From 7c398ee1cbcbf59f0c213b37e59ff673e12ab652 Mon Sep 17 00:00:00 2001
From: Bobydeluxe <337467661+Bobydeluxe@users.noreply.github.com>
Date: Fri, 23 Oct 2026 14:23:20 +0200
Subject: [PATCH 1/4] Add Friday Night Funkin as a silent standalone NumWorks
game
---
.github/workflows/fnf.yml | 53 +
Makefile | 13 +-
README.md | 8 +-
games/fnf/.gitattributes | 4 +
games/fnf/.gitignore | 5 +
games/fnf/ASSETS.md | 17 +
games/fnf/LICENSES/Funkin.md | 213 ++++
games/fnf/LICENSES/OFL-1.1-Nunito.txt | 93 ++
games/fnf/LICENSES/funkin.art.md | 9 +
games/fnf/LICENSES/funkin.assets.md | 9 +
games/fnf/Makefile | 52 +
games/fnf/NOTICE | 13 +
games/fnf/README.md | 64 ++
games/fnf/VALIDATION.md | 63 +
games/fnf/assets/art.bin | Bin 0 -> 1375375 bytes
games/fnf/assets/art.json | 1 +
games/fnf/assets/chart-manifest.json | 1520 +++++++++++++++++++++++++
games/fnf/assets/model.json.zlib | Bin 0 -> 304351 bytes
games/fnf/build.py | 83 ++
games/fnf/docs/freeplay.png | Bin 0 -> 12559 bytes
games/fnf/docs/gameplay.png | Bin 0 -> 16704 bytes
games/fnf/docs/menu.png | Bin 0 -> 22379 bytes
games/fnf/src/data.h | 29 +
games/fnf/src/font.c | 2 +
games/fnf/src/game.c | 123 ++
games/fnf/src/game.h | 36 +
games/fnf/src/icon.png | Bin 0 -> 4484 bytes
games/fnf/src/inflate.c | 44 +
games/fnf/src/inflate.h | 7 +
games/fnf/src/main.c | 108 ++
games/fnf/src/render.c | 104 ++
games/fnf/src/render.h | 9 +
games/fnf/src/save.c | 21 +
games/fnf/src/save.h | 10 +
games/fnf/tests/test.c | 75 ++
games/fnf/tests/test_arm.py | 82 ++
games/fnf/tests/test_assets.py | 53 +
games/fnf/tools/assets.py | 110 ++
games/fnf/tools/compact_nwa.py | 228 ++++
games/fnf/tools/import_reference.py | 118 ++
games/fnf/tools/reference_art.py | 141 +++
games/fnf/tools/standalone.ld | 15 +
tools/release.py | 1 +
43 files changed, 3531 insertions(+), 5 deletions(-)
create mode 100644 .github/workflows/fnf.yml
create mode 100644 games/fnf/.gitattributes
create mode 100644 games/fnf/.gitignore
create mode 100644 games/fnf/ASSETS.md
create mode 100644 games/fnf/LICENSES/Funkin.md
create mode 100644 games/fnf/LICENSES/OFL-1.1-Nunito.txt
create mode 100644 games/fnf/LICENSES/funkin.art.md
create mode 100644 games/fnf/LICENSES/funkin.assets.md
create mode 100644 games/fnf/Makefile
create mode 100644 games/fnf/NOTICE
create mode 100644 games/fnf/README.md
create mode 100644 games/fnf/VALIDATION.md
create mode 100644 games/fnf/assets/art.bin
create mode 100644 games/fnf/assets/art.json
create mode 100644 games/fnf/assets/chart-manifest.json
create mode 100644 games/fnf/assets/model.json.zlib
create mode 100644 games/fnf/build.py
create mode 100644 games/fnf/docs/freeplay.png
create mode 100644 games/fnf/docs/gameplay.png
create mode 100644 games/fnf/docs/menu.png
create mode 100644 games/fnf/src/data.h
create mode 100644 games/fnf/src/font.c
create mode 100644 games/fnf/src/game.c
create mode 100644 games/fnf/src/game.h
create mode 100644 games/fnf/src/icon.png
create mode 100644 games/fnf/src/inflate.c
create mode 100644 games/fnf/src/inflate.h
create mode 100644 games/fnf/src/main.c
create mode 100644 games/fnf/src/render.c
create mode 100644 games/fnf/src/render.h
create mode 100644 games/fnf/src/save.c
create mode 100644 games/fnf/src/save.h
create mode 100644 games/fnf/tests/test.c
create mode 100644 games/fnf/tests/test_arm.py
create mode 100644 games/fnf/tests/test_assets.py
create mode 100644 games/fnf/tools/assets.py
create mode 100644 games/fnf/tools/compact_nwa.py
create mode 100644 games/fnf/tools/import_reference.py
create mode 100644 games/fnf/tools/reference_art.py
create mode 100644 games/fnf/tools/standalone.ld
diff --git a/.github/workflows/fnf.yml b/.github/workflows/fnf.yml
new file mode 100644
index 00000000..ea66d028
--- /dev/null
+++ b/.github/workflows/fnf.yml
@@ -0,0 +1,53 @@
+name: Friday Night Funkin
+
+on:
+ pull_request:
+ paths:
+ - 'games/fnf/**'
+ - 'games/common/**'
+ - 'launcher/src/font*'
+ - 'tools/emu.py'
+ - 'Makefile'
