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nescript/tests/integration_test.rs
Claude b575921c8e
debug: add symbol export, source maps, bounds checks, overrun counter
Implements four items from docs/future-work.md's "Debug instrumentation"
section so debugging on real ROMs is no longer a guessing game:

1. Mesen `.mlb` symbol export via `--symbols <path>`. The linker now
   returns a `LinkedRom { rom, labels, fixed_bank_file_offset }` struct
   from `link_banked_with_ppu_detailed`; `src/linker/debug_symbols.rs`
   renders that plus the analyzer's var allocations into a Mesen-
   compatible label listing (function entry points get `P:` entries
   at PRG-relative offsets; user vars get `R:` entries).

2. Source maps via `--source-map <path>`. IR lowering now emits a
   `SourceLoc(span)` op before every statement; the codegen turns each
   one into a `__src_<N>` label-definition pseudo-op and records the
   span in a side table. Source-marker emission is opt-in
   (`with_source_map(true)`) because labels become peephole block
   boundaries — leaving the markers off preserves byte-identical
   release ROMs.

3. Array bounds checking under `--debug`. Every `ArrayLoad` /
   `ArrayStore` now emits a `CMP #size; BCC ok; JMP __debug_halt; ok:`
   guard, and the codegen emits one shared `__debug_halt` trap at the
   end of the fixed bank (writes $BC to the debug port then wedges in
   a tight `JMP $`). Release builds skip the whole thing.

4. Frame-overrun detection under `--debug`. `gen_nmi` now takes a
   `debug_mode` flag; when on, it checks `ZP_FRAME_FLAG` at the top of
   the handler and increments a counter at `$07FF`
   (`DEBUG_FRAME_OVERRUN_ADDR`) if the flag was still set — meaning
   the main loop didn't reach `wait_frame` before the next vblank.
   User code can read the counter via `peek(0x07FF)`. This is the
   abbreviated form the future-work doc suggested: a bump-a-counter
   hook rather than a full cycle-budget tracker, which would need a
   new builtin. The codegen emits a `__debug_mode` marker label in
   debug mode so the linker can select the overrun-aware NMI variant.

Release ROMs for every committed example are byte-identical before
and after this change (verified with `git diff examples/` after a
full rebuild). All 512 lib tests and 71 integration tests pass;
`cargo fmt` clean; `cargo clippy --all-targets -- -D warnings` clean.

https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM
2026-04-14 02:39:36 +00:00

2192 lines
71 KiB
Rust

use std::path::Path;
use nescript::analyzer;
use nescript::assets;
use nescript::codegen::IrCodeGen;
use nescript::ir;
use nescript::linker::{Linker, PrgBank};
use nescript::optimizer;
use nescript::parser::ast::BankType;
use nescript::rom;
/// Compile a `NEScript` source string into a .nes ROM. Runs the full
/// IR pipeline: parse → analyze → IR lower → optimize → IR codegen
/// → peephole → link. This is what the `nescript build` CLI does
/// (minus file IO and the dump flags), so these integration tests
/// exercise the same path end users hit.
fn compile(source: &str) -> Vec<u8> {
let (program, diags) = nescript::parser::parse(source);
assert!(
diags.is_empty(),
"unexpected parse errors: {diags:?}\nsource:\n{source}"
);
let program = program.expect("parse should succeed");
let analysis = analyzer::analyze(&program);
assert!(
analysis.diagnostics.iter().all(|d| !d.is_error()),
"unexpected analysis errors: {:?}",
analysis.diagnostics
);
let mut ir_program = ir::lower(&program, &analysis);
optimizer::optimize(&mut ir_program);
let sprites = assets::resolve_sprites(&program, Path::new("."))
.expect("sprite resolution should succeed");
let sfx = assets::resolve_sfx(&program).expect("sfx resolution should succeed");
let music = assets::resolve_music(&program).expect("music resolution should succeed");
let mut codegen = IrCodeGen::new(&analysis.var_allocations, &ir_program)
.with_sprites(&sprites)
.with_audio(&sfx, &music);
let mut instructions = codegen.generate(&ir_program);
nescript::codegen::peephole::optimize(&mut instructions);
let linker = Linker::new(program.game.mirroring);
linker.link_with_all_assets(&instructions, &sprites, &sfx, &music)
}
// ── M1 Tests ──
#[test]
fn hello_sprite_compiles_to_valid_rom() {
let source = include_str!("integration/hello_sprite.ne");
let rom_data = compile(source);
let info = rom::validate_ines(&rom_data).expect("should be valid iNES");
assert_eq!(info.prg_banks, 1, "should be 1 PRG bank (16 KB)");
assert_eq!(info.chr_banks, 1, "should have CHR ROM");
assert_eq!(info.mapper, 0, "should be NROM (mapper 0)");
assert_eq!(rom_data.len(), 16 + 16384 + 8192);
}
#[test]
fn hello_sprite_has_correct_vectors() {
let source = include_str!("integration/hello_sprite.ne");
let rom_data = compile(source);
let prg_end = 16 + 16384;
let nmi = u16::from_le_bytes([rom_data[prg_end - 6], rom_data[prg_end - 5]]);
let reset = u16::from_le_bytes([rom_data[prg_end - 4], rom_data[prg_end - 3]]);
let irq = u16::from_le_bytes([rom_data[prg_end - 2], rom_data[prg_end - 1]]);
assert!(nmi >= 0xC000, "NMI vector should be in ROM space");
assert_eq!(reset, 0xC000, "RESET should point to $C000");
assert!(irq >= 0xC000, "IRQ vector should be in ROM space");
assert!(nmi != reset, "NMI and RESET should be different");
}
#[test]
fn minimal_program_compiles() {
let source = r#"
game "Minimal" { mapper: NROM }
on frame { wait_frame }
start Main
"#;
let rom_data = compile(source);
let info = rom::validate_ines(&rom_data).expect("should be valid iNES");
assert_eq!(info.mapper, 0);
}
#[test]
fn program_with_state_machine() {
let source = r#"
game "States" { mapper: NROM }
state Title {
on frame {
if button.start { transition Game }
}
}
state Game {
var score: u8 = 0
on frame {
score += 1
}
}
start Title
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_constants() {
let source = r#"
game "Constants" { mapper: NROM }
const SPEED: u8 = 3
var px: u8 = 100
on frame {
if button.right { px += SPEED }
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
// ── M2 Tests ──
#[test]
fn program_with_functions() {
let source = r#"
game "Functions" { mapper: NROM }
var x: u8 = 0
fun add_ten(val: u8) -> u8 {
return val + 10
}
on frame {
x = add_ten(5)
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_on_scanline_mmc3() {
let source = r#"
game "Scanline" { mapper: MMC3 }
var sx: u8 = 0
state Main {
on frame { wait_frame }
on scanline(120) { scroll(sx, 0) }
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_on_scanline_per_state() {
// Two states, each with its own scanline handler at a different
// position. The IR codegen should emit per-state dispatch in
// both `__irq_user` and `__ir_mmc3_reload`.
let source = r#"
game "MultiSL" { mapper: MMC3 }
var s: u8 = 0
state A {
on frame { wait_frame }
on scanline(64) { scroll(0, 0) }
}
state B {
on frame { wait_frame }
on scanline(192) { scroll(0, 0) }
}
start A
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_function_local_variables() {
// Functions with locally-declared variables should allocate
// their own backing storage and not corrupt caller state when
// nested.
let source = r#"
game "Locals" { mapper: NROM }
var out: u8 = 0
fun double(x: u8) -> u8 {
var t: u8 = x
t = t + t
return t
}
fun double_sum(a: u8, b: u8) -> u8 {
var s1: u8 = double(a)
var s2: u8 = double(b)
return s1 + s2
}
on frame {
out = double_sum(10, 20)
wait_frame
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_for_loop() {
let source = r#"
game "ForLoop" { mapper: NROM }
var arr: u8[8] = [0, 0, 0, 0, 0, 0, 0, 0]
var total: u8 = 0
on frame {
total = 0
for i in 0..8 {
total += arr[i]
}
wait_frame
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_match_statement() {
// Note: the parser doesn't support `;` as a statement separator,
// so each arm body uses newlines between statements.
