code wiki / _hdl_build / nx_game_scaffold_gate.nx
nx_game_scaffold_gate.nx
buildroot/runtime/_hdl_build/nx_game_scaffold_gate.nx
about
nx_game_scaffold_gate.nx -- GATE: the hardware-rung-up SCAFFOLD, catalog -> ... -> AUTOGENERATION. Seed a temp
catalog, then assert each rung: COMPOSE+RUN a level from catalog parts; RASTER it to an integer (no-float)
packed-RGB framebuffer + PNG (gold coins / red foes / green hero / cyan exit pixels present); AUTOGENERATE 5
NEW playable levels into the catalog (all win, counts VARY = real generation, non-degenerate); DETERMINISM
(same seed -> identical levels); INTEGRITY neg-control (autogen grows ONLY what it made -- a non-generated id
is absent); SOVEREIGNTY (generated specs are nb_template_safe; detector fires on a planted tag). PNG ->
knowledge/staging/game/platformer_1-1.png. license_tier: ORIGINAL
dependencies 7 imports · 0 importers
imports: nx_game_scaffold.nxnx_game_render.nxnx_nishi_builder.nxnx_shade.nxnx_png.nxnx_ad_serve.nxnx_syscalls.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| 16 | const SG_PATH: *u8 = "/tmp/nishi_game_scaffold_gate.tsv" |
functions
| 18 | func g_p(s: *u8) -> i64 { var n: i64 = 0; while s[n] != (0 as u8) { n = n + 1 } sys_write(1, s, n); return 0 } |
| 19 | func g_i(v: i64) -> i64 { let t: *u8 = sys_mmap(24); var m: i64 = v; var k: i64 = 0; if m == 0 { t[0]=48 as u8; k=1 } while m>0 { t[k]=(48+(m%10)) as u8; m=m/10; k=k+1 } let o: *u8=sys_mmap(24); var w: i64=0; var q: i64=k-1; while q>=0 { o[w]=t[q]; w=w+1; q=q-1 } sys_write(1,o,w); return 0 } |
| 21 | func main(argc: i64, argv: *i64) -> i64 |