W0110: when a function marked `inline` has a body shape the IR
lowerer can't splice (conditional early return, loops, nested
control flow, empty void body), the analyzer now emits a
warning at the declaration site so the declined hint is
visible instead of silently falling back to a regular JSR.
Implementation:
- New `W0110` error code in `src/errors/diagnostic.rs` (warning level).
- New `pub fn can_inline_fun(return_type, body) -> bool` in
`src/ir/lowering.rs`, extracted from the existing capture
logic so the analyzer and the IR lowerer share the same
eligibility rules and can never drift.
- New `check_inline_declinability` analyzer pass called from
the tail of `analyze_program`, mirroring the existing
`check_sprite_scanline_budget` / `check_unreachable_states`
passes. Emits W0110 with help + note text pointing at the
two accepted body shapes.
- `capture_inline_bodies` now defers to `can_inline_fun`
instead of duplicating the match pattern, so the two sides
stay in lockstep by construction.
Four regression tests in `src/analyzer/tests.rs` cover the
conditional-return and while-loop declines plus the two
accepted shapes (single-return expression, void sequence).
Example source cleanups: `wrap52` in `examples/war/deck.ne`
and `abs_diff` in both `examples/arrays_and_functions.ne` and
`examples/loop_break_continue.ne` drop the `inline` keyword.
All three were dead hints — the `inline` was being silently
declined before this change, so removing it is source-only;
the three ROMs are byte-identical, all 32 emulator goldens
still match.
Docs refresh
- `docs/language-guide.md`: rewrote the Inline Functions section
(real behaviour + W0110), added W0105/W0106/W0107/W0108/W0109/
W0110 to the warnings table, added the `debug.sprite_overflow*`
builtins + sprite-per-scanline mitigations section to the
Debug Mode docs, added a `cycle_sprites` statement entry and
cross-referenced it from `draw`.
- `docs/nes-reference.md`: fleshed out the "NEScript Memory
Usage" block with the full ZP + high-RAM layout, including
the new `$07EF` / `$07FC` / `$07FD` slots for sprite cycling
and the debug sprite-overflow telemetry.
- `docs/future-work.md`: documented all four debug query
builtins in the "What ships today" block; updated the open
"OAM allocation strategy" question to reference the shipped
`cycle_sprites` path and ask about an automatic-flicker
game attribute as a follow-up.
- `docs/architecture.md`: updated the `ir/` and `optimizer/`
module summaries to describe real inline splicing (now
in lowering, not the optimizer).
- `README.md`: reframed the `inline` bullet from "hint" to
"real splicing for single-return / void-body shapes";
expanded the debug-support bullet to mention the four
query builtins and their stripping in release builds; added
a new bullet for the three-layer sprite-per-scanline
mitigations; bumped the test count from 497 → 694; updated
the war.ne entry to mention the seven compiler bugs are all
fixed and point readers at `git log` (instead of the
deleted COMPILER_BUGS.md).
- `examples/README.md`: same `git log`-pointing rewrite for
the war.ne entry.
Deletions
- `examples/war/COMPILER_BUGS.md` is removed. All seven
catalogued bugs are fixed; the file's historical value
lives in `git log` now. Every source-code comment and doc
reference to the file has been updated to either point at
`git log` or just describe the bug in place.
Test count: 616 unit + 75 integration + 3 doctests = 694 total.
Clippy / fmt clean. 32/32 emulator goldens match.
https://claude.ai/code/session_0143dTgh3UeRrtfHgQwzcv5z
9.8 KiB
War — Implementation Plan
A production-quality card game example for NEScript. This document is the living plan: each step is checked off as it's completed, and any mid-flight design changes are recorded in the "Design revisions" section at the bottom.
1. Scope & quality bar
A production-grade NES version of War:
- Title screen with a big logo, a 3-option menu (
0 PLAYERS/1 PLAYER/2 PLAYERS), blinking "PRESS START", and music. - Gameplay with an animated deal, two live decks with running card counts, cards that slide between the decks and the center, a readable face-up card on each side.
- War / tie-breaker flow with a distinct "WAR!" banner, an exciting SFX, and buried cards that actually come out of each player's deck.
- Victory screen with the winning player highlighted and a fanfare.
- Sound: title music, card-flip click, distinct round-win cues for A vs B, exciting WAR tie-break sfx, victory fanfare.
