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nescript/examples/sram_demo.ne
Claude 7b4570eee5
compiler: i16 / SRAM saves / inline-asm dot labels / docs
Another batch from the cc65/nesdoug catalogue. All gated on
parser-level opt-in or default-false attributes so existing
programs produce byte-identical ROMs (no committed .nes file
changed).

**§A — `i16` signed 16-bit type:**
- New `KwI16` lexer token, `NesType::I16` AST variant, parser
  case in `parse_type`. Type-size and integer-type tables
  treat `i16` like `u16` (2 bytes, integer).
- IR lowering accepts `i16` everywhere it accepts `u16` for
  wide-load / wide-store / widen-narrow paths.
- New constant fold for `UnaryOp::Negate(IntLiteral(v))` that
  emits the wide two's-complement form. Without it, `var vy:
  i16 = -10` would zero-extend to `$00F6` (= 246) instead of
  sign-extending to `$FFF6` (= -10). Negative literals now
  store the right bytes.
- Comparisons reuse the existing unsigned 16-bit compare ops
  (matching the existing `i8` behaviour). Documented in the
  `NesType::I16` doc comment and in `future-work.md` §A.
- Example `examples/i16_demo.ne` with committed golden.
- Tests cover the literal-fold sign-extension and end-to-end
  compile of the example.

**§S — SRAM / battery-backed saves:**
- New `save { var ... }` top-level block. Lexer + parser opt
  into a dedicated `KwSave` token. Analyzer allocates save
  vars from a separate `next_sram_addr` bump pointer starting
  at `$6000`, capped at `$8000` (8 KB cartridge SRAM window).
- Linker reads `analysis.has_battery_saves` and flips iNES
  byte-6 bit-1 via the new `RomBuilder::set_battery` /
  `Linker::with_battery` chain.
- New `W0111` warning for save-var initializers — SRAM is
  preserved across power cycles, so an init expression would
  either silently never run or clobber persisted data on
  every boot. The warning teaches the user about the
  magic-byte sentinel pattern.
- Struct fields in save blocks are explicitly rejected for now
  (the field-flattening path uses the main-RAM allocator).
- Example `examples/sram_demo.ne` with committed golden, plus
  4 integration tests.

**§D (partial) — inline-asm `.label:` syntax:**
- Codegen-side mangler rewrites `.IDENT` → `__ilab_<N>_IDENT`
  per inline-asm block, where `<N>` is the call site's
  monotonic suffix. Two `asm { .loop: ... }` blocks in the
  same function now coexist without colliding in the linker's
  label table.
- Bounds checks on `.` placement: `$2002` and `name.field`
  are unaffected; only `.IDENT` in label / branch context
  triggers the rewrite. Two integration tests pin the
  uniqueness and dollar-vs-dot disambiguation.

**§X follow-up — Mesen trace-log docs:**
- New "Debugger-assisted workflows" section in
  `docs/nes-reference.md` walking through the Mesen / FCEUX
  log workflows alongside the new `debug_port:` attribute.

**Misc:**
- `future-work.md` updated to mark the shipped items out of
  the catalogue and reshuffle the priority ranking. Remaining
  niche follow-ups (signedness on Cmp16, struct save fields,
  inline-asm format specifiers) documented inline so future
  passes know the design.

All 757 tests pass. Clippy clean. 46/46 emulator goldens match.
2026-04-18 20:49:06 +00:00

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// SRAM demo — a `save { var ... }` block declares battery-backed
// state in the iNES `$6000-$7FFF` SRAM window. The compiler:
// * allocates `high_score`, `coins`, and `initials` at $6000+
// instead of main RAM,
// * sets the iNES header byte-6 bit-1 (battery flag), and
// * emits absolute-mode loads/stores that target SRAM directly.
//
// Real cartridge boards persist this region to a `.sav` file; in
// most emulators (FCEUX, Mesen, Nestopia) the file lives next to
// the ROM. SRAM is uninitialized at first power-on, so production
// games should reserve a magic-byte sentinel and validate it
// before trusting the rest of the data — this demo skips the
// validation step for brevity.
game "SRAM Demo" {
mapper: NROM
}
// Save vars don't take initializers — SRAM is preserved across
// power cycles, so an init expression would either silently
// never run or clobber the player's saved data on every boot.
// Production games guard their save data with a magic-byte
// sentinel: check a known signature on boot and only seed
// defaults if it's missing.
save {
var high_score: u16
var coins: u8
}
var px: u8 = 64
on frame {
// Bump the in-SRAM coin counter every frame; when it wraps
// past 256 we treat that as "scored a power-up" and bump
// the high score.
coins += 1
if coins == 0 {
high_score += 1
}
// Move a sprite so the demo has visible output for the
// emulator golden — frame 180 captures the sprite at
// x = 64 + 180 (mod 256) = 244.
px += 1
draw Ball at: (px, 100)
}
start Main