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nescript/docs/future-work.md
Claude a924dcc59c
docs: mark PRNG/edge-input/palette-brightness/AxROM/CNROM/FCEUX as shipped
Updates the cc65/nesdoug-gap catalogue sections to reflect what
landed in 7507459. Remaining items reshuffle: i16 and the VRAM
update buffer stay at the top of the priority ranking.
2026-04-18 18:14:48 +00:00

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Future Work

This document tracks the gaps between what NEScript currently compiles and what the spec describes. Items are grouped by area. Anything implemented and tested is omitted — git log is the authoritative record of what shipped.


PNG-sourced assets

What ships today. palette Name { colors: [...] } and background Name { tiles: [...], attributes: [...] } declarations with inline byte arrays, plus palette Name @palette("file.png") and background Name @nametable("file.png") for PNG-sourced variants. The palette path maps each pixel to its nearest NES master-palette index (via nearest_nes_color() in src/assets/palette.rs), deduplicates, and emits the 32-byte blob; the nametable path slices a 256×240 PNG into the 32×30 tile grid, deduplicates (max 256 unique tiles), and emits the 960+64 byte nametable/attribute blobs. The nametable path now also auto-generates the per-tile CHR data via png_to_nametable_with_chr and slots it into CHR ROM after the user's sprite tile range — see examples/auto_chr_background.ne for the end-to-end flow. --memory-map reports per-blob PRG ROM addresses and a running total alongside the variable layout.

Still TODO.

  • Per-state background rendering control — programs currently load a single nametable at reset. Per-state swaps work but are limited by the NMI-time write budget (~2273 cycles, enough for a palette but not a full 1024-byte nametable).
  • Per-quadrant palette selection from PNG sources — the png_to_nametable_with_chr attribute path picks sub-palettes based on brightness buckets, which is fine for grayscale demos but doesn't let the user say "this 32×32 tile uses sub-palette 2". A separate palette_map: shortcut exists for inline backgrounds; the PNG path could grow a sibling @palette_map("hint.png") that overrides the brightness buckets.

User code distribution across switchable banks

What ships today. bank Foo { fun bar() { ... } } nesting places user functions into a specific switchable bank. The codegen emits per-bank instruction streams; the linker runs a two-pass assembly (discover labels per-bank, then resolve with the merged label table) so banked code can still reference fixed-bank symbols. Cross-bank calls — both fixed → banked and banked → banked — are rewritten to JSR __tramp_<name>, where each trampoline is a per-function stub in the fixed bank that reads the caller's current bank from ZP_BANK_CURRENT, pushes it on the hardware stack, switches to the target, JSRs the entry, then pulls and restores the caller's bank. gen_mapper_init seeds ZP_BANK_CURRENT with the fixed bank index at reset so the first cross-bank call from the fixed bank still leaves the fixed bank mapped at $8000. See examples/uxrom_user_banked.ne (fixed → banked) and examples/uxrom_banked_to_banked.ne (banked → banked).

Still TODO.

  • Greedy size-packing. Placement is explicit-only today — there is no pass that takes a program with too much fixed-bank code and automatically spills the biggest leaf functions to declared empty banks.
  • MMC3 per-state-handler split — the mmc3_per_state_split.ne example still uses the legacy fixed-bank placement for its handlers. Extending the banked-fun syntax to state handlers (plus trampoline emission on handler dispatch) would unify the two paths. The blocker isn't the trampoline — those work for any caller now — but the state-handler dispatcher in the IR codegen needs to learn that state handlers can live in a switchable bank, and to JSR through a trampoline whose entry is the handler label.

Language feature gaps (post-v0.1)

From the spec's "Reserved for Future Versions" section:

Feature Description
Fixed-point fixed8.8 type for sub-pixel movement with operator support.
Text / HUD Font sheet declarations + layout system for scores, health, menus.
Tilemaps Declarative level data with built-in collision queries.
SRAM / saves Persistent storage declarations for battery-backed save data.

NES 2.0 headers are now supported via game Foo { header: nes2 } — see src/rom/mod.rs.

