code wiki / _hdl_build / nx_wasm_shmup_html.nx

nx_wasm_shmup_html.nx

buildroot/runtime/_hdl_build/nx_wasm_shmup_html.nx

5679 B61 linesdepth 5pulls 11 transitivereach 0 importersview sourcekind orphan librarytopic wasm
docsdependenciesstructsconstsfunctions

about

nx_wasm_shmup_html.nx -- SOVEREIGN packager: the shmup wasm -> a self-contained REAL-TIME playable .html WITH AUDIO. The packager PRE-GENERATES the SFX natively via our own engine (nx_audio_sfx laser/explosion/tone -> nx_audio_wav PCM/WAV), embeds them as base64, and the JS plays them via Web Audio when the wasm core signals an event (ex.sfx_event(): 1=shoot 2=kill 3=gameover). JS still does ONLY blit + input + the rAF loop + sound playback; all game logic/render/SFX-synthesis are sovereign. usage: nx_wasm_shmup_html <in.wasm> <out.html> license_tier: ORIGINAL

dependencies 5 imports · 0 importers

nx_syscalls.nx nx_base64.nx nx_wasmfit.nx nx_audio_sfx.nx nx_audio_wav.nx nx_wasm_shmup_html.nx

imports: nx_syscalls.nxnx_base64.nxnx_wasmfit.nxnx_audio_sfx.nxnx_audio_wav.nx

imported by: nobody (leaf or entry point)

structs

none

consts

12const K_MAGIC_9000: i64 = 9000
13const K_MAGIC_22050: i64 = 22050

functions

15func 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 }
18func sfx_b64(kind: i64, ms: i64, rate: i64, b64out: *i64) -> i64
31func main(argc: i64, argv: *i64) -> i64