mirror of
https://github.com/imjasonh/nescript
synced 2026-07-10 17:52:51 +00:00
Re-adds `palette Name { colors: [...] }` and
`background Name { tiles: [...], attributes: [...] }` as first-class
declarations, plus `set_palette Name` and `load_background Name`
statements for runtime swaps. Unlike the previous iteration that
quietly no-op'd, this one is fully wired through the pipeline and
its behavior is pinned by both unit tests and an emulator golden.
Pipeline:
- Lexer: re-adds `palette`, `background`, `set_palette`,
`load_background` keywords and tokenizes them.
- AST: `PaletteDecl` (name + 1..=32 colour bytes) and `BackgroundDecl`
(name + 0..=960 tile bytes + 0..=64 attribute bytes) live in
`Program`. `Statement::SetPalette` and `Statement::LoadBackground`
name-reference these declarations.
- Parser: `palette Name { colors: [...] }` / `background Name
{ tiles: [...], attributes: [...] }` blocks and their statement
forms parse via the existing byte-array helper.
- Analyzer: validates colour indices ($00-$3F), palette length
(<=32), nametable length (<=960), attribute length (<=64), and
duplicate decl names. `set_palette` / `load_background` targets
must reference a declared name (E0502 otherwise). When a program
declares palette or background, the analyzer bumps the user
zero-page allocator's starting address from `$10` to `$18` to
reserve `$11-$17` for the runtime update handshake — programs
that don't use the feature keep the old layout so their emulator
goldens stay byte-exact.
- Assets: `PaletteData` and `BackgroundData` resolve declarations
into zero-padded fixed-size blobs (32 / 960 / 64 bytes) and
expose `label()` / `tiles_label()` / `attrs_label()` for codegen
to reference.
- IR: new `IrOp::SetPalette(String)` and
`IrOp::LoadBackground(String)`; lowering forwards the names
verbatim.
- Codegen: `gen_set_palette` writes the palette label pointer into
ZP `$12/$13` and ORs bit 0 into the update flags at `$11`;
`gen_load_background` does the same for tile/attribute pointers
at `$14/$15/$16/$17` with bit 1. Both emit a `__ppu_update_used`
marker so the linker splices in the NMI apply helper only when
the feature is actually used.
- Runtime: `gen_initial_palette_load` and
`gen_initial_background_load` write the first declared
palette/background at reset time (before rendering is enabled,
where PPU writes are safe). `gen_nmi(has_ppu_updates)` takes a
new flag; when true it splices `gen_ppu_update_apply` at the top
of the NMI body, which checks the `$11` flags byte and copies
pending palette / nametable data to `$3F00` / `$2000` inside
vblank. All helpers use only ZP $02/$03 as scratch at reset time
and never clobber ZP slots live across NMI.
- Linker: new `link_banked_with_ppu` takes slice of `PaletteData` /
`BackgroundData`; splices each blob as a labelled data block in
PRG ROM, picks the first-declared as the reset-time load target,
enables background rendering automatically when a background is
declared, and threads `has_ppu_updates` into `gen_nmi`. Old
`link_banked` remains as a thin wrapper for callers without
palette/background data so existing tests don't shift.
Tests:
- Lexer: tokenization of the 4 new keywords (single added test case).
- Parser: 5 new tests for `palette` / `background` decls with and
without attributes, plus `set_palette` / `load_background`
statements.
- Analyzer: 9 new tests covering acceptance of declared
palettes/backgrounds, E0502 for unknown names, E0201 for
out-of-range NES colors and oversized blobs, E0501 for duplicate
names, and the zero-page-layout guard (palette/bg decls bump ZP
start; no decls keeps it at $10).
- Resolver: 3 new tests for zero-padding, truncation of oversized
decls, and label derivation.
- IR: 2 new lowering tests for `set_palette` and `load_background`.
- Integration: 5 new tests — blob contents spliced verbatim into
PRG, `STA $12` / `STA $14` emitted by set_palette /
load_background codegen, and a regression guard that programs
without palette/background still land user vars at $10.
- Emulator: new `examples/palette_and_background.ne` driven by a
frame counter that toggles between `CoolBlues` / `WarmReds` and
`TitleScreen` / `StageOne` every 90 frames. Golden PNG and audio
hash checked in under `tests/emulator/goldens/` and verified via
`node run_examples.mjs` — rendered image shows the blue
`CoolBlues` palette with the nametable populated from
`TitleScreen`.