Metasprites are now supported via metasprite Name { sprite: ..., dx: [...], dy: [...], frame: [...] } — see examples/metasprite_demo.ne. The IR lowering expands draw Hero at: (x, y) into one DrawSprite op per tile, with each tile's frame index offset by the underlying sprite's base tile so the codegen sees a stream of regular draws and the OAM cursor allocator picks them up unchanged. Negative offsets and runtime-varying tile selection are still TODO — the current form takes literal u8 offsets.

Struct / array field widths

Nested struct fields (hero.pos.x) and array struct fields (hero.inv[i]) now compile end-to-end. The analyzer recursively flattens the struct layout into per-leaf synthetic variables (with intermediate Struct(...) symbols for the dotted prefixes), and the parser loops the dotted chain in parse_primary and parse_assign_or_call so the existing format!("{name}.{field}") synthetic-name model still works without IR changes. Array-of-structs is still rejected with E0201 — the synthetic-variable model can't index per-element struct layouts without further codegen work, see src/analyzer/mod.rs::register_struct.


Audio pipeline

What ships today. Frame-walking pulse driver with sfx Name { duty, pitch, volume } and music Name { duty, volume, repeat, notes } blocks; builtin effects and tracks; a 60-entry period table; __audio_used marker that elides the whole subsystem when no program statement references it. Plus channel: triangle and channel: noise on sfx blocks, which splice in per-channel slots that write to $4008-$400B (triangle) or $400C-$400F (noise) when a program declares them. Plus per-frame pitch envelopes on Pulse-1 sfx — a pitch: array with more than one distinct value opts into a separate __sfx_pitch_<name> blob that the audio tick walks in lockstep with the volume envelope, writing $4002 on every NMI for a real frequency-sweeping pulse channel. Pulse-only programs without varying-pitch sfx still produce byte-identical driver code. See examples/noise_triangle_sfx.ne and examples/sfx_pitch_envelope.ne.

Still TODO for richer audio.

  • DMC channel — delta-modulation sample playback is not wired yet.
  • Multi-channel tracker playback — one notes list per channel on music blocks (the triangle/noise SFX are one-shot envelopes, not a tracker).
  • @sfx("file.nsf") / @music("file.ftm") — neither the NSF nor the FamiTracker format is parsed yet.
  • Per-frame pitch envelopes on triangle / noise sfx — the data shape (a parallel pitch array on the sfx block) is the same as for Pulse-1, but the runtime triangle/noise tick blocks currently only write their volume registers ($4008 / $400C). Extending them to also walk a per-channel pitch envelope and write $400A / $400E is the natural next step now that the pulse path is proven.

Debug instrumentation

What ships today. debug.log(...) and debug.assert(...) lower to $4800 writes when --debug is passed, and are stripped entirely in release builds. --symbols <path> writes a Mesen-compatible .mlb file listing function, state-handler, and variable addresses (with PRG ROM offsets for code and CPU addresses for RAM). --source-map <path> consumes the SourceLoc IR op and writes a plain-text map of <rom_offset> <file_id> <line> <col> entries for every lowered statement. --dbg <path> writes a ca65-compatible .dbg debug-info file that Mesen / Mesen2 / fceuX pick up automatically for source-level stepping, labelled variable inspection, and symbol-based breakpoints. The file stitches together the linker's label table, the __src_<N> IR markers, and the analyzer's variable allocations into the file/mod/seg/scope/span/line/sym records documented at https://cc65.github.io/doc/debugfile.html. ooffs on the segment record tracks the fixed bank's PRG-relative start, so banked ROMs (MMC1/UxROM/MMC3) also map cleanly inside the debugger. Debug builds emit array bounds checks (CMP against size, BCC past a JMP __debug_halt wedge) and bump an overrun counter at $07FF in the NMI handler when the main loop didn't reach wait_frame before the next vblank.

Plus four query expressions that mirror the counter/sticky pattern: debug.frame_overrun_count() / debug.frame_overran() return the cumulative overrun counter and a per-frame sticky bit so user code can write debug.assert(not debug.frame_overran()) guards, and debug.sprite_overflow_count() / debug.sprite_overflow() do the same for the NES PPU's sprite-per-scanline flag ($2002 bit 5), which the NMI handler samples once per frame in debug mode. All four sticky bits clear on the next wait_frame.

Still TODO.

  • debug.overlay(x, y, text) — needs the text/HUD subsystem (see Language feature gaps).

