1
0
Fork 0
mirror of https://github.com/imjasonh/nescript synced 2026-07-08 08:55:38 +00:00
nescript/CLAUDE.md
Claude 6d9ebc7d7b
docs: add docs/pong.gif demo to README
Record a 6-second gif of examples/pong.nes running in jsnes and
embed it alongside docs/platformer.gif and docs/war.gif as the
third project demo. The gif opens on Pong's title menu (CPU VS
CPU / 1 PLAYER / 2 PLAYERS) — warmup = 4 frames keeps the menu
as the thumbnail the way war's recording does, and then the
headless autopilot advances to gameplay partway through the
clip.

- docs/pong.gif committed (128 KB)
- README.md links it under the war demo
- scripts/pre-commit rebuilds it when examples/pong* or the
  recorder/harness change
- .github/workflows/ci.yml fails if the committed copy is stale
- CLAUDE.md and tests/emulator/record_gif.mjs reference the new
  gif in the "how to regenerate" sections

https://claude.ai/code/session_0134F5uwDEVTes2Ee9S7JeXy
2026-04-16 10:44:57 +00:00

10 KiB
Raw Blame History

CLAUDE.md

Guidance for Claude Code (and any other AI agents) working in this repo. Keep it short and practical — it's here so the next agent doesn't have to re-derive the project conventions from scratch.


Project shape

  • NEScript is a Rust-based compiler that turns .ne source files into iNES ROMs. Single binary, no external assemblers, no external linkers.

  • src/ is a flat module layout: each compiler phase is its own directory with mod.rs + tests.rs. See docs/architecture.md for the phase pipeline.

  • Examples live in examples/*.ne. Every example is expected to compile cleanly and has a pinned emulator golden — see below.

  • examples/*.nes is committed. The compiler is deterministic (same source → byte-identical ROM), so the ROMs travel with the repo. If you edit any .ne file you must rebuild its .nes in the same commit — CI's examples job rebuilds each ROM into a tmp path and fails if the committed version differs, pointing at the exact cargo run -- build examples/<name>.ne to run. The pre-commit hook under scripts/pre-commit catches this locally.

  • docs/platformer.gif, docs/war.gif, and docs/pong.gif are committed and embedded in the top-level README as the project demos. gifenc + jsnes are deterministic, so each gif's bytes are a function of the compiler, the runtime, the harness, and the underlying .ne source(s). Any change to those that affects the first ~6 seconds of observable gameplay must be followed by regenerating the affected gif:

    node tests/emulator/record_gif.mjs platformer 360 2 docs/platformer.gif
    node tests/emulator/record_gif.mjs war        360 2 docs/war.gif        4
    node tests/emulator/record_gif.mjs pong       360 2 docs/pong.gif       4
    

    (The trailing 4 on the war and pong commands is the warmup-frames override — both open on a title menu that we want as the gif thumbnail, so we don't skip past it the way the platformer recording does.) Commit the regenerated gif in the same change. CI's emulator job renders fresh gifs and fails if any committed copy doesn't byte-match. The pre-commit hook rebuilds whichever gif is affected when platformer.ne, platformer.nes, any file under examples/war/, war.ne, war.nes, any file under examples/pong/, pong.ne, pong.nes, record_gif.mjs, or harness.html is staged (and tests/emulator/node_modules is installed).

  • docs/future-work.md lists the remaining gaps. If you implement something from that file, update the doc in the same PR.

Running the basics

cargo build --release              # build the compiler
cargo test --all-targets           # all Rust tests — MUST include --all-targets
cargo fmt                          # mandatory before committing
cargo clippy --all-targets -- -D warnings   # mandatory; fix or #[allow]
./target/release/nescript build examples/hello_sprite.ne   # build one ROM

Always pass --all-targets to cargo test. CI runs cargo test --all-targets, which additionally compiles and smoke-runs the compile benchmark under benches/compile.rs. A plain cargo test skips that, so a bench that doesn't compile will pass locally and red-flag CI — this exact failure mode bit us once already (commit 889074a).

The repo ships a pre-commit hook at scripts/pre-commit that runs cargo fmt --check, cargo clippy --all-targets -- -D warnings, cargo test --all-targets, and the committed-ROM reproducibility diff. Install it once per worktree with:

cp scripts/pre-commit .git/hooks/pre-commit && chmod +x .git/hooks/pre-commit

Do this before your first commit in a new worktree. The hook catches stale ROMs, stale platformer gif, and divergent bench/compile pipelines before they hit CI.

Compile every example at once:

for f in examples/*.ne; do cargo run --release -- build "$f"; done

The jsnes emulator harness

This is the most important piece of project-specific tooling. Every .ne example has a pixel-exact PNG golden and a sample-exact audio hash committed under tests/emulator/goldens/. Any compiler change that alters observable behaviour — codegen, optimizer, runtime, linker, asset pipeline — will flip at least one golden, and CI will fail loudly with a visible diff. Do not skip or weaken this check.

