mirror of
https://github.com/imjasonh/nescript
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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
|
||
|---|---|---|
| .. | ||
| pong | ||
| sha256 | ||
| war | ||
| arrays_and_functions.ne | ||
| arrays_and_functions.nes | ||
| audio_demo.ne | ||
| audio_demo.nes | ||
| auto_chr_background.ne | ||
| auto_chr_background.nes | ||
| auto_chr_bg.png | ||
| bitwise_ops.ne | ||
| bitwise_ops.nes | ||
| bouncing_ball.ne | ||
| bouncing_ball.nes | ||
| coin_cavern.ne | ||
| coin_cavern.nes | ||
| comparisons.ne | ||
| comparisons.nes | ||
| friendly_assets.ne | ||
| friendly_assets.nes | ||
| function_chain.ne | ||
| function_chain.nes | ||
| hello_sprite.ne | ||
| hello_sprite.nes | ||
| inline_asm_demo.ne | ||
| inline_asm_demo.nes | ||
| logic_ops.ne | ||
| logic_ops.nes | ||
| loop_break_continue.ne | ||
| loop_break_continue.nes | ||
| match_demo.ne | ||
| match_demo.nes | ||
| metasprite_demo.ne | ||
| metasprite_demo.nes | ||
| mmc1_banked.ne | ||
| mmc1_banked.nes | ||
| mmc3_per_state_split.ne | ||
| mmc3_per_state_split.nes | ||
| nested_structs.ne | ||
| nested_structs.nes | ||
| noise_triangle_sfx.ne | ||
| noise_triangle_sfx.nes | ||
| palette_and_background.ne | ||
| palette_and_background.nes | ||
| platformer.ne | ||
| platformer.nes | ||
| pong.ne | ||
| pong.nes | ||
| README.md | ||
| scanline_split.ne | ||
| scanline_split.nes | ||
| sfx_pitch_envelope.ne | ||
| sfx_pitch_envelope.nes | ||
| sha256.ne | ||
| sha256.nes | ||
| sprite_flicker_demo.ne | ||
| sprite_flicker_demo.nes | ||
| sprites_and_palettes.ne | ||
| sprites_and_palettes.nes | ||
| state_machine.ne | ||
| state_machine.nes | ||
| structs_enums_for.ne | ||
| structs_enums_for.nes | ||
| two_player.ne | ||
| two_player.nes | ||
| uxrom_banked.ne | ||
| uxrom_banked.nes | ||
| uxrom_banked_to_banked.ne | ||
| uxrom_banked_to_banked.nes | ||
| uxrom_user_banked.ne | ||
| uxrom_user_banked.nes | ||
| war.ne | ||
| war.nes | ||
NEScript Examples
Quick Start
# Build the compiler
cargo build --release
# Compile all examples
for f in examples/*.ne; do cargo run -- build "$f"; done
# Or compile one
cargo run -- build examples/hello_sprite.ne
Open any .nes file in an NES emulator (Mesen, FCEUX, etc.)
Examples
| File | Features | Description |
|---|---|---|
hello_sprite.ne |
input, draw | Move a sprite with the d-pad |
bouncing_ball.ne |
if/else, variables | Auto-bouncing sprite with edge detection |
coin_cavern.ne |
states, functions, constants | 3-state game with gravity and coin collection |
arrays_and_functions.ne |
arrays, functions, while | Enemy array with collision detection |
state_machine.ne |
on enter/exit, transitions | Multi-state flow with timers |
sprites_and_palettes.ne |
sprites, scroll, cast | Inline CHR data, PPU scroll writes, type casting |
mmc1_banked.ne |
MMC1, banks, multiply | Banked mapper with software multiply |
uxrom_user_banked.ne |
UxROM, bank Foo { fun ... }, cross-bank trampoline |
First example to put real user code inside a switchable bank. The animation step lives in bank Extras and is invoked from the fixed-bank state handler via a generated __tramp_step_animation stub that selects bank 0, JSRs the body, then restores the fixed bank before returning. |
uxrom_banked_to_banked.ne |
UxROM, banked → banked cross-bank call | Two bank Foo { fun ... } blocks: step lives in bank Logic and calls clamp in bank Helpers. The trampoline uses ZP_BANK_CURRENT + PHA/PLA to save and restore the caller's bank, so the same per-callee stub works whether the caller is in the fixed bank or another switchable bank. |
palette_and_background.ne |
palette, background, set_palette, load_background | Reset-time initial load plus vblank-safe runtime swaps |
auto_chr_background.ne |
background @nametable(...) with auto-CHR |
First example to use the @nametable("file.png") shortcut without supplying any matching CHR data. The resolver dedupes the PNG's 8×8 cells, encodes them via the same brightness-bucketing the sprite CHR encoder uses, and slots them into CHR ROM at the next free tile slot. The committed auto_chr_bg.png is a 256×240 grayscale gradient that exercises ~50 unique tiles. |
friendly_assets.ne |
named colours, grouped palette, pixel art, tilemap+legend, palette_map, scalar sfx pitch, note-name music | Exercises every "friendlier" asset syntax at once — the palette uses bg0..sp3 + a shared universal:, the sprite is authored as ASCII pixel art, the background uses a legend { ... } + map: tilemap with a palette_map: for attributes, the sfx uses a scalar pitch: + envelope: alias, and the music uses note names (C4, E4 40, rest 10) with a tempo: default. |
noise_triangle_sfx.ne |
channel: noise, channel: triangle on sfx blocks |
Demonstrates the noise and triangle sfx channels. Declares one noise burst and one triangle bass note, plays each on a timer so the emulator harness captures both the pixel output and the APU state. |
sfx_pitch_envelope.ne |
varying-pitch pulse SFX | A 16-frame frequency sweep written as a per-frame pitch: array on a Pulse-1 sfx. The compiler emits a separate __sfx_pitch_<name> blob and gates the audio tick's pitch update path on the __sfx_pitch_used marker, so programs that stick to the scalar pitch: form still get byte-identical ROM output. |
metasprite_demo.ne |