Code quality / tooling

Register allocator

All IR temps currently spill to a recycled zero-page slot ($80-$FF). The peephole pass mops up the most obvious waste, but a real CFG-aware allocator that holds short-lived temps in A/X/Y would cut a noticeable number of LDA/STA pairs.

State-local memory overlay follow-ups

State-local variables are now overlaid across mutually-exclusive states (see the analyzer's per-state allocation cursor rewind and the IR lowerer's on_enter initializer prologue), but a few pieces are still missing:

  • Same-named locals across different states. register_var stores state-locals under their bare name, so two states each declaring var timer: u8 collide with E0501. A per-state symbol-table scope prefix would let each state carve its own namespace while keeping the overlay.
  • Struct-literal and array-literal initializers on state-locals. The on-enter prologue lowers scalar initializers cleanly, and struct-literal initializers fall back to per-field stores, but array-literal initializers (var xs: u8[4] = [1,2,3,4]) are skipped. A runtime memcpy from a ROM blob into the overlay slot (mirroring the reset-time global path) is the natural lowering.
  • Handler-local overlay. Handler-local vars declared inside on_frame { ... } are already per-handler scoped via current_scope_prefix, but they get a dedicated RAM slot for the program's lifetime. Overlaying them inside each handler's stack frame — using a per-handler bump allocator that resets on each call — would shave a few bytes more on programs with many deep handlers.

Cross-block temp live-range analysis

The slot recycler is function-local per-block. Temps that flow across block boundaries get a dedicated slot for the entire function, even if a later block could reuse the slot.

WASM build target

To build a browser IDE we would need to route file I/O through a trait so the core pipeline works on &str → Vec<u8> without touching std::fs. Today the parser's preprocess pass and the asset resolver read files directly.


Error message polish

Unused error codes

ErrorCode only defines codes that are actually emitted. Previously there were placeholder variants (E0202 invalid cast, E0403 unreachable state) marked #[allow(dead_code)]; those were removed during cleanup. If those semantics come back, add the codes at that point.


cc65/nesdoug parity gaps

The nesdoug tutorial series + neslib expose a broad surface that NEScript can't currently express. This section enumerates the gaps in the order they should probably be tackled (cheapest/highest- leverage first). Anything we finish moves out of this section and into the top of the file with a "ships today" note.

A. Numeric types beyond u8 / i8 / u16 / bool

  • i16. The smallest change with the highest blast radius. Negative metasprite offsets, signed velocities, signed scroll deltas, subtraction-of-positions — none of that works today without underflow hazards. Design sketch:
    • Lexer: no change (type names are already identifiers).
    • Parser: add i16 to the primitive-type list.
    • Analyzer: extend Type + coercion table; signed×unsigned mixing should require an explicit cast.
    • IR: Add/Sub/Cmp already carry a signedness flag for i8; extend the 16-bit variants the same way.
    • Codegen: CMP/BCC/BCS for unsigned vs BMI/BPL/signed compare for signed (XOR the high bits before subtract, or branch on the overflow flag).
  • u32 / i32. Lower priority; realistically needed only for score totals and frame counters. A synthesizable pair of 16-bit halves is usually enough.

B. Pointers & function pointers

NEScript has no pointer type. This blocks indirect-dispatch tables (jmp (vec,x)), variable-size buffer manipulation, and passing "which thing" to a helper. cc65's __fastcall__ function pointers via wrapped-call + bank IDs are load-bearing for every game over 32 KB. Design sketch:

  • Introduce *T / fn(T) -> U type grammar.
  • Spell a new IR op CallIndirect that takes an address in a 16-bit temp, plus a BankHint so cross-bank pointers trampoline automatically.
  • For fixed-bank-only code we can lower to a raw JSR ($vec) equivalent (JMP ($vec) + return stub).

C. Bitfields and unions

OAM attribute bytes, controller masks, collision-flag words, and MMC3 register bits all want bitfield syntax (struct OamAttr { pal: u2, priority: u1, flip_h: u1, flip_v: u1 }). Unions show up less often but are useful for reading/writing the same bytes as two different shapes (e.g. a 16-bit counter viewed as lo: u8, hi: u8).

