# NEScript Examples ## Quick Start ```bash # Build the compiler cargo build --release # Compile all examples for f in examples/*.ne; do cargo run -- build "$f"; done # Or compile one cargo run -- build examples/hello_sprite.ne ``` Open any `.nes` file in an NES emulator ([Mesen](https://www.mesen.ca/), [FCEUX](https://fceux.com/), etc.) ## Examples | File | Features | Description | |------|----------|-------------| | `hello_sprite.ne` | input, draw | Move a sprite with the d-pad | | `bouncing_ball.ne` | if/else, variables | Auto-bouncing sprite with edge detection | | `coin_cavern.ne` | states, functions, constants | 3-state game with gravity and coin collection | | `arrays_and_functions.ne` | arrays, functions, while | Enemy array with collision detection | | `state_machine.ne` | on enter/exit, transitions | Multi-state flow with timers | | `sprites_and_palettes.ne` | sprites, scroll, cast | Inline CHR data, PPU scroll writes, type casting | | `mmc1_banked.ne` | MMC1, banks, multiply | Banked mapper with software multiply | | `uxrom_user_banked.ne` | UxROM, `bank Foo { fun ... }`, cross-bank trampoline | First example to put real user code inside a switchable bank. The animation step lives in `bank Extras` and is invoked from the fixed-bank state handler via a generated `__tramp_step_animation` stub that selects bank 0, JSRs the body, then restores the fixed bank before returning. | | `uxrom_banked_to_banked.ne` | UxROM, banked → banked cross-bank call | Two `bank Foo { fun ... }` blocks: `step` lives in bank Logic and calls `clamp` in bank Helpers. The trampoline uses `ZP_BANK_CURRENT + PHA/PLA` to save and restore the caller's bank, so the same per-callee stub works whether the caller is in the fixed bank or another switchable bank. | | `palette_and_background.ne` | palette, background, set_palette, load_background | Reset-time initial load plus vblank-safe runtime swaps | | `friendly_assets.ne` | named colours, grouped palette, pixel art, tilemap+legend, palette_map, scalar sfx pitch, note-name music | Exercises every "friendlier" asset syntax at once — the `palette` uses `bg0..sp3` + a shared `universal:`, the sprite is authored as ASCII pixel art, the background uses a `legend { ... } + map:` tilemap with a `palette_map:` for attributes, the sfx uses a scalar `pitch:` + `envelope:` alias, and the music uses note names (`C4, E4 40, rest 10`) with a `tempo:` default. | | `noise_triangle_sfx.ne` | `channel: noise`, `channel: triangle` on `sfx` blocks | Demonstrates the noise and triangle sfx channels. Declares one noise burst and one triangle bass note, plays each on a timer so the emulator harness captures both the pixel output and the APU state. | | `sfx_pitch_envelope.ne` | varying-pitch pulse SFX | A 16-frame frequency sweep written as a per-frame `pitch:` array on a Pulse-1 sfx. The compiler emits a separate `__sfx_pitch_` blob and gates the audio tick's pitch update path on the `__sfx_pitch_used` marker, so programs that stick to the scalar `pitch:` form still get byte-identical ROM output. | | `metasprite_demo.ne` | declarative multi-tile sprites | A 16×16 hero sprite split into a `metasprite Hero { sprite: Hero16, dx: [...], dy: [...], frame: [...] }` declaration. `draw Hero at: (px, py)` then expands to one `DrawSprite` op per tile in the IR lowering, each with its dx/dy added to the user's anchor point and the frame offset by the underlying sprite's base tile. The codegen needs no metasprite-specific support — it sees N regular draws and the OAM cursor allocator handles the slots. | | `nested_structs.ne` | nested struct fields, array struct fields, chained literals | Two `Hero` instances each carry a `Vec2` position and a `u8[4]` inventory. Exercises `hero.pos.x` chained access, `hero.inv[i]` array-field access, and chained struct-literal initializers (`Hero { pos: Vec2 { x: ..., y: ... }, inv: [...] }`). | | `platformer.ne` | **every subsystem** | End-to-end side-scrolling demo: custom CHR tileset, full 32×30 nametable with per-region attribute palettes, 2×2 metasprite hero with gravity/jump physics, wrap-around horizontal scrolling, stomp-or-die enemy collisions with a live stomp-count HUD, coin pickups, user-declared SFX + music, and a Title → Playing → GameOver state machine with a proximity-based autopilot so the headless harness cycles through stomp, stomp, die, and retry inside six seconds. Regenerate the tile art with `cargo run --bin gen_platformer_tiles`. | ## Emulator Controls | NES Button | Typical Key | |------------|-------------| | D-pad | Arrow keys | | A | Z | | B | X | | Start | Enter | | Select | Right Shift | ## About Sprites Sprite names in `draw Player at: (x, y)` are parsed and recorded in the AST. You can define sprites with inline CHR tile data: ``` sprite Player { chr: [0x3C, 0x42, 0x81, 0x81, 0x81, 0x81, 0x42, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00] } ``` If no matching sprite declaration exists, the draw uses the built-in default tile (a smiley face). See `sprites_and_palettes.ne` for a full example. ## Compiler Commands ```bash # Compile to ROM cargo run -- build game.ne # Custom output path cargo run -- build game.ne --output my_game.nes # Type-check only cargo run -- check game.ne # View generated 6502 assembly cargo run -- build game.ne --asm-dump # Debug mode cargo run -- build game.ne --debug ```