1
0
Fork 0
mirror of https://github.com/imjasonh/nescript synced 2026-07-08 08:55:38 +00:00
nescript/examples/audio_demo.ne
Claude 9a539ea068
compiler: audio driver, u16 arithmetic, multi-scanline, slot recycling
Five language features and optimizations from the planned-work backlog:

- **Minimal audio driver**: `play`/`start_music`/`stop_music` now generate
  APU pulse-1/pulse-2 writes from a builtin SFX/music name table, and
  the NMI handler gains a `JSR __audio_tick` splice (via the linker's
  `__audio_used` marker lookup) that ages an SFX countdown counter and
  mutes pulse 1 when the tone expires. Programs that never trigger
  audio pay zero ROM cost.

- **u16 arithmetic and comparisons**: new IR ops `LoadVarHi`, `StoreVarHi`,
  `Add16`, `Sub16`, and six `Cmp*16` variants. The lowering context
  tracks variable types via the analyzer's symbol table and routes
  expressions through the 8-bit or 16-bit path based on operand width.
  Add16 emits `CLC;ADC;ADC` with carry propagating naturally into the
  high byte; compares dispatch high-byte-first with a short-circuit
  low-byte fallback. Fixes a silent miscompile where `big += 1` on a
  u16 var only incremented the low byte.

- **Multi-scanline handlers per state**: `gen_scanline_irq` now
  dispatches on `(current_state, ZP_SCANLINE_STEP)` and reloads the
  MMC3 counter with the delta to the next scanline in the same state.
  `gen_scanline_reload` resets the step counter at the top of each
  NMI so a state with multiple handlers fires them in ascending line
  order. Previously only the first handler per state ever fired.

- **IR temp slot recycling**: `build_use_counts` pre-scans each
  function to count per-temp uses; `retire_op_sources` decrements
  the counts after each op and pushes dead slots back onto
  `free_slots` for later allocation. `bitwise_ops.ne` used to crash
  (debug) or miscompile (release) once it hit 128 concurrent temps;
  with recycling the same function now uses ~4 slots instead of 136.

- **INC/DEC peephole fold + improved dead-load elimination**:
  `fold_inc_dec` collapses `LDA addr; CLC; ADC #1; STA addr` into
  a single `INC addr` (and the SEC/SBC variant into `DEC addr`),
  saving 5 bytes and 5 cycles per increment. The fold is suppressed
  when the next instruction reads carry. `remove_dead_loads` now
  walks past INC/DEC/STX/STY (which don't touch A) to find the
  actual next A-use, catching more dead loads.

Tests: 331 unit + 39 integration (up from 313 + 37), including new
guards for audio, u16, multi-scanline, and slot recycling.

https://claude.ai/code/session_01A8qk3gw2jWSzdiXBZPZSFE
2026-04-12 22:21:53 +00:00

48 lines
1.5 KiB
Text

// Audio Demo — shows off the minimal APU driver.
//
// Press a button to trigger each sound effect. Start begins the
// background tone; Select stops it. The driver uses pulse 1 for
// SFX and pulse 2 for music, both running out of the built-in
// NMI audio tick.
//
// The SFX name is looked up in a small builtin table of tones:
// coin — high short blip (also: pickup, collect)
// jump — mid short tone (also: hop)
// hit — low short blast (also: damage, explode)
// click — short beep (also: select, confirm)
// cancel — low longer tone (also: back, error)
// shoot — very high short pulse (also: laser, fire)
// Unknown names play a generic mid-frequency beep.
//
// Build: cargo run -- build examples/audio_demo.ne
// Output: examples/audio_demo.nes
game "Audio Demo" {
mapper: NROM
}
var px: u8 = 128
var py: u8 = 120
on frame {
// Move the smiley so you can see the game is running.
if button.right { px += 1 }
if button.left { px -= 1 }
if button.down { py += 1 }
if button.up { py -= 1 }
// Trigger SFX on d-pad-press equivalents. Using `_pressed`
// would be nicer but the builtin table keys off the name, so
// holding a button just retriggers the same tone every frame,
// which is audible and good for a demo.
if button.a { play coin }
if button.b { play jump }
// Start/stop the background music loop.
if button.start { start_music theme }
if button.select { stop_music }
draw Smiley at: (px, py)
}
start Main