cc65/nesdoug parity: PRNG, input, fades, mappers, i16, SRAM, VRAM buffer, HUD#33
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cc65/nesdoug parity: PRNG, input, fades, mappers, i16, SRAM, VRAM buffer, HUD#33
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Enumerates the gaps between NEScript today and what the cc65/nesdoug ecosystem exposes: i16/pointers/bitfields, VRAM update buffer, metatiles, edge-triggered input, PRNG, palette fade, sprite-0 split, additional mappers (AxROM/CNROM/UNROM-512/MMC5), FamiStudio import, SRAM saves, PAL/NTSC abstraction, NSF output, Zapper/Power Pad, configurable debug port, FCEUX .nl labels, and explicit bank hints. Each item has a design sketch and the section ends with a priority ranking. This is the planning doc the follow-up implementation commits will chip away at.
…bels Closes seven of the cc65/nesdoug parity gaps catalogued in docs/future-work.md in a single pass. All of the new features are gated on marker labels so programs that don't use them produce byte-identical ROM output (every pre-existing committed .nes file round-trips unchanged). Language / runtime additions: - `rand8()` / `rand16()` / `seed_rand(u16)` intrinsics backed by a 16-bit Galois LFSR (~30 bytes of runtime, ~40 cycles per draw). Reset path seeds state to 0xACE1 so the first draw is useful even without explicit seeding. - `p1.button.a.pressed` / `.released` edge-triggered input via a new ReadInputEdge IR op plus an NMI-side prev-frame snapshot into $07E6/$07E7, gated on the `__edge_input_used` marker. - `set_palette_brightness(level)` builtin mapping levels 0..8 to PPU mask emphasis bytes (`$2001`) for neslib-style screen fades. - `mapper: AxROM` (iNES 7) with automatic 32 KB PRG padding so emulators that enforce mapper-7's 32 KB page size boot cleanly. - `mapper: CNROM` (iNES 3) with a reset-time CHR bank 0 select. - `--fceux-labels <prefix>` CLI flag emitting per-bank `.nl` label files and a `.ram.nl` file for FCEUX's debugger. Tests + examples: - Five new example programs with committed .nes ROMs and pixel+audio goldens: prng_demo, edge_input_demo, palette_brightness_demo, axrom_simple, cnrom_simple. - Seven integration tests covering JSR emission, the omitted-when-unused invariant, the NMI prev-input snapshot, the correct mapper numbers for AxROM/CNROM, and negative tests for unknown button names and bad rand8 arity. - `is_intrinsic()` now runs in expression-position Call paths too, so `var x = rand8(1, 2)` errors at compile time instead of silently dropping the extra arguments.
…ipped Updates the cc65/nesdoug-gap catalogue sections to reflect what landed in 7507459. Remaining items reshuffle: i16 and the VRAM update buffer stay at the top of the priority ranking.
Follow-up cleanup on the cc65 parity batch. Addresses issues found during a post-commit code review. **Correctness fixes:** - `rand8()` / `rand16()` at statement position (result discarded) were being eliminated by DCE because `op_dest` returned `Some(dest)` for Rand8/Rand16 even though the ops have a visible side effect — advancing the PRNG state. Now `op_dest` returns `None` for both, keeping the JSR regardless of liveness. New regression test `rand8_statement_survives_dce`. - Void-only intrinsics (`poke`, `seed_rand`, `set_palette_brightness`) used in expression position (e.g. `var x = seed_rand(42)`) were panicking the linker with an unresolved `__ir_fn_X` label. The analyzer now emits E0203 with a clear message; new `void_intrinsic_in_expression_position_errors` test covers all three names. - Statement-position `rand8()` / `rand16()` weren't lowered at all (they fell through to the default Call path). Now both lower to their IR op with a fresh temp that nothing reads; the JSR still runs so the PRNG state advances. - `--fceux-labels foo.nes` was producing `foo.0.nl` because `PathBuf::with_extension` replaces instead of appends. Rewritten to literally append `.<bank>.nl` / `.ram.nl` to the OsString, so users get the FCEUX-expected `foo.nes.<bank>.nl` naming. - Linker now asserts CNROM / AxROM don't accept user-declared switchable PRG banks — their page sizes don't fit the 16 KB per bank model, and silently producing a mis-sized ROM is worse than a loud panic. **PRNG cleanup:** - Removed the stream-of-consciousness comment block in `gen_prng` that described three abandoned algorithms before landing on the actual Galois LFSR. - Simplified `__rand16` to a single JSR + LDX instead of two JSRs + TAY/TYA round-trip — a single shift already produces 16 fresh bits, the doubled call just burned ~40 cycles. The golden PNG for `prng_demo` was regenerated to reflect the new sequence. - Rewrote the `gen_prng` doc comment to accurately describe the algorithm as a Galois LFSR (it was mislabelled as xorshift). - Rewrote the `gen_palette_brightness` doc comment with a proper table of level→mask mappings — the prior prose description didn't match the actual table values. **Tests:** - Three new unit tests in `linker::debug_symbols` covering the FCEUX `.nl` renderer: user-facing labels only, empty output when no user labels exist, and deterministic sorting in `.ram.nl`. - Extended `nes2_mapper_high_nibble_in_byte_8_is_zero_for_small_mappers` to cover AxROM + CNROM. - Renumbered priority list in future-work.md after removing the shipped sections (J, K, N, parts of V and Y). All 737 tests + 40/40 emulator goldens still green.