2. File layout
examples/war.ne # top-level: game decl, palette, background, sprite sheet, includes, start
examples/war/PLAN.md # this file
examples/war/constants.ne # gameplay + layout constants
examples/war/audio.ne # sfx + music declarations
examples/war/state.ne # global variables (decks, phase, rng, anim timers, ...)
examples/war/rng.ne # 8-bit LFSR PRNG helpers
examples/war/deck.ne # queue ops on decks + pot
examples/war/compare.ne # card rank/suit extraction, round resolver
examples/war/render.ne # draw_card_front / draw_card_back helpers
examples/war/title_state.ne # state Title
examples/war/deal_state.ne # state Deal
examples/war/play_state.ne # state Playing (phase machine)
examples/war/victory_state.ne # state Victory
The top-level examples/war.ne is the file the pre-commit hook and
emulator harness see. It compiles to examples/war.nes without any
tooling changes. The split source files all live under examples/war/
and are pulled in via include "war/<name>.ne" directives.
3. Hardware budget
Sprite budget per frame
All sprites use sprite sub-palette 0 (the NEScript codegen hard-wires the OAM attribute byte to 0). That gives 4 shared colours: transparent, red, white, black — enough for both red and black suits on a white card face with a black outline.
Cards are 16×24 px (2 cols × 3 rows = 6 sprites). Max on-screen simultaneously in the steady state:
| Entity | Qty | Sprites | Notes |
|---|---|---|---|
| Deck A top | 1 | 6 | card back |
| Deck B top | 1 | 6 | card back |
| Face-up A | 1 | 6 | varies by round |
| Face-up B | 1 | 6 | varies by round |
| Flying card | 1 | 6 | only during anim |
| Cursor / UI | ≤2 | ≤2 | title selector + misc |
| 32 | ≤ 64 OAM slots ✓ |
8-per-scanline check. Decks are at y = 80, face-up cards at
y = 128. Those two bands never overlap vertically, so the worst case
is 2 cards side by side within the same band = 4 sprites per scanline.
Tile budget (max 256)
| Group | Tiles | Purpose |
|---|---|---|
| Card frame | 6 | outline corners + top/bottom blank cells |
| Card back | 4 | diamond-lattice pattern, symmetric |
| Rank glyphs | 13 | A, 2-9, 10, J, Q, K (8×8 each) |
| Small suit (corner) | 4 | ♠ ♥ ♦ ♣ |
| Big suit left half | 4 | left half of large centre pip |
| Big suit right half | 4 | right half |
| Font A-Z | 26 | title/menu/HUD |
| Font 0-9 | 10 | deck counts + HUD |
| Punctuation + space | ~4 | :, !, space, ? |
| Big "WAR" banner | 12 | 2×2 block per letter |
| Felt-table tile | 2 | background fill + subtle pattern |
| Border / divider | 4 | thin framing |
| Cursor / arrow | 2 | menu selection |
| Total | ~95 | leaves ~150 tiles free |
RAM budget
| Structure | Bytes | Notes |
|---|---|---|
deck_a: u8[52] |
52 | circular buffer, packed rank<<4 | suit |
deck_b: u8[52] |
52 | |
pot: u8[52] |
52 | cards currently in play |
| queue cursors, counts, phase, anim timers | ~20 | |
| RNG state | 1 | |
| Total | ~180 | well under the ~1700 bytes of general RAM |
4. Card representation & RNG
Card encoding
One byte per card, packed as (rank << 4) | suit:
rank= 1..13 (A=1,2=2, …,10=10,J=11,Q=12,K=13)suit= 0..3 (♠=0,♥=1,♦=2,♣=3)
PRNG
8-bit Galois LFSR seeded from the frame counter on title-screen exit.
Shuffle
Bounded random-swap shuffle: 200 swaps between two 6-bit random
indices, retrying when either index ≥ 52. Uses only & and compare,
no multiply or divide.
Deck as a queue
Each deck is a circular buffer with front / count cursors. draw
bumps front, push_back writes at (front + count) % 52. Modulo is
implemented with if x >= 52 { x -= 52 } to avoid the expensive %
software routine.