let source = r#"
game "Match" { mapper: NROM }
enum Mode { Idle, Run, Jump }
var mode: u8 = Idle
var x: u8 = 0
on frame {
match mode {
Idle => { if button.a { mode = Run } }
Run => {
x += 1
if button.b { mode = Jump }
}
Jump => {
x += 2
if button.a { mode = Idle }
}
_ => {}
}
wait_frame
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_struct_literals() {
let source = r#"
game "Lit" { mapper: NROM }
struct Vec2 { x: u8, y: u8 }
var pos: Vec2 = Vec2 { x: 10, y: 20 }
on frame {
pos = Vec2 { x: 100, y: 50 }
if button.right {
pos = Vec2 { x: pos.x + 1, y: pos.y }
}
draw Smiley at: (pos.x, pos.y)
wait_frame
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_structs() {
let source = r#"
game "Structs" { mapper: NROM }
struct Vec2 { x: u8, y: u8 }
struct Player { health: u8, lives: u8 }
var pos: Vec2
var hero: Player
on frame {
pos.x = 100
pos.y = 50
hero.health = 3
hero.lives = 5
if button.right { pos.x += 1 }
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_u16_struct_field() {
// Exercise the u16 struct field path end-to-end: declare a
// struct with a mix of u8 and u16 fields, read from and write
// to the u16 field (including a literal > 255), and verify the
// ROM assembles cleanly. The analyzer's field-offset math and
// the IR lowering's wide load/store path both need to agree
// for this to compile at all.
let source = r#"
game "U16Struct" { mapper: NROM }
struct Entity { kind: u8, position: u16, flags: u8 }
var e: Entity
on frame {
e.kind = 1
e.position = 1234
e.flags = 7
if e.position > 1000 {
e.position += 1
}
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn u16_struct_field_initializer_writes_both_bytes_to_rom() {
// Struct literal initializer with a u16 field > 255 — the
// compiler runs the global-init path at reset time, which
// lowers to two independent LDA/STA pairs (low byte then high
// byte). Unlike per-frame stores, initializers aren't subject
// to the optimizer's dead-store pass, so they're a stable
// place to witness both halves of the u16 write. 1234 = $04D2.
let source = r#"
game "U16Init" { mapper: NROM }
struct Point { tag: u8, x: u16 }
var p: Point = Point { tag: 1, x: 1234 }
on frame {
if p.x > 1000 {
scroll(p.tag, 0)
}
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
// PRG ROM starts at offset 16 and is 16384 bytes long.
let prg = &rom_data[16..16 + 16384];
// Look for `LDA #$D2 ; STA abs|zp` — opcode $A9 $D2 $85/$8D.
// This is the low-byte initializer for `p.x`.
let mut found_low_store = false;
for i in 0..prg.len().saturating_sub(4) {
if prg[i] == 0xA9 && prg[i + 1] == 0xD2 && (prg[i + 2] == 0x85 || prg[i + 2] == 0x8D) {
found_low_store = true;
break;
}
}
assert!(
found_low_store,
"expected an LDA #$D2 / STA <addr> pair in PRG for the u16 initializer low byte"
);
// And the high byte: `LDA #$04 ; STA abs|zp`.
let mut found_high_store = false;
for i in 0..prg.len().saturating_sub(4) {
if prg[i] == 0xA9 && prg[i + 1] == 0x04 && (prg[i + 2] == 0x85 || prg[i + 2] == 0x8D) {
found_high_store = true;
break;
}
}
assert!(
found_high_store,
"expected an LDA #$04 / STA <addr> pair in PRG for the u16 initializer high byte"
);
}
#[test]
fn u16_struct_field_comparison_emits_wide_compare() {
// Reading a u16 struct field into a comparison should take
// the wide (16-bit) compare path, which produces a distinctive
// two-stage CMP sequence: high byte first (with equal-branch),
// then low byte. Without the u16 lowering, the field would
// be treated as u8 and the comparison would fold to a single
// 8-bit CMP. We detect the wide path by checking that both
// the low byte of 1000 ($E8) and the high byte ($03) appear
// as immediate operands in the emitted PRG — the compiler
// only emits both when it's generating a 16-bit compare.
let source = r#"
game "U16Cmp" { mapper: NROM }
struct Counter { n: u16 }
var c: Counter = Counter { n: 2000 }
on frame {
if c.n > 1000 {
scroll(1, 0)
} else {
scroll(2, 0)
}
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
let prg = &rom_data[16..16 + 16384];
// 1000 = $03E8. Look for CMP #$03 (A9 03, C9 03) — the high
// byte of the comparison literal. We expect `CMP #$03` ($C9
// $03) to appear somewhere in the CMP-with-constant sequence.
let mut found_high_cmp = false;
for i in 0..prg.len().saturating_sub(2) {
if prg[i] == 0xC9 && prg[i + 1] == 0x03 {
found_high_cmp = true;
break;
}
}
assert!(
found_high_cmp,
"expected a CMP #$03 (16-bit compare high byte) in PRG"
);
}
#[test]
fn program_with_enums() {
let source = r#"
game "Enums" { mapper: NROM }
enum Direction { Up, Down, Left, Right }
enum Mode { Idle, Running, Jumping }
var dir: u8 = 0
var mode: u8 = 0
on frame {
if button.right { dir = Right }
if button.left { dir = Left }
if dir == Right { mode = Running }
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_poke_peek_intrinsics() {
let source = r#"
game "Hardware" { mapper: NROM }
var status: u8 = 0
on frame {
// Write to PPU address / data registers directly.
poke(0x2006, 0x3F)
poke(0x2006, 0x00)
poke(0x2007, 0x0F)
// Read PPU status.
status = peek(0x2002)
wait_frame
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_raw_asm_block() {
// `raw asm` bypasses `{var}` substitution so the body is passed
// to the inline parser unchanged.
let source = r#"
game "RawAsm" { mapper: NROM }
var x: u8 = 0
on frame {
raw asm {
LDA #$42
STA $00
}
wait_frame
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_inline_asm_variable_substitution() {
let source = r#"
game "AsmVar" { mapper: NROM }
var counter: u8 = 0
on frame {
asm {
LDA {counter}
CLC
ADC #$01
STA {counter}
}
wait_frame
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_inline_asm() {
let source = r#"
game "Asm" { mapper: NROM }
var x: u8 = 0
on frame {
asm {
LDA #$42
STA $10
INC $10
LSR A
CLC
ADC #$01
}
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_while_loop() {
let source = r#"
game "Loops" { mapper: NROM }
var x: u8 = 0
on frame {
while x < 10 {
x += 1
}
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_fast_slow_vars() {
let source = r#"
game "Placement" { mapper: NROM }
fast var hot: u8 = 0
slow var cold: u8 = 0
on frame {
hot += 1
cold += 1
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_multi_state_transitions() {
let source = r#"
game "Multi" { mapper: NROM }
state Menu {
on enter { wait_frame }
on frame {
if button.start { transition Level1 }
}
}
state Level1 {
var timer: u8 = 0
on frame {
timer += 1
if timer > 60 {
transition Level2
}
}
}
state Level2 {
on frame {
if button.select { transition Menu }
}
}
start Menu
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn coin_cavern_compiles() {
let source = include_str!("../examples/coin_cavern.ne");
let rom_data = compile(source);
let info = rom::validate_ines(&rom_data).expect("should be valid iNES");
assert_eq!(info.mapper, 0);
}
#[test]
fn ir_pipeline_produces_ir() {
let source = r#"
game "IR" { mapper: NROM }
const SPEED: u8 = 2
var x: u8 = 0
fun double(n: u8) -> u8 { return n + n }
on frame {
x += SPEED
if x > 100 { x = 0 }
}
start Main
"#;
let (program, diags) = nescript::parser::parse(source);
assert!(diags.is_empty());
let program = program.unwrap();
let analysis = analyzer::analyze(&program);
assert!(analysis.diagnostics.iter().all(|d| !d.is_error()));
let mut ir_program = ir::lower(&program, &analysis);
let before_ops = ir_program.op_count();
optimizer::optimize(&mut ir_program);
let after_ops = ir_program.op_count();
// Optimizer should reduce or maintain op count (not increase)
assert!(after_ops <= before_ops, "optimizer should not increase ops");
// Should have functions for the user function + frame handler
assert!(ir_program.functions.len() >= 2);
}
#[test]
fn error_test_missing_game() {
let source = "var x: u8 = 0\nstart Main";
let (_, diags) = nescript::parser::parse(source);
assert!(
diags.iter().any(nescript::errors::Diagnostic::is_error),
"should produce error"
);
}
#[test]
fn error_test_undefined_transition() {
let source = r#"
game "T" { mapper: NROM }
state Main {
on frame { transition Nonexistent }
}
start Main
"#;
let (program, parse_diags) = nescript::parser::parse(source);
assert!(parse_diags.is_empty());
let analysis = analyzer::analyze(&program.unwrap());
assert!(
analysis
.diagnostics
.iter()
.any(nescript::errors::Diagnostic::is_error),
"should detect undefined transition target"
);
}
#[test]
fn error_test_recursion_detected() {
let source = r#"
game "T" { mapper: NROM }
fun loop_forever() { loop_forever() }
on frame { wait_frame }
start Main
"#;
let (program, parse_diags) = nescript::parser::parse(source);
assert!(parse_diags.is_empty());
let analysis = analyzer::analyze(&program.unwrap());
assert!(
analysis
.diagnostics
.iter()
.any(|d| d.code == nescript::errors::ErrorCode::E0402),
"should detect recursion"
);
}
// ── M4 Tests ──
#[test]
fn program_with_scroll_and_cast() {
let source = r#"
game "M4 Test" { mapper: NROM }
var px: u8 = 0
var py: u8 = 0
var wide: u16 = 0
on frame {
if button.right { px += 1 }
wide = px as u16
scroll(px, py)
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_u16_arithmetic_and_compare() {
// Exercises the full u16 path: literal > 255 initializer,
// u16 += u8, u16 > u16 comparison. The old codegen truncated
// all u16 operations to their low byte, so `big = 1000`
// landed as 232 and `big += 1` never carried into the high
// byte. This test just asserts the ROM builds cleanly — the
// unit tests in `codegen/ir_codegen.rs` verify the actual
// instruction shape.
