mirror of
https://github.com/imjasonh/nescript
synced 2026-07-08 08:55:38 +00:00
The `--use-ast` path through `src/codegen/mod.rs` was a strictly
inferior subset of the IR codegen. Building every example with
`--use-ast` through the jsnes harness:
- `arrays_and_functions` — fully black (array init + function
return values + OAM-in-loop all broken)
- `structs_enums_for` — fully black (struct literal is a no-op,
all fields stay at 0)
- `inline_asm_demo` — fully black
- `bitwise_ops`, `loop_break_continue` — below sprite floors
(static `next_oam_slot` bug B)
- `match_demo` — panics at compile time with
`branch offset 153 out of range` (AST's if/else-chain
desugaring of `match` emits short branches that can't reach
the far arms in a multi-arm match)
Six of fourteen examples are non-functional under `--use-ast`.
The other eight happen to fall inside the subset AST handles
(no arrays, no structs, no function return values, no
multi-sprite loops, no long match chains).
`docs/future-work.md` already listed "Once working, delete the
AST-based codegen entirely" as the intended direction. It's
working, so this commit does the deletion.
What's removed:
- The `CodeGen` struct, its impl block, and every helper in
`src/codegen/mod.rs` (the AST codegen body) — ~1150 lines.
The file is now a module header that re-exports `IrCodeGen`.
- `src/codegen/tests.rs` — 15 AST-specific instruction-pattern
tests. Every feature they covered has an equivalent test in
`src/codegen/ir_codegen.rs::{tests,more_tests}` already.
- The `--use-ast` CLI flag and its branch in `src/main.rs`.
- `compile_with_ir_codegen` in `tests/integration_test.rs` —
`compile()` now does what it did, so they merged. All 40
integration tests go through the IR path.
- Outdated sections in `docs/future-work.md` that described the
IR codegen as "not yet implemented" and listed AST codegen
gaps as priority work.
What's kept:
- `src/codegen/ir_codegen.rs` — the real codegen.
- `src/codegen/peephole.rs` — post-codegen cleanup pass, now
run unconditionally from `main.rs`.
Test plan:
- `cargo test --release` — 313 unit + 37 integration tests pass
(was 328 + 37; the 15 dropped are the deleted AST-specific
tests).
- `cargo fmt --check` clean.
- `cargo clippy --release --all-targets -- -D warnings` clean.
- `node tests/emulator/run_examples.mjs` — 14/14 ROMs render
above their per-example nonBlack floors.
- The one tightening: `sprite_resolution_uses_tile_index` was
asserting on the old static-slot encoding
(`A9 01 8D 01 02`). Updated to the cursor-based form
(`A9 01 99 01 02`, i.e. STA AbsoluteY).
Net diff: 1581 deletions, 62 insertions.
https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
454 lines
20 KiB
Markdown
454 lines
20 KiB
Markdown
# Future Work
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This document catalogs known gaps, incomplete features, and planned improvements
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in the NEScript compiler. Items are organized by priority and area.
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---
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## 1. IR-Based Code Generation
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**Status**: Complete. The AST → IR lowering, optimizer, and
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`src/codegen/ir_codegen.rs` all work end-to-end; the legacy AST
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codegen has been removed. See "Recently completed" below.
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---
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## 3. Sprite Name Resolution
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**Status**: `draw SpriteName at: (x, y)` parses the sprite name but codegen
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ignores it. All draws use OAM slot 0 with CHR tile index 0 (the built-in smiley).
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**What's needed**:
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- Track a mapping from sprite name → CHR tile index in the linker
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- When a `sprite` declaration provides inline CHR data or `@chr("file.png")`,
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write that data to the CHR ROM at a known tile index
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- In codegen, look up the sprite name to get the tile index and write it to
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OAM byte 1 (tile number)
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- Support multiple OAM slots: track a `next_oam_slot` counter per frame,
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allocate slots 0..63 as draws are emitted, warn if >64
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---
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## 4. Multi-OAM Sprite Support
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**Status**: Every `draw` writes to the same OAM bytes ($0200-$0203). Only one
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sprite is visible at a time.
