mirror of
https://github.com/imjasonh/nescript
synced 2026-07-08 17:06:04 +00:00
Adds `channel: triangle` / `channel: noise` to the `sfx` declaration form. The existing pulse-1 / pulse-2 driver is unchanged (and is still byte-identical for programs that don't use the new channels) — when a program declares a triangle or noise sfx the runtime splices in an additional per-channel slot that writes to $4008- $400B (triangle) or $400C-$400F (noise) on play. Includes a new `examples/noise_triangle_sfx.ne` demo with committed golden PNG + audio hash. https://claude.ai/code/session_01MaNVcDmK9gsspRkdxowQAM
76 lines
3.5 KiB
Markdown
76 lines
3.5 KiB
Markdown
# NEScript Examples
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## Quick Start
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```bash
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# Build the compiler
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cargo build --release
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# Compile all examples
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for f in examples/*.ne; do cargo run -- build "$f"; done
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# Or compile one
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cargo run -- build examples/hello_sprite.ne
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```
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Open any `.nes` file in an NES emulator ([Mesen](https://www.mesen.ca/), [FCEUX](https://fceux.com/), etc.)
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## Examples
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| File | Features | Description |
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|------|----------|-------------|
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| `hello_sprite.ne` | input, draw | Move a sprite with the d-pad |
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| `bouncing_ball.ne` | if/else, variables | Auto-bouncing sprite with edge detection |
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| `coin_cavern.ne` | states, functions, constants | 3-state game with gravity and coin collection |
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| `arrays_and_functions.ne` | arrays, functions, while | Enemy array with collision detection |
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| `state_machine.ne` | on enter/exit, transitions | Multi-state flow with timers |
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| `sprites_and_palettes.ne` | sprites, scroll, cast | Inline CHR data, PPU scroll writes, type casting |
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| `mmc1_banked.ne` | MMC1, banks, multiply | Banked mapper with software multiply |
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| `palette_and_background.ne` | palette, background, set_palette, load_background | Reset-time initial load plus vblank-safe runtime swaps |
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| `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. |
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| `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. |
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| `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`. |
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## Emulator Controls
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| NES Button | Typical Key |
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|------------|-------------|
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| D-pad | Arrow keys |
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| A | Z |
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| B | X |
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| Start | Enter |
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| Select | Right Shift |
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## About Sprites
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Sprite names in `draw Player at: (x, y)` are parsed and recorded in the AST.
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You can define sprites with inline CHR tile data:
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```
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sprite Player {
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chr: [0x3C, 0x42, 0x81, 0x81, 0x81, 0x81, 0x42, 0x3C,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00]
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}
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```
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If no matching sprite declaration exists, the draw uses the built-in default
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tile (a smiley face). See `sprites_and_palettes.ne` for a full example.
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## Compiler Commands
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```bash
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# Compile to ROM
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cargo run -- build game.ne
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# Custom output path
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cargo run -- build game.ne --output my_game.nes
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# Type-check only
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cargo run -- check game.ne
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# View generated 6502 assembly
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cargo run -- build game.ne --asm-dump
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# Debug mode
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cargo run -- build game.ne --debug
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```
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