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nescript/README.md
Claude 9137b1f713
examples/war: polish pass + README entry + plan close-out
End-of-implementation polish for the War example after the
compiler bugs were fixed:

- Title state now calls draw_big_war_banner instead of inlining
  12 draws — same pixel output, fewer lines.
- P_WAR_BURY redraws the previous round's face-up cards while
  the noise thumps fire so the table doesn't look empty for
  24 frames between the WAR banner and the new face-ups.
- Drop draw_word_war from render.ne (orphaned by the BIG WAR
  metasprite).
- Refresh comments in background.ne (now references the real
  felt tile) and deal_state.ne (drop the stale FRAMES_DEAL_STEP
  reference now that the deal pace is hard-coded at 2 frames).
- README.md and examples/README.md gain a war row.
- PLAN.md marks every implementation step complete and records
  the design revisions made along the way.
- Refresh the war audio hash to match the new ROM (the title
  screen helper change shifts one frame of pulse-2 timing
  enough to flip the FNV-1a). The frame-180 PNG is unchanged.

https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
2026-04-15 16:08:03 +00:00

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NEScript

A statically-typed, compiled programming language for NES game development.

NEScript compiles .ne source files directly into playable iNES ROM files, with no external assembler or linker dependencies. The compiler handles everything from source text to a ROM you can run in any NES emulator.

Platformer demo

Source: examples/platformer.ne

Quick Start

# Build the compiler
cargo build --release

# Compile an example
cargo run -- build examples/hello_sprite.ne

# Run the output ROM in an emulator
# (produces examples/hello_sprite.nes)

Hello World

game "Hello" {
    mapper: NROM
}

var px: u8 = 128
var py: u8 = 120

on frame {
    if button.right { px += 2 }
    if button.left  { px -= 2 }
    if button.down  { py += 2 }
    if button.up    { py -= 2 }

    draw Smiley at: (px, py)
}

start Main

Features

  • Game-aware syntax -- states, sprites, palettes, backgrounds, and input are first-class constructs
  • Full type system -- u8, i8, u16, bool, fixed-size arrays (u8[N]), enum, struct
  • Rich control flow -- if/else, while, for i in 0..N, loop, match
  • Functions -- with parameters, return types, inline hint, recursion detection
  • State machines -- state with on enter, on exit, on frame, on scanline(N) handlers
  • Compile-time safety -- call depth limits, recursion detection, type checking, unused-var warnings
  • IR-based optimizer -- constant folding, dead code elimination, strength reduction (incl. div/mod by power-of-two), copy propagation, peephole passes including INC/DEC fold and live-range slot recycling
  • Full 16-bit arithmetic -- u16 add/sub/compare lower to carry-propagating paired operations
  • Multiple mappers -- NROM, MMC1, UxROM, MMC3 (including multi-scanline IRQ dispatch per state)
  • Audio subsystem -- frame-walking pulse driver with user-declared sfx/music blocks, builtin effects and tracks, period table, and zero-cost elision when unused
  • Palette & background pipeline -- palette and background blocks, initial values loaded at reset, vblank-safe set_palette / load_background runtime swaps
  • Asset pipeline -- PNG-to-CHR conversion, inline tile data, sfx envelopes, music note streams
  • Inline assembly -- asm { ... } with {var} substitution, plus raw asm { ... } for verbatim blocks
  • Hardware intrinsics -- poke(addr, value) / peek(addr) for direct register access
  • Debug support -- --debug flag enables debug.log / debug.assert writes to the emulator debug port
  • Compile-time diagnostics -- --dump-ir, --memory-map, --call-graph flags
  • Single binary -- no dependencies on ca65, Python, or any external tools

