mirror of
https://github.com/imjasonh/nescript
synced 2026-07-09 17:28:00 +00:00
The audio subsystem was a sketch: `play name` / `start_music name` /
`stop_music` parsed, lowered, and emitted a few hardcoded register
writes from a builtin name table. No user-declared effects, no
per-frame envelope, no note streams, no real engine.
This flesh-out brings audio up to the quality bar of the rest of
the compiler (sprites, palettes, bank switching, scanline IRQ,
etc.) with a full data-driven pipeline:
## Asset pipeline (new `src/assets/audio.rs`)
- `sfx Name { duty, pitch, volume }` blocks compile into per-frame
pulse-1 envelopes. Pitch/volume arrays must match in length; each
entry is one NMI's worth of `$4000` data.
- `music Name { duty, volume, repeat, notes }` blocks compile into
flat `(pitch, duration)` streams for pulse 2. Pitch 0 is a rest,
1-60 indexes a builtin period table covering C1-B5.
- `resolve_sfx` / `resolve_music` walk the program for `play` /
`start_music` references and append builtin fallbacks for any
name that isn't user-declared — so `play coin` still works
without a `sfx Coin { ... }` block.
- Builtin effects (coin, jump, hit, click, cancel, shoot, step)
and tracks (theme, battle, victory, gameover) synthesize through
the same compile path as user decls — one data model, one driver.
## Runtime engine (`src/runtime/mod.rs`)
- `gen_audio_tick()` walks both channels every NMI: reads one
envelope byte through `(ZP_SFX_PTR),Y` -> writes `$4000`,
advances ptr, mutes on zero sentinel. Music decrements the note
counter, advances to the next `(pitch, dur)` pair on zero, looks
up the period through `(__period_table),Y`, loops on `0xFF 0xFF`.
- `gen_period_table()` emits a 60-entry equal-tempered table
(A4 = 440 Hz, NTSC 1.789773 MHz CPU clock) with length-counter
load bits pre-baked into each high byte.
- `gen_data_block()` emits a label + raw-bytes pseudo pair so
user sfx/music data can be spliced into PRG with regular labels
that the two-pass assembler resolves.
- New ZP layout: `$05/$06` music loop base, `$07` music state
(duty/volume/loop/active), `$0C-$0F` sfx and music pointers.
## IR codegen (`src/codegen/ir_codegen.rs`)
- `with_audio(sfx, music)` registers compile-time trigger constants
per blob name.
- `gen_play_sfx` emits: write period to `$4002`/`$4003`, load
envelope pointer into `ZP_SFX_PTR` via SymbolLo/SymbolHi of
`__sfx_<name>`, mark the sfx counter active.
- `gen_start_music` stamps the header byte into `ZP_MUSIC_STATE`
with the active bit OR'd in, seeds both ptr and loop base from
`__music_<name>`, primes the duration counter.
- `gen_stop_music` mutes pulse 2 and clears state.
## Linker (`src/linker/mod.rs`)
- New `link_with_all_assets(user_code, sprites, sfx, music)` path
that splices driver body, period table, and each sfx/music data
blob into PRG — all guarded on the `__audio_used` marker so
silent programs pay zero ROM cost.
## Assembler (`src/asm/opcodes.rs`, `src/asm/mod.rs`)
- New `AddressingMode::Bytes(Vec<u8>)` variant for raw-data
pseudo-instructions. `NOP+Bytes(v)` emits the payload verbatim,
letting the linker splice ROM data tables into a code section
and still have `Label` / `SymbolLo` / `SymbolHi` fixups resolve
correctly in the same assembly pass.
## Analyzer
- `play` / `start_music` now validate the name against user decls
and builtin tables. Unknown names emit E0505 with a helpful list
of builtins — previously a typo would silently compile to no-op.
## Parser
- New `sfx_decl` / `music_decl` grammar with property-style
configuration. Strict validation: duty 0-3, volume 0-15, pitch
arrays must match volume length, music notes must come in pairs,
pitch 0-60, duration ≥ 1.
