Category: Nintendo Entertainment System (Famicom)
Nebs & Debs v2018.04.06 (WIP) (NES Game)

Chris Cacciatore is still working on his NES platform game Nebs & Debs.

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Working on level maps like I used to see in Nintendo Power. Of course, I have it way easy. Lua scripts automate emulator screenshots and then stitch em together! #nesdev #gamedev

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Orange Island v2018.04.02 (WIP) (NES Game)

Orange Island is a new NES game in development.

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Mystery World Dizzy (Commercial) (NES Game)

If you are into limited run homebrews you may want to know that Mystery World Dizzy for NES by the Oliver Twins is still avaliable in limited quantities.

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Video: NES Programming #18 – We Unbreak The Broken Things (NES misc)

Michael Chiaramonte shows us once again how to do some NES Programming.

NES Programming #18 – We unbreak the broken things

Watch this video on YouTube.

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In this episode, we test a few more ideas out to see if I can make my asset loading code work efficiently enough on the NES. After reaching my conclusion, I modified the asset tool to support swapping colors in the palette for the transparent color and saving the sprite changes back to disk. Next time, we’ll start working on tile mapping and loading the game backgrounds into the nametable. This will mean we have to start looking at palettes more seriously, too.

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Alfonzo’s Arctic Adventure v2018.03.31 (WIP) (NES Game)

Alfonzo’s Arctic Adventure for NES got an updated demo!

Release notes:

I’ve uploaded a new demo for the Alfonzo game, now titled “Alfonzo’s Arctic Adventure”. This demo contains the same first world and melee mode as the previous demo, but with the updated features that will be available in the full version of the game, including cut scenes, a world map, and secret exits. Personally, I believe it is much more polished and professional looking. Give it a try and see for yourself!

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Video: NES Programming #17 – What Fun New Ways Can We Break It? (NES misc)

Michael Chiaramonte shows us once again how to do some NES Programming.

NES Programming #17 – What fun new ways can we break it?

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So, over the weekend I decided I wanted to try and change the sprite drawing code to load data about the sprites to populate them vs just generating the assembly to do it. This seems to have been a mistake and I struggled through getting it barely working with huge negative impact to performance… hopefully we can fix it next time (or we’ll just revert our changes back and go with the original method). Thanks to those who stuck it out for this extra long stream.

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Vegetablets Go (Commercial) (NES Game)

Most of us possibly missed Vegetablets Go by Japanese delevoper Tulip House. Guide your bear and carry the crops (cabbage, spinach, strawberry) in the field to the harvest point! There were 10 NES and 10 FAMICOM copies and they are sold out. Keep an eye at the discussion over at NintendoAge.

VEGETABLETS GO DEMO

Watch this video on YouTube.

There is a little chance to see more cartridges being sold in the future. Let’s hope for those, who can’t grab a copy in time, there will be a free ROM sometime in the future.

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Video: NES Programming #16 – Exporting Asset Data To The NES (NES misc)

Michael Chiaramonte shows us once again how to do some NES Programming.

NES Programming #16 – Exporting asset data to the NES!

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In this episode, we finally get data exporting to the NES. For now, the tool is generating code to draw the sprites and exporting the CHR data with an offset because of the pre-loaded title screen but it is working now as expected. Lots to clean up and fix but I’m very excited we have the tool “talking” to the game finally. Have a great weekend!

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Nim & Nom v1.1 (NES Game)

Krill considers his latest NES game Nim & Nom finished! Time for us, to spread out the word about this cute platformer as it’s a really beautiful game. Don’t waste time and download the ROM as soon as possible, you won’t regret. There are plenty of levels to enjoy and the challenge get’s harder, which makes it not a game for just a few minutes, but makes you play it again and again!

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Video: NES Programming #15 – Slogging Through Some Minor Changes (NES misc)

Michael Chiaramonte shows us once again how to do some NES Programming.

NES Programming #15 – Slogging through some minor changes

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Quote:

In this episode we worked on loading the sprite data we had stored in previous episodes and started displaying bounding boxes when the sprite is displayed. That’s about it, unfortunately. It was a slow one and I was a little off today. Apologies in advance if I had low energy. Thursday will pick up right from here where we will add the ability to modify bounding boxes from the asset tool and then export the project (just the sprites right now) in a format that we’ll start to accept on the NES assembler side. See you then!

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