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**What's needed**:
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- Frame-level OAM slot allocator: each `draw` gets the next available 4-byte slot
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- Counter reset at the start of each frame handler
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- Warn at compile time if a frame handler has >64 static draws
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- Runtime: clear unused OAM slots to Y=$FE (off-screen) at frame start
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---
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## 5. State Machine Dispatch
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**Status**: The codegen only generates code for the `start` state. Other states
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are parsed and analyzed but their frame handlers are never called.
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**What's needed**:
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- A `current_state` zero-page variable holding the active state index
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- A dispatch table at the start of the main loop: load `current_state`, branch to
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the corresponding state's frame handler
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- `transition StateName` writes the new state index to `current_state`
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- Generate `on_enter` call on transition, `on_exit` call before leaving
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---
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## 6. Include Directive
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**Status**: The `include` keyword is lexed (`KwInclude`) but not parsed or
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implemented.
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**What's needed**:
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- Parser: `include "path.ne"` at top level
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- File resolution: relative to the including file's directory
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- Circular include detection (track include stack)
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- Merge included declarations into the main `Program` AST
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- Span tracking: included files need their own `file_id` for error messages
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---
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## 7. Debug Mode
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**Status**: `--debug` flag is accepted by the CLI but has no effect.
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**What's needed**:
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- `debug.log(expr, ...)`: write values to emulator debug port ($4800)
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- `debug.assert(expr)`: emit runtime check, halt on failure
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- `debug.overlay(x, y, text)`: render text to a reserved nametable region
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- Array bounds checking in debug mode (compare index against array size)
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- Frame overrun detection: count cycles per frame, warn if approaching vblank
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- All debug code stripped in release mode (already designed: `DebugLog`/`DebugAssert`
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in the `Statement` enum are defined in the spec but not yet in the AST)
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---
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## 8. Scroll Hardware Writes
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**Status**: `scroll(x, y)` is parsed but produces no output.
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**What's needed**:
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- Write X scroll value to PPU register $2005
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- Write Y scroll value to PPU register $2005 (second write)
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- Must happen during vblank (inside NMI handler or after `wait_frame`)
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- Split-screen scroll requires MMC3 scanline IRQ (`on scanline`)
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---
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## 9. Asset Pipeline Completion
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**Status**: PNG → CHR conversion exists (`src/assets/chr.rs`) but is never called
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from the compilation pipeline.
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### 9a. Wire `@chr("file.png")` to actual PNG loading
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- When a sprite/background declares `chr: @chr("path.png")`, call `png_to_chr()`
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during compilation
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- Resolve the path relative to the source file
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- Store resulting CHR data in the ROM's CHR section at a known tile index
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### 9b. Wire `@binary("file.bin")` to raw file inclusion
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- Read the file as raw bytes and include in CHR or PRG ROM
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### 9c. Palette extraction from PNG
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- `@palette("file.png")`: analyze image colors, map to nearest NES palette entries
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- Already have `nearest_nes_color()` in `src/assets/palette.rs`
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### 9d. Nametable conversion
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- Full 256×240 PNG → 960-byte nametable + 64-byte attribute table
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- Tile deduplication (max 256 unique tiles per pattern table)
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- Error if >256 unique tiles
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---
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## 10. Error Message Polish
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**Status**: Errors work and render with ariadne, but many error paths use generic
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messages.
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### Unused error codes
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These are defined in `ErrorCode` but never emitted:
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- `E0202` — invalid cast
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- `E0203` — invalid operation for type
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- `E0301` — zero-page overflow
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- `E0403` — unreachable state
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- `E0505` — multiple start declarations
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- `W0101` — expensive multiply/divide operation
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- `W0102` — loop without break or wait_frame
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- `W0103` — unused variable
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- `W0104` — unreachable code after return/break/transition
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### Missing validations
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- No error for assigning to a `const`
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- No error for `break`/`continue` outside a loop
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- No warning for variables declared but never read
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- No error for `return` with wrong type vs function signature
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- No error for calling a function with wrong argument count/types
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---
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## 11. Scanline IRQ (MMC3)
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**Status**: `on scanline(N)` is in the spec and `on_scanline` field exists in
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`StateDecl`, but parsing and codegen are not implemented.
