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mirror of https://github.com/imjasonh/nescript synced 2026-07-14 19:46:46 +00:00

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
This commit is contained in:
Claude 2026-04-11 22:55:43 +00:00
parent a20ddcbbab
commit fd5a940c89
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5 changed files with 51 additions and 4 deletions

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@ -540,7 +540,10 @@ impl CodeGen {
fn gen_draw(&mut self, draw: &DrawStmt) {
// OAM buffer is at $0200-$02FF
// Each sprite entry: Y, tile, attributes, X
// For M1: use OAM slot 0 (bytes $0200-$0203)
// For M1: sprite name (draw.sprite_name) is parsed but ignored —
// all draws use OAM slot 0 with tile index 0 (the built-in CHR tile).
// Sprite name resolution and multiple OAM slots come in M2/M3.
let _ = &draw.sprite_name;
// Y position (stored at $0200)
self.gen_expr(&draw.y);
self.emit(STA, AM::Absolute(0x0200));