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Add example builds to CI, document sprite name behavior
- CI: new "Build Examples" job compiles all .ne files and validates the output ROMs have correct iNES headers - Examples: add notes explaining that sprite names (Smiley, Ball) are parsed but not yet resolved — all draws use the built-in CHR tile 0. Custom sprite declarations come in M3. - Codegen: explicit `let _ = &draw.sprite_name` to document the intentional skip, with comment about M2/M3 scope https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
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// Hello Sprite — the simplest NEScript program.
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//
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// Displays a smiley-face sprite on screen and moves it with the d-pad.
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// Displays a sprite on screen and moves it with the d-pad.
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// Build: cargo run -- build examples/hello_sprite.ne
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// Output: examples/hello_sprite.nes (open in any NES emulator)
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//
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// Note: In M1 the sprite name in `draw` is parsed but not resolved.
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// All sprites use tile 0 from the built-in CHR data (a smiley face).
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// Sprite declarations with custom tile data come in M3.
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game "Hello Sprite" {
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mapper: NROM
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