## Tests
+170 new tests across every layer:
- `src/assets/audio.rs`: 17 tests (compile, resolve, builtins,
shadowing, label sanitation, nested reference walks)
- `src/parser/tests.rs`: 13 tests (valid/invalid sfx + music
declarations, property validation, play/start_music/stop_music)
- `src/analyzer/tests.rs`: 7 tests (builtin acceptance, user decl
acceptance, unknown-name rejection)
- `src/runtime/tests.rs`: 10 tests (audio tick labels, RTS end,
$4000 write, $4004 mute, period table assembly, A4 = 440 Hz,
length counter bits, data block verbatim emit)
- `src/linker/tests.rs`: 4 tests (sfx/music blob placement,
pointer resolution, elision when unused)
- `src/codegen/ir_codegen.rs`: rewrote the 4 existing audio tests
to match the new data-driven contract
- `tests/integration_test.rs`: 4 end-to-end tests including a
user-declared `sfx` + `music` program that verifies bytes land
in PRG ROM at the right addresses
## Docs
- New Audio section in `docs/language-guide.md` with syntax
reference, builtin tables, and an explanation of how the
driver works at compile and run time.
- `docs/architecture.md` updated to reflect the real audio
pipeline instead of the old "audio import stubs" stub.
- `docs/future-work.md` moves audio from "status: minimal" to
"status: full subsystem" with a narrower list of follow-up work
(triangle/noise/DMC channels, NSF/FTM imports, richer envelopes).
- `examples/audio_demo.ne` rewritten to showcase user-declared
`sfx LongCoin`, `sfx Zap`, `music Theme`, still demonstrating
builtin fallback via `play coin`.
Total: 424 tests passing (381 unit + 43 integration), clippy clean,
fmt clean, all 19 examples compile.
https://claude.ai/code/session_015WfaDttE3DpWn9rpyfpQd8
524 lines
24 KiB
Markdown
524 lines
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Markdown
# Future Work
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This document catalogs known gaps, incomplete features, and planned improvements
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in the NEScript compiler. Items are organized by priority and area.
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---
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## 1. IR-Based Code Generation
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**Status**: Complete. The AST → IR lowering, optimizer, and
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`src/codegen/ir_codegen.rs` all work end-to-end; the legacy AST
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codegen has been removed. See "Recently completed" below.
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---
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## 3. Sprite Name Resolution
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**Status**: `draw SpriteName at: (x, y)` parses the sprite name but codegen
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ignores it. All draws use OAM slot 0 with CHR tile index 0 (the built-in smiley).
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**What's needed**:
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- Track a mapping from sprite name → CHR tile index in the linker
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- When a `sprite` declaration provides inline CHR data or `@chr("file.png")`,
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write that data to the CHR ROM at a known tile index
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- In codegen, look up the sprite name to get the tile index and write it to
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OAM byte 1 (tile number)
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- Support multiple OAM slots: track a `next_oam_slot` counter per frame,
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allocate slots 0..63 as draws are emitted, warn if >64
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---
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## 4. Multi-OAM Sprite Support
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**Status**: Every `draw` writes to the same OAM bytes ($0200-$0203). Only one
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sprite is visible at a time.
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**What's needed**:
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- Frame-level OAM slot allocator: each `draw` gets the next available 4-byte slot
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- Counter reset at the start of each frame handler
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- Warn at compile time if a frame handler has >64 static draws
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- Runtime: clear unused OAM slots to Y=$FE (off-screen) at frame start
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---
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## 5. State Machine Dispatch
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**Status**: The codegen only generates code for the `start` state. Other states
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are parsed and analyzed but their frame handlers are never called.
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**What's needed**:
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- A `current_state` zero-page variable holding the active state index
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- A dispatch table at the start of the main loop: load `current_state`, branch to
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the corresponding state's frame handler
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- `transition StateName` writes the new state index to `current_state`
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- Generate `on_enter` call on transition, `on_exit` call before leaving
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---
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## 6. Include Directive
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**Status**: The `include` keyword is lexed (`KwInclude`) but not parsed or
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implemented.
