- CI: new "Build Examples" job compiles all .ne files and validates the output ROMs have correct iNES headers - Examples: add notes explaining that sprite names (Smiley, Ball) are parsed but not yet resolved — all draws use the built-in CHR tile 0. Custom sprite declarations come in M3. - Codegen: explicit `let _ = &draw.sprite_name` to document the intentional skip, with comment about M2/M3 scope https://claude.ai/code/session_01W6eQFStA66EuMKHUFo2rx3
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NEScript Examples
Quick Start
1. Build the compiler
cargo build --release
2. Compile an example
cargo run -- build examples/hello_sprite.ne
This produces examples/hello_sprite.nes — a valid iNES ROM file.
3. Run in an emulator
Open the .nes file in any NES emulator:
Use the d-pad (arrow keys in most emulators) to move the sprite.
Examples
| File | Description |
|---|---|
hello_sprite.ne |
Move a smiley face with the d-pad |
bouncing_ball.ne |
A sprite that bounces around the screen automatically |
What you'll see
The ROM displays a small 8x8 smiley-face sprite. This is a default tile built
into the compiler's CHR data. In hello_sprite, you control it with the d-pad.
In bouncing_ball, it moves on its own and bounces off the screen edges.
About sprite names
In Milestone 1, the name in draw Smiley at: (x, y) is parsed but not
resolved to a specific tile — all draws use CHR tile 0 (the built-in smiley).
The draw syntax is forward-compatible: when sprite declarations and the
asset pipeline arrive in M3, names like Smiley will reference actual
sprite definitions with custom tile data from PNGs.
Emulator controls
| NES Button | Typical Key |
|---|---|
| D-pad | Arrow keys |
| A | Z |
| B | X |
| Start | Enter |
| Select | Right Shift |
(Exact mappings vary by emulator — check your emulator's input settings.)
Compiler commands
# Compile to ROM
cargo run -- build examples/hello_sprite.ne
# Compile with custom output path
cargo run -- build examples/hello_sprite.ne --output my_game.nes
# Type-check only (no ROM output)
cargo run -- check examples/hello_sprite.ne