declarative multi-tile sprites | A 16×16 hero sprite split into a metasprite Hero { sprite: Hero16, dx: [...], dy: [...], frame: [...] } declaration. draw Hero at: (px, py) then expands to one DrawSprite op per tile in the IR lowering, each with its dx/dy added to the user's anchor point and the frame offset by the underlying sprite's base tile. The codegen needs no metasprite-specific support — it sees N regular draws and the OAM cursor allocator handles the slots. |
nested_structs.ne |
nested struct fields, array struct fields, chained literals | Two Hero instances each carry a Vec2 position and a u8[4] inventory. Exercises hero.pos.x chained access, hero.inv[i] array-field access, and chained struct-literal initializers (Hero { pos: Vec2 { x: ..., y: ... }, inv: [...] }). |
platformer.ne |
every subsystem | End-to-end side-scrolling demo: custom CHR tileset, full 32×30 nametable with per-region attribute palettes, 2×2 metasprite hero with gravity/jump physics, wrap-around horizontal scrolling, stomp-or-die enemy collisions with a live stomp-count HUD, coin pickups, user-declared SFX + music, and a Title → Playing → GameOver state machine with a proximity-based autopilot so the headless harness cycles through stomp, stomp, die, and retry inside six seconds. Regenerate the tile art with cargo run --bin gen_platformer_tiles. |
sprite_flicker_demo.ne |
cycle_sprites, 8-per-scanline hardware limit |
Twelve sprites packed onto the same 4-pixel band — two more than the NES's 8-sprites-per-scanline hardware budget. The W0109 analyzer warning fires at compile time, and a cycle_sprites call at the end of on frame rotates the OAM DMA offset one slot per frame so the PPU drops a different sprite each frame. The permanent-dropout failure mode becomes visible flicker, which the eye reconstructs across frames. The classic NES technique used by Gradius, Battletoads, and every shmup that ever existed. |
war.ne |
production-quality card game, multi-file source layout | A complete port of the card game War, split across examples/war/*.ne files and pulled in via include directives. Title screen with a 0/1/2-player menu (cursor sprite, blinking PRESS A, brisk 4/4 march on pulse 2), a 50-frame deal animation, a deep Playing state with an inner phase machine (P_WAIT_A/P_FLY_A/.../P_WAR_BANNER/P_WAR_BURY/P_CHECK), card-conserving queue-based decks built on a 200-iteration random-swap shuffle, a "WAR!" tie-break that buries 3+1 face-down cards per player and plays a noise-channel thump per bury, and a victory screen with the builtin fanfare. The first NEScript example to use a top-level file as a thin shell that includes ~12 component files; building it surfaced seven compiler bugs across the analyzer, IR lowerer, and codegen that were all fixed on the same branch (see git log for details). |
pong.ne |
production-quality Pong, powerups, multi-ball, multi-file | A complete Pong game split across examples/pong/*.ne. CPU VS CPU / 1 PLAYER / 2 PLAYERS title menu with brisk pulse-2 title march and autopilot, smooth ball physics with wall and paddle bouncing, CPU AI that tracks the ball with a reaction lag and dead zone, three powerup types (LONG paddle for 5 hits, FAST ball on next hit, MULTI-ball on next hit spawning 3 balls) that bounce around the field and are caught by paddle AABB overlap, multi-ball scoring (each ball scores a point, round continues until last ball exits), inner phase machine (P_SERVE/P_PLAY/P_POINT), and a "PLAYER N WINS" victory screen with the builtin fanfare. First-to-7 wins. |
sha256.ne |
interactive SHA-256, inline-asm 32-bit primitives, multi-file | A full FIPS 180-4 SHA-256 hasher split across examples/sha256/*.ne. An on-screen 5×8 keyboard grid lets the player type up to 16 ASCII characters (A..Z, 0..9, space, ., backspace, enter), and pressing ↵ runs the 48-entry message-schedule expansion + 64-round compression on the NES itself. Every 32-bit primitive (copy, xor, and, add, not, rotate-right, shift-right) is hand-tuned inline assembly that walks the four little-endian bytes of a word with LDA {wk},X / ADC {wk},Y chains, so a whole round costs a few thousand cycles. The phased driver runs four schedule steps or four rounds per frame so the full compression finishes well under a second, and the 64-character hex digest renders as sprites in 8 rows of 8 glyphs at the bottom of the screen. The jsnes golden auto-types "NES" after 1 s of keyboard idle and captures its hash AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D. |
Emulator Controls
| NES Button | Typical Key |
|---|---|
| D-pad | Arrow keys |
| A | Z |
| B | X |
| Start | Enter |
| Select | Right Shift |
About Sprites
Sprite names in draw Player at: (x, y) are parsed and recorded in the AST.
You can define sprites with inline CHR tile data:
sprite Player {
chr: [0x3C, 0x42, 0x81, 0x81, 0x81, 0x81, 0x42, 0x3C,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00]
}
If no matching sprite declaration exists, the draw uses the built-in default
tile (a smiley face). See sprites_and_palettes.ne for a full example.
Compiler Commands
# Compile to ROM
cargo run -- build game.ne
# Custom output path
cargo run -- build game.ne --output my_game.nes
# Type-check only
cargo run -- check game.ne
# View generated 6502 assembly
cargo run -- build game.ne --asm-dump
# Debug mode
cargo run -- build game.ne --debug