D. Full inline-assembly escape hatch

  • Today the inline-asm lexer accepts label: but not .label: (ca65 style). Port the lexer to accept .-prefixed local labels and emit them as ca65-compatible locals (@label).
  • Accept cc65's asm() format specifiers — %b (byte), %w (word), %l (long), %v (var), %o (offset), %g (global), %s (string) — so users can splat a compiler-allocated symbol into a hot-loop fragment.
  • Extend the directive allow-list: .byte, .word, .res, .repeat / .endrep, .macro / .endmacro. The assembler can already encode these.

E. Dense-match jump tables

match u8 { 0 => ..., 1 => ..., ... } desugars to an if/else chain at parse time today, which is O(n) compares. For dense (<= 256 entries with <= 4× spread) integer matches, lower to:

ASL A           ; index *= 2
TAX
LDA table_lo,X
STA $00
LDA table_hi,X
STA $01
JMP ($0000)

…with a per-branch .word table emitted in the function prologue. This matters most for state dispatch and attack/weapon tables.

F. Recursion stance (design constraint, not a bug)

The analyzer rejects recursive calls with E0402. That's the right call for a compiler targeting a 6502 hardware stack, but it's not documented as a design choice anywhere. Add a paragraph to the language guide explaining why, plus a pointer to the hand-rolled explicit-stack pattern (small u8[N] stack + u8 top).

G. VRAM update buffer primitive

The highest-leverage missing runtime feature. Today load_background / set_palette queue PPU writes under the hood, but there is no user-visible "write these N bytes into nametable slot (x,y) next vblank" primitive. That's the idiom behind every scoreboard, dialog box, destroyed-metatile animation, and streaming scroll in the nesdoug chapters. Concrete API sketch:

buffer.nametable_write(x, y, [0x20, 0x21, 0x22])   // horizontal
buffer.nametable_write_v(x, y, [0x20, 0x21, 0x22]) // vertical
buffer.attribute_write(x, y, 0b00011011)           // one byte
buffer.flush()                                     // force an eof

Runtime shape: a fixed ring buffer at a known RAM address ($0400?). Each entry is [header, addr_hi, addr_lo, len, data…] where header carries the NT_UPD_HORZ / NT_UPD_VERT / NT_UPD_EOF bits the neslib engine already uses. The NMI handler drains the buffer every frame and writes $FF as the sentinel.

H. Metatiles + collision as a first-class construct

cc65/nesdoug treats 2×2 metatiles + a parallel collision map as the core room format. docs/future-work.md mentions "tilemap collision queries"; raise the scope to a single cohesive feature:

metatileset DirtWorld {
  source: @tiles("dirt.chr"),
  metatiles: [
    { id: 0, tiles: [0, 1, 16, 17], collide: false },
    { id: 1, tiles: [2, 3, 18, 19], collide: true  },
    ...
  ],
}

room Level1 {
  metatileset: DirtWorld,
  layout: @room("level1.nxt"),  // NEXXT exporter format
}

on_frame {
  if collides_at(hero.x, hero.y) {
    ...
  }
}

The compiler would expand each room into a packed [(metatile_id << 4 | collision_bits), ...] blob in PRG ROM, emit a collides_at(x: u16, y: u16) -> bool helper, and stream the expanded tiles into the VRAM update buffer on a paint_room() call.

I. RLE + LZ4 nametable decompression

vram_unrle and vram_unlz4 — for scrolling/multi-room games, packing rooms is mandatory. cc65 ships both in neslib with concrete timing (0.5f RLE vs 2.8f LZ4). The per-state background swapping item in "What ships today" is exactly this problem: without a decompressor that can stream into the VRAM buffer, the NMI-time write budget (~2273 cycles) is too tight for a full nametable. RLE is the smaller first step — emit a nametable that can declare compression: rle and decompress at swap time.

J. Palette brightness / fade (ships today)

set_palette_brightness(level: u8) is a builtin that maps the 0..8 level onto $2001 PPU mask emphasis bits. See examples/palette_brightness_demo.ne for an end-to-end demo. The runtime __set_palette_brightness routine is spliced in only when user code references the builtin. Follow-ups still worth doing:

  • Blocking fade_out(frames) / fade_in(frames) helpers — today users write them in user-space with a for-loop + wait_frame. Making them builtin would elide the frame-counting boilerplate.
  • A brightness-LUT path that recolours the active palette in addition to the emphasis bits, for non-NTSC-assumption fades.