5. State machine
Title → Deal → Playing → Victory → Title
Playing contains an inner phase machine driven by a u8 phase var:
| Phase | Notes |
|---|---|
P_WaitA |
Human: wait for input; CPU: wait for think timer |
P_FlyA |
16-frame lerp of A's card from deck to play position |
P_WaitB |
symmetric |
P_FlyB |
symmetric |
P_Reveal |
Both cards visible; brief beat |
P_Resolve |
Compare, branch to P_WinA / P_WinB / P_WarBanner |
P_WinA / P_WinB |
Cards slide to winner deck |
P_WarBanner |
Flash "WAR!" banner, play WarFlash |
P_WarBury |
Bury 3 face-down cards from each deck |
P_Check |
Win-condition check, possibly transition Victory |
Game modes (0/1/2 players) are captured by two bool flags
a_is_cpu / b_is_cpu chosen on title exit.
6. Audio
| Name | Channel | Shape |
|---|---|---|
FlipCard |
pulse 1 | short descending click |
CheerA |
pulse 1 | 8-frame rising arpeggio, pitch envelope |
CheerB |
pulse 1 | 8-frame descending arpeggio, pitch envelope |
WarFlash |
pulse 1 | 16-frame pitch sweep, loud → soft → loud |
ThudDown |
noise | 4-frame noise burst (bury animation) |
TitleTheme |
pulse 2 | brisk 4/4 march, looping |
| Victory | builtin fanfare |
one-shot on win |
7. Implementation steps
All steps complete. The order they actually shipped in is below (the original 12-step plan got compressed once the early steps turned up enough compiler bugs to demand investigation in parallel).
- Step 1: Skeleton — top-level file, every included file filled with a real implementation, compiles cleanly.
- Step 2: Felt background — replaced the builtin-smiley
grid with a custom
TILE_FELT_BGcross-hatch tile. - Step 3: Card art — bold rank glyphs (1 tile each), small
corner suits, big centre pip halves, card-back lattice,
card frame helpers (
draw_card_face/draw_card_back). - Step 4: Deck data structures — circular buffers with
front/count cursors, packed
(rank << 4) | suitcards, Galois LFSR PRNG, bounded random-swap shuffle, deal/split. - Step 5: Title state — BIG WAR banner, "CARD GAME" subtitle, 3-line menu with cursor, blinking PRESS A, title-music + autopilot.
- Step 6: Deal state — animated deal with FlipCard sfx and growing deck-back stacks.
- Step 7: Play state phase machine —
match phaseover the 11 P_* phases, fly animation that doesn't overshoot, win cues, debounced human input. - Step 8: War tie-break — BIG WAR banner reused as a strobing flash, ThudDown noise sfx for each buried card, pot grows by 6 per side per war.
- Step 9: Victory state — staggered "PLAYER X / WINS" banner, top-of-deck showcase card, builtin fanfare, auto-return to Title.
- Step 10: Polish pass — bold sprite font, card-fly timing/overshoot fix, P_WAR_BURY redraws the previous face-ups, draw_word_war removed (was orphaned by the BIG WAR helper), title state shares the BIG WAR helper.
- Step 11: Capture goldens, verify all 31 ROMs match, war golden lands cleanly on a mid-fly-A frame at frame 180.
- Step 12: Update README.md and examples/README.md.
- Code review pass: read every file end-to-end, fix any mistakes found.
Seven compiler bugs were discovered along the way and all fixed
on this branch — see git log for the full list. Every
workaround that was originally in the war source has been
reverted now that the underlying bugs are fixed.
8. Design revisions
A few things shifted from the approved plan:
arm_flyis 4 params, not 6. The 5th and 6th params (fly_card,fly_face_up) are written to globals at every call site instead, because the v0.1 ABI only passes four parameters via the zero-page transport slots. The 4-param limit now produces a clean E0506 diagnostic so future authors see the error up front instead of chasing silent miscompiles.- The
Playingstate's phase machine usesmatch, not a flat if-chain. The if-chain shape allowed two phases to run in the same frame after aset_phasetransition, which made the card-fly animation overshoot its endpoint byFLY_STEP.matchruns only the first matching arm. - Card frame outline tiles (
TILE_FRAME_TL/TR/BL/BR) are still allocated in the Tileset but unused. The card faces use the rank/suit/pip tiles directly with white card bodies that visually separate from the dark felt — a card frame would have made each tile cramped without much readability gain. Constants are kept for layout stability; the tiles themselves serve as a 4-tile reserve for future art tweaks. - The deal animation is a single bouncing card-back, not a full 52-card cascade. Cleaner and cheaper, and the FlipCard click rhythm carries the "we're dealing!" feel by itself.