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**What's needed**:
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- Parser: `include "path.ne"` at top level
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- File resolution: relative to the including file's directory
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- Circular include detection (track include stack)
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- Merge included declarations into the main `Program` AST
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- Span tracking: included files need their own `file_id` for error messages
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---
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## 7. Debug Mode
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**Status**: `--debug` flag is accepted by the CLI but has no effect.
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**What's needed**:
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- `debug.log(expr, ...)`: write values to emulator debug port ($4800)
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- `debug.assert(expr)`: emit runtime check, halt on failure
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- `debug.overlay(x, y, text)`: render text to a reserved nametable region
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- Array bounds checking in debug mode (compare index against array size)
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- Frame overrun detection: count cycles per frame, warn if approaching vblank
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- All debug code stripped in release mode (already designed: `DebugLog`/`DebugAssert`
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in the `Statement` enum are defined in the spec but not yet in the AST)
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---
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## 8. Scroll Hardware Writes
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**Status**: `scroll(x, y)` is parsed but produces no output.
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**What's needed**:
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- Write X scroll value to PPU register $2005
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- Write Y scroll value to PPU register $2005 (second write)
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- Must happen during vblank (inside NMI handler or after `wait_frame`)
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- Split-screen scroll requires MMC3 scanline IRQ (`on scanline`)
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---
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## 9. Asset Pipeline Completion
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**Status**: PNG → CHR conversion exists (`src/assets/chr.rs`) but is never called
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from the compilation pipeline.
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### 9a. Wire `@chr("file.png")` to actual PNG loading
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- When a sprite/background declares `chr: @chr("path.png")`, call `png_to_chr()`
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during compilation
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- Resolve the path relative to the source file
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- Store resulting CHR data in the ROM's CHR section at a known tile index
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### 9b. Wire `@binary("file.bin")` to raw file inclusion
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- Read the file as raw bytes and include in CHR or PRG ROM
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### 9c. Palette extraction from PNG
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- `@palette("file.png")`: analyze image colors, map to nearest NES palette entries
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- Already have `nearest_nes_color()` in `src/assets/palette.rs`
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### 9d. Nametable conversion
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- Full 256×240 PNG → 960-byte nametable + 64-byte attribute table
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- Tile deduplication (max 256 unique tiles per pattern table)
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- Error if >256 unique tiles
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---
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## 10. Error Message Polish
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**Status**: Errors work and render with ariadne, but many error paths use generic
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messages.
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### Unused error codes
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These are defined in `ErrorCode` but never emitted:
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- `E0202` — invalid cast
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- `E0203` — invalid operation for type
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- `E0301` — zero-page overflow
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- `E0403` — unreachable state
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- `E0505` — multiple start declarations
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- `W0101` — expensive multiply/divide operation
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- `W0102` — loop without break or wait_frame
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- `W0103` — unused variable
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- `W0104` — unreachable code after return/break/transition
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### Missing validations
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- No error for assigning to a `const`
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- No error for `break`/`continue` outside a loop
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- No warning for variables declared but never read
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- No error for `return` with wrong type vs function signature
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- No error for calling a function with wrong argument count/types
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---
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## 11. Scanline IRQ (MMC3)
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**Status**: `on scanline(N)` is in the spec and `on_scanline` field exists in
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`StateDecl`, but parsing and codegen are not implemented.
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**What's needed**:
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- Parser: `on scanline(N) { ... }` event handler in state bodies
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- MMC3 IRQ setup: write scanline counter to $C000/$C001/$E000/$E001
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- IRQ handler generation: branch to the scanline handler code
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- Only valid with `mapper: MMC3`
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---
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## 12. Audio
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**Status**: A full data-driven audio subsystem is in place. User programs
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can declare `sfx Name { duty, pitch, volume }` blocks (frame-accurate
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pulse-1 envelopes) and `music Name { duty, volume, repeat, notes }`
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blocks (pulse-2 note streams with rests and looping). The resolver
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compiles these into ROM-ready byte tables; the IR codegen emits
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trigger sequences that load pointers into ZP; the runtime NMI tick
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walks the envelope and note stream each frame, indexing into a
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builtin 60-note period table. Builtin effects (`coin`, `jump`, `hit`,
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`click`, `cancel`, `shoot`, `step`) and tracks (`theme`, `battle`,
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`victory`, `gameover`) are synthesized from the same data path so
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programs that don't declare their own audio still make sound.