let source = r#"
game "U16 Arith" { mapper: NROM }
var big: u16 = 1000
var flag: u8 = 0
on frame {
big = big + 1
if big > 1050 {
flag = 1
}
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_audio_driver() {
// Exercises the audio driver end-to-end with builtin sfx/music
// names: play, start_music, stop_music all lower into the
// data-driven driver, the linker splices the tick/period-table/
// data blobs, and the resulting ROM is valid iNES.
let source = r#"
game "Audio" { mapper: NROM }
on frame {
if button.a { play coin }
if button.b { start_music theme }
if button.start { stop_music }
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_user_declared_sfx_and_music() {
// Full user-declared audio pipeline: `sfx` and `music` blocks,
// references via `play`/`start_music`, full ROM emission. The
// resolved envelope and note-stream bytes should land in PRG
// under stable labels so the IR codegen's SymbolLo/SymbolHi
// references resolve.
let source = r#"
game "Audio Assets" { mapper: NROM }
sfx Zap {
duty: 2
pitch: [0x20, 0x22, 0x24, 0x26, 0x28, 0x2A]
volume: [15, 13, 11, 9, 6, 3]
}
music Loop {
duty: 2
volume: 10
repeat: true
notes: [37, 8, 41, 8, 44, 8, 49, 8]
}
var t: u8 = 0
on frame {
t += 1
if t == 30 { play Zap }
if t == 60 {
t = 0
start_music Loop
}
}
start Main
"#;
let rom_data = compile(source);
let info = rom::validate_ines(&rom_data).expect("should be valid iNES");
assert_eq!(info.mapper, 0);
// Verify the user-declared envelope appears in PRG. The
// resolver encodes `Zap` as
// duty << 6 | 0x30 | volume
// per frame, terminated by a zero sentinel.
let prg = &rom_data[16..16 + 16384];
let env = |v: u8| (2u8 << 6) | 0x30u8 | v;
let zap_env: [u8; 7] = [env(15), env(13), env(11), env(9), env(6), env(3), 0x00];
assert!(
prg.windows(zap_env.len()).any(|w| w == zap_env),
"Zap envelope bytes should be in PRG ROM"
);
// Verify the music stream is in PRG: (37, 8, 41, 8, 44, 8, 49, 8, 0xFF, 0xFF)
let loop_stream: [u8; 10] = [37, 8, 41, 8, 44, 8, 49, 8, 0xFF, 0xFF];
assert!(
prg.windows(loop_stream.len()).any(|w| w == loop_stream),
"Loop music note stream should be in PRG ROM"
);
}
#[test]
fn program_without_audio_has_no_audio_driver_in_prg() {
// Programs that never touch audio should pay zero ROM cost:
// no period table, no driver body, no data blobs. We verify
// indirectly by checking that the `__audio_tick` entry point
// wouldn't have anything to JSR to (because the NMI splice
// is gated on the `__audio_used` marker which never exists).
//
// The cheapest observable signal: a period-table fingerprint.
// The period table always starts with a distinct 2-byte
// sequence that appears at C1's period; if we don't see it in
// PRG, the audio subsystem wasn't linked in.
let source = r#"
game "Silent" { mapper: NROM }
var x: u8 = 0
on frame { x += 1 }
start Main
"#;
let rom_data = compile(source);
// Pull the period table for C1 and make sure it's NOT in PRG.
// C1 ≈ 32.7 Hz → period ≈ 3421 → but that's too big for 11
// bits, so it clamps. Instead, use the distinctive combined
// LDA #imm / LDA #imm pattern from the audio tick itself that
// would only appear if the driver body was linked in.
//
// A robust fingerprint: the `JSR __audio_tick` opcode byte
// ($20) followed by any 2 bytes only appears in the NMI
// handler when audio was used. We test the absence of the
// label instead via an indirect method: count the total
// number of STA $4004 writes (pulse-2 register). When audio
// is unused, there should be none. When audio is used, there
// would be several in the driver.
let prg = &rom_data[16..16 + 16384];
// `STA $4006` ($8D $06 $40) is written exclusively by the
// music tick's period-lookup path. The init code pre-silences
// $4004 but never touches $4006, so its presence is a reliable
// "the audio driver was linked in" signal.
let pattern: [u8; 3] = [0x8D, 0x06, 0x40];
let count = prg.windows(pattern.len()).filter(|w| *w == pattern).count();
assert_eq!(
count, 0,
"silent program should not contain the music tick's $4006 write"
);
}
#[test]
fn unknown_sfx_name_is_a_hard_error() {
// The analyzer must reject `play NoSuchSfx` (neither a user
// decl nor a builtin) with E0505. Regression test for the
// old behavior, which silently accepted any name.
let source = r#"
game "T" { mapper: NROM }
on frame { play NoSuchSfx }
start Main
"#;
let (program, _) = nescript::parser::parse(source);
let analysis = analyzer::analyze(&program.unwrap());
assert!(
analysis
.diagnostics
.iter()
.any(nescript::errors::Diagnostic::is_error),
"unknown sfx should produce an error"
);
}
#[test]
fn audio_pipeline_drops_period_table_cost_when_unused() {
// Regression test for the "no-cost elision" invariant: a
// program with no audio statements should produce a ROM
// smaller than one that uses audio. The exact byte count
// varies with codegen changes, so we test the *ordering* of
// sizes: a silent program < an audio program.
let silent = compile(
r#"
game "Silent" { mapper: NROM }
var x: u8 = 0
on frame { x += 1 }
start Main
"#,
);
// Both ROMs are the same file size (16 header + 16 KB PRG + 8
// KB CHR = 24592), but the silent program's PRG fills with
// $FF padding past the code; an audio program's PRG has the
// driver and tables eating into that padding space. So we
// count $FF bytes in PRG: the silent version must have more.
let audio = compile(
r#"
game "Audio" { mapper: NROM }
on frame { play coin }
start Main
"#,
);
let silent_prg = &silent[16..16 + 16384];
let audio_prg = &audio[16..16 + 16384];
// Count padding bytes ($FF = PRG fill) in each ROM. Using a
// raw filter().count() is clippy-noisy ("naive_bytecount"),
// but pulling in the `bytecount` crate for a one-line test
// helper isn't worth it — the test runs once per build.