Layout

tests/emulator/
  harness.html          # thin wrapper around jsnes; exposes window.nesHarness
                        # with loadRomBase64, runFrames, rawPixelsBase64,
                        # audioHash, audioWavBase64
  run_examples.mjs      # puppeteer-driven runner (headless Chrome)
  package.json          # depends on jsnes, pngjs, puppeteer
  goldens/
    <name>.png          # 256×240 RGBA framebuffer at frame 180 (~3s at 60fps)
    <name>.audio.hash   # one line: "<fnv1a-hex> <sample-count>"
  actual/               # gitignored; written on every run for diff artifacts

Running it locally

The harness is separate from cargo test. You have to run it by hand:

# 1. Rebuild every example with the current compiler. The harness
#    reads whatever sits under examples/*.nes — if you want to test
#    your working copy you have to rebuild them first.
cargo build --release
for f in examples/*.ne; do ./target/release/nescript build "$f"; done

# 2. Install node deps (once per worktree; node_modules/ is gitignored).
cd tests/emulator
npm install          # or `npm ci` in CI

# 3. Verify every ROM still matches its golden.
node run_examples.mjs
# → "22/22 ROMs match their goldens" on success
# → FAIL / MISS lines + `actual/<name>.png`, `actual/<name>.diff.png`,
#   `actual/<name>.wav` written for any ROM that mismatched

The harness always runs against whatever sits in examples/*.nes, so iterating on the compiler means rebuilding the example first. CI's emulator job does this too — it builds the compiler, compiles every .ne into the workspace (overwriting the committed ROMs, which are ephemeral in the CI checkout), and then runs the harness. The committed ROMs are a PR-review convenience and a "did this change affect codegen" tripwire via the examples job's reproducibility diff; they are not what the emulator job tests.

Updating goldens

If a change is supposed to flip goldens (you added a new example, changed a rendering path, fixed a bug that was baked into the old output), update them with:

cd tests/emulator
UPDATE_GOLDENS=1 node run_examples.mjs     # rewrites every mismatched golden
# or
node run_examples.mjs --update-goldens

Then git diff tests/emulator/goldens/ the result, eyeball each change, and include the updated PNG+hash files in the same commit as the code change. Goldens are the contract; the commit message should explain why each diff is legitimate. Never UPDATE_GOLDENS=1 just to silence a failing CI — that defeats the entire purpose of the harness.

Adding a new example

  1. Write examples/<name>.ne.
  2. Build it with the release compiler so a .nes file lands next to it.
  3. Run UPDATE_GOLDENS=1 node run_examples.mjs to generate goldens/<name>.png and goldens/<name>.audio.hash. Both files must be committed — the runner treats missing goldens as a hard failure.
  4. Verify visually that the generated PNG is what you actually intended (open it; you can use Read on the PNG file to have Claude display it).
  5. Add the example to the tables in README.md and examples/README.md.

What the harness tests (and doesn't)

  • Tests: final rendered framebuffer at frame 180, full audio sample stream over the same window. Catches codegen miscompiles, runtime bugs, linker layout changes, PPU timing regressions, APU regressions, asset pipeline bugs — essentially anything that affects the observable behaviour of a whole program.
  • Does not test: input handling (no buttons pressed during the run), anything past frame 180 (~3 seconds), state transitions that require user input. Examples that need input to look non-trivial should structure themselves so a good demo happens on autopilot — e.g. a frame counter that drives the interesting state (examples/palette_and_background.ne is a working pattern).

CI integration

The emulator job in .github/workflows/ci.yml installs Chrome deps, builds all examples, then runs the harness. On failure it uploads the actual/ directory and report.json as an artifact named emulator-diff so reviewers can download and inspect the pixel diffs without cloning the repo. The CI job does not pass UPDATE_GOLDENS; if it flips, the change needs a manual update + review.

Conventions worth knowing

  • Every src/**/mod.rs has a co-located tests.rs. Add unit tests there, not in a separate file.
  • Big cross-phase tests go in tests/integration_test.rs. Use the compile / compile_banked helpers at the top of that file instead of re-building the pipeline by hand.
  • Error codes live in src/errors/diagnostic.rs. Don't add a new code without emitting it from somewhere — clippy will catch unused variants, but past agents have also let them sit as dead code.
  • Zero page is tight. $00-$0F is reserved for the runtime (frame flag, input, OAM cursor, sfx/music pointers). $11-$17 is reserved for PPU palette/background updates when the program declares them (the analyzer bumps the user ZP start from $10 to $18 in that case — programs without palette/bg keep the old $10 layout to preserve their goldens). User vars go at $10+ or $18+; IR temps land at $80+.
  • docs/future-work.md is the authoritative roadmap. If you finish an item, delete its section; if you add a new gap, write one.

Things to avoid

  • Don't add backwards-compat shims. The repo is pre-1.0; breaking changes are fine if they improve the code. Delete dead code outright rather than #[allow(dead_code)]-ing it.
  • Don't skip cargo fmt / cargo clippy. CI runs both and they are cheap.
  • Don't UPDATE_GOLDENS=1 without reading the diff. If you can't explain why a golden flipped, the change is probably wrong.
  • Don't commit tests/emulator/actual/ or tests/emulator/node_modules/. Both are gitignored, but it's worth double-checking before a commit that touches the emulator directory.