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nescript/docs/future-work.md
Claude 73dcf08c7a
analyzer+ir: automatically overlay state-local variables
Before this change, state-local variables (`state Foo { var x: u8 = 0 }`)
were silently no-ops: the analyzer allocated a ZP slot for them, but
the codegen's `var_addrs` map only covered IR globals and scope-qualified
function locals — so every `LoadVar` / `StoreVar` whose `VarId` pointed
at a state-local resolved to no address and emitted nothing. Existing
examples compiled and matched their goldens because none of them observed
the dropped writes within the 180-frame harness window.

The overlay changes the analyzer's state-local pass to snapshot both the
ZP and RAM cursors after the globals have been laid out, then rewind to
that snapshot before each state's locals and track the running max.
`ZP_CURRENT_STATE` keeps exactly one state active at runtime, so every
state's locals are mutually exclusive with every other state's and can
share the same bytes. The IR lowerer now pushes each state's locals into
the IR globals table (with `init_value=None`) so the codegen resolves
their addresses the same way it does program globals, and prepends the
declared initializers to each state's `on_enter` handler (synthesizing
an empty one where needed) so a freshly-entered state re-establishes its
bytes before user code runs.

`--memory-map` now tags each allocation with its owning state
(`[@Title]`, `[@Playing]`, ...) and counts distinct bytes rather than
summed allocation sizes so overlaid slots don't double-count. The
`AnalysisResult.state_local_owners` map exposes the ownership to any
tool that wants to group allocations the same way.

Only `state_machine.ne` and `platformer.ne` declare state-level vars,
so they're the only example ROMs whose bytes change. `platformer.ne`'s
audio golden shifts slightly (the now-working `blink` counter in Title
adds a few cycles per frame before the auto-transition to Playing, which
offsets APU register writes within each frame); its video golden and
every other example ROM stay byte-for-byte identical.

Fixes #22.

https://claude.ai/code/session_015kvJu3iEFLSRJoShPBfm3X
2026-04-17 02:20:07 +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. --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

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.

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_var stores state-locals under their bare name, so two states each declaring var timer: u8 collide 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 runtime memcpy from a ROM blob into the overlay slot (mirroring the reset-time global path) is the natural lowering.
  • Handler-local overlay. Handler-local vars declared inside on_frame { ... } are already per-handler scoped via current_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.


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.