+ - '.github/workflows/fnf.yml'
+ push:
+ branches: [main]
+ paths:
+ - 'games/fnf/**'
+ - 'games/common/**'
+ - 'launcher/src/font*'
+ - '.github/workflows/fnf.yml'
+ workflow_dispatch:
+
+permissions:
+ contents: read
+
+jobs:
+ game:
+ runs-on: ubuntu-24.04
+ steps:
+ - uses: actions/checkout@v4
+ - name: ARM toolchain
+ run: |
+ v=15.2.1-1.1
+ curl -fsSL "https://github.com/xpack-dev-tools/arm-none-eabi-gcc-xpack/releases/download/v$v/xpack-arm-none-eabi-gcc-$v-linux-x64.tar.gz" | tar -xz -C "$RUNNER_TEMP"
+ echo "$RUNNER_TEMP/xpack-arm-none-eabi-gcc-$v/bin" >> "$GITHUB_PATH"
+ - uses: actions/setup-node@v4
+ with:
+ node-version: 20
+ - uses: actions/setup-python@v5
+ with:
+ python-version: '3.12'
+ - name: Tools
+ run: |
+ npm install -g nwlink@1.0.0
+ pip install pillow==11.3.0 numpy pyelftools unicorn==2.1.4
+ - name: Standalone build and all 166 charts
+ run: |
+ make build/data/apps/FridayNightFunkin.nwa NWLINK=nwlink
+ make -C games/fnf check test test-assets NWLINK=nwlink
+ - name: ARM controls, saves and firmware safety
+ run: python3 games/fnf/tests/test_arm.py --nwlink nwlink
+ - uses: actions/upload-artifact@v4
+ with:
+ name: Friday Night Funkin
+ path: build/data/apps/FridayNightFunkin.nwa
diff --git a/Makefile b/Makefile
index c683fb0e..e385f036 100644
--- a/Makefile
+++ b/Makefile
@@ -29,7 +29,7 @@ RAM_LIMIT = 148928
# custom builds of Epsilon 25.2's source give apps less: 133652 bytes; every game fits there too, in NumPlay and on
# its own (their big buffers are on the stack, 32 KB apart from that RAM, or in the RAM the software has left)
CUSTOM_RAM = 133652
-BIG_APPS = Celeste HollowKnight Undertale ChampionIsland FinalEarth2 NumPowder NumBlocks NumDrive SubwaySurfers FiveNightsAtFreddys Doom BindingOfIsaac HillClimbRacing PlantsVsZombies SonicTheHedgehog CookieClicker LevelDevil JetpackJoyride StickmanHook DonkeyKong Dune MonkeyMart TombOfTheMask
+BIG_APPS = Celeste HollowKnight Undertale ChampionIsland FinalEarth2 NumPowder NumBlocks NumDrive SubwaySurfers FiveNightsAtFreddys Doom BindingOfIsaac HillClimbRacing PlantsVsZombies SonicTheHedgehog CookieClicker LevelDevil JetpackJoyride StickmanHook DonkeyKong Dune MonkeyMart TombOfTheMask FridayNightFunkin
# the calculator's space for installed apps: from the end of its software (64 KiB aligned) to 64 KiB before the
# end of its 4 MiB slot of flash, 0x903F0000. The software's size sets the start: 0x90200000 is the latest a
# NumPlay counts on (1.94 MB, APP_SPACE); Epsilon 26.4 on an N0120 ends at 0x90180000 (2.44 MB, the
@@ -47,7 +47,7 @@ XL_APP_SPACE = 6291456
# the spaces the customizer website offers (kit.json "spaces"; tools/kit.py links a NumPlay at each)
SPACES = std:$(APP_START):$(APP_END) e26:$(APP_START_26):$(APP_END) xl:$(APP_START):$(XL_END) xl26:$(APP_START_26):$(XL_END)
# big games that must install on their own without Enlarged Extra Apps: make check holds them to APP_SPACE
-APP_SPACE_APPS = HillClimbRacing
+APP_SPACE_APPS = HillClimbRacing FridayNightFunkin
# Upsilon, the N0110 and N0115's custom software, gives .nwa apps less RAM: NumPlay-Upsilon.nwa has
# the games that fit it (NumPlay draws their text there: see launcher/src/compat.c)
UPSILON_RAM = 107674
@@ -321,6 +321,7 @@ APP_donkeykong = $(B)/games/donkeykong/donkeykong.nwa:DonkeyKong.nwa
APP_dune = $(B)/games/dune/dune.nwa:Dune.nwa
APP_monkeymart = $(B)/games/monkeymart/monkeymart.nwa:MonkeyMart.nwa
APP_tombofthemask = $(B)/games/tombofthemask/tombofthemask.nwa:TombOfTheMask.nwa
+APP_fnf = games/fnf/output/fnf.nwa:FridayNightFunkin.nwa
# the big games' modules are made from these (the kit)
$(foreach g,$(XL_GAMES),$(eval MOD_$(g) = $$(word 1,$$(subst :, ,$$(APP_$(g))))))
@@ -387,6 +388,13 @@ apps: | $(B)
cp $(word 1,$(subst :, ,$(APP_tombofthemask))) $(B)/apps/$(word 2,$(subst :, ,$(APP_tombofthemask)))
arm-none-eabi-strip --strip-unneeded $(B)/apps/Tetris.nwa
+# Friday Night Funkin' is a standalone large game, outside the launcher and kit.
