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ZX fantasy console FFI bindings reference. Documents 250+ functions for rendering, input, audio, camera, transforms, textures, materials, and debug. Includes init-only vs render-only call rules and the coordinate system. Use when writing or debugging ZX FFI calls in game code.
npx claudepluginhub nethercore-systems/nethercore-ai-plugins --plugin zxHow this skill is triggered — by the user, by Claude, or both
Slash command
/zx:ffi-referenceThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
The ZX console provides 250+ FFI functions. **Always read `nethercore/include/zx.rs` for accurate signatures.**
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The ZX console provides 250+ FFI functions. Always read nethercore/include/zx.rs for accurate signatures.
| Category | Key Functions | Find In zx.rs |
|---|---|---|
| System | delta_time, tick_count, log | Lines 1-100 |
| Random | random, random_range, random_f32 | Search "random" |
| Input | button_held, button_pressed, left_stick_x | Search "button" |
| Camera | camera_set, camera_fov | Search "camera" |
| Transforms | push_translate, push_rotate_y, push_scale | Search "push_" |
| Meshes | load_mesh, draw_mesh, cube, sphere | Search "mesh" |
| Textures | load_texture, texture_bind | Search "texture" |
| Materials | material_albedo, material_mre, material_normal | Search "material" |
| Audio | load_sound, play_sound, music_play | Search "sound" |
| 2D Drawing | draw_sprite, draw_text, draw_rect | Search "draw_" |
| Environment | draw_env, env_gradient | Search "env_" |
| Debug | debug_register_*, debug_watch_*, debug_group_* | Search "debug_" |
Must call only during init():
set_tick_rate(rate) - 0=24fps, 1=30fps, 2=60fps, 3=120fpsset_clear_color(color) - 0xRRGGBBAArender_mode(mode) - 0=Lambert, 1=Matcap, 2=PBR, 3=Hybridrom_*(), load_*(), procedural mesh functionsCall only during render():
draw_* functionscamera_set(), camera_fov()push_translate(), push_rotate_y(), push_scale()texture_bind(), font_bind()begin_pass(), begin_pass_stencil_write()// In init()
let tex = rom_texture_str("player");
let mesh = rom_mesh_str("character");
let sfx = rom_sound_str("jump");
let music = rom_music_str("theme");
// In render()
push_translate(x, y, z);
push_rotate_y(angle_degrees);
push_scale_uniform(scale);
draw_mesh(MESH);
push_identity(); // Reset