#[allow(clippy::naive_bytecount)]
let silent_ff = silent_prg.iter().filter(|&&b| b == 0xFF).count();
#[allow(clippy::naive_bytecount)]
let audio_ff = audio_prg.iter().filter(|&&b| b == 0xFF).count();
assert!(
silent_ff > audio_ff,
"silent program should have more $FF padding than an audio program \
(silent={silent_ff}, audio={audio_ff})"
);
}
// ── M3 Tests ──
#[test]
fn program_with_inline_sprite_chr() {
let source = r#"
game "M3 Assets" { mapper: NROM }
sprite Player {
chr: [0x3C, 0x42, 0x81, 0x81, 0x81, 0x81, 0x42, 0x3C,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00]
}
var px: u8 = 128
var py: u8 = 120
state Title {
on frame {
if button.right { px += 2 }
if button.left { px -= 2 }
draw Player at: (px, py)
}
}
start Title
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_palette_compiles_and_blob_is_in_prg() {
let source = r#"
game "PalTest" { mapper: NROM }
palette Cool {
colors: [0x0F, 0x01, 0x11, 0x21,
0x0F, 0x02, 0x12, 0x22,
0x0F, 0x0C, 0x1C, 0x2C,
0x0F, 0x0B, 0x1B, 0x2B,
0x0F, 0x01, 0x11, 0x21,
0x0F, 0x16, 0x27, 0x30,
0x0F, 0x14, 0x24, 0x34,
0x0F, 0x0B, 0x1B, 0x2B]
}
on frame { wait_frame }
start Main
"#;
let rom_data = compile_banked(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
// The 32-byte palette blob lands verbatim inside PRG ROM.
// Search for a distinctive 8-byte subsequence from sub-palette 3
// that doesn't collide with any of the other blobs or init
// sequences the linker emits.
let needle = [0x0F, 0x16, 0x27, 0x30, 0x0F, 0x14, 0x24, 0x34];
let found = rom_data.windows(needle.len()).any(|w| w == needle);
assert!(
found,
"palette bytes should be spliced into PRG ROM verbatim"
);
}
#[test]
fn program_with_set_palette_queues_update_at_runtime() {
// A program with a `set_palette Name` statement should emit
// the `__ppu_update_used` marker (so the linker pulls in the
// NMI helper) and must contain the zero-page write sequence
// that stores the palette label pointer into $12/$13.
let source = r#"
game "PalRuntime" { mapper: NROM }
palette Swap { colors: [0x0F, 0x01, 0x11, 0x21] }
on frame { set_palette Swap }
start Main
"#;
let rom_data = compile_banked(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
// $12 == ZP_PENDING_PALETTE_LO, so the code will contain
// `STA $12` (opcode 85 12) somewhere in PRG.
let sta_12 = [0x85u8, 0x12];
let found = rom_data.windows(sta_12.len()).any(|w| w == sta_12);
assert!(
found,
"set_palette codegen should emit `STA $12` (ZP_PENDING_PALETTE_LO)"
);
}
#[test]
fn program_with_background_compiles_and_tiles_spliced() {
let source = r#"
game "BgTest" { mapper: NROM }
background Stage {
tiles: [0xAA, 0xBB, 0xCC, 0xDD, 0xEE]
}
on frame { wait_frame }
start Main
"#;
let rom_data = compile_banked(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
// The distinctive 5-byte prefix of the tiles blob should be in
// PRG verbatim (the resolver zero-pads to 960 bytes so the tail
// is mostly zero).
let needle = [0xAA, 0xBB, 0xCC, 0xDD, 0xEE];
let found = rom_data.windows(needle.len()).any(|w| w == needle);
assert!(
found,
"background tile bytes should be spliced into PRG ROM verbatim"
);
}
#[test]
fn program_with_load_background_queues_update() {
let source = r#"
game "BgRuntime" { mapper: NROM }
background Stage { tiles: [1, 2, 3] }
on frame { load_background Stage }
start Main
"#;
let rom_data = compile_banked(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
// $14 == ZP_PENDING_BG_TILES_LO.
let sta_14 = [0x85u8, 0x14];
let found = rom_data.windows(sta_14.len()).any(|w| w == sta_14);
assert!(
found,
"load_background codegen should emit `STA $14` (ZP_PENDING_BG_TILES_LO)"
);
}
#[test]
fn program_without_palette_does_not_reserve_ppu_zero_page() {
// Regression guard: programs that don't declare palette or
// background should keep user vars starting at $10, same as
// they always did, so existing emulator goldens don't shift.
let source = r#"
game "NoPal" { mapper: NROM }
var x: u8 = 42
on frame { x += 1 }
start Main
"#;
let rom_data = compile_banked(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
// `STA $10` (85 10) corresponds to writing to the first user
// var slot. Guarantees `x` is still allocated at $10.
let sta_10 = [0x85u8, 0x10];
let found = rom_data.windows(sta_10.len()).any(|w| w == sta_10);
assert!(
found,
"user var should still land at $10 when no palette/bg declared"
);
}
// ── M5 Tests ──
/// Compile a source string using the mapper-aware linker.
fn compile_with_mapper(source: &str) -> Vec<u8> {
compile_banked(source)
}
/// Compile a source string, running the full IR pipeline and
/// routing declared `bank X: prg` entries through `link_banked`
/// as empty switchable PRG slots. This mirrors the real CLI path.
fn compile_banked(source: &str) -> Vec<u8> {
let (program, diags) = nescript::parser::parse(source);
assert!(
diags.is_empty(),
"unexpected parse errors: {diags:?}\nsource:\n{source}"
);
let program = program.expect("parse should succeed");
let analysis = analyzer::analyze(&program);
assert!(
analysis.diagnostics.iter().all(|d| !d.is_error()),
"unexpected analysis errors: {:?}",
analysis.diagnostics
);
let mut ir_program = ir::lower(&program, &analysis);
nescript::optimizer::optimize(&mut ir_program);
let sprites = assets::resolve_sprites(&program, Path::new("."))
.expect("sprite resolution should succeed");
let sfx = assets::resolve_sfx(&program).expect("sfx resolution should succeed");
let music = assets::resolve_music(&program).expect("music resolution should succeed");
let palettes = assets::resolve_palettes(&program);
let backgrounds = assets::resolve_backgrounds(&program);
let mut codegen = IrCodeGen::new(&analysis.var_allocations, &ir_program)
.with_sprites(&sprites)
.with_audio(&sfx, &music);
let mut instructions = codegen.generate(&ir_program);
nescript::codegen::peephole::optimize(&mut instructions);
let linker = Linker::with_mapper(program.game.mirroring, program.game.mapper);
let switchable_banks: Vec<PrgBank> = program
.banks
.iter()
.filter(|b| b.bank_type == BankType::Prg)
.map(|b| PrgBank::empty(&b.name))
.collect();
linker.link_banked_with_ppu(
&instructions,
&sprites,
&sfx,
&music,
&palettes,
&backgrounds,
&switchable_banks,
)
}
#[test]
fn sprite_resolution_uses_tile_index() {
// The Player sprite has 16 unique bytes of CHR data. Because tile index 0
// is reserved for the built-in smiley, the compiler should place Player
// at tile index 1 and `draw Player` should store that tile index in OAM.
//
// We check this in two ways:
// 1. The CHR ROM contains Player's bytes at tile 1 (offset 16).
// 2. The PRG ROM contains the immediate-load sequence `A9 01 8D 01 02`
// (LDA #$01 ; STA $0201) — writing tile index 1 into OAM byte 1.
let source = r#"
game "SpriteTile" { mapper: NROM }
sprite Player {
chr: [0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17,
0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F]
}
var px: u8 = 128
var py: u8 = 120
state Title {
on frame {
draw Player at: (px, py)
}
}
start Title
"#;
let rom_data = compile(source);
// CHR ROM begins right after PRG ROM (16 header + 16384 PRG).
let chr_start = 16 + 16384;
// Tile 1 lives at CHR offset 16 (16 bytes per tile).
let tile1 = &rom_data[chr_start + 16..chr_start + 32];
assert_eq!(
tile1,
&[
0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D,
0x1E, 0x1F
],
"Player sprite CHR bytes should be placed at tile index 1",
);
// The default smiley tile at index 0 should still be non-zero (untouched).
let tile0 = &rom_data[chr_start..chr_start + 16];
assert_ne!(
tile0, &[0u8; 16],
"tile 0 should still contain the default smiley",
);
// In PRG ROM, look for `LDA #$01 ; STA $0201,Y` which writes
// the Player's tile index (1) into the tile-index byte of the
// current OAM slot (the slot is computed at runtime via the
// OAM cursor in Y). The STA AbsoluteY opcode is $99.
let prg = &rom_data[16..16 + 16384];
let pattern = [0xA9u8, 0x01, 0x99, 0x01, 0x02];
assert!(
prg.windows(pattern.len()).any(|w| w == pattern),
"PRG ROM should contain LDA #$01 ; STA $0201,Y for draw Player",
);
}
#[test]
fn program_with_arrays_and_math() {
let source = r#"
game "ArrayMath" { mapper: NROM }
var arr: u8[4] = [10, 20, 30, 40]
var idx: u8 = 0
var result: u8 = 0
on frame {
result = arr[idx] * 2
idx += 1
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn program_with_mmc1() {
let source = r#"
game "MMC1 Game" { mapper: MMC1 }
var px: u8 = 128
on frame {
if button.right { px += 2 }
}
start Main
"#;
let rom_data = compile_with_mapper(source);
let info = rom::validate_ines(&rom_data).expect("should be valid iNES");
assert_eq!(info.mapper, 1, "should be MMC1 (mapper 1)");
}
// ── IR Codegen Tests ──
//
// These tests exercise specific end-to-end IR codegen behavior.