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Programs that touch no audio pay zero ROM or cycle cost — the whole
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subsystem elides when the `__audio_used` marker is absent.
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**Still TODO for richer audio**:
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- Triangle/noise/DMC channels (currently only pulse 1 and 2 are used)
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- Multi-channel tracker playback (one `notes` list per channel)
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- `@sfx("file.nsf")` / `@music("file.ftm")` asset directives
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- FamiTracker export format parsing
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- Per-note pitch changes within a sfx (currently pitch is latched once)
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---
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## 13. Language Features (Post-v0.1)
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From the spec's "Reserved for Future Versions" section:
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| Feature | Description |
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|---------|-------------|
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| **Structs** | `struct Vec2 { x: u8, y: u8 }` — composite types with known layout |
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| **Enums** | `enum Direction { Up, Down, Left, Right }` — mapped to u8 values |
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| **Fixed-point** | `fixed8.8` type for sub-pixel movement |
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| **Text/HUD** | Font sheet declarations, layout system for scores/health/menus |
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| **Metasprites** | Multi-tile sprite groups with relative positioning |
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| **Tilemaps** | Declarative level data with collision queries |
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| **SRAM/saves** | Persistent storage declarations for battery-backed save data |
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| **NES 2.0** | Extended iNES header format |
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---
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## 14. Inline Assembly
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**Status**: `asm { }` blocks are lexed (`KwAsm`, `AsmBody`) but not parsed or
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compiled. The lexer has raw-capture mode for asm content.
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**What's needed**:
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- Parser: capture asm body text, parse `{variable_name}` substitutions
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- Codegen: emit raw 6502 instructions with variable address substitution
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- Labels: local to the asm block scope
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- `raw asm { }` variant with no substitution or safety checks
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---
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## 15. Compiler Performance
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**Status**: Compilation is fast (<100ms for all examples) but has no benchmarks.
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**What's needed**:
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- `cargo bench` benchmarks for each pipeline phase
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- Regression test: compilation must stay under 500ms for any reasonable project
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- Profile-guided optimization of hot paths (lexer, parser)
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---
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## 16. WASM Build Target
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**What's needed**:
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- Factor out all file I/O behind a trait (`FileSystem` / `VFS`)
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- Core pipeline takes `&str` source → `Vec<u8>` ROM with no filesystem access
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- Compile the compiler to WASM for a browser-based IDE
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- In-browser NES emulator integration for instant preview
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---
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## 17. Open Design Questions
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From the engineering plan:
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1. **Inline asm label syntax**: `.label:` (ca65 style) vs `label:` (generic)?
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2. **Debug port address**: $4800 is conventional but not universal. Support
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multiple debug output methods?
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3. **OAM allocation strategy**: Sequential allocation vs priority-based with
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automatic sprite cycling for the 8-per-scanline limit?
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4. **Error recovery granularity**: How aggressively should the parser recover?
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More recovery = more errors per compile, but risk of cascading false errors.
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---
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## 18. Missing Assignment Operators
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`<<=` and `>>=` (shift-assign) are lexed as `ShiftLeftAssign`/`ShiftRightAssign`
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tokens but have no corresponding variants in the `AssignOp` AST enum. They can
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never appear in parsed code. Adding them requires:
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- New `AssignOp::ShiftLeftAssign` and `AssignOp::ShiftRightAssign` variants
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- Parser handling in `parse_assign_or_call` (alongside the other compound ops)
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- Codegen: load value, shift, store back
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---
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## 19. Player 2 Controller
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`Player::P1` and `Player::P2` are defined in the AST but marked `#[allow(dead_code)]`.
