The optimizer fix in the previous commit changes the observable
gameplay of `examples/platformer.ne` — pre-fix the player got
spurious enemy-1 stomp bounces every time coin 2 drifted into its
pickup window, so the README demo gif showed the player bouncing
mid-air around emu frames 85-125 instead of walking through the
coin at ground level. Regenerate `docs/platformer.gif` from the
fixed compiler so the README matches reality.
To stop this from drifting again, treat the gif the same way the
repo already treats `examples/*.nes`:
- `gifenc` + `jsnes` + the harness are deterministic, so a fresh
recording byte-matches a valid commit. Verified across two
back-to-back runs (identical md5).
- `.github/workflows/ci.yml`'s `emulator` job now renders the gif
into `/tmp/platformer.gif` and `cmp`s it against `docs/platformer.gif`,
emitting a `::error` annotation pointing at the exact rerun
command if the committed copy is stale. This piggybacks on the
existing puppeteer + node setup, adding ~20s to the job.
- `scripts/pre-commit` runs the same check locally, but only when
`examples/platformer.{ne,nes}`, `tests/emulator/record_gif.mjs`,
or `tests/emulator/harness.html` is staged, and only if
`tests/emulator/node_modules` is already installed. Cold-start
puppeteer is ~20s — too slow to pay on every commit, but cheap
enough to pay when something gif-relevant changed.
- The header of `tests/emulator/record_gif.mjs` and the project
conventions section of `CLAUDE.md` both spell out the rerun
command and the invariant, so the next agent doesn't have to
re-derive any of this.
https://claude.ai/code/session_013Bi4H4YQ5or5HtMB4doUFi
8.8 KiB
CLAUDE.md
Guidance for Claude Code (and any other AI agents) working in this repo. Keep it short and practical — it's here so the next agent doesn't have to re-derive the project conventions from scratch.
Project shape
-
NEScript is a Rust-based compiler that turns
.nesource files into iNES ROMs. Single binary, no external assemblers, no external linkers. -
src/is a flat module layout: each compiler phase is its own directory withmod.rs+tests.rs. Seedocs/architecture.mdfor the phase pipeline. -
Examples live in
examples/*.ne. Every example is expected to compile cleanly and has a pinned emulator golden — see below. -
examples/*.nesis committed. The compiler is deterministic (same source → byte-identical ROM), so the ROMs travel with the repo. If you edit any.nefile you must rebuild its.nesin the same commit — CI'sexamplesjob rebuilds each ROM into a tmp path and fails if the committed version differs, pointing at the exactcargo run -- build examples/<name>.neto run. The pre-commit hook underscripts/pre-commitcatches this locally. -
docs/platformer.gifis committed and embedded in the top-level README as the project demo.gifenc+jsnesare deterministic, so the gif's bytes are a function of the compiler, the runtime, the harness, andexamples/platformer.ne. Any change to those that affects the first ~6 seconds of observable platformer gameplay must be followed by regenerating the gif:node tests/emulator/record_gif.mjs platformer 360 2 docs/platformer.gifand committing it in the same change. CI's
emulatorjob renders a fresh gif and fails if the committed one doesn't byte-match. The pre-commit hook rebuilds the gif whenplatformer.ne,platformer.nes,record_gif.mjs, orharness.htmlis staged (andtests/emulator/node_modulesis installed). -
docs/future-work.mdlists the remaining gaps. If you implement something from that file, update the doc in the same PR.
Running the basics
cargo build --release # build the compiler
cargo test # all Rust tests (lib + integration)
cargo fmt # mandatory before committing
cargo clippy --all-targets # mandatory before committing; fix or #[allow]
./target/release/nescript build examples/hello_sprite.ne # build one ROM
Compile every example at once:
for f in examples/*.ne; do cargo run --release -- build "$f"; done
The jsnes emulator harness
This is the most important piece of project-specific tooling. Every .ne
example has a pixel-exact PNG golden and a sample-exact audio hash
committed under tests/emulator/goldens/. Any compiler change that alters
observable behaviour — codegen, optimizer, runtime, linker, asset pipeline
— will flip at least one golden, and CI will fail loudly with a visible
diff. Do not skip or weaken this check.