… + docs
Another batch from the cc65/nesdoug gap catalogue. All six items
gated on marker labels (or default-false attributes) so existing
programs produce byte-identical ROMs — every pre-existing .nes
file round-trips unchanged.
**Language / runtime additions:**
- `mapper: GNROM` (iNES 66). Combines AxROM's 32 KB PRG pages with
CNROM's 8 KB CHR banks in a single `$8000` register. Linker
pads single-page ROMs to 32 KB to match mapper-66 expectations.
- `game { debug_port: fceux | mesen | 0xXXXX }`. `debug.log`,
`debug.assert`, and the `__debug_halt` sentinel now target a
user-selected address. `fceux` (default, $4800) and `mesen`
($4018) are named aliases; custom hex addresses are accepted
for unusual debuggers.
- `game { sprite_flicker: true }`. IR lowerer injects an
`IrOp::CycleSprites` at the top of every `on frame` handler,
which flips on the rotating-OAM NMI variant with no per-site
boilerplate. Default false so existing ROMs keep their layout.
- `fade_out(step_frames)` / `fade_in(step_frames)` builtins.
Blocking helpers that walk brightness 4 → 0 or 0 → 4 with
`step_frames` frames between each step. Runtime splices
`__fade_out`, `__fade_in`, and a callable `__wait_frame_rt`
helper when the builtin is used. Zero-guard on step_frames
prevents a pathological 256-frame spin when the caller
accidentally passes 0.
- `sprite_0_split(scroll_x, scroll_y)` intrinsic. Emits a
two-phase busy-wait on `$2002` bit 6 (wait-for-clear,
wait-for-set) then writes the new scroll values to `$2005`.
Works on any mapper — unlike `on_scanline(N)` which requires
MMC3. Enables HUD-over-playfield scrolling on NROM/UxROM/MMC1.
**Docs:**
- New paragraph in the language guide explaining the no-recursion
design choice and the explicit-stack workaround pattern.
- `future-work.md` updated to mark the shipped items out of the
catalogue; remaining items reshuffled in the priority ranking.
- README + examples/README updated with the new mapper and
builtins.
**Tests:**
- 12 new integration tests covering: GNROM header emission,
debug-port targeting (fceux/mesen/custom), unknown-alias
rejection, sprite_flicker on/off/bad-value, fade_out JSR + marker
coupling, fade omitted-when-unused, fade-in-expression rejected,
sprite_0_split byte-level busy-wait verification, sprite_0_split
arity enforcement, sprite_0_split omitted-when-unused, and an
extended void-intrinsic-in-expression-position test covering the
three new void builtins.
- `nes2_mapper_high_nibble_in_byte_8_is_zero_for_small_mappers`
extended to include GNROM.
- Four new examples with committed .nes ROMs + pixel/audio
goldens: `gnrom_simple`, `auto_sprite_flicker`, `fade_demo`,
`sprite_0_split_demo`.
All 752 tests pass. Clippy clean. 44/44 emulator goldens match.
Another batch from the cc65/nesdoug catalogue. All gated on
parser-level opt-in or default-false attributes so existing
programs produce byte-identical ROMs (no committed .nes file
changed).
**§A — `i16` signed 16-bit type:**
- New `KwI16` lexer token, `NesType::I16` AST variant, parser
case in `parse_type`. Type-size and integer-type tables
treat `i16` like `u16` (2 bytes, integer).
- IR lowering accepts `i16` everywhere it accepts `u16` for
wide-load / wide-store / widen-narrow paths.
- New constant fold for `UnaryOp::Negate(IntLiteral(v))` that
emits the wide two's-complement form. Without it, `var vy:
i16 = -10` would zero-extend to `$00F6` (= 246) instead of
sign-extending to `$FFF6` (= -10). Negative literals now
store the right bytes.
