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Developer Docs |
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MicroCode is open source at https://github.com/microsoft/microcode and welcomes contributions. The easiest way to get started is to open this repository in a GitHub Codespace and everything will be ready for you.
We recommend using Visual Studio Code as it provides excellent support for MakeCode editing, Git, and Codespaces.
- open https://github.com/microsoft/microcode
- click on
Code
drop down and selectCreate Codespace on main
- you can do your editing from VS Code online or click on
Codespaces
in lower left and selectOpen in VS Code
to use the desktop version (must be installed on your machine) - press "Ctrl + `" to open a terminal and you're ready to go!
In the future, click again on Code
to find previously created Codespaces.
- install Node.js
- install the MakeCode command line tools (
mkc
for short)
npm install -g -u makecode
- clone this repo
git clone https://github.com/microsoft/microcode
- setup MakeCode project structure (one time only)
cd microcode
mkc init
Note that you can open terminals directly from VS Code by pressing "Ctrl + `".
- start a compilation server that will automatically compile and reload a compile web version of the editor
sh serve.sh
- open to web editor at http://127.0.0.1:7001/
To flash a micro:bit,
- build a micro:bit Hex file and deploy
mkc build --hw n3 -d
If you are running in Codespaces, the -d
option won't work. Instead, right click on built/binary.hex
in the explorer and select Download...
to download the hex file to your micro:bit.
To load the local editor in a Jacdac devtools page, click on the sim link at the bottom of the local server on http://127.0.0.1:7001/. Or,
To preview all artwork, click on the art
icon at the bottom right of the local editor (and wait...). Use save
to download all artwork on the images/generated
folder.
If you want to create/edit new sprites, you should import this web site into https://arcade.makecode.com, using the following directions:
- create 16 x 16 sprite in assets.ts (contains all the artwork for MicroCode)
- copy the code from the JavaScript view of https://arcade.makecode.com
- paste code into assets.ts into VS Code
- make sure it works locally
- git commit and push
You might also be able to commit and push directly from the web site, but we find that this isn't very reliable.
Some art images are precomputed, you will need to load scripts/renderart.ts in MakeCode Arcade and copy the console output back into the project.
- Browse to http://127.0.0.1:7001/index.html?compress=0
- Once your sample is ready, copy the string after
#
and copy it intosamples.ts
To bump and refresh the github pages javascript and pre-built .hex file, run this script
sh ./bump.sh
A GitHub Action will trigger and update the web site within a few minutes.
It is easiest to launch a codespace to get the right setup to run Jekyll (Ruby). Run the Jekyll setup script
sh scripts/setup-jekyll.sh
then launch jekyll
bundle exec jekyll serve --incremental
and nav to http://localhost:4000
There is library of LED animations etc in scripts/lib/lib.js
. To rebuild, make sure you have jacscript
checked out
parallel to microcode
and run:
cd scripts
./genlib.sh
-
locales/tooltips.json
contains the tooltips displayed on the micro:bit screen -
_includes/dialogs.html
contains the webusb dialogs
- add new tooltip to
locales/tooltips.json
- refresh tooltips.ts
node scripts/lochex.mjs en
- Go to https://crowdin.com/project/makecode/content/files
- click on
Update
formicrocode/tooltips.json
and loadlocales/tooltips.json
.
- go to https://crowdin.com/project/makecode/tools/content-delivery
- click
Release
on the microcode distribution - bump repo
This app is built with MakeCode Arcade, specifically targeting the NRF52833 MCU of the micro:bit V2 (for now). There are a number of repos containing the C++ of the underlying CODAL runtime:
- https://github.com/microsoft/codal-jacdac: an add-on to CODAL that provides Jacdac runtime, virtual machine, and services representing micro:bit features
- https://github.com/microsoft/pxt-arcade: the MakeCode Arcade editor, with support for NFR52833, the MCU of the micro:bit V2, which depends on
- https://github.com/mmoskal/codal-nrf52833-dk: micro:bit device drivers
- https://github.com/lancaster-university/codal-nrf52: CODAL runtime for NRF52 class MCUs
- https://github.com/lancaster-university/codal-core: CODAL runtime
- clone https://github.com/microsoft/pxt-arcade repo at the same level as
microcode
- run:
npm install -g pxt-core
cd pxt-arcade
yarn install
mkdir projects
cd projects
mkdir microcode
cd microcode
export PXT_ASMDEBUG=1
export PXT_COMPILE_SWITCHES=size
export PXT_FORCE_LOCAL=yes
export PXT_NODOCKER=yes
export PXT_RUNTIME_DEV=yes
- you may use
npm
instead ofyarn
- you may skip
PXT_NODOCKER
if you don't have locally installedarm-none-eabi-gcc
- in
projects/microcode
createpxt.json
file with the following contents:
{
"additionalFilePath": "../../../microcode",
"dependencies": {
"game---light": "file:../../libs/game---light",
"hw---n3": "file:../../libs/hw---n3",
"device": "file:../../libs/device",
"codal-jacdac-pxt": "file:../../../microcode/codal-jacdac-pxt"
}
}
- run
pxt
- it will compile an deploy - run
code built/codal/libraries/codal-*
- checkout
main
ormaster
in allcodal-*
repos and injacdac-c
Make sure not to delete projects/microcode/built
since it contains your sources.
If possible, you can move built/codal/libraries
folder somewhere else, and symlink it inside built/codal
to avoid accidentally deleting it.
This project welcomes contributions and suggestions. Most contributions require you to agree to a Contributor License Agreement (CLA) declaring that you have the right to, and actually do, grant us the rights to use your contribution. For details, visit https://cla.opensource.microsoft.com.
When you submit a pull request, a CLA bot will automatically determine whether you need to provide a CLA and decorate the PR appropriately (e.g., status check, comment). Simply follow the instructions provided by the bot. You will only need to do this once across all repos using our CLA.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact [email protected] with any additional questions or comments.
This project may contain trademarks or logos for projects, products, or services. Authorized use of Microsoft trademarks or logos is subject to and must follow Microsoft's Trademark & Brand Guidelines. Use of Microsoft trademarks or logos in modified versions of this project must not cause confusion or imply Microsoft sponsorship. Any use of third-party trademarks or logos are subject to those third-party's policies.