+apps: $(B)/apps/FridayNightFunkin.nwa
+$(B)/apps/FridayNightFunkin.nwa: FORCE | $(B)
+ $(MAKE) --no-print-directory -C games/fnf build NWLINK="$(NWLINK)" PYTHON="$(PY)"
+ mkdir -p $(B)/apps
+ cp games/fnf/output/fnf.nwa $@
+
STD_APPS = $(foreach g,$(STD_GAMES),$(B)/apps/$(NWA_$(g)))
apps: $(STD_APPS)
$(STD_APPS): $(B)/apps/%.nwa: FORCE | $(B)
@@ -456,5 +464,6 @@ clean:
-$(MAKE) -C games/dune clean
-$(MAKE) -C games/monkeymart clean
-$(MAKE) -C games/tombofthemask clean
+ -$(MAKE) -C games/fnf clean
-cd games/tetris/tetris && $(CARGO) clean
-$(foreach g,$(STD_GAMES),$(MAKE) -C games/$(g) clean;)
diff --git a/README.md b/README.md
index ece2d770..98dc9263 100644
--- a/README.md
+++ b/README.md
@@ -6,7 +6,7 @@
29 free games for your NumWorks calculator, in one app.
- Plus 21 big games that install on their own. For the N0110, N0115 and N0120, in English, French and Chinese.
+ Plus 22 big games that install on their own. For the N0110, N0115 and N0120, in English, French and Chinese.
@@ -132,7 +132,7 @@ These are too big to fit next to NumPlay, so each one is its own app. Install it
Super Mario 64 In a repository of its own: NumWorks-Super-Mario-64 |
Super Mario Bros. All 32 stages, in a repository of its own: NumWorks-Super-Mario-Bros |
- More on the way Minecraft 1.18.2 and more: see the roadmap |
+  Friday Night Funkin' 27 songs, 166 charts, without sound. By Bobydeluxe. Download |
@@ -302,10 +302,12 @@ Read **[Make your own NumWorks game](docs/make-a-game.md)** to go from there, an
- [ ] More of Retro-Go: Game & Watch, SNES, Mega Drive, SG-1000 and ColecoVision
- [ ] Five Nights at Freddy's 2, 3, 4 and FNAF World
- [ ] Brawl Stars, against bots
-- [ ] Friday Night Funkin'
+- [x] [Friday Night Funkin'](games/fnf/README.md): a silent standalone adaptation, with 27 songs and 166 charts
## Credits
+- **[Friday Night Funkin'](https://github.com/FunkinCrew/Funkin)** by **The Funkin' Crew and the original contributors**: original charts, characters and artwork. Silent native calculator adaptation by **[Bobydeluxe](https://github.com/Bobydeluxe)**, installed separately as **FridayNightFunkin.nwa**. Not affiliated with The Funkin' Crew. Source code and art/assets retain their separate upstream licenses; see [provenance and rights](games/fnf/ASSETS.md).
+
NumPlay is a fan project, made out of love for these games and for the NumWorks calculator. If you enjoy a game here, go play the original and support the people who made it. NumWorks also has a great community of people making games by hand: try [Numcraft](https://github.com/yannis300307/NumcraftRust), [Celeste Classic](https://github.com/BenchatonDev/Celeste-Numworks), [Tatone26's All the Apps](https://github.com/Tatone26/Numworks-games), the apps on [Nwagyu](https://nwagyu.org/guide/) and [yannis300307's list](https://gist.github.com/yannis300307/9123136f90877107ec0d49ba96b303e5).
- **[Tatone26](https://github.com/Tatone26/Numworks-games)**'s **All the Apps** inspired NumPlay's list of classics. Flappy Bird, Pac-Man, Snake, Connect Four, Solitaire and 2048 are written in C for NumPlay and keep its options, with no code copied from it. Tetris is Tatone26's own, which they released into the public domain, adapted for NumPlay.
diff --git a/games/fnf/.gitattributes b/games/fnf/.gitattributes
new file mode 100644
index 00000000..d2a62023
--- /dev/null
+++ b/games/fnf/.gitattributes
@@ -0,0 +1,4 @@
+* text=auto eol=lf
+*.png -text
+*.bin -text
+*.zlib -text
diff --git a/games/fnf/.gitignore b/games/fnf/.gitignore
new file mode 100644
index 00000000..72201efa
--- /dev/null
+++ b/games/fnf/.gitignore
@@ -0,0 +1,5 @@
+output/
+__pycache__/
+*.pyc
+/src/data.c
+/src/ids.h
diff --git a/games/fnf/ASSETS.md b/games/fnf/ASSETS.md
new file mode 100644
index 00000000..a4c5d0a9
--- /dev/null
+++ b/games/fnf/ASSETS.md
@@ -0,0 +1,17 @@
+# Source provenance
+
+| Project | Pinned revision | Use |
+| --- | --- | --- |
+| [FunkinCrew/Funkin](https://github.com/FunkinCrew/Funkin/tree/d05659bbdcf0d83073c900207cf410472afbbede) | `d05659bbdcf0d83073c900207cf410472afbbede` | Timing, note/score rules, original credits and license |
+| [FunkinCrew/Funkin.art](https://github.com/FunkinCrew/Funkin.art/tree/429ab728b19272dca834c83d97b1646455b22579) | `429ab728b19272dca834c83d97b1646455b22579` | Original art project and chart format reference |
+| [FunkinCrew/Funkin.assets](https://github.com/FunkinCrew/Funkin.assets/tree/724eba9de9e76761d9cefd52169926bc51c760a5) | `724eba9de9e76761d9cefd52169926bc51c760a5` | Published game charts, metadata, character/stage configs and compiled artwork |
+
+The game source's asset/art submodule revisions match the user-provided links. Reference downloads were checked against their Git blob hashes and lengths. Music, sound effects, voices and video were neither imported into the game nor embedded in the `.nwa`. No ROM, browser runtime, web page or emulator of the original game is embedded.