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**What's needed**:
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- Parser: `on scanline(N) { ... }` event handler in state bodies
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- MMC3 IRQ setup: write scanline counter to $C000/$C001/$E000/$E001
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- IRQ handler generation: branch to the scanline handler code
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- Only valid with `mapper: MMC3`
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---
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## 12. Audio
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**Status**: `play`, `start_music`, `stop_music` keywords are lexed but produce
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no output. No audio driver exists.
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**What's needed**:
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- `@sfx("file.nsf")` / `@music("file.ftm")` asset directives
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- Audio driver running in the NMI handler (after OAM DMA)
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- `play SfxName` → trigger one-shot sound effect
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- `start_music TrackName` / `stop_music` → start/stop background music
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- FamiTracker export format parsing (complex — consider using existing tools)
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---
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## 13. Language Features (Post-v0.1)
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From the spec's "Reserved for Future Versions" section:
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| Feature | Description |
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|---------|-------------|
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| **Structs** | `struct Vec2 { x: u8, y: u8 }` — composite types with known layout |
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| **Enums** | `enum Direction { Up, Down, Left, Right }` — mapped to u8 values |
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| **Fixed-point** | `fixed8.8` type for sub-pixel movement |
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| **Text/HUD** | Font sheet declarations, layout system for scores/health/menus |
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| **Metasprites** | Multi-tile sprite groups with relative positioning |
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| **Tilemaps** | Declarative level data with collision queries |
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| **SRAM/saves** | Persistent storage declarations for battery-backed save data |
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| **NES 2.0** | Extended iNES header format |
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---
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## 14. Inline Assembly
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**Status**: `asm { }` blocks are lexed (`KwAsm`, `AsmBody`) but not parsed or
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compiled. The lexer has raw-capture mode for asm content.
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**What's needed**:
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- Parser: capture asm body text, parse `{variable_name}` substitutions
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- Codegen: emit raw 6502 instructions with variable address substitution
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- Labels: local to the asm block scope
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- `raw asm { }` variant with no substitution or safety checks
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---
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## 15. Compiler Performance
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**Status**: Compilation is fast (<100ms for all examples) but has no benchmarks.
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**What's needed**:
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- `cargo bench` benchmarks for each pipeline phase
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- Regression test: compilation must stay under 500ms for any reasonable project
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- Profile-guided optimization of hot paths (lexer, parser)
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---
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## 16. WASM Build Target
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**What's needed**:
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- Factor out all file I/O behind a trait (`FileSystem` / `VFS`)
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- Core pipeline takes `&str` source → `Vec<u8>` ROM with no filesystem access
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- Compile the compiler to WASM for a browser-based IDE
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- In-browser NES emulator integration for instant preview
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---
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## 17. Open Design Questions
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From the engineering plan:
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1. **Inline asm label syntax**: `.label:` (ca65 style) vs `label:` (generic)?
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2. **Debug port address**: $4800 is conventional but not universal. Support
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multiple debug output methods?
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3. **OAM allocation strategy**: Sequential allocation vs priority-based with
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automatic sprite cycling for the 8-per-scanline limit?
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4. **Error recovery granularity**: How aggressively should the parser recover?
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More recovery = more errors per compile, but risk of cascading false errors.
