Before this change, state-local variables (`state Foo { var x: u8 = 0 }`)
were silently no-ops: the analyzer allocated a ZP slot for them, but
the codegen's `var_addrs` map only covered IR globals and scope-qualified
function locals — so every `LoadVar` / `StoreVar` whose `VarId` pointed
at a state-local resolved to no address and emitted nothing. Existing
examples compiled and matched their goldens because none of them observed
the dropped writes within the 180-frame harness window.
The overlay changes the analyzer's state-local pass to snapshot both the
ZP and RAM cursors after the globals have been laid out, then rewind to
that snapshot before each state's locals and track the running max.
`ZP_CURRENT_STATE` keeps exactly one state active at runtime, so every
state's locals are mutually exclusive with every other state's and can
share the same bytes. The IR lowerer now pushes each state's locals into
the IR globals table (with `init_value=None`) so the codegen resolves
their addresses the same way it does program globals, and prepends the
declared initializers to each state's `on_enter` handler (synthesizing
an empty one where needed) so a freshly-entered state re-establishes its
bytes before user code runs.
`--memory-map` now tags each allocation with its owning state
(`[@Title]`, `[@Playing]`, ...) and counts distinct bytes rather than
summed allocation sizes so overlaid slots don't double-count. The
`AnalysisResult.state_local_owners` map exposes the ownership to any
tool that wants to group allocations the same way.
Only `state_machine.ne` and `platformer.ne` declare state-level vars,
so they're the only example ROMs whose bytes change. `platformer.ne`'s
audio golden shifts slightly (the now-working `blink` counter in Title
adds a few cycles per frame before the auto-transition to Playing, which
offsets APU register writes within each frame); its video golden and
every other example ROM stay byte-for-byte identical.
Fixes #22.
https://claude.ai/code/session_015kvJu3iEFLSRJoShPBfm3X
11 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.gif,docs/war.gif, anddocs/pong.gifare committed and embedded in the top-level README as the project demos.gifenc+jsnesare deterministic, so each gif's bytes are a function of the compiler, the runtime, the harness, and the underlying.nesource(s). Any change to those that affects the first ~6 seconds of observable gameplay must be followed by regenerating the affected gif:node tests/emulator/record_gif.mjs platformer 360 2 docs/platformer.gif node tests/emulator/record_gif.mjs war 360 2 docs/war.gif 4 node tests/emulator/record_gif.mjs pong 360 2 docs/pong.gif 4(The trailing
4on the war and pong commands is the warmup-frames override — both open on a title menu that we want as the gif thumbnail, so we don't skip past it the way the platformer recording does.) Commit the regenerated gif in the same change. CI'semulatorjob renders fresh gifs and fails if any committed copy doesn't byte-match. The pre-commit hook rebuilds whichever gif is affected whenplatformer.ne,platformer.nes, any file underexamples/war/,war.ne,war.nes, any file underexamples/pong/,pong.ne,pong.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-targets # all Rust tests — MUST include --all-targets
cargo fmt # mandatory before committing
cargo clippy --all-targets -- -D warnings # mandatory; fix or #[allow]
./target/release/nescript build examples/hello_sprite.ne # build one ROM
Always pass --all-targets to cargo test. CI runs cargo test --all-targets, which additionally compiles and smoke-runs the compile
benchmark under benches/compile.rs. A plain cargo test skips that,
so a bench that doesn't compile will pass locally and red-flag CI —
this exact failure mode bit us once already (commit 889074a).
The repo ships a pre-commit hook at scripts/pre-commit that runs
cargo fmt --check, cargo clippy --all-targets -- -D warnings,
cargo test --all-targets, and the committed-ROM reproducibility diff.
Install it once per worktree with:
cp scripts/pre-commit .git/hooks/pre-commit && chmod +x .git/hooks/pre-commit
Do this before your first commit in a new worktree. The hook catches stale ROMs, stale platformer gif, and divergent bench/compile pipelines before they hit CI.
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+. - State-local variables (declared at
state Foo { var x }) are automatically overlaid across states. The analyzer snapshots the ZP/RAM cursors after the globals are laid out, rewinds to the snapshot before each state's locals, and advances to the running max at the end. BecauseZP_CURRENT_STATEmakes at most one state active at runtime, two states' locals can share the same bytes — the IR lowerer re-emits each state's declared initializers at the top of itson_enterhandler (synthesizing one if needed) so a freshly entered state doesn't inherit the previous state's writes.--memory-mapannotates each allocation with its owning state ([@Title],[@Playing], ...) so the overlay shows up in the report. 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.