// They all use the top-level `compile()` helper now that it runs
// the full IR pipeline — there's no longer a separate legacy path
// to compare against.
#[test]
fn ir_codegen_minimal_rom() {
let source = r#"
game "IR Test" { mapper: NROM }
var x: u8 = 42
on frame { wait_frame }
start Main
"#;
let rom_data = compile(source);
let info = rom::validate_ines(&rom_data).expect("should be valid iNES");
assert_eq!(info.mapper, 0);
assert_eq!(rom_data.len(), 16 + 16384 + 8192);
}
#[test]
fn ir_codegen_full_pipeline() {
let source = r#"
game "IR Full" { mapper: NROM }
var x: u8 = 0
var y: u8 = 0
on frame {
if button.right { x += 1 }
if button.left { x -= 1 }
if x > 100 { x = 0 }
draw Smiley at: (x, y)
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn ir_codegen_multi_state_dispatch() {
// Exercise the IR main-loop dispatch with multiple states and a
// transition.
let source = r#"
game "IR States" { mapper: NROM }
var timer: u8 = 0
state Title {
on frame {
if button.start { transition Play }
}
}
state Play {
on frame {
timer += 1
if timer > 60 { transition Title }
}
}
start Title
"#;
let rom_data = compile(source);
let info = rom::validate_ines(&rom_data).expect("should be valid iNES");
assert_eq!(info.mapper, 0);
}
#[test]
fn ir_codegen_multi_oam() {
// Draw multiple sprites and verify OAM slots are allocated sequentially.
let source = r#"
game "IR MultiOAM" { mapper: NROM }
var a: u8 = 10
var b: u8 = 20
var c: u8 = 30
on frame {
draw One at: (a, a)
draw Two at: (b, b)
draw Three at: (c, c)
}
start Main
"#;
let rom_data = compile(source);
rom::validate_ines(&rom_data).expect("should be valid iNES");
}
#[test]
fn ir_codegen_array_literal_globals_emit_per_byte_init() {
// Regression test: `var xs: u8[4] = [10, 20, 30, 40]` used to
// compile to a zero-initialized array because `eval_const`
// returned `None` for `Expr::ArrayLiteral` and no startup
// stores were emitted. The fix captures the literal values
// in `IrGlobal::init_array` and has the IR codegen emit one
// `LDA #imm; STA base+i` per byte during startup.
use nescript::asm::{AddressingMode, Opcode};
use nescript::codegen::IrCodeGen;
let source = r#"
game "ArrLit" { mapper: NROM }
var xs: u8[4] = [10, 20, 30, 40]
on frame { wait_frame }
start Main
"#;
let (prog, diags) = nescript::parser::parse(source);
assert!(diags.is_empty(), "parse errors: {diags:?}");
let prog = prog.unwrap();
let analysis = analyzer::analyze(&prog);
let mut ir_program = ir::lower(&prog, &analysis);
optimizer::optimize(&mut ir_program);
let xs_addr = analysis
.var_allocations
.iter()
.find(|a| a.name == "xs")
.expect("xs should be allocated")
.address;
let mut codegen = IrCodeGen::new(&analysis.var_allocations, &ir_program);
let instructions = codegen.generate(&ir_program);
// For each element, look for `LDA #val` followed shortly by
// `STA absolute(xs_addr + i)`. We don't require them to be
// adjacent because the peephole passes can reshuffle, but a
// store of the correct value to the correct address must
// exist.
for (i, &expected) in [10u8, 20, 30, 40].iter().enumerate() {
let target = xs_addr + i as u16;
let has_store = instructions.windows(2).any(|w| {
matches!(w[0].mode, AddressingMode::Immediate(v) if v == expected)
&& w[0].opcode == Opcode::LDA
&& w[1].opcode == Opcode::STA
&& matches!(w[1].mode, AddressingMode::Absolute(a) if a == target)
});
assert!(
has_store,
"expected `LDA #{expected}; STA ${target:04X}` for xs[{i}] but did not find it"
);
}
}
#[test]
fn ir_codegen_locals_do_not_overlap_array_globals() {
// Regression test for the local-allocator off-by-array-size
// bug. `IrCodeGen::new` used to start handler-local vars at
// `max_global_base + 1`, which for an array global at
// `$0300-$0303` put the first local at `$0301` — inside the
// array. Any store through that local then corrupted the
// array mid-frame. The fix advances past the global's END,
// not its base.
//
// We verify by asking the IR codegen what addresses it
// assigned. Since `var_addrs` is private, we check indirectly
// via emitted instructions: any `STA $030N` for N > 3 that
// isn't part of the startup init must be writing to a local
// whose address is outside the array. If the bug regressed,
// we'd see `STA $0302` or similar in the frame handler's
// computation code.
use nescript::asm::{AddressingMode, Opcode};
use nescript::codegen::IrCodeGen;
let source = r#"
game "LocalVsArr" { mapper: NROM }
var xs: u8[4] = [11, 22, 33, 44]
on frame {
var tmp: u8 = 0
tmp = xs[0]
tmp += 1
wait_frame
}
start Main
"#;
let (prog, diags) = nescript::parser::parse(source);
assert!(diags.is_empty(), "parse errors: {diags:?}");
let prog = prog.unwrap();
let analysis = analyzer::analyze(&prog);
let mut ir_program = ir::lower(&prog, &analysis);
optimizer::optimize(&mut ir_program);
let xs_alloc = analysis
.var_allocations
.iter()
.find(|a| a.name == "xs")
.expect("xs should be allocated");
let xs_base = xs_alloc.address;
let xs_end = xs_base + xs_alloc.size; // one past last element
let mut codegen = IrCodeGen::new(&analysis.var_allocations, &ir_program);
let instructions = codegen.generate(&ir_program);
// Collect the (ordered) list of `STA absolute` targets and
// immediate values preceding each store. The first four
// stores into `[xs_base, xs_end)` should be the `LDA #imm;
// STA addr` init pairs — those are fine. Any STA into the
// array AFTER the init sequence would indicate a local var
// was allocated inside the array.
let mut init_stores_seen = 0usize;
for w in instructions.windows(2) {
if w[1].opcode != Opcode::STA {
continue;
}
let AddressingMode::Absolute(addr) = w[1].mode else {
continue;
};
if addr < xs_base || addr >= xs_end {
continue;
}
if w[0].opcode == Opcode::LDA
&& matches!(w[0].mode, AddressingMode::Immediate(_))
&& init_stores_seen < 4
{
init_stores_seen += 1;
continue;
}
panic!(
"store into xs array (${addr:04X}) after init sequence — \
local probably overlapping with array global"
);
}
assert_eq!(
init_stores_seen, 4,
"expected 4 init stores for xs[0..4], found {init_stores_seen}"
);
}
// ─── End-to-end bank switching tests ───────────────────────────────
//
// These tests compile real NEScript source through the full parse
// → analyze → IR → codegen → linker pipeline, producing .nes ROMs
// that assert the bank-switching layout the README promises:
//
// * Declared `bank X: prg` slots become real 16 KB PRG banks
// * Fixed bank lands at the end so it maps to $C000-$FFFF
// * Reset vector points inside the fixed bank
// * Mapper-specific init code appears in the fixed bank
// * Every iNES header field reflects the banked layout
#[test]
fn e2e_mmc1_with_two_declared_banks_produces_three_bank_rom() {
// MMC1 with two declared PRG banks should ship a ROM with
// three 16 KB PRG slots (Level1Data, Level2Data, fixed).
