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nescript/README.md
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codegen: user code in switchable banks via cross-bank trampolines
Adds a `bank Foo { fun bar() { ... } }` parser form so user functions
can opt into living in a switchable PRG bank instead of the fixed
bank, plus the IR codegen, runtime, and linker work to make calls
across the bank boundary actually run. Programs that don't use the
new syntax produce byte-identical ROMs to before — verified by
rebuilding every existing example and diffing.

Pipeline shape:

* Parser accepts both `bank Foo: prg` (legacy reserved slot) and
  `bank Foo { fun ... }` (functions land in the named bank). Nested
  functions get tagged `bank: Some("Foo")` on the FunDecl + IrFunction.
* Analyzer bumps the user zero-page start past `$10` whenever the
  program declares any banked function, so `__bank_select`'s STA into
  ZP_BANK_CURRENT can't clobber a user variable. Programs without
  banked functions keep the legacy `$10` start.
* IrCodeGen emits each banked function into its own per-bank
  instruction stream (`banked_streams: HashMap<String, Vec<Instruction>>`)
  while the fixed-bank stream gets the dispatcher loop + state
  handlers + top-level functions, exactly like before. Cross-bank
  calls from the fixed bank rewrite `JSR __ir_fn_<name>` to
  `JSR __tramp_<name>`; in-bank calls stay direct. Banked → fixed
  calls are direct (the fixed bank is always mapped at $C000-$FFFF).
  Banked → other-banked calls aren't supported in this pass and
  panic loudly during codegen.
* Runtime's `gen_bank_trampoline` takes the trampoline label and
  entry label as parameters now (one trampoline per banked function,
  not one per bank) so the linker can request any number of stubs.
* Linker assembles banked banks twice: a discovery pass to learn
  each bank's labels, then a final pass that seeds the merged label
  table so banked code can JSR into the fixed bank's runtime helpers
  (math, audio, etc.). The fixed-bank assembler is also seeded with
  the cross-bank labels so the trampolines' `JSR __ir_fn_<name>`
  resolves into the bank's $8000 window. New `asm::assemble_with_labels`
  / `asm::assemble_discover_labels` helpers wire this up.
* PrgBank carries `Vec<Instruction>` + a list of `BankTrampoline`
  requests now, replacing the old `data: Vec<u8>` + single
  `entry_label: Option<String>` shape. The compiler populates both
  from the codegen output; the linker's two-pass assembly handles
  the rest.

New example: `examples/uxrom_user_banked.ne` puts a sprite-stepping
helper inside `bank Extras { fun step_animation() { ... } }`. The
fixed-bank state handler calls it via the generated trampoline, and
the harness golden locks in pixel + audio output at frame 180.

UxROM is the only mapper exercised by the new example. MMC1 and
MMC3 also work through the same path (the linker emits the right
mapper-specific bank-select code), but no example uses them yet —
the existing `mmc1_banked.ne` / `mmc3_per_state_split.ne` keep
their fixed-bank-only layout.

Limitations carried forward:
* No banked → banked cross-bank calls (panics in codegen).
* No greedy size-packing; placement is explicit-only.
* MMC3 state handlers don't get banked (the per-state split path
  is untouched).
2026-04-14 11:41:20 +00:00

