code wiki / _hdl_build / nx_wasm_shmup_html.nx
nx_wasm_shmup_html.nx
buildroot/runtime/_hdl_build/nx_wasm_shmup_html.nx
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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 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_9000: i64 = 9000 |
| 12 | const K_MAGIC_22050: i64 = 22050 |
functions
| 14 | 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 } |
| 17 | func sfx_b64(kind: i64, ms: i64, rate: i64, b64out: *i64) -> i64 |
| 30 | func main(argc: i64, argv: *i64) -> i64 |