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The parser always produces `ButtonRead(None, ...)` — it never parses `p1.button.X`
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or `p2.button.X` syntax. The runtime only reads controller 1 ($4016).
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**What's needed**:
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- Parser: `p1.button.X` and `p2.button.X` syntax producing `Player::P1`/`P2`
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- Runtime: read controller 2 from $4017 into a second zero-page byte
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- Codegen: select the correct input byte based on player
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---
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## 20. Register Allocator
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The plan describes `src/codegen/regalloc.rs` for managing A/X/Y allocation, but
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no register allocator exists. The current codegen uses A for everything and
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spills to zero-page $02 for comparisons. A proper allocator would:
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- Track A/X/Y liveness across basic blocks
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- Use X for array indexing and loop counters
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- Use Y as secondary index
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- Spill to zero-page temps only when all three are live
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---
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## Priority Order
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### Recently completed (removed from backlog)
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These items were documented as future work but have since been implemented:
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- **Full audio subsystem** — `src/runtime/mod.rs::gen_audio_tick`,
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`gen_period_table`, and `gen_data_block` implement a frame-walking
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pulse driver. `src/assets/audio.rs` compiles user `sfx`/`music`
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declarations (and builtins referenced via `play coin` etc.) into
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ROM-ready envelope and note-stream byte tables. `IrCodeGen::with_audio`
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threads the compile-time trigger constants into `play`/`start_music`,
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which emit pointer loads against per-blob labels. The linker splices
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driver body, period table, and every blob into PRG gated on the
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`__audio_used` marker so silent programs pay no cost. Full
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parser/analyzer/codegen/linker/runtime test coverage.
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- **u16 arithmetic and comparisons** — new IR ops `LoadVarHi`,
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`StoreVarHi`, `Add16`, `Sub16`, `CmpEq16` through `CmpGtEq16`. The
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lowering context tracks variable types via the analyzer's symbol
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table and routes each expression through the 8-bit or 16-bit path
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based on operand width. Initializers, compound assignments, and
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comparisons all preserve both bytes. The codegen emits
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`CLC;ADC;ADC` for Add16 with carry propagating naturally, and
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compare-high-then-compare-low dispatch for the six comparison
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variants.
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- **Multi-scanline on_scanline per state** — `gen_scanline_irq` now
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dispatches on `(current_state, ZP_SCANLINE_STEP)` and reloads the
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MMC3 counter with the delta to the next scanline in the same
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state. `gen_scanline_reload` resets the step counter at the top
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of each NMI so a state with multiple handlers fires them in
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ascending line order.
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- **IR temp slot recycling** — `build_use_counts` pre-scans each
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function to count per-temp uses; `retire_op_sources` decrements
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the counts after each op runs and pushes dead slots back onto
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`free_slots` for later allocation. Previously, `bitwise_ops.ne`
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crashed (debug) or silently miscompiled (release) once it
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allocated more than 128 concurrent temps. With recycling the
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same function now uses ~4 slots instead of 136.
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- **INC/DEC peephole fold** — `fold_inc_dec` collapses
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`LDA addr; CLC; ADC #1; STA addr` into a single `INC addr`
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(and the SEC/SBC/#1 variant into `DEC addr`). Saves 5 bytes and
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5 cycles per increment. The fold is suppressed when the next
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instruction is a carry-dependent branch (`BCC`/`BCS`) since
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INC/DEC don't update the carry flag.
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- **Peephole dead-load elimination across passive ops** — the
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old `remove_dead_loads` only dropped an LDA if the very next
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instruction was another A-writer. Now it walks past
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INC/DEC/STX/STY (which don't touch A) to find the actual
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next A-use, catching more dead loads produced by copy
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propagation.