+
+`assets/model.json.zlib` preserves the original metadata, events and note arrays for all 61 song variations, plus converted character/stage/UI tables. `assets/chart-manifest.json` identifies the 166 selectable charts and their binary note stream hashes. `tests/test_assets.py` verifies every original time, duration, direction and kind against the compiled streams. `output/asset-report.json` records the exact hashes of the packed build inputs.
+
+`tools/reference_art.py` reads Sparrow XML, packed text atlases and Adobe Animate JSON, including nested symbols, transformations, alpha and clipping masks. `tools/import_reference.py` extracts selected frames, crops transparency, resizes to calculator scale, quantizes to 15 opaque colours and transparency, and deduplicates exact frames. Character offsets are retained relative to their native idle centre and foot position. Stage props are composited into 160×120 cached backgrounds. Desktop shader colour filters and parallax are simplified. The game icon is derived from the original Boyfriend artwork.
+
+Ordinary sprites use independently addressable row RLE with 4-bit palette indices. Stage/menu backgrounds use bounded raw DEFLATE and decode to exactly 9,600 bytes. Notes use delta timestamps and unsigned LEB128, with optional hold duration. No lossy chart simplification is used. The ARM build runs the same score and chart engine as the host tests.
+
+Original license texts are in `LICENSES/Funkin.md`, `LICENSES/funkin.art.md` and `LICENSES/funkin.assets.md`. Nunito's font license is `LICENSES/OFL-1.1-Nunito.txt`. The upstream art and assets are proprietary; their conversion does not remove their copyright or permit public redistribution. The public contribution keeps these license texts and flags this restriction for maintainer review; it does not assert additional redistribution permission.
diff --git a/games/fnf/LICENSES/Funkin.md b/games/fnf/LICENSES/Funkin.md
new file mode 100644
index 00000000..c4d5ba1e
--- /dev/null
+++ b/games/fnf/LICENSES/Funkin.md
@@ -0,0 +1,213 @@
+# Friday Night Funkin'
+
+The Friday Night Funkin' source code is licensed under the Apache 2.0 license: (https://www.apache.org/licenses/LICENSE-2.0)
+
+Friday Night Funkin' Copyright 2020-2024 The Funkin' Crew Inc.
+All Rights Reserved. "Friday Night Funkin'" and the "Friday Night Funkin'" logo are trademarks of The Funkin' Crew Inc.
+
+You can view the `funkin-assets` license here: (https://github.com/FunkinCrew/funkin.assets/blob/main/LICENSE.md)
+
+## Apache 2.0 License
+```
+ Apache License
+ Version 2.0, January 2004
+ http://www.apache.org/licenses/
+
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+ the brackets!) The text should be enclosed in the appropriate
+ comment syntax for the file format. We also recommend that a
+ file or class name and description of purpose be included on the
+ same "printed page" as the copyright notice for easier
+ identification within third-party archives.
+
+ Copyright 2020-2026 The Funkin' Crew Inc.
+
+ Licensed under the Apache License, Version 2.0 (the "License");
+ you may not use this file except in compliance with the License.
+ You may obtain a copy of the License at
+
+ http://www.apache.org/licenses/LICENSE-2.0
+
+ Unless required by applicable law or agreed to in writing, software
+ distributed under the License is distributed on an "AS IS" BASIS,
+ WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ See the License for the specific language governing permissions and
+ limitations under the License.
+```
diff --git a/games/fnf/LICENSES/OFL-1.1-Nunito.txt b/games/fnf/LICENSES/OFL-1.1-Nunito.txt
new file mode 100644
index 00000000..4950a581
--- /dev/null
+++ b/games/fnf/LICENSES/OFL-1.1-Nunito.txt
@@ -0,0 +1,93 @@
+Copyright 2014 The Nunito Project Authors (https://github.com/googlefonts/nunito)
+
+This Font Software is licensed under the SIL Open Font License, Version 1.1.
+This license is copied below, and is also available with a FAQ at:
+http://scripts.sil.org/OFL
+
+
+-----------------------------------------------------------
+SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
+-----------------------------------------------------------
+
+PREAMBLE
+The goals of the Open Font License (OFL) are to stimulate worldwide
+development of collaborative font projects, to support the font creation
+efforts of academic and linguistic communities, and to provide a free and
+open framework in which fonts may be shared and improved in partnership
+with others.