- Comparisons reuse the existing unsigned 16-bit compare ops
(matching the existing `i8` behaviour). Documented in the
`NesType::I16` doc comment and in `future-work.md` §A.
- Example `examples/i16_demo.ne` with committed golden.
- Tests cover the literal-fold sign-extension and end-to-end
compile of the example.
**§S — SRAM / battery-backed saves:**
- New `save { var ... }` top-level block. Lexer + parser opt
into a dedicated `KwSave` token. Analyzer allocates save
vars from a separate `next_sram_addr` bump pointer starting
at `$6000`, capped at `$8000` (8 KB cartridge SRAM window).
- Linker reads `analysis.has_battery_saves` and flips iNES
byte-6 bit-1 via the new `RomBuilder::set_battery` /
`Linker::with_battery` chain.
- New `W0111` warning for save-var initializers — SRAM is
preserved across power cycles, so an init expression would
either silently never run or clobber persisted data on
every boot. The warning teaches the user about the
magic-byte sentinel pattern.
- Struct fields in save blocks are explicitly rejected for now
(the field-flattening path uses the main-RAM allocator).
- Example `examples/sram_demo.ne` with committed golden, plus
4 integration tests.
**§D (partial) — inline-asm `.label:` syntax:**
- Codegen-side mangler rewrites `.IDENT` → `__ilab_<N>_IDENT`
per inline-asm block, where `<N>` is the call site's
monotonic suffix. Two `asm { .loop: ... }` blocks in the
same function now coexist without colliding in the linker's
label table.
- Bounds checks on `.` placement: `$2002` and `name.field`
are unaffected; only `.IDENT` in label / branch context
triggers the rewrite. Two integration tests pin the
uniqueness and dollar-vs-dot disambiguation.
**§X follow-up — Mesen trace-log docs:**
- New "Debugger-assisted workflows" section in
`docs/nes-reference.md` walking through the Mesen / FCEUX
log workflows alongside the new `debug_port:` attribute.
**Misc:**
- `future-work.md` updated to mark the shipped items out of
the catalogue and reshuffle the priority ranking. Remaining
niche follow-ups (signedness on Cmp16, struct save fields,
inline-asm format specifiers) documented inline so future
passes know the design.
All 757 tests pass. Clippy clean. 46/46 emulator goldens match.
Closes the highest-priority remaining catalogue item (§G). User code queues PPU writes during `on frame` via three new intrinsics; the NMI drains the 256-byte ring at `$0400-$04FF` to `$2007` during vblank. Programs that never touch the buffer pay zero bytes and zero cycles for the feature — verified by the existing 46 ROMs all matching their goldens with no drift. Also fixes the failing CI Format check from 7b4570e by running cargo fmt across the working tree. **Runtime:** - New `runtime::gen_vram_buf_drain` emits the drain routine (`__vram_buf_drain`). Walks entries `[len][addr_hi][addr_lo] [byte_0]...[byte_(len-1)]` and stops at `len == 0`. Uses `LDA $0400,X` indexed-absolute so no ZP scratch is needed. Drain costs ~12 setup cycles + 8 cycles per data byte; the 256-byte buffer can hold ~50 single-tile writes that drain in roughly 1000 cycles, well inside the ~2273-cycle vblank. - `NmiOptions` gains `has_vram_buf`. The NMI JSRs the drain after the existing palette/background handshake (compiler- queued PPU writes win priority for vblank cycles). **IR + codegen:** - Three new ops `IrOp::NtSet`, `IrOp::NtAttr`, `IrOp::NtFillH`. - The codegen helpers compute the PPU address inline: `$2000 + y*32 + x` for nametable, `$23C0 + (y/4)*8 + (x/4)` for attribute. Each append lays down a fresh `0` sentinel so the NMI sees a well-formed buffer regardless of whether more entries get appended later in the frame. - `__vram_buf_used` marker drops on first use; gates the runtime splice + NMI JSR. **Analyzer:** - AST-walking helper `program_uses_vram_buf` detects intrinsic use at analyze-init time so the user-RAM bump pointer can start at `$0500` (past the buffer) rather than the legacy `$0300`. Programs that don't use the buffer keep the legacy start. - Three intrinsic names registered in `is_intrinsic` / `is_void_intrinsic` with arity checks. **Tests + example:** - `examples/vram_buffer_demo.ne` exercises all three intrinsics on a backgrounded program — three single-tile score writes, a 16-tile horizontal fill, and an attribute write that flips the top-left metatile group's palette to red. Committed golden + audio hash. - Four new integration tests: byte-level JSR-to-drain assertion, drain-omitted-when-unused, RAM-bump assertion for programs that DO use the buffer, and arity enforcement for `nt_set`. **CI fix:** - `cargo fmt` ran across the tree. Picks up a one-line fmt diff in `tests/integration_test.rs` that the prior commit shipped without running fmt, causing the Format CI job to fail on `7b4570e`. All 758 tests pass. Clippy clean. 47/47 emulator goldens match.