let source = r#"
game "MMC1 Banked" {
mapper: MMC1
mirroring: horizontal
}
bank Level1Data: prg
bank Level2Data: prg
var x: u8 = 0
on frame {
if button.right { x += 1 }
}
start Main
"#;
let rom = compile_banked(source);
let info = rom::validate_ines(&rom).expect("should be valid iNES");
assert_eq!(info.mapper, 1, "mapper number should be 1 (MMC1)");
assert_eq!(info.prg_banks, 3, "should have 2 switchable + 1 fixed bank");
assert_eq!(rom.len(), 16 + 3 * 16384 + 8192);
}
#[test]
fn e2e_uxrom_with_four_banks_produces_five_bank_rom() {
let source = r#"
game "UxROM Banked" {
mapper: UxROM
mirroring: vertical
}
bank Level1: prg
bank Level2: prg
bank Level3: prg
bank Level4: prg
var x: u8 = 0
on frame {
if button.a { x += 1 }
}
start Main
"#;
let rom = compile_banked(source);
let info = rom::validate_ines(&rom).expect("should be valid iNES");
assert_eq!(info.mapper, 2, "mapper number should be 2 (UxROM)");
assert_eq!(info.prg_banks, 5, "4 switchable + 1 fixed = 5 PRG banks");
assert_eq!(info.mirroring, nescript::parser::ast::Mirroring::Vertical);
}
#[test]
fn e2e_mmc3_with_three_banks_produces_four_bank_rom() {
let source = r#"
game "MMC3 Banked" {
mapper: MMC3
mirroring: horizontal
}
bank Stage1: prg
bank Stage2: prg
bank Stage3: prg
var x: u8 = 0
on frame {
if button.start { x = 1 }
}
start Main
"#;
let rom = compile_banked(source);
let info = rom::validate_ines(&rom).expect("should be valid iNES");
assert_eq!(info.mapper, 4, "mapper number should be 4 (MMC3)");
assert_eq!(info.prg_banks, 4, "3 switchable + 1 fixed = 4 PRG banks");
}
#[test]
fn e2e_banked_fixed_bank_contains_reset_vector() {
// The reset vector (bytes $FFFC/$FFFD in the final bank) must
// point into the $C000-$FFFF window — this is how the CPU
// boots into the fixed bank regardless of mapper.
let source = r#"
game "BankTest" { mapper: MMC1 }
bank Data: prg
on frame { wait_frame }
start Main
"#;
let rom = compile_banked(source);
let info = rom::validate_ines(&rom).expect("should be valid iNES");
let prg_end = 16 + info.prg_banks * 16384;
// Last 6 bytes = NMI, RESET, IRQ vectors (little-endian).
let reset = u16::from_le_bytes([rom[prg_end - 4], rom[prg_end - 3]]);
assert!(
(0xC000..=0xFFFF).contains(&reset),
"reset vector {reset:#06X} must live in fixed-bank address window"
);
}
#[test]
fn e2e_banked_fixed_bank_contains_mmc1_init_and_bank_select() {
// MMC1 requires a 6-way STA $8000 pattern at init (1 reset +
// 5 control bits) plus a 5-way STA $E000 pattern in the
// bank-select routine. Both must be in the fixed bank — they
// ship with the program regardless of whether user code
// calls `__bank_select` directly.
let source = r#"
game "MMC1Init" { mapper: MMC1 }
bank Payload: prg
var x: u8 = 0
on frame { x += 1 }
start Main
"#;
let rom = compile_banked(source);
let info = rom::validate_ines(&rom).expect("should be valid iNES");
// The fixed bank is the last 16 KB of PRG.
let fixed_offset = 16 + (info.prg_banks - 1) * 16384;
let fixed_bank = &rom[fixed_offset..fixed_offset + 16384];
// Count STA $8000 (opcode $8D, operand little-endian $00 $80):
// MMC1 init writes to $8000 six times.
let sta_lo = [0x8Du8, 0x00, 0x80];
let lo_count = fixed_bank.windows(3).filter(|w| *w == sta_lo).count();
assert!(
lo_count >= 6,
"MMC1 fixed bank should contain >=6 STA $8000 writes (got {lo_count})"
);
// Count STA $E000 (opcode $8D, operand $00 $E0): bank-select
// writes to it 5 times.
let sta_hi = [0x8Du8, 0x00, 0xE0];
let hi_count = fixed_bank.windows(3).filter(|w| *w == sta_hi).count();
assert!(
hi_count >= 5,
"MMC1 fixed bank should contain >=5 STA $E000 writes (got {hi_count})"
);
}
#[test]
fn e2e_banked_fixed_bank_contains_uxrom_bank_table() {
// UxROM ships a 256-byte bank-select bus-conflict table
// (values 0..=255). The table must be in the fixed bank.
let source = r#"
game "UxROMInit" { mapper: UxROM }
bank Payload: prg
on frame { wait_frame }
start Main
"#;
let rom = compile_banked(source);
let info = rom::validate_ines(&rom).unwrap();
let fixed_offset = 16 + (info.prg_banks - 1) * 16384;
let fixed = &rom[fixed_offset..fixed_offset + 16384];
// Search for a run of 0,1,2,3,...,31 — a 32-byte stretch that's
// distinctive enough that a random PRG byte sequence almost
// never contains it. The full 256-byte table starts with this
// prefix.
let mut needle: [u8; 32] = [0; 32];
#[allow(clippy::cast_possible_truncation)]
for (i, b) in needle.iter_mut().enumerate() {
*b = i as u8;
}
let found = fixed.windows(needle.len()).any(|w| w == needle);
assert!(
found,
"UxROM fixed bank should contain the bank-select bus-conflict table"
);
}
#[test]
fn e2e_banked_fixed_bank_contains_mmc3_init_writes() {
// MMC3 init writes two (bank-select, bank-number) pairs to
// ($8000, $8001) plus one $A000 mirroring write and one
// $E000 IRQ-disable write. We check each pattern appears.
let source = r#"
game "MMC3Init" { mapper: MMC3 }
bank Stage1: prg
on frame { wait_frame }
start Main
"#;
let rom = compile_banked(source);
let info = rom::validate_ines(&rom).unwrap();
let fixed_offset = 16 + (info.prg_banks - 1) * 16384;
let fixed_bank = &rom[fixed_offset..fixed_offset + 16384];
let select = [0x8Du8, 0x00, 0x80];
let data = [0x8Du8, 0x01, 0x80];
let mirror = [0x8Du8, 0x00, 0xA0];
// MMC3 init writes $8000 twice, plus once per bank-select
// call. With no `__bank_select` invocations from user code
// we expect exactly 2 init writes to $8000, but the
// bank-select subroutine also writes $8000 once. So the
// minimum is 3 (2 init + 1 bank-select body).
let select_count = fixed_bank.windows(3).filter(|w| *w == select).count();
let data_count = fixed_bank.windows(3).filter(|w| *w == data).count();
let mirror_count = fixed_bank.windows(3).filter(|w| *w == mirror).count();
assert!(
select_count >= 3,
"MMC3 fixed bank should contain >=3 STA $8000 writes (got {select_count})"
);
assert!(
data_count >= 3,
"MMC3 fixed bank should contain >=3 STA $8001 writes (got {data_count})"
);
assert!(
mirror_count >= 1,
"MMC3 fixed bank should contain >=1 STA $A000 write for mirroring (got {mirror_count})"
);
}
#[test]
fn e2e_banked_switchable_banks_contain_ff_padding() {
// Empty switchable banks should be entirely $FF-filled so no
// stray code accidentally lands in them. We check each
// switchable bank slot is 16384 bytes of $FF.
let source = r#"
game "PadCheck" { mapper: MMC1 }
bank A: prg
bank B: prg
on frame { wait_frame }
start Main
"#;
let rom = compile_banked(source);
for i in 0..2 {
let offset = 16 + i * 16384;
let bank = &rom[offset..offset + 16384];
assert!(
bank.iter().all(|&b| b == 0xFF),
"switchable bank {i} should be all $FF padding"
);
}
}
#[test]
fn e2e_nrom_still_produces_single_bank_rom_without_declarations() {
// Regression: programs that don't declare banks and use NROM
// must still ship as a single-bank 16 KB PRG ROM (the legacy
// layout), unaffected by the banking pipeline.
let source = r#"
game "Plain" { mapper: NROM }
var x: u8 = 0
on frame { x += 1 }
start Main
"#;
let rom = compile_banked(source);
let info = rom::validate_ines(&rom).unwrap();
assert_eq!(info.mapper, 0);
assert_eq!(info.prg_banks, 1);
assert_eq!(rom.len(), 16 + 16384 + 8192);
}
#[test]
fn e2e_chr_banks_do_not_consume_prg_slots() {
// A `bank X: chr` declaration reserves CHR space, not PRG.