Docs:
- `README.md` adds the feature to the headline list and the example
table.
- `docs/language-guide.md` restores the palette/background sections
with the full 32-byte layout table and `set_palette` /
`load_background` statement references.
- `docs/future-work.md` replaces the "removed as dead code" entry
with the remaining gaps (PNG-sourced palette and nametable
assets, cross-vblank large background updates, memory-map
reporting).
- `spec.md` restores the grammar productions and usage examples.
- `examples/README.md` lists the new demo.
All 497 unit + integration tests pass. Clippy clean. All 21
emulator goldens match after the update pass.
https://claude.ai/code/session_012fKB251HvEUQwG3tizFyqt
509 lines
20 KiB
Rust
509 lines
20 KiB
Rust
#[cfg(test)]
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mod tests;
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use crate::asm;
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use crate::asm::{AddressingMode as AM, Instruction, Opcode::*};
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use crate::assets::{BackgroundData, MusicData, PaletteData, SfxData};
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use crate::parser::ast::{Mapper, Mirroring};
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use crate::rom::RomBuilder;
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use crate::runtime;
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/// Link compiled code into a complete NES ROM.
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pub struct Linker {
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mirroring: Mirroring,
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mapper: Mapper,
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}
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/// CHR data for a sprite, placed at a specific tile index in CHR ROM.
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#[derive(Debug, Clone)]
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pub struct SpriteData {
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pub name: String,
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pub tile_index: u8,
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/// Raw CHR bytes (16 bytes per 8x8 tile).
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pub chr_bytes: Vec<u8>,
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}
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/// A switchable PRG bank. Each switchable bank occupies a single
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/// 16 KB slot in the ROM and can be mapped to $8000-$BFFF at runtime
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/// by writing the bank's physical index to the mapper. The linker
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/// places switchable banks in declaration order, followed by the
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/// fixed bank at the end.
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///
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/// `entry_label` is the optional trampoline entry point inside this
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/// bank — when set, the linker emits a `__tramp_<name>` stub in the
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/// fixed bank that selects this bank and JSRs into the label.
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/// `data` is raw bytes to splice verbatim (the compiler currently
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/// only uses empty data and lets the linker pad with $FF).
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#[derive(Debug, Clone)]
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pub struct PrgBank {
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pub name: String,
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pub data: Vec<u8>,
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pub entry_label: Option<String>,
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}
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impl PrgBank {
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/// Create an empty named bank. Convenience for the compiler,
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/// which currently emits all user code into the fixed bank and
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/// just wants switchable slots reserved for future use.
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#[must_use]
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pub fn empty(name: impl Into<String>) -> Self {
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Self {
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name: name.into(),
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data: Vec::new(),
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entry_label: None,
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}
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}
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/// Create a bank with a raw byte payload and no trampoline entry.
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#[must_use]
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pub fn with_data(name: impl Into<String>, data: Vec<u8>) -> Self {
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Self {
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name: name.into(),
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data,
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entry_label: None,
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}
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}
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}
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/// True if `instructions` contains a label definition with the given
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/// name. Labels are emitted as `NOP` pseudo-instructions whose mode
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/// is `AddressingMode::Label(name)`.
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fn has_label(instructions: &[Instruction], name: &str) -> bool {
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instructions
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.iter()
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.any(|i| matches!(&i.mode, AM::Label(n) if n == name))
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}
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/// A smiley face CHR tile for the default sprite (M1).
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const DEFAULT_SPRITE_CHR: [u8; 16] = [
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// Plane 0 (low bits)
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0b0011_1100,
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0b0100_0010,
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0b1010_0101,
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0b1000_0001,
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0b1010_0101,
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0b1001_1001,
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0b0100_0010,
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0b0011_1100,
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// Plane 1 (high bits) — all zeros means color 1 only
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0b0011_1100,
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0b0111_1110,
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0b1111_1111,
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0b1111_1111,
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0b1111_1111,
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0b1111_1111,
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0b0111_1110,
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0b0011_1100,
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];
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/// Default palette data for M1 (writes to PPU $3F00).