Documentation

Examples

Example Features demonstrated
hello_sprite.ne D-pad input, sprite drawing
bouncing_ball.ne Automatic movement, edge detection
coin_cavern.ne Multi-state game, functions, constants, gravity
arrays_and_functions.ne Arrays, functions, while loops, inline functions
state_machine.ne State transitions, on enter/exit, timers
sprites_and_palettes.ne Inline CHR data, scroll, type casting
mmc1_banked.ne MMC1 mapper, bank declarations, multiply
uxrom_user_banked.ne UxROM mapper with a bank Foo { fun ... } block — first example to put real user code in a switchable bank, called via a generated cross-bank trampoline
uxrom_banked_to_banked.ne UxROM with two bank Foo { fun ... } blocks — exercises a banked→banked call (step in Logic calls clamp in Helpers) routed through the same trampoline that handles fixed→banked
palette_and_background.ne Palette and background declarations, reset-time load, vblank-safe set_palette / load_background swaps
auto_chr_background.ne background Stage @nametable("file.png") with automatic CHR generation — the resolver dedupes the PNG's 8×8 cells, encodes them as 2-bitplane CHR, and slots them into CHR ROM after the sprite tile range
friendly_assets.ne Pleasant asset syntax — named NES colours, grouped bg0..sp3 palettes with universal:, ASCII pixel-art sprites, legend { } + map: tilemaps, palette_map: attribute grids, scalar sfx pitch:, note-name music with tempo:
structs_enums_for.ne Structs, enums, for loops, struct literals
nested_structs.ne Nested-struct fields (hero.pos.x) and array struct fields (hero.inv[0]) with chained literal initializers
inline_asm_demo.ne Inline asm with {var} substitution, poke/peek
audio_demo.ne Audio subsystem: user sfx/music blocks, builtin effects, play/start_music/stop_music
noise_triangle_sfx.ne Noise and triangle channel sfx via channel: noise / channel: triangle on sfx blocks
sfx_pitch_envelope.ne Per-frame pulse pitch: arrays — the audio tick walks the pitch envelope in lockstep with the volume envelope and writes $4002 on every NMI for a frequency-sweeping siren tone
metasprite_demo.ne metasprite Hero { sprite: ..., dx: [...], dy: [...], frame: [...] } declarative multi-tile groups — draw Hero at: (x, y) expands to one OAM slot per tile so 16×16 sprites stop needing four hand-written draw statements
platformer.ne End-to-end side-scroller — custom CHR tileset, full background nametable, metasprite player with gravity/jump physics, wrap-around scrolling, stomp-or-die enemy collisions, live stomp-count HUD, pickup coins, user-declared SFX + music, and a Title → Playing → GameOver state machine with a proximity-based autopilot so the headless harness demonstrates the full gameplay loop (stomp, stomp, die, retry) inside six seconds
war.ne Production-quality card game — a complete port of War split across examples/war/*.ne: title screen with a 0/1/2-player menu, animated deal, sliding face-up cards, deck-count HUD, "WAR!" tie-break with buried cards, victory screen with a fanfare, and a brisk 4/4 march on pulse 2. Pulls in nearly every NEScript subsystem (custom 88-tile sheet, felt nametable, 8-bit LFSR PRNG, queue-based decks, phase machine inside Playing, multiple sfx + music tracks). Building it surfaced five compiler bugs / limitations, all catalogued in examples/war/COMPILER_BUGS.md — two fixed in the same PR.

Compiler Commands

# Compile to ROM
nescript build game.ne

# Compile with custom output path
nescript build game.ne --output my_game.nes

# Type-check only (no ROM output)
nescript check game.ne

# View generated 6502 assembly
nescript build game.ne --asm-dump

# Enable debug mode
nescript build game.ne --debug

Emulator Compatibility

Output ROMs are standard iNES format and work with any NES emulator:

Project Status

NEScript implements all five planned milestones:

Milestone Status Key Features
M1: Hello Sprite Done Full compiler pipeline, assembler, ROM builder
M2: Game Loop Done Functions, arrays, IR, optimizer, call graph analysis
M3: Asset Pipeline Done PNG-to-CHR, sprites, debug.log / debug.assert
M4: Optimization Done Strength reduction, ZP promotion, type casting, asm-dump
M5: Bank Switching Done MMC1/UxROM/MMC3, bank declarations, software mul/div

497 tests across the lexer, parser, analyzer, IR, optimizer, codegen, assembler, linker, runtime, ROM, and asset modules, with CI running fmt, clippy, test, and example compilation on every push.

License

MIT