+
+The OFL allows the licensed fonts to be used, studied, modified and
+redistributed freely as long as they are not sold by themselves. The
+fonts, including any derivative works, can be bundled, embedded,
+redistributed and/or sold with any software provided that any reserved
+names are not used by derivative works. The fonts and derivatives,
+however, cannot be released under any other type of license. The
+requirement for fonts to remain under this license does not apply
+to any document created using the fonts or their derivatives.
+
+DEFINITIONS
+"Font Software" refers to the set of files released by the Copyright
+Holder(s) under this license and clearly marked as such. This may
+include source files, build scripts and documentation.
+
+"Reserved Font Name" refers to any names specified as such after the
+copyright statement(s).
+
+"Original Version" refers to the collection of Font Software components as
+distributed by the Copyright Holder(s).
+
+"Modified Version" refers to any derivative made by adding to, deleting,
+or substituting -- in part or in whole -- any of the components of the
+Original Version, by changing formats or by porting the Font Software to a
+new environment.
+
+"Author" refers to any designer, engineer, programmer, technical
+writer or other person who contributed to the Font Software.
+
+PERMISSION & CONDITIONS
+Permission is hereby granted, free of charge, to any person obtaining
+a copy of the Font Software, to use, study, copy, merge, embed, modify,
+redistribute, and sell modified and unmodified copies of the Font
+Software, subject to the following conditions:
+
+1) Neither the Font Software nor any of its individual components,
+in Original or Modified Versions, may be sold by itself.
+
+2) Original or Modified Versions of the Font Software may be bundled,
+redistributed and/or sold with any software, provided that each copy
+contains the above copyright notice and this license. These can be
+included either as stand-alone text files, human-readable headers or
+in the appropriate machine-readable metadata fields within text or
+binary files as long as those fields can be easily viewed by the user.
+
+3) No Modified Version of the Font Software may use the Reserved Font
+Name(s) unless explicit written permission is granted by the corresponding
+Copyright Holder. This restriction only applies to the primary font name as
+presented to the users.
+
+4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
+Software shall not be used to promote, endorse or advertise any
+Modified Version, except to acknowledge the contribution(s) of the
+Copyright Holder(s) and the Author(s) or with their explicit written
+permission.
+
+5) The Font Software, modified or unmodified, in part or in whole,
+must be distributed entirely under this license, and must not be
+distributed under any other license. The requirement for fonts to
+remain under this license does not apply to any document created
+using the Font Software.
+
+TERMINATION
+This license becomes null and void if any of the above conditions are
+not met.
+
+DISCLAIMER
+THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
+MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
+OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
+COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
+DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
+OTHER DEALINGS IN THE FONT SOFTWARE.
diff --git a/games/fnf/LICENSES/funkin.art.md b/games/fnf/LICENSES/funkin.art.md
new file mode 100644
index 00000000..138c4c82
--- /dev/null
+++ b/games/fnf/LICENSES/funkin.art.md
@@ -0,0 +1,9 @@
+"Friday Night Funkin'" and the "Friday Night Funkin'" logo are trademarks of The Funkin' Crew Inc.
+
+Copyright 2020-2026 The Funkin' Crew Inc.
+
+All rights reserved.
+
+This game's Content is proprietary and protected by national and international copyright and trademark laws, and may not be publicly distributed for free or for profit by anyone but the copyright owner. "Content" includes but is not limited to the art, visual assets, audio assets, sound effects, music, and any other creative works.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
diff --git a/games/fnf/LICENSES/funkin.assets.md b/games/fnf/LICENSES/funkin.assets.md
new file mode 100644
index 00000000..138c4c82
--- /dev/null
+++ b/games/fnf/LICENSES/funkin.assets.md
@@ -0,0 +1,9 @@
+"Friday Night Funkin'" and the "Friday Night Funkin'" logo are trademarks of The Funkin' Crew Inc.
+
+Copyright 2020-2026 The Funkin' Crew Inc.
+
+All rights reserved.
