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nescript/examples/README.md
Claude b8c9e41276
Add README, LICENSE, examples, fix draw parser lookahead
README: project overview, quick start, feature list, example table
LICENSE: MIT
4 new examples covering all language features:
  - arrays_and_functions: arrays, while loops, inline/regular functions
  - state_machine: multi-state flow with on enter/exit handlers
  - sprites_and_palettes: inline CHR data, palette switching, scroll, cast
  - mmc1_banked: MMC1 mapper, bank declarations, software multiply

Parser fix: draw statement keyword-arg parsing now checks for ':'
lookahead before consuming an identifier, preventing it from eating
the next statement as a keyword argument (e.g., `i += 1` after a draw).

https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
2026-04-12 00:38:19 +00:00

2 KiB

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, palettes, scroll, cast Inline CHR data, palette switching, type casting
mmc1_banked.ne MMC1, banks, multiply Banked mapper with software multiply

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