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const DEFAULT_PALETTE: [u8; 32] = [
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// Background palettes
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0x0F, 0x00, 0x10, 0x20, // palette 0 (black, dark gray, light gray, white)
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0x0F, 0x06, 0x16, 0x26, // palette 1
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0x0F, 0x09, 0x19, 0x29, // palette 2
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0x0F, 0x01, 0x11, 0x21, // palette 3
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// Sprite palettes
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0x0F, 0x00, 0x10, 0x20, // sprite palette 0 (same as bg)
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0x0F, 0x14, 0x24, 0x34, // sprite palette 1
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0x0F, 0x1A, 0x2A, 0x3A, // sprite palette 2
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0x0F, 0x12, 0x22, 0x32, // sprite palette 3
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];
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impl Linker {
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pub fn new(mirroring: Mirroring) -> Self {
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Self {
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mirroring,
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mapper: Mapper::NROM,
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}
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}
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pub fn with_mapper(mirroring: Mirroring, mapper: Mapper) -> Self {
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Self { mirroring, mapper }
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}
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/// Link all code sections into a .nes ROM.
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///
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/// This is a thin wrapper around [`Linker::link_with_assets`] that passes
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/// an empty sprite list, so the CHR ROM only contains the default smiley
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/// tile at index 0.
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pub fn link(&self, user_code: &[Instruction]) -> Vec<u8> {
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self.link_with_assets(user_code, &[])
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}
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/// Link all code sections into a .nes ROM, placing sprite CHR data at
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/// specific tile indices. No audio data is linked — use
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/// [`Linker::link_with_all_assets`] for audio.
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pub fn link_with_assets(&self, user_code: &[Instruction], sprites: &[SpriteData]) -> Vec<u8> {
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self.link_with_all_assets(user_code, sprites, &[], &[])
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}
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/// Link all code sections into a .nes ROM, placing both graphic
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/// assets (sprite CHR) and audio assets (sfx envelopes, music
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/// note streams) into the appropriate ROM regions.
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///
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/// Audio data is spliced into PRG ROM under labels derived from
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/// each blob's name (see `SfxData::label` / `MusicData::label`).
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/// The linker only emits these blobs and the audio-driver body
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/// when user code contains the `__audio_used` marker label, so
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/// programs that never touch audio pay zero ROM cost.
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pub fn link_with_all_assets(
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&self,
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user_code: &[Instruction],
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sprites: &[SpriteData],
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sfx: &[SfxData],
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music: &[MusicData],
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) -> Vec<u8> {
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self.link_banked(user_code, sprites, sfx, music, &[])
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}
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/// Link with the full asset pipeline plus zero or more
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/// switchable PRG banks. The switchable banks are written in
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/// declaration order and the fixed bank (which contains the
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/// runtime, NMI/IRQ handlers, vector table, bank-select
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/// subroutine, and all user code) is always placed last.
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///
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/// For mappers that don't support banking (NROM) this is an
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/// error if any switchable banks are supplied. For banked
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/// mappers the linker also splices `gen_mapper_init` into the
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/// reset path and emits a `__bank_select` subroutine plus one
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/// `__tramp_<name>` trampoline for every bank that declares an
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/// `entry_label`.
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pub fn link_banked(
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&self,
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user_code: &[Instruction],
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sprites: &[SpriteData],
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sfx: &[SfxData],
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music: &[MusicData],
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switchable_banks: &[PrgBank],
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) -> Vec<u8> {
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self.link_banked_with_ppu(user_code, sprites, sfx, music, &[], &[], switchable_banks)
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}
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/// Link with full asset pipeline including palette and
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/// background data blobs. Palettes and backgrounds each emit a
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/// labelled data block inside PRG ROM; the first declared
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/// palette / background is loaded at reset time before
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/// rendering is enabled, and any additional ones become
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/// addressable via `set_palette` / `load_background` (which
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/// queue a vblank-safe write).
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#[allow(clippy::too_many_arguments)]
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pub fn link_banked_with_ppu(
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&self,
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user_code: &[Instruction],
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sprites: &[SpriteData],
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sfx: &[SfxData],
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music: &[MusicData],
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palettes: &[PaletteData],
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backgrounds: &[BackgroundData],
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switchable_banks: &[PrgBank],
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) -> Vec<u8> {
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assert!(
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switchable_banks.is_empty() || self.mapper != Mapper::NROM,
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"NROM does not support switchable PRG banks (got {} banks)",
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switchable_banks.len()
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);
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self.link_banked_inner(
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user_code,
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sprites,
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sfx,
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music,
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palettes,
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backgrounds,
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switchable_banks,
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)
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}
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#[allow(clippy::too_many_arguments)]
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fn link_banked_inner(
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&self,
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user_code: &[Instruction],
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sprites: &[SpriteData],
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sfx: &[SfxData],
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music: &[MusicData],
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palettes: &[PaletteData],
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backgrounds: &[BackgroundData],
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switchable_banks: &[PrgBank],
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) -> Vec<u8> {
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// ROM layout.