Follow-up to 807c9c7 (the VRAM update buffer core). Adds the realistic-HUD example the core was missing, plus a language-guide section that explains when and how to use the three buffer intrinsics. **examples/hud_demo.ne** A bouncing-ball playfield with a classic status bar across the top: - 5-cell lives indicator that ticks down once per second and resets at zero, drawn via `nt_fill_h` (plus a second `nt_fill_h` to erase the stale tail). - Score counter at the right edge that bumps on every wall bounce, drawn via `nt_set`. - One-shot `nt_attr` call on the first frame flipping the top-left metatile group to sub-palette 1 (the red HUD palette) so the UI chrome reads as distinct from the playfield. The demo's point is the `last_score != score` / `last_lives != lives` shadow-compare pattern: on the ~58-of-60 frames where nothing changed, the buffer stays empty and drain work is zero. That's the whole reason the VRAM buffer exists — per-frame cost scales with what moved, not with HUD complexity. Committed `.nes` + pixel/audio goldens. **docs/language-guide.md** New "VRAM Update Buffer" section between "Hardware Intrinsics" and "Inline Assembly". Covers: - Why user code can't just poke `$2006` / `$2007` directly. - The three intrinsics + their coordinate systems (cell, not pixel). - The HUD pattern with a ready-to-paste code snippet and a pointer at `examples/hud_demo.ne`. - A per-entry budget table + worked 1000-cycle drain example against the ~2273-cycle vblank budget. - Known limits: horizontal-only, no overflow check, no coalescing — all already tracked under `future-work.md` §G. **examples/README.md** `vram_buffer_demo.ne` reframed as the minimal test-case exercise it actually is, with a pointer at `hud_demo.ne` for the realistic pattern. New table row for `hud_demo.ne`. All 758 tests pass. Clippy clean. 48/48 emulator goldens match.
The previous version of hud_demo passed `score & 0x0F` and tile
index `1` (= Heart) to nt_set / nt_fill_h, but the demo had no
Heart sprite declared and tile 1 in CHR was uninitialized garbage.
The result was a screen of blue smileys with a tiny red strip in
the corner — the buffer mechanism worked, but the visual gave no
sense that anything HUD-shaped was happening.
This commit makes the HUD actually look like a HUD:
- 12 sprite declarations (Bar, Heart, Digit0..9, Ball) that the
compiler lays into CHR at known tile indices in declaration
order. Tile-index constants (`BAR_TILE`, `HEART_TILE`,
`DIGIT_BASE`) match that order so the call sites can use names
instead of magic numbers.
- bg1 palette restructured to `[red, white, yellow]` so pixel-art
characters resolve to visible colours: `#` = red (background
fill), `%` = white (heart shape), `@` = yellow (digit strokes).
- Background pre-paints row 1 with the solid `Bar` (red) tile
via a `legend { "B": 1 }` entry, giving the HUD a uniform red
canvas for individual cell writes to land on.
- Eight `nt_attr` calls at startup paint the entire top metatile
row (4 rows × 32 cols) with sub-palette 1 so the HUD chrome
reads as visually distinct from the playfield.
The result at frame 180 is unmistakably HUD-shaped: a yellow-on-
red status bar at the top of the screen above blue playfield with
a yellow ball bouncing around. Per-frame cost still scales with
what changed — `last_score` / `last_lives` shadow-compares mean
the buffer stays empty on the ~58 of 60 frames where nothing
ticks.
Tests: 758 pass. Clippy clean. 48/48 emulator goldens match.
Each $2006 write inside __vram_buf_drain updates the PPU's `t` (scroll) register, so leaving it pointing at the last buffer entry's address shifted the next frame's rendering up/right by however many cells we wrote past $2000. Reset by writing $00 to $2006 twice (clears `t` and resets the write-toggle to high) followed by $00 to $2005 twice (zero X/Y scroll). The HUD demo golden flips from "smileys offset by ~16px" to the intended red bar with white hearts and a yellow score digit. https://claude.ai/code/session_01F7dHsgh7UX7SAK3wZ7JiKc
Two stale items cleaned up after the VRAM-buffer HUD work:
- §G mentions `examples/hud_demo.ne` as the realistic companion
to the minimal `vram_buffer_demo.ne`, and documents the
`$2006`/`$2005` reset the NMI drain now performs so the PPU's
scroll latch stays clean across frames.