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- **State machine dispatch** — CMP + BNE + JMP trampoline dispatch table,
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`current_state` in ZP $03, on_enter/on_exit handlers as JSR targets
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- **Function call codegen** — JSR to function labels, ZP $04-$07 param passing,
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RTS for returns
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- **Break/continue** — loop_stack with JMP to continue/break labels
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- **Return** — evaluate expr to A + RTS
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- **Transition** — write state index + JMP to main loop
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- **Array indexing** — TAX + LDA/STA with ZeroPageX or AbsoluteX
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- **Scroll** — PPU $2005 writes (X then Y)
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- **Multiply/divide/modulo** — JSR __multiply/__divide with shift-and-add/restoring division
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- **Shift left/right** — ASL A / LSR A
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- **Multi-OAM sprites** — sequential slot allocation (0-63), reset per frame
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- **Const assignment error** — E0203 for assigning to constants
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- **Break outside loop error** — E0203 for break/continue without enclosing loop
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- **Math routines wired into linker** — gen_multiply/gen_divide included in ROM
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- **Sprite name resolution** — sprite declarations map to CHR tile indices,
|
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draw statements use the correct tile number
|
||
- **Inline sprite CHR data** — sprite decls with `chr: [0x..., ...]` work
|
||
- **Include directive** — `include "path"` inlines files at parse time,
|
||
with circular include detection
|
||
- **Shift-assign operators** — `<<=` and `>>=` work in all contexts
|
||
- **Player 2 controller** — `p1.button.X` / `p2.button.X` syntax, P2 input
|
||
read from $4017 into ZP $08
|
||
- **Unused variable warning** — W0103 emits for declared-but-never-read
|
||
globals (underscore-prefix silences)
|
||
- **Unreachable state warning** — W0104 emits for states not reachable from
|
||
the start state via transitions
|
||
- **E0502 "did you mean" suggestions** — undefined variable errors include
|
||
a suggestion for nearby-named symbols
|
||
- **debug.log / debug.assert** — parses into `Statement::DebugLog` /
|
||
`Statement::DebugAssert`, codegen emits runtime writes to $4800 when
|
||
`--debug` is set, stripped in release mode
|
||
- **--debug CLI flag wired** — threads through `IrCodeGen::with_debug`
|
||
- **IR-based codegen** — `src/codegen/ir_codegen.rs` walks `IrProgram` and
|
||
emits 6502 for every IR op: load/store, arithmetic, comparisons, arrays,
|
||
calls, draws, input (P1 and P2), scroll, debug.log/assert, state
|
||
dispatch, runtime OAM cursor for looped draws, transitions + on_enter
|
||
handlers. It's the only codegen — the legacy AST-based path and the
|
||
`--use-ast` flag were removed once the IR pipeline was proven correct
|
||
by the jsnes emulator smoke test.
|
||
- **IR lowering bug fixes** — `ReadInput` now has a destination temp,
|
||
`ButtonRead` uses the proper input temp, logical AND/OR use a new
|
||
`emit_move` helper instead of the buggy raw VarId temp storage
|
||
- **IR Player 2 controller** — `ReadInput(temp, player)` selects $01
|
||
or $08 based on player index
|
||
- **IR scroll support** — `scroll(x, y)` lowers to `IrOp::Scroll(x, y)`
|
||
which emits two PPU $2005 writes in IR codegen
|
||
- **IR debug.log / debug.assert** — new `IrOp::DebugLog(temps)` and
|
||
`IrOp::DebugAssert(cond)` variants, emitted as $4800 writes in
|
||
debug mode and stripped in release
|
||
- **Asset pipeline @binary / @chr loading** — `resolve_sprites()` reads
|
||
raw binary files and converts PNGs via `png_to_chr()`. Missing files
|
||