// The linker currently keeps CHR at a single 8 KB slot, so
// declaring a CHR bank should NOT add a PRG slot.
let source = r#"
game "CHRBank" { mapper: MMC1 }
bank TileBank: chr
bank PrgBank: prg
on frame { wait_frame }
start Main
"#;
let rom = compile_banked(source);
let info = rom::validate_ines(&rom).unwrap();
// 1 PRG bank declared + 1 fixed = 2 total; TileBank:chr should
// NOT bump the PRG count.
assert_eq!(info.prg_banks, 2);
}
#[test]
fn e2e_mmc1_banked_example_compiles_successfully() {
// The examples/mmc1_banked.ne file is the canonical example
// the README points at. It must compile cleanly through the
// full pipeline and produce a valid multi-bank ROM.
let source = include_str!("../examples/mmc1_banked.ne");
let rom = compile_banked(source);
let info = rom::validate_ines(&rom).expect("should be valid iNES");
assert_eq!(info.mapper, 1, "mmc1_banked example should ship as MMC1");
assert!(
info.prg_banks >= 2,
"mmc1_banked example should ship with at least 2 PRG banks (got {})",
info.prg_banks
);
}
#[test]
fn e2e_large_bank_count_still_produces_valid_rom() {
// Stress test: 7 switchable banks (8 total) on UxROM. This
// exercises the ROM builder's multi-bank concatenation with
// a non-trivial bank count and ensures nothing in the linker
// pipeline hard-codes a bank limit.
let source = r#"
game "LotsOfBanks" { mapper: UxROM }
bank A: prg
bank B: prg
bank C: prg
bank D: prg
bank E: prg
bank F: prg
bank G: prg
on frame { wait_frame }
start Main
"#;
let rom = compile_banked(source);
let info = rom::validate_ines(&rom).unwrap();
assert_eq!(info.prg_banks, 8, "7 switchable + 1 fixed = 8 PRG banks");
assert_eq!(rom.len(), 16 + 8 * 16384 + 8192);
}
#[test]
fn e2e_banked_rom_ines_header_mapper_bits_encoded_correctly() {
// Sanity check: the iNES header's mapper number field is split
// across byte 6 (low nibble) and byte 7 (high nibble). For
// mapper 1 (MMC1), byte 6 should have $10 in its high nibble
// and byte 7 should have $00 in its high nibble.
let source = r#"
game "HeaderCheck" { mapper: MMC1 }
bank Foo: prg
on frame { wait_frame }
start Main
"#;
let rom = compile_banked(source);
let byte6_high_nibble = rom[6] & 0xF0;
let byte7_high_nibble = rom[7] & 0xF0;
assert_eq!(byte6_high_nibble, 0x10, "MMC1 low mapper nibble in byte 6");
assert_eq!(byte7_high_nibble, 0x00, "MMC1 high mapper nibble in byte 7");
}
#[test]
fn e2e_banked_all_three_mappers_have_correct_vectors() {
// For each banked mapper, verify all three vectors (NMI, RESET,
// IRQ) live inside the fixed bank address window.
for mapper_kw in ["MMC1", "UxROM", "MMC3"] {
let source = format!(
r#"
game "VecCheck" {{ mapper: {mapper_kw} }}
bank One: prg
on frame {{ wait_frame }}
start Main
"#
);
let rom = compile_banked(&source);
let info = rom::validate_ines(&rom).unwrap();
let prg_end = 16 + info.prg_banks * 16384;
let nmi = u16::from_le_bytes([rom[prg_end - 6], rom[prg_end - 5]]);
let reset = u16::from_le_bytes([rom[prg_end - 4], rom[prg_end - 3]]);
let irq = u16::from_le_bytes([rom[prg_end - 2], rom[prg_end - 1]]);
for (name, v) in [("NMI", nmi), ("RESET", reset), ("IRQ", irq)] {
assert!(
(0xC000..=0xFFFF).contains(&v),
"{mapper_kw} {name} vector {v:#06X} should be in fixed-bank window"
);
}
}
}
#[test]
fn e2e_bank_declarations_dont_affect_nrom_prg_size() {
// Even though the linker REJECTS switchable banks for NROM,
// the compiler only passes banks through when they're in the
// `program.banks` list — for NROM sources without declarations
// nothing is passed, so the NROM path is unchanged. Just
// double-check here that a plain NROM ROM is still 1 bank.
let source = r#"
game "JustNROM" { mapper: NROM }
on frame { wait_frame }
start Main
"#;
let rom = compile_banked(source);
let info = rom::validate_ines(&rom).unwrap();
assert_eq!(info.prg_banks, 1);
assert_eq!(info.mapper, 0);
}
#[test]
fn e2e_banked_chr_rom_is_preserved() {
// CHR ROM should still contain the default smiley sprite at
// tile 0 regardless of how many PRG banks the ROM has.
let source = r#"
game "CHRCheck" { mapper: MMC1 }
bank One: prg
bank Two: prg
on frame { wait_frame }
start Main
"#;
let rom = compile_banked(source);
let info = rom::validate_ines(&rom).unwrap();
let chr_start = 16 + info.prg_banks * 16384;
// Default smiley is non-zero in its first 16 bytes.
assert_ne!(&rom[chr_start..chr_start + 16], &[0u8; 16]);
}
/// Same as `compile_banked` but lets the caller toggle whether the IR
/// optimizer runs. Used to cover the `--no-opt` CLI flag: compiling
/// with the optimizer disabled must still produce a valid iNES ROM.
fn compile_banked_with_opts(source: &str, optimize: bool) -> Vec<u8> {
let (program, diags) = nescript::parser::parse(source);
assert!(
diags.is_empty(),
"unexpected parse errors: {diags:?}\nsource:\n{source}"
);
let program = program.expect("parse should succeed");
let analysis = analyzer::analyze(&program);
assert!(
analysis.diagnostics.iter().all(|d| !d.is_error()),
"unexpected analysis errors: {:?}",
analysis.diagnostics
);
let mut ir_program = ir::lower(&program, &analysis);
if optimize {
nescript::optimizer::optimize(&mut ir_program);
}
let sprites = assets::resolve_sprites(&program, Path::new("."))
.expect("sprite resolution should succeed");
let sfx = assets::resolve_sfx(&program).expect("sfx resolution should succeed");
let music = assets::resolve_music(&program).expect("music resolution should succeed");
let palettes = assets::resolve_palettes(&program);
let backgrounds = assets::resolve_backgrounds(&program);
let mut codegen = IrCodeGen::new(&analysis.var_allocations, &ir_program)
.with_sprites(&sprites)
.with_audio(&sfx, &music);
let mut instructions = codegen.generate(&ir_program);
nescript::codegen::peephole::optimize(&mut instructions);
let linker = Linker::with_mapper(program.game.mirroring, program.game.mapper);
let switchable_banks: Vec<PrgBank> = program
.banks
.iter()
.filter(|b| b.bank_type == BankType::Prg)
.map(|b| PrgBank::empty(&b.name))
.collect();
linker.link_banked_with_ppu(
&instructions,
&sprites,
&sfx,
&music,
&palettes,
&backgrounds,
&switchable_banks,
)
}
#[test]
fn no_opt_still_produces_valid_rom() {
// Acceptance test for the `--no-opt` CLI flag. Skipping the IR
// optimizer must still produce a byte-valid iNES ROM that links
// against the runtime, uses the declared mapper, and carries a
// plausible vector table. This guards the compile path the flag
// opens up so optimizer bisection remains a usable workflow.
let source = r#"
game "NoOpt" { mapper: NROM }
var counter: u8 = 0
var doubled: u8 = 0
fun double(x: u8) -> u8 {
return x + x
}
on frame {
counter += 1
doubled = double(counter)
if button.a {
counter = 0
}
wait_frame
}
start Main
"#;
let rom_opt = compile_banked_with_opts(source, true);
let rom_noopt = compile_banked_with_opts(source, false);
// Both outputs must be valid iNES ROMs with matching headers —
// the optimizer only affects PRG codegen, not the CHR/header
// layout the linker produces.
let info_opt = rom::validate_ines(&rom_opt).expect("opt ROM should be valid iNES");
let info_noopt = rom::validate_ines(&rom_noopt).expect("noopt ROM should be valid iNES");
assert_eq!(info_opt.mapper, 0);
assert_eq!(info_noopt.mapper, 0);
assert_eq!(info_opt.prg_banks, info_noopt.prg_banks);
assert_eq!(info_opt.chr_banks, info_noopt.chr_banks);
assert_eq!(rom_opt.len(), rom_noopt.len());
// The reset vector should still point into the fixed PRG bank
// in both builds — the optimizer has no say in where the reset
// handler lands.
let prg_end = 16 + 16384;
let reset_opt = u16::from_le_bytes([rom_opt[prg_end - 4], rom_opt[prg_end - 3]]);
let reset_noopt = u16::from_le_bytes([rom_noopt[prg_end - 4], rom_noopt[prg_end - 3]]);
assert_eq!(reset_opt, 0xC000);
assert_eq!(reset_noopt, 0xC000);
}
/// End-to-end pipeline that mirrors the CLI's `--debug`,
/// `--symbols`, and `--source-map` paths. Returns the ROM bytes
/// along with the rendered `.mlb` and source-map text so the
/// integration tests can assert against the whole chain.
fn compile_with_debug_artifacts(source: &str, debug: bool) -> (Vec<u8>, String, String) {
let (program, diags) = nescript::parser::parse(source);
assert!(
diags.is_empty(),
"unexpected parse errors: {diags:?}\nsource:\n{source}"
);
let program = program.expect("parse should succeed");
let analysis = analyzer::analyze(&program);
assert!(
analysis.diagnostics.iter().all(|d| !d.is_error()),
"unexpected analysis errors: {:?}",
analysis.diagnostics
);
let mut ir_program = ir::lower(&program, &analysis);
optimizer::optimize(&mut ir_program);
let sprites = assets::resolve_sprites(&program, Path::new("."))