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---
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## 18. Missing Assignment Operators
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`<<=` and `>>=` (shift-assign) are lexed as `ShiftLeftAssign`/`ShiftRightAssign`
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tokens but have no corresponding variants in the `AssignOp` AST enum. They can
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never appear in parsed code. Adding them requires:
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- New `AssignOp::ShiftLeftAssign` and `AssignOp::ShiftRightAssign` variants
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- Parser handling in `parse_assign_or_call` (alongside the other compound ops)
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- Codegen: load value, shift, store back
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---
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## 19. Player 2 Controller
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`Player::P1` and `Player::P2` are defined in the AST but marked `#[allow(dead_code)]`.
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The parser always produces `ButtonRead(None, ...)` — it never parses `p1.button.X`
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or `p2.button.X` syntax. The runtime only reads controller 1 ($4016).
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**What's needed**:
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- Parser: `p1.button.X` and `p2.button.X` syntax producing `Player::P1`/`P2`
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- Runtime: read controller 2 from $4017 into a second zero-page byte
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- Codegen: select the correct input byte based on player
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---
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## 20. Register Allocator
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The plan describes `src/codegen/regalloc.rs` for managing A/X/Y allocation, but
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no register allocator exists. The current codegen uses A for everything and
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spills to zero-page $02 for comparisons. A proper allocator would:
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- Track A/X/Y liveness across basic blocks
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- Use X for array indexing and loop counters
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- Use Y as secondary index
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- Spill to zero-page temps only when all three are live
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---
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## Priority Order
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### Recently completed (removed from backlog)
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These items were documented as future work but have since been implemented:
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- **State machine dispatch** — CMP + BNE + JMP trampoline dispatch table,
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`current_state` in ZP $03, on_enter/on_exit handlers as JSR targets
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- **Function call codegen** — JSR to function labels, ZP $04-$07 param passing,
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RTS for returns
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- **Break/continue** — loop_stack with JMP to continue/break labels
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- **Return** — evaluate expr to A + RTS
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- **Transition** — write state index + JMP to main loop
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- **Array indexing** — TAX + LDA/STA with ZeroPageX or AbsoluteX
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- **Scroll** — PPU $2005 writes (X then Y)
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- **Multiply/divide/modulo** — JSR __multiply/__divide with shift-and-add/restoring division
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- **Shift left/right** — ASL A / LSR A
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- **Multi-OAM sprites** — sequential slot allocation (0-63), reset per frame
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- **Const assignment error** — E0203 for assigning to constants
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- **Break outside loop error** — E0203 for break/continue without enclosing loop
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- **Math routines wired into linker** — gen_multiply/gen_divide included in ROM
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- **Sprite name resolution** — sprite declarations map to CHR tile indices,
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draw statements use the correct tile number
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- **Inline sprite CHR data** — sprite decls with `chr: [0x..., ...]` work
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- **Include directive** — `include "path"` inlines files at parse time,
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with circular include detection
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- **Shift-assign operators** — `<<=` and `>>=` work in all contexts
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- **Player 2 controller** — `p1.button.X` / `p2.button.X` syntax, P2 input
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read from $4017 into ZP $08
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- **Unused variable warning** — W0103 emits for declared-but-never-read
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globals (underscore-prefix silences)
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- **Unreachable state warning** — W0104 emits for states not reachable from
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the start state via transitions
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- **E0502 "did you mean" suggestions** — undefined variable errors include
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a suggestion for nearby-named symbols
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- **debug.log / debug.assert** — parses into `Statement::DebugLog` /
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`Statement::DebugAssert`, codegen emits runtime writes to $4800 when
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`--debug` is set, stripped in release mode
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- **--debug CLI flag wired** — threads through `CodeGen::with_debug`
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- **IR-based codegen** — `src/codegen/ir_codegen.rs` walks `IrProgram` and
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emits 6502 for every IR op: load/store, arithmetic, comparisons, arrays,
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calls, draws, input (P1 and P2), scroll, debug.log/assert, state
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dispatch, runtime OAM cursor for looped draws, transitions + on_enter
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handlers. It's the only codegen — the legacy AST-based path and the
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`--use-ast` flag were removed once the IR pipeline was proven correct
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by the jsnes emulator smoke test.