are silently skipped (documentation-friendly)
|
||
- **Call arity validation** — E0203 when `Statement::Call` or
|
||
`Expr::Call` has the wrong number of arguments or a mismatched
|
||
argument type (uses a `function_signatures` map)
|
||
- **Return type validation** — `return value` is type-checked against
|
||
the function's declared return type (E0201); returning a value from a
|
||
void function emits E0203
|
||
- **W0102 loop-without-yield warning** — emitted when a `loop { ... }`
|
||
body contains no `break`, `return`, `transition`, or `wait_frame`
|
||
- **W0101 expensive mul/div/mod warning** — flags multiply/divide/modulo
|
||
with two non-constant operands; literal operands are silent because
|
||
the optimizer strength-reduces them
|
||
- **W0104 dead-code-after-terminator warning** — statements after
|
||
`return`, `break`, `continue`, or `transition` in the same block
|
||
emit W0104 with a label pointing at the terminator
|
||
- **E0301 RAM overflow** — the zero-page user region is now bounded
|
||
above by `$80` (leaving `$80-$FF` for IR temps) and the main RAM
|
||
allocator stops at `$0800`; overflow emits E0301 at the declaration
|
||
- **E0505 multiple start declarations** — parser rejects a second
|
||
`start X` token
|
||
- **`on scanline(N)` handlers** — `state { on scanline(240) { ... } }`
|
||
parses and populates `StateDecl::on_scanline`; analyzer emits E0203
|
||
if the game isn't using MMC3. The IR codegen now emits the full
|
||
MMC3 IRQ vector glue: per-state dispatch in `__irq_user` and a
|
||
`__ir_mmc3_reload` helper that picks the right `$C000` latch value
|
||
based on `current_state`. See `examples/scanline_split.ne` and
|
||
`examples/mmc3_per_state_split.ne`.
|
||
- **Inline assembly** — `asm { ... }` blocks. The lexer captures the
|
||
body as a raw `AsmBody` token; `src/asm/inline_parser.rs` provides a
|
||
minimal 6502 mnemonic parser that handles every addressing mode the
|
||
codegen emits. The IR codegen splices parsed instructions directly
|
||
into the output stream
|
||
- **Enum types** — `enum Name { V1, V2, ... }` declares u8 constants
|
||
with values equal to declaration order. Variant names are flattened
|
||
into the global symbol table
|
||
- **Struct types** — `struct Vec2 { x: u8, y: u8 }` with field
|
||
access (`pos.x = 5`) and contiguous u8-only field layout. The
|
||
analyzer synthesizes per-field VarAllocations so the rest of the
|
||
compiler treats field access as ordinary variable access.
|
||
- **`for i in start..end { ... }` loops** — half-open range with a
|
||
u8 index variable. Desugared in IR lowering to a while loop with
|
||
a proper continue-edge block so `break`/`continue` work.
|
||
- **Audio subsystem** — full data-driven pulse driver with
|
||
`sfx`/`music` block declarations, builtin effects, and an
|
||
NMI-time tick that walks envelope and note-stream tables.
|
||
See section 12 above for the full writeup.
|
||
- **Constant expression folding** — `const B: u8 = A + 3` evaluates
|
||
at compile time and feeds through to variable initializers too.
|
||
- **`on scanline` codegen (minimal)** — MMC3 IRQ setup at startup
|
||
plus a `__irq_user` dispatcher that saves registers, ACKs via
|
||
`$E000`, dispatches on `current_state` to the right scanline
|
||
handler, and restores. `__ir_mmc3_reload` helper re-arms the
|
||
counter each frame from NMI.
|
||
- **Peephole optimizer** — `src/codegen/peephole.rs` runs to fixed
|
||
point after codegen. Current passes:
|
||
- copy propagation for IR temps (rewrites loads to their source)
|
||
- dead-LDA elimination (drops overwritten LDAs)
|
||
- redundant STA/LDA pair removal
|
||
- LDA-then-STA-same-address removal
|
||
- dead-store elimination for IR temp slots (function-wide scan)
|
||
- A-value tracking eliminates redundant LDAs (ZP and absolute)
|
||
- branch folding: `Bxx L; JMP M; L:` → `Byy M`
|
||
- dead JMP to next label removal
|
||
- **`--dump-ir` CLI flag** — prints the lowered IR program after the
|
||
optimizer pass for debugging
|
||
- **Function-local variables** — IR codegen allocates backing
|
||
storage for `var`s declared inside function bodies, using a
|
||
per-function RAM range at `$0300+` so nested calls don't clobber
|
||
each other.