+
+This game's Content is proprietary and protected by national and international copyright and trademark laws, and may not be publicly distributed for free or for profit by anyone but the copyright owner. "Content" includes but is not limited to the art, visual assets, audio assets, sound effects, music, and any other creative works.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
diff --git a/games/fnf/Makefile b/games/fnf/Makefile
new file mode 100644
index 00000000..dea84940
--- /dev/null
+++ b/games/fnf/Makefile
@@ -0,0 +1,52 @@
+.DEFAULT_GOAL := build
+CC = arm-none-eabi-gcc
+NWLINK ?= nwlink
+PYTHON ?= python3
+HOST_CC ?= cc
+ARM_LD ?= arm-none-eabi-ld
+OBJCOPY ?= arm-none-eabi-objcopy
+SRC = src/main.c src/game.c src/inflate.c src/save.c src/render.c src/font.c src/data.c
+OBJECTS = $(patsubst src/%.c,output/%.o,$(SRC))
+HEADERS = $(wildcard src/*.h) ../common/epsilon_app.h ../common/epsilon_files.h ../../launcher/src/font.h ../../launcher/src/font_data.c
+PACKER = tools/compact_nwa.py tools/standalone.ld
+ASSET_FILES = assets/model.json.zlib assets/art.json assets/art.bin
+src/data.c: tools/assets.py $(ASSET_FILES)
+ $(PYTHON) tools/assets.py
+src/ids.h: src/data.c
+ @test -f $@ || $(PYTHON) tools/assets.py
+$(OBJECTS): src/data.c src/ids.h
+CFLAGS = -std=c11 $(shell $(NWLINK) eadk-cflags-device) -Os -Wall -Wextra -Werror -Wno-misleading-indentation
+CFLAGS += -DEPSILON_XL=1 -ffunction-sections -fdata-sections -fstack-usage -fno-tree-loop-distribute-patterns
+CFLAGS += -flto -fno-fat-lto-objects -fvisibility=internal
+LINK = -nostartfiles --specs=nano.specs -Wl,--relocatable,--gc-sections,-e,main -flinker-output=nolto-rel
+.PHONY: build check test test-arm test-assets assets clean host
+build: output/fnf.nwa
+output:
+ mkdir -p $@
+output/%.o: src/%.c $(HEADERS) | output
+ $(CC) $(CFLAGS) -c $< -o $@
+output/icon.o: src/icon.png | output
+ $(NWLINK) png-icon-o $< $@
+output/icon-compact.o: output/icon.o $(PACKER)
+ $(PYTHON) tools/compact_nwa.py icon $< $@ --objcopy $(OBJCOPY)
+output/fnf-debug.nwa: $(OBJECTS) output/icon-compact.o $(PACKER)
+ $(CC) $(CFLAGS) $(LINK) -Wl,-u,eadk_app_name,-u,eadk_app_icon,-u,eadk_api_level $(OBJECTS) output/icon-compact.o -lm -o output/standalone.o
+ $(PYTHON) tools/compact_nwa.py app output/standalone.o $@ --ld $(ARM_LD)
+output/fnf.nwa: output/fnf-debug.nwa $(PACKER)
+ $(PYTHON) tools/compact_nwa.py release $< $@ --objcopy $(OBJCOPY)
+check: build
+ $(NWLINK) nwa-bin output/fnf.nwa output/fnf.bin --ram-length 107674
+ $(NWLINK) nwa-bin output/fnf-debug.nwa output/fnf-debug.bin --ram-length 107674
+ $(PYTHON) -c "from pathlib import Path; a=Path('output/fnf.bin').read_bytes(); assert a == Path('output/fnf-debug.bin').read_bytes(); assert len(a)<=2031616"
+host: test
+test: src/data.c src/ids.h | output
+ $(HOST_CC) -std=c11 -O2 -Wall -Wextra -Werror -Wno-misleading-indentation -DFNF_TEST -Isrc tests/test.c src/game.c src/save.c src/render.c src/font.c src/inflate.c src/data.c -lm -o output/test
+ cd output && ./test
+test-arm:
+ $(PYTHON) tests/test_arm.py --nwlink "$(NWLINK)"
+test-assets: src/data.c src/ids.h
+ $(PYTHON) tests/test_assets.py
+assets:
+ $(PYTHON) tools/assets.py
+clean:
+ rm -rf output
diff --git a/games/fnf/NOTICE b/games/fnf/NOTICE
new file mode 100644
index 00000000..df8f6cd1
--- /dev/null
+++ b/games/fnf/NOTICE
@@ -0,0 +1,13 @@
+Friday Night Funkin' calculator adaptation by Bobydeluxe.
+
+Original game: The Funkin' Crew Inc. and the original contributors.
+Original creators include ninjamuffin99, PhantomArcade, evilsk8r and Kawai Sprite.
+PBOT1 scoring and gameplay constants follow the pinned Funkin source (Apache 2.0).
+Copyright and license text: LICENSES/Funkin.md.
+
+Original characters, artwork, charts and trademarks remain with their owners.
+The separate upstream art/assets license restricts public redistribution.
+See LICENSES/funkin.art.md, LICENSES/funkin.assets.md and ASSETS.md.
+
+Nunito font, from the NumPlay launcher: SIL Open Font License 1.1.
+See LICENSES/OFL-1.1-Nunito.txt.
diff --git a/games/fnf/README.md b/games/fnf/README.md
new file mode 100644
index 00000000..c7104191
--- /dev/null
+++ b/games/fnf/README.md
@@ -0,0 +1,64 @@
+# Friday Night Funkin' — calculator adaptation
+
+Native, silent adaptation by **Bobydeluxe** for the NumWorks N0110, N0115 and N0120. Standalone large-game download, outside the NumPlay launcher and customizer kit. English interface.
+
+ 
+
+From the repository root, build it with `make build/data/apps/FridayNightFunkin.nwa` or `python tools/build.py --game fnf`. The release catalogue lists it among the individual big games. This fan adaptation is not affiliated with The Funkin' Crew.
+
+The pinned official content contains **27 songs and 166 playable charts**: Tutorial, Weeks 1–7, Weekend 1 and the LE SSERAFIM collaboration. Freeplay includes the original, Erect/Nightmare, Pico and Boyfriend variations wherever present in those source files. Story Mode runs each week's songs in sequence. All weeks and charts are selectable from the start.
+
+There is **no music, voice, sound effect, encoded silent audio or video** in the installed app. A clock, visual countdown and beat cue drive play. The app ends a song 1.2 seconds after its final charted note/hold or event; an audio file's uncharted tail is not included.