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Markdown

# NEScript
A statically-typed, compiled programming language for NES game development.
NEScript compiles `.ne` source files directly into playable iNES ROM files, with no external assembler or linker dependencies. The compiler handles everything from source text to a ROM you can run in any NES emulator.
![Platformer demo](docs/platformer.gif)
_Source: [`examples/platformer.ne`](examples/platformer.ne)_
## Quick Start
```bash
# Build the compiler
cargo build --release
# Compile an example
cargo run -- build examples/hello_sprite.ne
# Run the output ROM in an emulator
# (produces examples/hello_sprite.nes)
```
## Hello World
```
game "Hello" {
mapper: NROM
}
var px: u8 = 128
var py: u8 = 120
on frame {
if button.right { px += 2 }
if button.left { px -= 2 }
if button.down { py += 2 }
if button.up { py -= 2 }
draw Smiley at: (px, py)
}
start Main
```
## Features
- **Game-aware syntax** -- states, sprites, palettes, backgrounds, and input are first-class constructs
- **Full type system** -- `u8`, `i8`, `u16`, `bool`, fixed-size arrays (`u8[N]`), `enum`, `struct`
- **Rich control flow** -- `if`/`else`, `while`, `for i in 0..N`, `loop`, `match`
- **Functions** -- with parameters, return types, `inline` hint, recursion detection
- **State machines** -- `state` with `on enter`, `on exit`, `on frame`, `on scanline(N)` handlers
- **Compile-time safety** -- call depth limits, recursion detection, type checking, unused-var warnings
- **IR-based optimizer** -- constant folding, dead code elimination, strength reduction (incl. div/mod by power-of-two), copy propagation, peephole passes including INC/DEC fold and live-range slot recycling
- **Full 16-bit arithmetic** -- u16 add/sub/compare lower to carry-propagating paired operations
- **Multiple mappers** -- NROM, MMC1, UxROM, MMC3 (including multi-scanline IRQ dispatch per state)
- **Audio subsystem** -- frame-walking pulse driver with user-declared `sfx`/`music` blocks, builtin effects and tracks, period table, and zero-cost elision when unused
- **Palette & background pipeline** -- `palette` and `background` blocks, initial values loaded at reset, vblank-safe `set_palette` / `load_background` runtime swaps
- **Asset pipeline** -- PNG-to-CHR conversion, inline tile data, sfx envelopes, music note streams
- **Inline assembly** -- `asm { ... }` with `{var}` substitution, plus `raw asm { ... }` for verbatim blocks
- **Hardware intrinsics** -- `poke(addr, value)` / `peek(addr)` for direct register access
- **Debug support** -- `--debug` flag enables `debug.log` / `debug.assert` writes to the emulator debug port
- **Compile-time diagnostics** -- `--dump-ir`, `--memory-map`, `--call-graph` flags
- **Single binary** -- no dependencies on ca65, Python, or any external tools
## Documentation
- **[Language Guide](docs/language-guide.md)** -- complete reference for every language feature
- **[Architecture](docs/architecture.md)** -- compiler internals and module overview
- **[NES Reference](docs/nes-reference.md)** -- hardware quick reference for contributors
- **[Examples README](examples/README.md)** -- how to build and run examples
## Examples
| Example | Features demonstrated |
|---------|---------------------|
| [`hello_sprite.ne`](examples/hello_sprite.ne) | D-pad input, sprite drawing |
| [`bouncing_ball.ne`](examples/bouncing_ball.ne) | Automatic movement, edge detection |
| [`coin_cavern.ne`](examples/coin_cavern.ne) | Multi-state game, functions, constants, gravity |
| [`arrays_and_functions.ne`](examples/arrays_and_functions.ne) | Arrays, functions, while loops, inline functions |
| [`state_machine.ne`](examples/state_machine.ne) | State transitions, on enter/exit, timers |
| [`sprites_and_palettes.ne`](examples/sprites_and_palettes.ne) | Inline CHR data, scroll, type casting |
| [`mmc1_banked.ne`](examples/mmc1_banked.ne) | MMC1 mapper, bank declarations, multiply |
| [`uxrom_user_banked.ne`](examples/uxrom_user_banked.ne) | UxROM mapper with a `bank Foo { fun ... }` block — first example to put real user code in a switchable bank, called via a generated cross-bank trampoline |
| [`palette_and_background.ne`](examples/palette_and_background.ne) | Palette and background declarations, reset-time load, vblank-safe `set_palette` / `load_background` swaps |
| [`friendly_assets.ne`](examples/friendly_assets.ne) | **Pleasant asset syntax** — named NES colours, grouped `bg0..sp3` palettes with `universal:`, ASCII pixel-art sprites, `legend { } + map:` tilemaps, `palette_map:` attribute grids, scalar sfx `pitch:`, note-name music with `tempo:` |
| [`structs_enums_for.ne`](examples/structs_enums_for.ne) | Structs, enums, `for` loops, struct literals |
| [`inline_asm_demo.ne`](examples/inline_asm_demo.ne) | Inline asm with `{var}` substitution, `poke`/`peek` |
| [`audio_demo.ne`](examples/audio_demo.ne) | Audio subsystem: user `sfx`/`music` blocks, builtin effects, `play`/`start_music`/`stop_music` |
| [`noise_triangle_sfx.ne`](examples/noise_triangle_sfx.ne) | Noise and triangle channel sfx via `channel: noise` / `channel: triangle` on `sfx` blocks |
| [`platformer.ne`](examples/platformer.ne) | **End-to-end side-scroller** — custom CHR tileset, full background nametable, metasprite player with gravity/jump physics, wrap-around scrolling, stomp-or-die enemy collisions, live stomp-count HUD, pickup coins, user-declared SFX + music, and a Title → Playing → GameOver state machine with a proximity-based autopilot so the headless harness demonstrates the full gameplay loop (stomp, stomp, die, retry) inside six seconds |
## Compiler Commands
```bash
# Compile to ROM
nescript build game.ne
# Compile with custom output path
nescript build game.ne --output my_game.nes
# Type-check only (no ROM output)
nescript check game.ne
# View generated 6502 assembly
nescript build game.ne --asm-dump
# Enable debug mode
nescript build game.ne --debug
```
## Emulator Compatibility
Output ROMs are standard iNES format and work with any NES emulator:
- **[Mesen](https://www.mesen.ca/)** -- recommended, best debugging support
- **[FCEUX](https://fceux.com/)**
- **[Nestopia](http://nestopia.sourceforge.net/)**
## Project Status
NEScript implements all five planned milestones:
| Milestone | Status | Key Features |
|-----------|--------|-------------|
| M1: Hello Sprite | Done | Full compiler pipeline, assembler, ROM builder |
| M2: Game Loop | Done | Functions, arrays, IR, optimizer, call graph analysis |
| M3: Asset Pipeline | Done | PNG-to-CHR, sprites, `debug.log` / `debug.assert` |
| M4: Optimization | Done | Strength reduction, ZP promotion, type casting, asm-dump |
| M5: Bank Switching | Done | MMC1/UxROM/MMC3, bank declarations, software mul/div |
497 tests across the lexer, parser, analyzer, IR, optimizer, codegen, assembler, linker, runtime, ROM, and asset modules, with CI running fmt, clippy, test, and example compilation on every push.
## License
[MIT](LICENSE)