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Crate pixel8_runtime

Crate pixel8_runtime 

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§pixel8-runtime

The engine room of Pixel8, the fantasy console: the 128x128 indexed framebuffer and software rasterizer, the built-in pixel font and fixed 16-color palette, the wasmi-based cart sandbox and host ABI, the 4-channel chip-tune synthesizer, the shared asset data models, project storage, and the PNG cartridge format.

This crate is windowing- and GPU-agnostic: it renders into a byte buffer and is fully testable headless. The pixel8 console binary puts it on screen with winit + wgpu; carts talk to it through the pixel8 SDK crate.

Modules§

assets
Shared asset data models: sprite sheet, map, SFX, music, metadata.
audio
Audio runtime: a 4-channel chip-tune synthesizer.
cart
The PNG cartridge format.
clipboard
Pixel8’s clipboard data model and paste appliers, plus the native JSON clipboard codec.
fb
The 128x128 indexed-color framebuffer and software drawing primitives.
font
Pixel8’s built-in pixel font.
input
Game controller state: the classic 6-button pad.
palette
The fixed 16-color Pixel8 palette.
pico8
Importing PICO-8 cartridge assets.
project
On-disk project layout used while developing a cart.
storage
Persistent key-value cart storage: the save file.
ui
Fantasy-console UI primitives.
vm
WASM game execution: sandbox, host ABI, and lifecycle calls.