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https://github.com/imjasonh/nescript
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Two example .ne programs with compiled .nes ROMs: - hello_sprite: d-pad controlled sprite movement - bouncing_ball: auto-bouncing sprite with edge detection Includes README with build instructions and emulator setup. https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
65 lines
1.5 KiB
Markdown
65 lines
1.5 KiB
Markdown
# NEScript Examples
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## Quick Start
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### 1. Build the compiler
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```
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cargo build --release
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```
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### 2. Compile an example
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```
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cargo run -- build examples/hello_sprite.ne
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```
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This produces `examples/hello_sprite.nes` — a valid iNES ROM file.
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### 3. Run in an emulator
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Open the `.nes` file in any NES emulator:
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- **[Mesen](https://www.mesen.ca/)** (recommended — best debugging support)
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- **[FCEUX](https://fceux.com/)**
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- **[Nestopia](http://nestopia.sourceforge.net/)**
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Use the d-pad (arrow keys in most emulators) to move the sprite.
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## Examples
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| File | Description |
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|------|-------------|
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| `hello_sprite.ne` | Move a smiley face with the d-pad |
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| `bouncing_ball.ne` | A sprite that bounces around the screen automatically |
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## What you'll see
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The ROM displays a small smiley-face sprite (an 8x8 tile built into the
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compiler's default CHR data). In `hello_sprite`, you control it with the d-pad.
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In `bouncing_ball`, it moves on its own and bounces off the screen edges.
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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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(Exact mappings vary by emulator — check your emulator's input settings.)
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## Compiler commands
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```
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# Compile to ROM
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cargo run -- build examples/hello_sprite.ne
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# Compile with custom output path
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cargo run -- build examples/hello_sprite.ne --output my_game.nes
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# Type-check only (no ROM output)
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cargo run -- check examples/hello_sprite.ne
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```
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