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//
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// NROM: a single 16 KB PRG bank mapped at $C000-$FFFF.
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//
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// Banked (MMC1, UxROM, MMC3): `switchable_banks` switchable
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// 16 KB banks come first in physical order, followed by the
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// fixed bank. The fixed bank holds the runtime, NMI/IRQ
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// handlers, user code, bank-select routine, and all
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// trampolines — everything needed for control flow to work
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// at reset. The mapper is configured so the fixed bank
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// maps to $C000-$FFFF and one of the switchable banks maps
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// to $8000-$BFFF.
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let total_banks = switchable_banks.len() + 1;
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let fixed_bank_index = total_banks - 1;
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let mut all_instructions = Vec::new();
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// RESET entry point
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all_instructions.push(Instruction::new(NOP, AM::Label("__reset".into())));
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// Hardware initialization
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all_instructions.extend(runtime::gen_init());
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// Mapper configuration: for banked mappers, set up the PRG
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// layout so the fixed bank sits at $C000-$FFFF. NROM is a
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// no-op here.
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all_instructions.extend(runtime::gen_mapper_init(
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self.mapper,
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self.mirroring,
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total_banks,
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));
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// Load the initial palette. If the program declared any
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// `palette` blocks, use the first one; otherwise fall back
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// to the built-in default palette so sprites show up in a
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// reasonable colour scheme without any user setup.
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if let Some(first_palette) = palettes.first() {
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all_instructions.extend(runtime::gen_initial_palette_load(&first_palette.label()));
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} else {
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all_instructions.extend(self.gen_palette_load());
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}
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// Load the initial background if the program declared any.
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// Most programs don't, so the common case emits nothing
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// here and leaves nametable 0 zero-filled.
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if let Some(first_bg) = backgrounds.first() {
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all_instructions.extend(runtime::gen_initial_background_load(
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&first_bg.tiles_label(),
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&first_bg.attrs_label(),
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));
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// Enable background rendering. Default init only turns
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// on sprites (`$10`), so OR in the background bit
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// (`$08`) when a user background is present.
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all_instructions.push(Instruction::new(LDA, AM::Immediate(0x1E)));
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all_instructions.push(Instruction::new(STA, AM::Absolute(0x2001)));
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}
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// User code (var init + main loop)
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all_instructions.extend(user_code.iter().cloned());
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// Bank-select subroutine plus a trampoline per declared bank
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// that has an entry label. Emitted only for banked mappers
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// (NROM has no switchable banks by definition). The helpers
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// live in the fixed bank so they're always reachable at
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// $C000-$FFFF regardless of which switchable bank is
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// currently mapped at $8000.
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if self.mapper != Mapper::NROM {
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all_instructions.extend(runtime::gen_bank_select(self.mapper));
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#[allow(clippy::cast_possible_truncation)]
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let fixed_bank_num = fixed_bank_index as u8;
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for (i, bank) in switchable_banks.iter().enumerate() {
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if let Some(entry) = &bank.entry_label {
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#[allow(clippy::cast_possible_truncation)]
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let bank_num = i as u8;
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all_instructions.extend(runtime::gen_bank_trampoline(
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&bank.name,
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entry,
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bank_num,
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fixed_bank_num,
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));
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}
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}
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if self.mapper == Mapper::UxROM {
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// UxROM needs a 256-byte bank-select bus-conflict
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// table in the fixed bank. The `__bank_select`
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// routine for UxROM writes to $FFF0 so the byte
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// at that address in ROM must match the bank being
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// selected — we splice in a 0..255 table just before
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// the vector area.
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all_instructions.extend(runtime::gen_uxrom_bank_table());
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}
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}
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// Math runtime routines (included always for simplicity)
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all_instructions.extend(runtime::gen_multiply());
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all_instructions.extend(runtime::gen_divide());
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// Audio subsystem — linked in whenever user code touched
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// audio (detected via the `__audio_used` marker emitted by
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// the IR codegen). The driver body, period table, and
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// user/builtin data blobs are all spliced into PRG here.