+
+## Controls
+
+| Action | Keys |
+| --- | --- |
+| Left / Down / Up / Right notes | Left / Down / Up / Right arrows **or 7 / 8 / ( / )**, respectively |
+| Chords and holds | Press lanes together; keep the key down for a long note |
+| Select / Confirm | OK or EXE |
+| Pause / Back | Back |
+| Week or song | Up / Down |
+| Difficulty | Left / Right |
+| Freeplay variation | 1 |
+| Credits on title | 0 |
+| Save and leave | Home or Power |
+
+Arrow and number aliases are combined before detecting presses. Pressing both aliases for a lane produces one hit; releasing one while keeping the other pressed preserves the hold. Menus use the arrow keys. Options provide downscroll, ghost tapping (off by default) and beat animation.
+
+## Gameplay and fidelity
+
+The native engine retains **all 90,437 notes from the 166 player charts**, including opponent notes, chords, long notes, note kinds, difficulty, scroll speeds and BPM changes. Time and duration are quantized to 1/16 millisecond (at most 0.03125 ms error each). Notes are read from flash, with a bounded 64-note working queue. The PBOT1 scoring curve, 45/90/135/160 ms judgements, health, combo rules, hold rewards and drop penalties follow the pinned source. The source's two `picospeaker` charts are auxiliary NPC animation tracks, not additional player levels; their original data is retained in the source model but they are not playable chart entries.
+
+This is a C adaptation for a 320×240 calculator, **not the Haxe/Flixel runtime**. Original artwork is reduced to native display sizes and a 15-colour palette per sprite, with up to four selected frames per animation. All 21 referenced stages and 46 character configurations are converted. Stage backgrounds use one composited frame; framing, camera effects, character placement, scripted fights and collaboration lighting are simplified. Complex desktop cinematics, shaders, background actors' choreography, editor, online functions and video are not reproduced. It is not a pixel-for-pixel reproduction of the desktop game.
+
+Saved records contain each chart's best score, best completion and best combo, completed weeks and options. Completion follows the source's `(Sick + Good - Missed) / player notes`, clamped to 0–100%. Best records are updated on a successful clear. A failed run or retry does not erase them.
+
+## Storage and RAM
+
+The final build sizes and hash are written to `output/build-report.json`. Both released and debug packages must produce identical installed bytes and fit the shared **2,031,616-byte flash budget**; compilation/install checks use the smaller **107,674-byte RAM allocation** too.
+
+Artwork and note streams remain in flash. RAM contains one 9,600-byte half-resolution background cache, one 5,120-byte LCD strip, the bounded note/input queues and small game/save state. There is no full framebuffer, dynamic allocation, whole-song note array, decoded atlas or on-device JSON parser. Keyboard transitions are sampled between LCD strips and judged using their wall-clock timestamps, independent of rendering frequency. Pausing freezes the chart clock; retry resets the stream and all per-run state.
+
+The `fnf.sav` record is versioned and CRC checked. An inert Python script `fnf_save.py` carries a comment-only hexadecimal backup so records can be recovered after reinstalling an app; its contents are parsed as data, never executed. Both files use about 4.1 KB including record names. Keep the backup if reinstalling. If storage is full, the app shows Retry / Return to menu / Exit without saving. It preserves unrelated calculator records.
+
+## Build and validation
+
+With ARM GCC, Python 3 (Pillow for importing art), Node and nwlink available:
+
+```sh
+python build.py --arm-bin /path/to/arm/bin --nwlink /path/to/nwlink
+make test HOST_CC=cc
+python tests/test_assets.py
+python tests/test_arm.py --nwlink /path/to/nwlink
+```
+
+The build needs only the checked-in packed inputs and original-art icon. To reimport the large reference assets, use `tools/import_reference.py --reference PATH`; the reference directory must contain the exact pinned repositories under `original/` and their license files. `tools/assets.py` builds deterministic C ROM tables from `assets/model.json.zlib`, `assets/art.json` and `assets/art.bin`. Generated `src/data.c` and `src/ids.h` are ignored build outputs; the Makefile generates them before parallel compilation. `assets/chart-manifest.json` is checked in for review. All three reproduce from the packed inputs.
+
+The artifact is `output/fnf.nwa`, also copied to the workspace's `build/apps/FridayNightFunkin.nwa`. See [VALIDATION.md](VALIDATION.md) for the measured checks and their limits.
+
+## Credits and rights
+
+Original game, characters, charts, logo and art: **The Funkin' Crew and the original contributors**, credited in the pinned projects. Native calculator adaptation: **Bobydeluxe**. The interface uses NumPlay's Nunito font (SIL OFL 1.1).
+
+See [ASSETS.md](ASSETS.md) for source revisions and conversion details. The upstream code is Apache 2.0; the separate art/assets license reserves copyright and explicitly restricts public redistribution. This local build does not grant redistribution rights. Original content is not relicensed under NumPlay's license. The PR records this upstream licensing limitation for maintainer review; no additional art redistribution permission is asserted.
diff --git a/games/fnf/VALIDATION.md b/games/fnf/VALIDATION.md
new file mode 100644
index 00000000..d4160c95
--- /dev/null
+++ b/games/fnf/VALIDATION.md
@@ -0,0 +1,63 @@
+# Validation — 23 October 2026
+
+This is a native, silent calculator adaptation. The chart content is complete for the pinned assets; desktop presentation is adapted as described in README.md. No physical calculator was connected for these checks.