K. Edge-triggered input (ships today)

p1.button.a.pressed / p1.button.a.released (and the P2 variants) report the rising / falling edge of the button relative to the previous frame. Implementation: one IR op (ReadInputEdge { player, mask, released }), two main-RAM bytes ($07E6/$07E7 for P1/P2 prev state), and a new NMI-side snapshot of the current input byte before the next strobe, all gated on the __edge_input_used marker. See examples/edge_input_demo.ne.

L. Sprite 0 hit split-screen

split(x, y) is the neslib primitive for a fixed status bar above a scrolling playfield without MMC3. NEScript only offers on_scanline(N) on MMC3. A sprite-0-hit-based split that works on NROM/UxROM/MMC1 unlocks most of the tutorial games. API:

sprite_0_split scanline: 32, {
  scroll_x: 0,
  scroll_y: 0,
}

…emits a busy-wait on $2002 bit 6 followed by the requested scroll write.

M. Automatic sprite cycling

The existing cycle_sprites opt-in keyword rotates the DMA offset each frame. A game { sprite_flicker: true } attribute that emits the rotation automatically — plus a draw ... priority: pinned modifier for HUD sprites that must stay at low OAM slots — is the cleaner user-facing API. Mentioned already under Open Design Questions; bumping it into the active roadmap.

N. Runtime PRNG (ships today)

rand8() / rand16() / seed_rand(seed: u16) are builtin intrinsics backed by a 16-bit Galois LFSR (polynomial 0xB400, full 65535-cycle period from any non-zero seed). State lives in main RAM at $07EA/$07EB and is seeded to 0xACE1 at reset so the first draw is useful without explicit seeding. Routines + seed init are gated on the __rand_used marker — programs that never call any of the three pay zero bytes. See examples/prng_demo.ne.

O. DPCM / DMC sample playback

Already listed under Audio Pipeline. FamiStudio's DMC support (including bankswitched DMC) is the reference API shape — import @dpcm("file.dmc") into a named sample slot and expose play_dpcm(Slot, pitch: u8, loop: bool).

P. Expansion audio (VRC6, MMC5, FDS, N163, S5B, VRC7)

FamiStudio has a single export path with FAMISTUDIO_CFG_EXTERNAL and per-chip feature flags. If/when we import a FamiStudio-export format (see Q), the expansion chips come along almost for free — the runtime just has to wire up the extra write ports and the mapper has to expose them (MMC5 for the extra pulse channels, VRC6/VRC7 via their own mappers).

Q. FamiStudio text-export import

@music("file.famistudio.txt"). FamiStudio's text export is the pragmatic ingestion path; parsing it gives full tracker semantics (volume/pitch slides, arpeggios, vibrato, release notes) without reinventing the engine. FamiTracker's binary .ftm is a worse target — undocumented, version-skewed.

R. NEXXT metatile/collision import

NEXXT is the dominant asset editor in the nesdoug workflow; it emits metatile tables + collision maps as ca65-compatible assembler source. An @metatiles("room.nxt") loader (and @room("level1.nxt") for layouts — see §H) removes a whole class of hand-typed tile arrays.

S. SRAM / battery-backed saves

Already in the spec as a "reserved for future versions" item. Add a top-level save { var … } block that lands its allocations at $6000+, flips the iNES battery flag, and exposes the allocations to the rest of the program as if they were ordinary globals (with a compiler-emitted checksum on write to survive cold starts).

T. PAL/NTSC region abstraction

Neslib exposes ppu_wait_frame as a virtual-50Hz wait on PAL. Add a region: ntsc | pal | dual field on the game { } block. For dual, the runtime probes $2002 bit 7 timing at reset and sets a ZP flag; the audio engine's frame tick and any frame-counted timing respects the flag.

U. Additional controller types

Expose Zapper (light-gun) and Power Pad via typed inputs:

input gun: zapper on port: 1
input mat: power_pad on port: 2

gun.trigger, gun.light_detected, mat.button(i: u8) are the three reads every program needs.