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//
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// Order is important: the audio tick references both the
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// period table and the data blobs by label, so those labels
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// must be defined in the same assembly pass. The tick body
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// also has to exist before `__nmi` because NMI JSRs into
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// `__audio_tick` — so we emit it alongside the math
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// routines, well before the NMI handler below.
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let has_audio = has_label(user_code, "__audio_used");
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if has_audio {
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all_instructions.extend(runtime::gen_audio_tick());
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all_instructions.extend(runtime::gen_period_table());
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// Emit one data block per sfx blob: a label followed by
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// the envelope bytes. `play Name` codegen emits a
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// SymbolLo/SymbolHi pair that resolves to this label.
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for blob in sfx {
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all_instructions.extend(runtime::gen_data_block(
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&blob.label(),
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blob.envelope.clone(),
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));
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}
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// Same for music: label + note stream.
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for blob in music {
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all_instructions
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.extend(runtime::gen_data_block(&blob.label(), blob.stream.clone()));
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}
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}
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// Palette and background data blobs. Each palette is a
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// 32-byte block labelled `__palette_Name`; backgrounds are
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// split into two blocks (`__bg_tiles_Name`, `__bg_attrs_Name`)
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// so the reset loader and the NMI update helper can push
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// them with independent pointers. We always splice the
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// blobs whenever the program declares any palette or
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// background — there's no equivalent of `__audio_used`
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// because simply *declaring* a palette is enough to need
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// its bytes in ROM (the reset loader reads them).
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for pal in palettes {
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all_instructions.extend(runtime::gen_data_block(&pal.label(), pal.colors.to_vec()));
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}
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for bg in backgrounds {
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all_instructions.extend(runtime::gen_data_block(
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&bg.tiles_label(),
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bg.tiles.to_vec(),
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));
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all_instructions.extend(runtime::gen_data_block(
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&bg.attrs_label(),
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bg.attrs.to_vec(),
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));
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}
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// The NMI needs the palette/nametable update helper whenever
|
|
// the program declared any palette or background, or the
|
|
// IR codegen emitted the `__ppu_update_used` marker (which
|
|
// signals that user code contains a `set_palette` or
|
|
// `load_background` statement). Either condition brings in
|
|
// the ~70-byte helper; programs that touch neither pay
|
|
// zero bytes.
|
|
let has_ppu_updates = !palettes.is_empty()
|
|
|| !backgrounds.is_empty()
|
|
|| has_label(user_code, "__ppu_update_used");
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|
|
|
// NMI handler
|
|
all_instructions.push(Instruction::new(NOP, AM::Label("__nmi".into())));
|
|
// If user code emits an MMC3 reload hook, splice in a JSR
|
|
// before the regular NMI runs. This reloads the scanline IRQ
|
|
// counter each frame so the handler fires at the right line.
|
|
// The presence of the `__ir_mmc3_reload` label is detected
|
|
// during assembly via the labels map; we unconditionally
|
|
// emit a conditional JSR whose target is resolved at link
|
|
// time. The helper emits an RTS so it's safe to call even
|
|
// when there's no work to do.
|
|
if has_label(user_code, "__ir_mmc3_reload") {
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|
all_instructions.push(Instruction::new(JSR, AM::Label("__ir_mmc3_reload".into())));
|
|
}
|
|
// Audio tick: if audio is in use, JSR into the per-frame
|
|
// driver tick before the normal NMI body. The tick walks
|
|
// both the sfx envelope and the music note stream, writing
|
|
// APU registers as needed. Programs that never use audio
|
|
// skip this splice entirely — no ROM cost.