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- **IR lowering bug fixes** — `ReadInput` now has a destination temp,
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`ButtonRead` uses the proper input temp, logical AND/OR use a new
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`emit_move` helper instead of the buggy raw VarId temp storage
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- **IR Player 2 controller** — `ReadInput(temp, player)` selects $01
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or $08 based on player index
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- **IR scroll support** — `scroll(x, y)` lowers to `IrOp::Scroll(x, y)`
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which emits two PPU $2005 writes in IR codegen
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- **IR debug.log / debug.assert** — new `IrOp::DebugLog(temps)` and
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`IrOp::DebugAssert(cond)` variants, emitted as $4800 writes in debug
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mode and stripped in release (same behavior as AST codegen)
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- **Asset pipeline @binary / @chr loading** — `resolve_sprites()` reads
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raw binary files and converts PNGs via `png_to_chr()`. Missing files
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are silently skipped (documentation-friendly)
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- **Call arity validation** — E0203 when `Statement::Call` or
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`Expr::Call` has the wrong number of arguments or a mismatched
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argument type (uses a `function_signatures` map)
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- **Return type validation** — `return value` is type-checked against
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the function's declared return type (E0201); returning a value from a
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void function emits E0203
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- **W0102 loop-without-yield warning** — emitted when a `loop { ... }`
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body contains no `break`, `return`, `transition`, or `wait_frame`
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- **W0101 expensive mul/div/mod warning** — flags multiply/divide/modulo
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with two non-constant operands; literal operands are silent because
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the optimizer strength-reduces them
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- **W0104 dead-code-after-terminator warning** — statements after
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`return`, `break`, `continue`, or `transition` in the same block
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emit W0104 with a label pointing at the terminator
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- **E0301 RAM overflow** — the zero-page user region is now bounded
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above by `$80` (leaving `$80-$FF` for IR temps) and the main RAM
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allocator stops at `$0800`; overflow emits E0301 at the declaration
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- **E0505 multiple start declarations** — parser rejects a second
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`start X` token
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- **`on scanline(N)` parsing** — `state { on scanline(240) { ... } }`
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parses and populates `StateDecl::on_scanline`; analyzer emits E0203
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if the game isn't using MMC3. Codegen (MMC3 IRQ vector wiring) is
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still TODO
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- **Inline assembly** — `asm { ... }` blocks. The lexer captures the
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body as a raw `AsmBody` token; `src/asm/inline_parser.rs` provides a
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minimal 6502 mnemonic parser that handles every addressing mode the
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codegen emits. Both IR and AST codegen splice parsed instructions
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directly into the output stream
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- **Enum types** — `enum Name { V1, V2, ... }` declares u8 constants
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with values equal to declaration order. Variant names are flattened
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into the global symbol table
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- **Struct types** — `struct Vec2 { x: u8, y: u8 }` with field
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access (`pos.x = 5`) and contiguous u8-only field layout. The
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analyzer synthesizes per-field VarAllocations so the rest of the
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compiler treats field access as ordinary variable access.
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- **`for i in start..end { ... }` loops** — half-open range with a
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u8 index variable. Desugared in IR lowering to a while loop with
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a proper continue-edge block so `break`/`continue` work.
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- **Audio statement parsing** — `play SfxName`, `start_music`,
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`stop_music` parse and analyze as no-ops (no driver yet; users
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can wire audio via inline `asm` blocks).
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- **Constant expression folding** — `const B: u8 = A + 3` evaluates
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at compile time and feeds through to variable initializers too.
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- **`on scanline` codegen (minimal)** — MMC3 IRQ setup at startup
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plus a `__irq_user` dispatcher that saves registers, ACKs via
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`$E000`, dispatches on `current_state` to the right scanline
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handler, and restores. `__ir_mmc3_reload` helper re-arms the
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counter each frame from NMI.