V. Additional mappers

Shipped:

  • AxROM (mapper 7) — single-screen mirroring, 32 KB PRG pages. mapper: AxROM in game { }. Linker pads single-bank ROMs to 32 KB. See examples/axrom_simple.ne.
  • CNROM (mapper 3) — fixed 32 KB PRG, 8 KB CHR bankswitching. mapper: CNROM. See examples/cnrom_simple.ne. User-visible CHR bank selection is still TODO — the reset-time init writes bank 0 and nothing else is exposed yet.

Still TODO:

  1. GNROM / MHROM (mapper 66). Combines AxROM-style PRG with CNROM-style CHR banking. Another single-register mapper.
  2. MMC2 (mapper 9, Punch-Out only realistically). Medium.
  3. UNROM-512 (mapper 30). The modern homebrew sweet spot — 512 KB PRG + CHR-RAM + self-flashing. Mapping is UxROM-like plus a one-screen bit.
  4. MMC5 (mapper 5). Big. Driven by FamiStudio's expansion audio more than by the extra PRG/CHR modes. Probably last.

Each new mapper needs a Mapper::X variant, a reset-time gen_xrom_init() in the runtime, bank-select support in gen_bank_select(), and an iNES mapper number in rom::mapper_number. The PR checklist ("example + behaviour test + negative test") is still the bar for each of these.

W. NSF output target

The audio engine is already a standalone subsystem. An NSF-output target (--target nsf) would wrap the existing music/sfx blocks in the NSF header and expose init/play entry points. Nearly free, gets the chiptune audience for ~a day of work.

X. Configurable / Mesen-native debug output

Today the debug port is hardcoded to $4800. Expose debug.port: $4800 | mesen on the game { } block. For mesen, emit writes to $4018 (Mesen's documented debug port) and document the trace-log tool invocation in the debug docs.

Y. FCEUX .nl / .ld label file output (ships today)

--fceux-labels <prefix> emits <prefix>.<bank-index>.nl for each PRG bank plus <prefix>.ram.nl for RAM/zero-page labels. Each bank line has the form $XXXX#label_name# which is what FCEUX reads. Still TODO: a .ld line-info file that pairs with the source map for proper line-level stepping in FCEUX.

Z. Explicit bank-placement hints on functions and data

bank Foo { fun bar() } already exists; extend the sugar to attributes on individual items so users don't have to restructure their source:

@bank(3) fun slow_helper() { ... }
@bank(3) const LEVEL_DATA: u8[1024] = [...]

This is particularly useful for const data, which today lands wherever the analyzer decides; users sometimes need to pin data to a specific bank to avoid bank-switch cost on a hot path.

Priority ranking

Already shipped: edge-triggered input (§K), PRNG (§N), palette brightness (§J), AxROM + CNROM (§V), FCEUX labels (§Y).

Remaining order by user value:

  1. i16 (§A) — unblocks signed physics, metasprite offsets.
  2. VRAM update buffer (§G) — unblocks HUDs, dialog, streaming.
  3. Sprite-0 split (§L) + auto sprite cycling (§M) — cheap polish.
  4. Register allocator (existing section) — compounding size win.
  5. Metatiles + collision (§H) — closes several items at once.
  6. Inline-asm completeness (§D) — escape hatch for power users.
  7. Arrays-of-structs + bitfields (§C) + fn pointers (§B) — turns NEScript into a general-purpose NES language.
  8. SRAM (§S) + UNROM-512 + GNROM + MMC5 (§V) — ecosystem fit.
  9. FamiStudio import (§Q) + DPCM (§O) + expansion audio (§P).

Open design questions

  1. Inline asm label syntax. .label: (ca65 style) vs label: (generic)? Today the inline-asm parser accepts label: but not .label; migrating would be cheap but would invalidate any copy-pasted ca65 fragments.
  2. Debug port address. $4800 is conventional but not universal. Should we support multiple debug output methods?
  3. OAM allocation strategy. Sequential allocation remains the default; the cycle_sprites opt-in keyword rotates the DMA offset each frame so scenes past the 8-per-scanline budget flicker instead of dropping the same sprite every frame. Open question: should automatic cycling become a game attribute (sprite_flicker: true) that emits the increment without requiring a per-frame call, and/or add a draw ... priority: pinned modifier for HUD sprites that must stay at low OAM slots?
  4. Error recovery granularity. How aggressively should the parser recover? More recovery means more errors per compile but also risks cascading false errors.