|
|
if has_audio {
|
|
all_instructions.push(Instruction::new(JSR, AM::Label("__audio_tick".into())));
|
|
}
|
|
all_instructions.extend(runtime::gen_nmi(has_ppu_updates));
|
|
|
|
// IRQ handler
|
|
all_instructions.push(Instruction::new(NOP, AM::Label("__irq".into())));
|
|
all_instructions.extend(runtime::gen_irq());
|
|
|
|
// Assemble everything at $C000
|
|
let base_addr = 0xC000;
|
|
let result = asm::assemble(&all_instructions, base_addr);
|
|
|
|
// Build PRG ROM with vector table
|
|
let mut prg = result.bytes;
|
|
|
|
// Pad to fill the bank up to vector table location
|
|
// Vector table is at $FFFA-$FFFF (relative offset: $3FFA in a 16 KB bank)
|
|
let vector_offset = 0x3FFA;
|
|
if prg.len() > vector_offset {
|
|
panic!("PRG code exceeds 16 KB bank (code is {} bytes)", prg.len());
|
|
}
|
|
prg.resize(vector_offset, 0xFF);
|
|
|
|
// Write vector table. IR codegen emits a richer IRQ handler
|
|
// under `__irq_user` when the program has scanline handlers;
|
|
// prefer that over the generic RTI stub at `__irq`.
|
|
let nmi_addr = result.labels.get("__nmi").copied().unwrap_or(0xC000);
|
|
let reset_addr = result.labels.get("__reset").copied().unwrap_or(0xC000);
|
|
let irq_addr = result
|
|
.labels
|
|
.get("__irq_user")
|
|
.or_else(|| result.labels.get("__irq"))
|
|
.copied()
|
|
.unwrap_or(0xC000);
|
|
|
|
prg.extend_from_slice(&nmi_addr.to_le_bytes());
|
|
prg.extend_from_slice(&reset_addr.to_le_bytes());
|
|
prg.extend_from_slice(&irq_addr.to_le_bytes());
|
|
|
|
// Build ROM
|
|
let mut builder = RomBuilder::new(self.mirroring);
|
|
builder.set_mapper(crate::rom::mapper_number(self.mapper));
|
|
|
|
// Multi-bank layout: each switchable bank is an independent
|
|
// 16 KB slot whose contents the linker takes verbatim from
|
|
// the caller, followed by the fixed bank (just assembled).
|
|
// For NROM (no switchable banks) this collapses to the
|
|
// legacy single-bank path.
|
|
if switchable_banks.is_empty() {
|
|
builder.set_prg(prg);
|
|
} else {
|
|
let mut banks: Vec<Vec<u8>> = Vec::with_capacity(total_banks);
|
|
for bank in switchable_banks {
|
|
assert!(
|
|
bank.data.len() <= 16384,
|
|
"switchable bank '{}' exceeds 16 KB ({} bytes)",
|
|
bank.name,
|
|
bank.data.len()
|
|
);
|
|
banks.push(bank.data.clone());
|
|
}
|
|
banks.push(prg);
|
|
builder.set_prg_banks(banks);
|
|
}
|
|
|
|
// CHR ROM: tile 0 is reserved for the default smiley, followed by
|
|
// any user-declared sprites placed at their assigned tile indices.
|
|
let mut chr = vec![0u8; 8192];
|
|
chr[..16].copy_from_slice(&DEFAULT_SPRITE_CHR);
|
|
for sprite in sprites {
|
|
let offset = sprite.tile_index as usize * 16;
|
|
let end = offset + sprite.chr_bytes.len();
|
|
if end <= chr.len() {
|
|
chr[offset..end].copy_from_slice(&sprite.chr_bytes);
|
|
}
|
|
}
|
|
builder.set_chr(chr);
|
|
|
|
builder.build()
|
|
}
|
|
|
|
/// Generate instructions to load the default palette into the PPU.
|
|
fn gen_palette_load(&self) -> Vec<Instruction> {
|
|
let mut out = Vec::new();
|
|
|
|
// Set PPU address to $3F00 (palette start)
|
|
out.push(Instruction::new(LDA, AM::Absolute(0x2002))); // read PPU status to reset latch
|
|
out.push(Instruction::new(LDA, AM::Immediate(0x3F)));
|
|
out.push(Instruction::new(STA, AM::Absolute(0x2006))); // PPU addr high byte
|
|
out.push(Instruction::new(LDA, AM::Immediate(0x00)));
|
|
out.push(Instruction::new(STA, AM::Absolute(0x2006))); // PPU addr low byte
|
|
|
|
// Write all 32 palette bytes
|
|
for &color in &DEFAULT_PALETTE {
|
|
out.push(Instruction::new(LDA, AM::Immediate(color)));
|
|
out.push(Instruction::new(STA, AM::Absolute(0x2007))); // PPU data
|
|
}
|
|
|
|
out
|
|
}
|
|
}
|