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Claude e1e10561b1
docs: scrub remaining stale AST-codegen references
Fallout from removing the `--use-ast` flag and the AST codegen.
Four references in `docs/future-work.md` and one in `plan.md` were
still implying a parallel AST code path existed:

- `future-work.md` "--debug CLI flag wired" entry — said the flag
  threads through `CodeGen::with_debug` (the old AST codegen's
  builder). Updated to `IrCodeGen::with_debug`.
- `future-work.md` IR debug.log/assert entry — had a parenthetical
  "(same behavior as AST codegen)" that no longer makes sense
  without an AST codegen to compare against. Dropped.
- `future-work.md` inline assembly entry — said "Both IR and AST
  codegen splice parsed instructions directly into the output
  stream." There's only the IR codegen now. Updated.
- `future-work.md` `on scanline(N)` entry — described scanline
  handling as "codegen (MMC3 IRQ vector wiring) is still TODO."
  That wiring has been in place for a while: the IR codegen
  emits `__irq_user` + `__ir_mmc3_reload` with per-state
  dispatch, and `examples/scanline_split.ne` and
  `examples/mmc3_per_state_split.ne` both exercise it in the
  jsnes smoke test. Rewrote the entry to match reality.
- `plan.md` M2 "Compiler phases built" list — had "Codegen from
  IR (replacing direct AST codegen)." The present-tense
  parenthetical read as if AST codegen still existed; stripped
  it. M1's "direct AST → 6502, skip IR for this milestone" line
  is left as a historical milestone scope description.

One intentional mention remains: `future-work.md` "Recently
completed" bullet explicitly notes the AST-based path and the
`--use-ast` flag were removed. That's the correct tombstone.

https://claude.ai/code/session_014Z5y3Q9krLcAxYpZQJhZ5V
2026-04-12 20:53:36 +00:00
.github/workflows CI: add emulator smoke test job 2026-04-12 18:49:36 +00:00
docs docs: scrub remaining stale AST-codegen references 2026-04-12 20:53:36 +00:00
examples examples: 4 new programs covering MMC3 + other e2e gaps 2026-04-12 20:48:31 +00:00
fuzz Add fuzz testing and parser edge case regression tests 2026-04-12 00:52:35 +00:00
scripts Implement NEScript compiler Milestone 1 ("Hello Sprite") 2026-04-11 22:07:56 +00:00
src Remove the legacy AST codegen — IR path is canonical now 2026-04-12 20:37:59 +00:00
tests examples: 4 new programs covering MMC3 + other e2e gaps 2026-04-12 20:48:31 +00:00
.gitignore Implement NEScript compiler Milestone 1 ("Hello Sprite") 2026-04-11 22:07:56 +00:00
Cargo.lock M3: Asset pipeline, sprite/palette/background declarations, debug symbols 2026-04-12 00:09:47 +00:00
Cargo.toml M3: Asset pipeline, sprite/palette/background declarations, debug symbols 2026-04-12 00:09:47 +00:00
LICENSE Add README, LICENSE, examples, fix draw parser lookahead 2026-04-12 00:38:19 +00:00
plan.md docs: scrub remaining stale AST-codegen references 2026-04-12 20:53:36 +00:00
README.md README: list new language features and examples 2026-04-12 18:07:47 +00:00
spec.md Add NEScript language specification draft 2026-04-11 17:42:59 -04:00

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.

Quick Start

# 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, 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, copy propagation, peephole passes
  • Multiple mappers -- NROM, MMC1, UxROM, MMC3 (including scanline IRQ dispatch)
  • Asset pipeline -- PNG-to-CHR conversion, palette definitions, inline tile data
  • 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, source maps, Mesen-compatible symbol export, debug.log / debug.assert
  • Compile-time diagnostics -- --dump-ir, --memory-map, --call-graph flags
  • Single binary -- no dependencies on ca65, Python, or any external tools

Documentation

Examples

Example Features demonstrated
hello_sprite.ne D-pad input, sprite drawing
bouncing_ball.ne Automatic movement, edge detection
coin_cavern.ne Multi-state game, functions, constants, gravity
arrays_and_functions.ne Arrays, functions, while loops, inline functions
state_machine.ne State transitions, on enter/exit, timers
sprites_and_palettes.ne Inline CHR data, palettes, scroll, type casting
mmc1_banked.ne MMC1 mapper, bank declarations, multiply
structs_enums_for.ne Structs, enums, for loops, struct literals
inline_asm_demo.ne Inline asm with {var} substitution, poke/peek

Compiler Commands

# 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:

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, palettes, debug symbols
M4: Optimization Done Strength reduction, ZP promotion, type casting, asm-dump
M5: Bank Switching Done MMC1/UxROM/MMC3, bank declarations, software mul/div

210 tests across 14 modules, with CI running fmt, clippy, test, and example compilation on every push.

License

MIT