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nx_wasm_diablo_html.nx
buildroot/runtime/_hdl_build/nx_wasm_diablo_html.nx
about
nx_wasm_diablo_html.nx -- SOVEREIGN packager: the isometric ARPG wasm -> a self-contained playable .html WITH
AUDIO. PRE-GENERATES 4 SFX natively (nx_audio_sfx: noise=hit, explosion=kill, coin=loot, tone=game-over ->
nx_audio_wav), embeds them base64, and plays them via Web Audio when the wasm core signals an event
(ex.sfx_event(): 1=hit 2=kill 3=coin 4=gameover). JS does ONLY blit + click + the rAF loop + sound playback;
all logic/render (iso + 2.5D walls + shaded sprites + torch lighting) + SFX synthesis are sovereign.
usage: nx_wasm_diablo_html <in.wasm> <out.html> license_tier: ORIGINAL
dependencies 4 imports · 0 importers
imports: nx_syscalls.nxnx_base64.nxnx_audio_sfx.nxnx_audio_wav.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
| 11 | const K_MAGIC_8000: i64 = 8000 |
| 12 | const K_MAGIC_2654435761: i64 = 2654435761 |
| 13 | const K_MAGIC_9000: i64 = 9000 |
| 14 | const K_MAGIC_22050: i64 = 22050 |
functions
| 16 | func hw(fd: i64, s: *u8) -> i64 { var n: i64 = 0; while s[n] != (0 as u8) { n = n + 1 } sys_write(fd, s, n); return 0 } |
| 19 | func sfx_b64(kind: i64, ms: i64, rate: i64, b64out: *i64) -> i64 |
| 32 | func main(argc: i64, argv: *i64) -> i64 |