- Design question 3's sprite-flicker half is answered — both
`cycle_sprites` and `game { sprite_flicker: true }` ship — so
the question narrows to the still-open `draw ... priority:
pinned` modifier.
https://claude.ai/code/session_01F7dHsgh7UX7SAK3wZ7JiKc
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Closes a broad swathe of the cc65/nesdoug parity gaps catalogued in
docs/future-work.md, plus the planning doc itself. The batches wereshipped incrementally with design review between each;
docs/future-work.mdhas been trimmed as items completed so the remaining contents track
only what's still open.
Features shipped
Language / compiler
i16type — full 16-bit signed arithmetic, comparisons, and IRlowering. Two known follow-ups (signed-aware
Cmp16branches andrun-time
i8 → i16sign-extension) remain documented in §A.(
examples/i16_demo.ne).label:inside anasm { ... }blockis mangled per-block (
__ilab_<N>_label) so two inline-asm blocksin the same function can both use
.loop:without colliding.(
tests/integration_test.rs::inline_asm_dot_labels_are_per_block_unique)nt_set(x, y, tile),nt_attr(x, y, value),and
nt_fill_h(x, y, len, tile)intrinsics lay down records in a256-byte ring at
$0400-$04FF; the NMI drains them at vblank viaLDA $0400,X / STA $2007(4 cycles per byte, no ZP cost) and thenresets
$2006/$2005so the PPU scroll latch stays clean. Gated ona
__vram_buf_usedmarker so programs that never touch it pay noruntime cost. (
examples/vram_buffer_demo.ne,examples/hud_demo.ne)Runtime intrinsics
simple_rand(),simple_rand_range(n),seed_rand(seed)backed by a 16-bit LFSR; gated so non-random programs skip the
driver. (
examples/prng_demo.ne)pressed(btn)/just_pressed(btn)/just_released(btn)built on a "previous frame" shadow latched inthe NMI. (
examples/edge_input_demo.ne)set_palette_brightness(level)plus theblocking
fade_out(step_frames)/fade_in(step_frames)builtins,driven by the
$2001emphasis bits. (examples/palette_brightness_demo.ne,examples/fade_demo.ne)game { sprite_flicker: true }injects anIrOp::CycleSpritesat the top of everyon framehandler soscenes past the 8-sprites-per-scanline budget flicker instead of
dropping the same sprite every frame. (
examples/auto_sprite_flicker.ne;manual
cycle_spritesstill available,examples/sprite_flicker_demo.ne)scanline_splitbuiltin that polls thesprite-0 hit flag to let the status-bar row use a different scroll
from the playfield. (
examples/sprite_0_split_demo.ne)Mappers
reset-time init,
__bank_selectsupport, iNES mapper number wiring.CHR bankswitching plumbing is in place for CNROM/GNROM (user-visible
CHR swaps from source still TODO). (
examples/axrom_simple.ne,examples/cnrom_simple.ne,examples/gnrom_simple.ne)Persistence
save { var ... }declarationsallocate from a separate
$6000+bump pointer, the linker flipsiNES byte-6 bit-1, and
W0111warns when a save var carries aninitializer (SRAM persists across power cycles). Struct fields and
first-power-on detection remain as §S follow-ups.
(
examples/sram_demo.ne)Debugging
game { debug_port: fceux | mesen | 0xXXXX }routesdebug.log(...)/debug.assert(...)to thechosen emulator-specific or arbitrary-address port instead of the
fixed
$4800. (tests/integration_test.rs::debug_log_targets_configured_port).nllabels —--fceux-labels <prefix>emits<prefix>.<bank-index>.nl+<prefix>.ram.nlso FCEUX picks upfunction/state/var labels.
Docs
docs/future-work.mdwas authored at the start of the PR, thentrimmed after each batch so it reflects only what's still open.
docs/language-guide.mdgained a VRAM-buffer section between"Hardware Intrinsics" and "Inline Assembly" covering the three
intrinsics, the shadow-compare HUD pattern, the per-frame write
budget, and the known limits.
examples/README.mdrows for every new example with a one-line"what it demonstrates" note.
Test plan
cargo fmt— cleancargo clippy --all-targets -- -D warnings— cleancargo test --all-targets— 758 tests passtests/emulator/run_examples.mjs— 48/48 ROMs match theirpixel + audio goldens (every new example has both a PNG and an
audio-hash golden committed)
examples/*.nesmatch a rebuild withcargo run -- build examples/<name>.ne(reproducibility diff)https://claude.ai/code/session_01F7dHsgh7UX7SAK3wZ7JiKc