.expect("sprite resolution should succeed");
let sfx = assets::resolve_sfx(&program).expect("sfx resolution should succeed");
let music = assets::resolve_music(&program).expect("music resolution should succeed");
let palettes = assets::resolve_palettes(&program);
let backgrounds = assets::resolve_backgrounds(&program);
let mut codegen = IrCodeGen::new(&analysis.var_allocations, &ir_program)
.with_sprites(&sprites)
.with_audio(&sfx, &music)
.with_debug(debug)
.with_source_map(true);
let mut instructions = codegen.generate(&ir_program);
nescript::codegen::peephole::optimize(&mut instructions);
let linker = Linker::with_mapper(program.game.mirroring, program.game.mapper);
let switchable_banks: Vec<PrgBank> = program
.banks
.iter()
.filter(|b| b.bank_type == BankType::Prg)
.map(|b| PrgBank::empty(&b.name))
.collect();
let link_result = linker.link_banked_with_ppu_detailed(
&instructions,
&sprites,
&sfx,
&music,
&palettes,
&backgrounds,
&switchable_banks,
);
let mlb = nescript::linker::render_mlb(&link_result, &analysis.var_allocations);
let map = nescript::linker::render_source_map(&link_result, codegen.source_locs(), source);
(link_result.rom, mlb, map)
}
#[test]
fn symbol_export_lists_user_functions_states_and_vars() {
// Compile a small program that exercises the symbol-export
// path: a user function, a state handler, a global variable,
// and at least one array. The rendered `.mlb` should mention
// every one of those under its user-facing name (not the
// internal `__ir_fn_` prefix).
let source = r#"
game "Symbols" { mapper: NROM }
var score: u8 = 0
var enemies: u8[4] = [1, 2, 3, 4]
fun bump() -> u8 { return 1 }
state Main {
on frame {
score = bump()
wait_frame
}
}
start Main
"#;
let (_rom, mlb, _map) = compile_with_debug_artifacts(source, false);
// User functions appear with their bare name.
assert!(mlb.contains(":bump"), "bump() should be in .mlb:\n{mlb}");
assert!(
mlb.contains(":Main_frame"),
"state frame handler should be in .mlb:\n{mlb}"
);
// Well-known entry points.
assert!(mlb.contains(":reset"));
assert!(mlb.contains(":nmi"));
assert!(mlb.contains(":main_loop"));
// User variables with the `R:` prefix.
assert!(
mlb.contains(":score"),
"global var `score` should be in .mlb:\n{mlb}"
);
assert!(
mlb.contains(":enemies"),
"array var `enemies` should be in .mlb:\n{mlb}"
);
// Make sure internal-only labels did not leak.
assert!(
!mlb.contains("__ir_fn_"),
".mlb should strip the __ir_fn_ prefix"
);
// P:-prefix entries should resolve to in-ROM offsets below
// the 16 KB fixed bank size.
for line in mlb.lines().filter(|l| l.starts_with("P:")) {
let hex = &line[2..6];
let offset = u32::from_str_radix(hex, 16).unwrap();
assert!(
offset < 0x4000,
"P: offset {offset:#06X} should be inside the 16 KB fixed bank"
);
}
}
#[test]
fn source_map_covers_every_lowered_statement() {
let source = r#"
game "SourceMap" { mapper: NROM }
on frame {
var a: u8 = 1
var b: u8 = 2
var c: u8 = 3
wait_frame
}
start Main
"#;
let (_rom, _mlb, map) = compile_with_debug_artifacts(source, false);
assert!(
!map.is_empty(),
"source map should be non-empty when --source-map is on"
);
// Each non-empty line has the form: `<offset> <file> <line> <col>`.
let lines: Vec<_> = map.lines().collect();
assert!(
lines.len() >= 4,
"should cover at least the four user statements; got {}",
lines.len()
);
// Lines should be sorted by ROM offset.
let offsets: Vec<u32> = lines
.iter()
.map(|l| u32::from_str_radix(l.split_whitespace().next().unwrap(), 16).unwrap())
.collect();
let mut sorted = offsets.clone();
sorted.sort_unstable();
assert_eq!(offsets, sorted, "source map must be sorted by ROM offset");
// At least one entry should point at line 4 (the `var a`
// declaration — line 1 is blank, line 2 is `game`, line 3 is
// `on frame {`, line 4 is the first body statement).
let has_line_4 = lines.iter().any(|l| {
let parts: Vec<_> = l.split_whitespace().collect();
parts.len() == 4 && parts[2] == "4"
});
assert!(
has_line_4,
"source map should include at least one entry for line 4:\n{map}"
);
}
#[test]
fn debug_build_emits_bounds_check_halt_routine() {
// When compiled with `--debug`, a program that indexes an
// array should include the shared `__debug_halt` trip routine
// and at least one JMP targeting it. Release builds must not.
let source = r#"
game "BoundsCheck" { mapper: NROM }
var xs: u8[4] = [1, 2, 3, 4]
on frame {
var i: u8 = 0
var v: u8 = xs[i]
wait_frame
}
start Main
"#;
let (_rom, mlb_debug, _map) = compile_with_debug_artifacts(source, true);
// The halt routine is internal so it's filtered from the
// `.mlb` output, but we can verify by re-compiling the same
// program and scanning the linker's label table directly.
let (program, _) = nescript::parser::parse(source);
let program = program.unwrap();
let analysis = analyzer::analyze(&program);
let mut ir_program = ir::lower(&program, &analysis);
optimizer::optimize(&mut ir_program);
let sprites = assets::resolve_sprites(&program, Path::new(".")).unwrap();
let sfx = assets::resolve_sfx(&program).unwrap();
let music = assets::resolve_music(&program).unwrap();
let palettes = assets::resolve_palettes(&program);
let backgrounds = assets::resolve_backgrounds(&program);
let mut cg_debug = IrCodeGen::new(&analysis.var_allocations, &ir_program)
.with_sprites(&sprites)
.with_audio(&sfx, &music)
.with_debug(true);
let mut insts_debug = cg_debug.generate(&ir_program);
nescript::codegen::peephole::optimize(&mut insts_debug);
let linker = Linker::with_mapper(program.game.mirroring, program.game.mapper);
let linked_debug = linker.link_banked_with_ppu_detailed(
&insts_debug,
&sprites,
&sfx,
&music,
&palettes,
&backgrounds,
&[],
);
assert!(
linked_debug.labels.contains_key("__debug_halt"),
"debug build should define the shared bounds-check halt label"
);
let mut cg_release = IrCodeGen::new(&analysis.var_allocations, &ir_program)
.with_sprites(&sprites)
.with_audio(&sfx, &music);
let mut insts_release = cg_release.generate(&ir_program);
nescript::codegen::peephole::optimize(&mut insts_release);
let linked_release = linker.link_banked_with_ppu_detailed(
&insts_release,
&sprites,
&sfx,
&music,
&palettes,
&backgrounds,
&[],
);
assert!(
!linked_release.labels.contains_key("__debug_halt"),
"release build must not emit __debug_halt"
);
// And the rendered `.mlb` for the debug build should not
// contain the internal halt label either (it's filtered out).
assert!(
!mlb_debug.contains("__debug_halt"),
"debug halt label is internal; should not leak into .mlb"
);
}