+
+## Build and limits
+
+| Measurement | Result |
+| --- | ---: |
+| Released `.nwa` | 1,840,140 bytes |
+| Installed flash bytes | 1,829,516 bytes |
+| Shared flash limit | 2,031,616 bytes |
+| Static app RAM | 23,396 bytes |
+| Highest measured ARM stack after final input change | 2,608 bytes |
+| Minimum tested installer RAM allocation | 107,674 bytes |
+| Background cache | 9,600 bytes |
+| LCD strip | 5,120 bytes |
+| Game state including records and notes | 2,352 bytes |
+| Save payload | 1,344 bytes |
+
+Release SHA-256: `a3a90cd6895cb820578e9a7a5a71813c8d4d16cacb17244881e839c689ad3a43`.
+
+Both the Python build and `make check` passed the real nwlink conversion with the minimum RAM allocation. Release and debug packages produce **identical installed bytes**. Generated ROM C tables, IDs and the chart manifest reproduce byte for byte from the checked-in packed inputs.
+
+## Chart and engine checks
+
+- 27 songs, 61 variations, 166 selectable charts, 90,437 notes, 21 stage backgrounds and 46 character configurations.
+- Every note's direction, kind, head time and hold duration were compared against the preserved source JSON. Maximum time/duration quantization error: 0.03125 ms.
+- All 166 charts were completed with a host-side input oracle using the actual native engine. Every scoreable player head received Sick; no missed player heads, queue overflow or forced completion. Opponent notes and chart events were processed during these runs.
+- The worst observed working queue was 47 notes. A separate conservative interval sweep, retaining missed holds through their entire duration, bounds it at 49 including the one-note lookahead, below the fixed 64 slots.
+- All 166 charts also fail normally with no input. Random inputs were checked for bounded note count and health; restart resets per-run state.
+- Judgement boundaries, the symmetric/monotonic PBOT1 curve, empty taps, ghost tapping, same-lane key aliases, long-note rewards, early hold release penalties and the 160 ms tail grace were tested.
+- Save round trips, inert backup recovery, rejection of every individual flipped save bit, truncated saves and rejection without changing the existing progress were tested.
+
+## Rendering and input
+
+Native font text has measured pixel bounds; it is not taken from a scaled browser screenshot or a large text atlas. Menu choices, every freeplay song/variation/difficulty, every story group and each referenced stage were rendered through the actual eight-line strip renderer. Screenshots were inspected, including the logo, health HUD, pixel characters and the six-character collaboration scene. Adobe clipping masks were corrected during asset conversion.
+
+A regression test verifies **30 keypad polls per frame even when all 30 LCD strips are unchanged and no LCD push is needed**. Rendering reads a fixed game snapshot; timestamped key transitions are consumed afterward. The chart clock never advances according to frame count.
+
+The final ARM smoke run passed all four memory profiles and rechecks both key layouts after this input fix and the final logo sizing. The 16-note real-key sequences received 16 Sick judgements on every profile; the measured gameplay sampling interval was at most 2 ms in those runs. Ordinary Bopeebo frame work was at most 13 ms on N0120 and 31 ms on the older processor profile. Dense/crowded rendering fixtures reached 16 ms / 41 ms respectively, including a fixture-only background cache switch. These are instruction-driven emulator estimates, not hardware frame-rate guarantees. Exact per-profile measurements are in `output/arm/smoke-report.json`.
+
+The earlier complete Bopeebo run used 51 real player note presses and cleared the song. After the final input and logo adjustments, the complete 166-chart host regression, real-key smoke runs, pause/retry, persistence, full-storage checks, firmware guards and both heavy rendering fixtures passed again. Static RAM plus the highest measured stack use totals **26,004 bytes**.
+
+## ARM / firmware checks
+
+The compiled Cortex-M app ran against Epsilon N0120, Epsilon N0110, the smaller N0115 RAM profile and Upsilon memory layouts. The test drives the real menus and keys. It checks:
+
+- Arrow controls and 7 / 8 / ( / ) controls, including simultaneous aliases for one lane.
+- Song selection, accurate notes, frozen pause clock, resume and retry countdown.
+- Home and Power exits, save/backup round trips and recovery when only the Python backup remains.
+- Full storage: failed-save message, retry, return to menu and explicit unsaved exit; unrelated records remain intact.
+- A held confirm key at launch does not enter a menu accidentally.
+- Firmware RAM guards, clean application RAM on exit and balanced Home locks; Upsilon makes no Epsilon-only system calls.
+
+Host-engine snapshots explicitly exercise the dense 2hot chart and the collaboration's larger visible cast on both processor profiles. These fixtures test rendering, input sampling and safe exits; they are not presented as real-key song completions.
+
+CPU emulation uses 216 million instructions/second for the N0120 profile and 86.4 million for the older processor profile to preserve their relative speed. It does not model LCD transfer cost or every cache/pipeline effect. Physical play testing remains necessary to confirm frame pacing on a particular firmware and calculator.
+
+## Reports and scope
+
+Reproducible commands are in README.md. Reports and screenshots are generated under ignored `output/`: `build-report.json`, `asset-report.json`, `host-report.json`, `autoplay-report.json`, `arm/report.json` and `arm/smoke-report.json`.
+
+This contribution creates a standalone `.nwa`, registers its build and release output, adds a big-game download card and credits, and provides focused CI. It leaves the launcher manifest and all other game directories unchanged. The source art/assets' redistribution restrictions remain in force; see ASSETS.md and the original license texts.
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