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nescript/examples/README.md
Claude 9878b7d87d
audio: per-frame pitch envelopes for pulse SFX
Pulse-channel sfx with a multi-byte `pitch:` array used to silently
ignore everything past the first byte — the runtime audio tick
latched the period at trigger time and never updated it. Programs
that wanted a frequency sweep had no way to express it.

The compiler now compiles a per-frame pitch envelope blob alongside
the existing volume envelope when `decl.pitch` has more than one
distinct value. The blob is padded (or truncated) to the volume
envelope's length and ends in a zero sentinel so the runtime
walker stops both pointers on the same NMI. Sfx with a single
scalar pitch (or an array where every byte is the same) keep their
historical "no pitch blob, latch once" path and emit byte-identical
ROM bytes.

The runtime gains two new pieces, both gated on a new
`__sfx_pitch_used` codegen marker so programs without varying-pitch
sfx pay zero bytes:

1. `gen_audio_tick` emits a per-frame pitch update block inside
   the SFX tick: read a byte through `(AUDIO_SFX_PITCH_PTR),Y`,
   write it to `$4002` (pulse-1 period low), advance the pointer.
   The block bails on a zero high-byte pointer so a single
   program can mix scalar-pitch and varying-pitch sfx without
   one clobbering the other.

2. `emit_play_pulse` seeds `AUDIO_SFX_PITCH_PTR_LO/HI` with the
   pitch-blob label for varying-pitch sfx and zeros it for
   scalar-pitch sfx. The per-call branch is skipped entirely
   when the program has no varying-pitch sfx anywhere.

The new `examples/sfx_pitch_envelope.ne` exercises the path with
a 16-frame siren sweep. Triangle and noise per-frame pitch are
deferred — they share the same data shape but the runtime ticks
for those channels still write only their volume registers, see
docs/future-work.md for the gap.

https://claude.ai/code/session_01KEczoNUX3WmcFLfq6iAQxB
2026-04-15 02:54:56 +00:00

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NEScript Examples

Quick Start

# 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, FCEUX, 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_<name> 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.
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

# 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