silently
declined before this change, so removing it is source-only;
the three ROMs are byte-identical, all 32 emulator goldens
still match.

Docs refresh
  - `docs/language-guide.md`: rewrote the Inline Functions section
    (real behaviour + W0110), added W0105/W0106/W0107/W0108/W0109/
    W0110 to the warnings table, added the `debug.sprite_overflow*`
    builtins + sprite-per-scanline mitigations section to the
    Debug Mode docs, added a `cycle_sprites` statement entry and
    cross-referenced it from `draw`.
  - `docs/nes-reference.md`: fleshed out the "NEScript Memory
    Usage" block with the full ZP + high-RAM layout, including
    the new `$07EF` / `$07FC` / `$07FD` slots for sprite cycling
    and the debug sprite-overflow telemetry.
  - `docs/future-work.md`: documented all four debug query
    builtins in the "What ships today" block; updated the open
    "OAM allocation strategy" question to reference the shipped
    `cycle_sprites` path and ask about an automatic-flicker
    game attribute as a follow-up.
  - `docs/architecture.md`: updated the `ir/` and `optimizer/`
    module summaries to describe real inline splicing (now
    in lowering, not the optimizer).
  - `README.md`: reframed the `inline` bullet from "hint" to
    "real splicing for single-return / void-body shapes";
    expanded the debug-support bullet to mention the four
    query builtins and their stripping in release builds; added
    a new bullet for the three-layer sprite-per-scanline
    mitigations; bumped the test count from 497 → 694; updated
    the war.ne entry to mention the seven compiler bugs are all
    fixed and point readers at `git log` (instead of the
    deleted COMPILER_BUGS.md).
  - `examples/README.md`: same `git log`-pointing rewrite for
    the war.ne entry.

Deletions
  - `examples/war/COMPILER_BUGS.md` is removed. All seven
    catalogued bugs are fixed; the file's historical value
    lives in `git log` now. Every source-code comment and doc
    reference to the file has been updated to either point at
    `git log` or just describe the bug in place.

Test count: 616 unit + 75 integration + 3 doctests = 694 total.
Clippy / fmt clean. 32/32 emulator goldens match.

https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
2026-04-15 23:19:07 +00:00

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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_chr attribute 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 separate palette_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.ne example 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 notes list per channel on music blocks (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 sfx block) 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 / $400E is 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. 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

All IR temps currently spill to a recycled zero-page slot ($80-$FF). The peephole pass mops up the most obvious waste, but a real CFG-aware allocator that holds short-lived temps in A/X/Y would cut a noticeable number of LDA/STA pairs.

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.


Open design questions

  1. Inline asm label syntax. .label: (ca65 style) vs label: (generic)? Today the inline-asm parser accepts label: but not .label; migrating would be cheap but would invalidate any copy-pasted ca65 fragments.
  2. Debug port address. $4800 is conventional but not universal. Should we support multiple debug output methods?
  3. OAM allocation strategy. Sequential allocation remains the default; the cycle_sprites opt-in keyword rotates the DMA offset each frame so scenes past the 8-per-scanline budget flicker instead of dropping the same sprite every frame. Open question: should automatic cycling become a game attribute (sprite_flicker: true) that emits the increment without requiring a per-frame call, and/or add a draw ... priority: pinned modifier for HUD sprites that must stay at low OAM slots?
  4. Error recovery granularity. How aggressively should the parser recover? More recovery means more errors per compile but also risks cascading false errors.