Layout
tests/emulator/
harness.html # thin wrapper around jsnes; exposes window.nesHarness
# with loadRomBase64, runFrames, rawPixelsBase64,
# audioHash, audioWavBase64
run_examples.mjs # puppeteer-driven runner (headless Chrome)
package.json # depends on jsnes, pngjs, puppeteer
goldens/
<name>.png # 256×240 RGBA framebuffer at frame 180 (~3s at 60fps)
<name>.audio.hash # one line: "<fnv1a-hex> <sample-count>"
actual/ # gitignored; written on every run for diff artifacts
Running it locally
The harness is separate from cargo test. You have to run it by hand:
# 1. Rebuild every example with the current compiler. The harness
# reads whatever sits under examples/*.nes — if you want to test
# your working copy you have to rebuild them first.
cargo build --release
for f in examples/*.ne; do ./target/release/nescript build "$f"; done
# 2. Install node deps (once per worktree; node_modules/ is gitignored).
cd tests/emulator
npm install # or `npm ci` in CI
# 3. Verify every ROM still matches its golden.
node run_examples.mjs
# → "22/22 ROMs match their goldens" on success
# → FAIL / MISS lines + `actual/<name>.png`, `actual/<name>.diff.png`,
# `actual/<name>.wav` written for any ROM that mismatched
The harness always runs against whatever sits in examples/*.nes,
so iterating on the compiler means rebuilding the example first.
CI's emulator job does this too — it builds the compiler, compiles
every .ne into the workspace (overwriting the committed ROMs,
which are ephemeral in the CI checkout), and then runs the harness.
The committed ROMs are a PR-review convenience and a "did this
change affect codegen" tripwire via the examples job's
reproducibility diff; they are not what the emulator job tests.
Updating goldens
If a change is supposed to flip goldens (you added a new example, changed a rendering path, fixed a bug that was baked into the old output), update them with:
cd tests/emulator
UPDATE_GOLDENS=1 node run_examples.mjs # rewrites every mismatched golden
# or
node run_examples.mjs --update-goldens
Then git diff tests/emulator/goldens/ the result, eyeball each change,
and include the updated PNG+hash files in the same commit as the code
change. Goldens are the contract; the commit message should explain why
each diff is legitimate. Never UPDATE_GOLDENS=1 just to silence a
failing CI — that defeats the entire purpose of the harness.
Adding a new example
- Write
examples/<name>.ne. - Build it with the release compiler so a
.nesfile lands next to it. - Run
UPDATE_GOLDENS=1 node run_examples.mjsto generategoldens/<name>.pngandgoldens/<name>.audio.hash. Both files must be committed — the runner treats missing goldens as a hard failure. - Verify visually that the generated PNG is what you actually intended (open it; you can use Read on the PNG file to have Claude display it).
- Add the example to the tables in
README.mdandexamples/README.md.
What the harness tests (and doesn't)
- Tests: final rendered framebuffer at frame 180, full audio sample stream over the same window. Catches codegen miscompiles, runtime bugs, linker layout changes, PPU timing regressions, APU regressions, asset pipeline bugs — essentially anything that affects the observable behaviour of a whole program.
- Does not test: input handling (no buttons pressed during the run),
anything past frame 180 (~3 seconds), state transitions that require
user input. Examples that need input to look non-trivial should
structure themselves so a good demo happens on autopilot — e.g. a
frame counter that drives the interesting state (
examples/palette_and_background.neis a working pattern).
CI integration
The emulator job in .github/workflows/ci.yml installs Chrome deps,
builds all examples, then runs the harness. On failure it uploads the
actual/ directory and report.json as an artifact named emulator-diff
so reviewers can download and inspect the pixel diffs without cloning the
repo. The CI job does not pass UPDATE_GOLDENS; if it flips, the
change needs a manual update + review.
Conventions worth knowing
- Every
src/**/mod.rshas a co-locatedtests.rs. Add unit tests there, not in a separate file. - Big cross-phase tests go in
tests/integration_test.rs. Use thecompile/compile_bankedhelpers at the top of that file instead of re-building the pipeline by hand. - Error codes live in
src/errors/diagnostic.rs. Don't add a new code without emitting it from somewhere — clippy will catch unused variants, but past agents have also let them sit as dead code. - Zero page is tight.
$00-$0Fis reserved for the runtime (frame flag, input, OAM cursor, sfx/music pointers).$11-$17is reserved for PPU palette/background updates when the program declares them (the analyzer bumps the user ZP start from$10to$18in that case — programs without palette/bg keep the old$10layout to preserve their goldens). User vars go at$10+or$18+; IR temps land at$80+. docs/future-work.mdis the authoritative roadmap. If you finish an item, delete its section; if you add a new gap, write one.
Things to avoid
- Don't add backwards-compat shims. The repo is pre-1.0; breaking
changes are fine if they improve the code. Delete dead code outright
rather than
#[allow(dead_code)]-ing it. - Don't skip
cargo fmt/cargo clippy. CI runs both and they are cheap. - Don't
UPDATE_GOLDENS=1without reading the diff. If you can't explain why a golden flipped, the change is probably wrong. - Don't commit
tests/emulator/actual/ortests/emulator/node_modules/. Both are gitignored, but it's worth double-checking before a commit that touches the emulator directory.