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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

Source: examples/platformer.ne

War demo

Source: examples/war.ne

Pong demo

Source: examples/pong.ne

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, 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, real inline fun splicing for single-return and void-body shapes, 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 and i16 add/sub/compare lower to carry-propagating paired operations; negative i16 literals fold to wide two's complement
  • Battery-backed saves -- save { var ... } blocks land at $6000+, flip the iNES battery flag, and persist across power cycles
  • VRAM update buffer -- nt_set(x, y, tile), nt_attr(x, y, val), nt_fill_h(x, y, len, tile) queue PPU writes during on frame; the NMI drains them at vblank without touching $2006/$2007 from user code
  • Multiple mappers -- NROM, MMC1, UxROM, MMC3 (including multi-scanline IRQ dispatch per state), AxROM (mapper 7), CNROM (mapper 3), GNROM / MHROM (mapper 66)
  • Runtime PRNG -- rand8(), rand16(), seed_rand(s) backed by a zero-cost-when-unused Galois LFSR
  • Edge-triggered input -- p1.button.a.pressed / .released for menu / one-shot input handling
  • Palette brightness fades -- set_palette_brightness(level) + blocking fade_out(n) / fade_in(n) helpers
  • Sprite-0 split -- sprite_0_split(scroll_x, scroll_y) for mid-frame scroll changes on any mapper
  • Auto sprite cycling -- game { sprite_flicker: true } to mitigate the NES's 8-sprites-per-scanline limit with no per-frame boilerplate
  • Configurable debug port -- game { debug_port: fceux \| mesen \| 0xXXXX } targets either debugger convention
  • 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, runtime array bounds checks, frame-overrun and sprite-overflow counters, and the debug.frame_overrun_count() / debug.frame_overran() / debug.sprite_overflow_count() / debug.sprite_overflow() query builtins — all stripped entirely in release builds
  • Sprite-per-scanline mitigations -- three layers of defense for the NES's 8-sprites-per-scanline hardware limit: compile-time W0109 static check for literal layouts, runtime cycle_sprites flicker intrinsic for dynamic scenes, and debug-mode telemetry via debug.sprite_overflow() for playtest assertions
  • 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, scroll, type casting
mmc1_banked.ne MMC1 mapper, bank declarations, multiply
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
uxrom_banked_to_banked.ne UxROM with two bank Foo { fun ... } blocks — exercises a banked→banked call (step in Logic calls clamp in Helpers) routed through the same trampoline that handles fixed→banked
palette_and_background.ne Palette and background declarations, reset-time load, vblank-safe set_palette / load_background swaps
auto_chr_background.ne background Stage @nametable("file.png") with automatic CHR generation — the resolver dedupes the PNG's 8×8 cells, encodes them as 2-bitplane CHR, and slots them into CHR ROM after the sprite tile range
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 Structs, enums, for loops, struct literals
nested_structs.ne Nested-struct fields (hero.pos.x) and array struct fields (hero.inv[0]) with chained literal initializers
inline_asm_demo.ne Inline asm with {var} substitution, poke/peek
audio_demo.ne Audio subsystem: user sfx/music blocks, builtin effects, play/start_music/stop_music
noise_triangle_sfx.ne Noise and triangle channel sfx via channel: noise / channel: triangle on sfx blocks
sfx_pitch_envelope.ne Per-frame pulse pitch: arrays — the audio tick walks the pitch envelope in lockstep with the volume envelope and writes $4002 on every NMI for a frequency-sweeping siren tone
metasprite_demo.ne metasprite Hero { sprite: ..., dx: [...], dy: [...], frame: [...] } declarative multi-tile groups — draw Hero at: (x, y) expands to one OAM slot per tile so 16×16 sprites stop needing four hand-written draw statements
sprite_flicker_demo.ne cycle_sprites — rotates the OAM DMA start offset one slot per frame so scenes with more than 8 sprites on a scanline drop a different one each frame. Turns the NES's permanent sprite-dropout hardware symptom into visible flicker, which the eye reconstructs from adjacent frames. Pairs with the compile-time W0109 warning and the debug-mode debug.sprite_overflow() / debug.sprite_overflow_count() telemetry for a three-layer defense against the 8-sprites-per-scanline limit.
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, a background-nametable status bar pinned at the top of the viewport via a sprite-0 hit scroll split (coin icon + 2-digit score on the left, heart icon + lives counter on the right; digits and lives repaint via shadow-compare nt_sets so most frames append zero VRAM-ring entries), cross-state life tracking that cycles GameOver → Playing while hearts last and back to Title when the last heart is spent, 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
war.ne Production-quality card game — a complete port of War split across examples/war/*.ne: title screen with a 0/1/2-player menu, animated deal, sliding face-up cards, deck-count HUD, "WAR!" tie-break with buried cards, victory screen with a fanfare, and a brisk 4/4 march on pulse 2. Pulls in nearly every NEScript subsystem (custom 88-tile sheet, felt nametable, 8-bit LFSR PRNG, queue-based decks, phase machine inside Playing, multiple sfx + music tracks). Building it surfaced seven compiler bugs, all fixed on the same branch — see git log for the details.
feature_canary.ne Regression canary — a minimal program that paints a green universal backdrop at frame 180 when every memory-affecting construct round-trips correctly, and flips to red if any check fails. The committed golden is green; any silent-drop regression (state-locals, uninit struct field writes, u16 high byte, array elements, slow placement, function return values) turns it red. Built after PR #31 to close the "goldens capture whatever happens, not what should happen" failure mode that let the state-local bug survive for a year.
sha256.ne Interactive SHA-256 hasher — an on-screen keyboard lets the player type up to 16 ASCII characters, and pressing ↵ runs a full FIPS 180-4 SHA-256 compression on the NES (64 rounds + 48-entry message-schedule expansion, all written in NEScript with inline-asm 32-bit primitives). The 64-character hex digest renders as sprites across eight 8-character rows at the bottom of the screen. Splits across examples/sha256/*.ne with a phased driver that runs four iterations per frame so the full hash finishes in well under a second; the jsnes golden captures SHA-256("NES") = AE9145DB5CABC41FE34B54E34AF8881F462362EA20FD8F861B26532FFBB84E0D.

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, 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

694 tests across the lexer, parser, analyzer, IR, optimizer, codegen, assembler, linker, runtime, ROM, and asset modules, plus a pixel- and audio-exact emulator harness that captures a golden framebuffer + audio hash for every example. CI runs fmt, clippy, test, example compilation, and the emulator harness on every push.

License

MIT

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