|
||
- **E0502 on assignment to undefined variable** — previously was
|
||
silently creating a new variable.
|
||
- **Function call ABI fix** — IR codegen was JSRing to `__fn_name`
|
||
but functions were defined as `__ir_fn_name`, and param VarIds
|
||
weren't in `var_addrs` so callees read temp slots instead of
|
||
parameters. Both bugs are now fixed with an integration test
|
||
guard.
|
||
- **Struct literal syntax** — `Vec2 { x: 100, y: 50 }` in both
|
||
variable initializers and assignments. Desugars in lowering to
|
||
per-field stores. Restricted to non-condition expression contexts
|
||
(if/while/for conditions) to avoid ambiguity with block `{`.
|
||
- **Match statement** — `match x { pat => body, _ => default }`
|
||
parses to an if/else-if chain at parse time, so no new AST
|
||
variant is needed. Supports any expression patterns and an
|
||
underscore catch-all.
|
||
- **For loops** — `for i in start..end { body }` (half-open range).
|
||
Desugars in IR lowering to a while loop with a proper
|
||
continue-edge block.
|
||
- **Semicolon statement separators** — short statements can share
|
||
a line: `a += 1; b += 2`.
|
||
- **Inline asm `{var}` substitution** — inside an `asm { ... }`
|
||
block, `{name}` is replaced with the hex address of the variable
|
||
`name`. The lexer balances nested braces so `{counter}` inside
|
||
an asm body is captured correctly.
|
||
- **`raw asm { ... }` blocks** — variant of inline asm that skips
|
||
`{var}` substitution, passing the body through verbatim.
|
||
- **`poke(addr, value)` / `peek(addr)` intrinsics** — hardware
|
||
register access without needing an asm block. Compile to a
|
||
single LDA/STA against a compile-time-constant address.
|
||
- **`--memory-map` CLI flag** — prints a human-readable variable
|
||
allocation table showing what's in ZP vs main RAM.
|
||
- **`--call-graph` CLI flag** — prints a call-tree view with max
|
||
depth reached from each entry point handler.
|
||
|
||
### Remaining priority order
|
||
|
||
For someone picking up this codebase, the recommended order of work:
|
||
|
||
1. **u16 / array / nested struct fields** — u16 *globals* now work
|
||
end-to-end (load/store, +/-, comparisons all propagate through
|
||
16-bit IR ops). Struct fields and array elements are still u8-only
|
||
— the layout machinery needs to grow multi-byte field offsets.
|
||
2. **Triangle / noise / DMC channels** — the current audio engine
|
||
plays sfx on pulse 1 and music on pulse 2 with a full
|
||
data-driven tracker model (envelope walk, period table,
|
||
`(pitch, duration)` note streams, loop-back). Wiring triangle
|
||
and noise channels into the same model would unblock richer
|
||
multi-part compositions.
|
||
3. **Register allocator** — proper A/X/Y allocation to replace
|
||
zero-page spills used by the current IR codegen. Partially
|
||
mitigated by peephole passes + the new slot recycler, but still
|
||
wasteful in some cases (every temp spills to a ZP slot even if
|
||
its live range is one op wide).
|
||
4. **Text / HUD layer** — font sheet + layout system for scores.
|
||
5. **Cross-block temp live-range analysis** — the current slot
|
||
recycler is function-local; temps that flow across block
|
||
boundaries always get a dedicated slot for the full function.
|
||
A proper CFG-aware live range interference graph would let more
|
||
temps share slots.
|
||
6. **Peephole: drop LDA dead across unconditional JMPs** — after
|
||
the INC/DEC fold we sometimes leave an `LDA #1` whose value is
|
||
consumed by nothing before the next `JMP __ir_main_loop`. Local
|
||
analysis can't prove it's dead; a cross-block pass could.
|