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- **Peephole optimizer** — `src/codegen/peephole.rs` runs to fixed
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point after codegen. Current passes:
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- copy propagation for IR temps (rewrites loads to their source)
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- dead-LDA elimination (drops overwritten LDAs)
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- redundant STA/LDA pair removal
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- LDA-then-STA-same-address removal
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- dead-store elimination for IR temp slots (function-wide scan)
|
||
- A-value tracking eliminates redundant LDAs (ZP and absolute)
|
||
- branch folding: `Bxx L; JMP M; L:` → `Byy M`
|
||
- dead JMP to next label removal
|
||
- **`--dump-ir` CLI flag** — prints the lowered IR program after the
|
||
optimizer pass for debugging
|
||
- **Function-local variables** — IR codegen allocates backing
|
||
storage for `var`s declared inside function bodies, using a
|
||
per-function RAM range at `$0300+` so nested calls don't clobber
|
||
each other.
|
||
- **E0502 on assignment to undefined variable** — previously was
|
||
silently creating a new variable.
|
||
- **Function call ABI fix** — IR codegen was JSRing to `__fn_name`
|
||
but functions were defined as `__ir_fn_name`, and param VarIds
|
||
weren't in `var_addrs` so callees read temp slots instead of
|
||
parameters. Both bugs are now fixed with an integration test
|
||
guard.
|
||
- **Struct literal syntax** — `Vec2 { x: 100, y: 50 }` in both
|
||
variable initializers and assignments. Desugars in lowering to
|
||
per-field stores. Restricted to non-condition expression contexts
|
||
(if/while/for conditions) to avoid ambiguity with block `{`.
|
||
- **Match statement** — `match x { pat => body, _ => default }`
|
||
parses to an if/else-if chain at parse time, so no new AST
|
||
variant is needed. Supports any expression patterns and an
|
||
underscore catch-all.
|
||
- **For loops** — `for i in start..end { body }` (half-open range).
|
||
Desugars in IR lowering to a while loop with a proper
|
||
continue-edge block.
|
||
- **Semicolon statement separators** — short statements can share
|
||
a line: `a += 1; b += 2`.
|
||
- **Inline asm `{var}` substitution** — inside an `asm { ... }`
|
||
block, `{name}` is replaced with the hex address of the variable
|
||
`name`. The lexer balances nested braces so `{counter}` inside
|
||
an asm body is captured correctly.
|
||
- **`raw asm { ... }` blocks** — variant of inline asm that skips
|
||
`{var}` substitution, passing the body through verbatim.
|
||
- **`poke(addr, value)` / `peek(addr)` intrinsics** — hardware
|
||
register access without needing an asm block. Compile to a
|
||
single LDA/STA against a compile-time-constant address.
|
||
- **`--memory-map` CLI flag** — prints a human-readable variable
|
||
allocation table showing what's in ZP vs main RAM.
|
||
- **`--call-graph` CLI flag** — prints a call-tree view with max
|
||
depth reached from each entry point handler.
|
||
|
||
### Remaining priority order
|
||
|
||
For someone picking up this codebase, the recommended order of work:
|
||
|
||
1. **u16 / array / nested struct fields** — current structs only
|
||
allow u8/i8/bool fields. The layout machinery is ready for more
|
||
types but the codegen only handles 1-byte loads/stores.
|
||
2. **Audio driver** — the `play`/`start_music`/`stop_music`
|
||
statements parse but don't generate any code. A minimal NSF-style
|
||
driver running in NMI would unblock game projects.
|
||
3. **Multi-scanline on_scanline reload** — the current codegen
|
||
supports one scanline per state but not a chain of handlers at
|
||
different scanlines in the same frame.
|
||
4. **Register allocator** — proper A/X/Y allocation to replace
|
||
zero-page spills used by the current IR codegen. Partially
|
||
mitigated by peephole passes but still wasteful in some cases.
|
||
5. **Match statement** — `match x { 0 => ... , 1 => ... }` would be
|
||
useful for state dispatch and enum-driven logic.
|
||
8. **Text / HUD layer** — font sheet + layout system for scores.
|