Category: Nintendo Entertainment System (Famicom)
Video: NES Programming #14 – Part 1 – Exporting From The Tool (NES misc)

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

NES Programming #14 – Part 1 – Exporting from the tool

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We actually got something exporting from the tool! After showing how that works, I add functionality for detecting file system changes and start writing out the sprite data structure. Next stream, we’ll handle drawing bounding boxes and exporting the entire set of data in the project.

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The Assembly Line: An NES Homebrew Podcast – Episode #10 – NESdev Competition – Part 1 (NES misc)

The Assembly Line is a NES homebrew podcast started by Sole Goose Productions and Kevin. They cover a variety of theoretical topics, feature a central game under review, have guest interviews with folks, and also showcase some music.

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Episode 10: NESdev Competition – Part 1

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Video: NES Programming #13 – Getting The Tool Ready To Export For NES (NES misc)

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

NES Programming #13 – Getting the tool ready to export for NES

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In this episode, we did work to get the asset tool to output content for the NES. It’s counting the colors used by the images selected, generating a visible palette of 4 colors, warning if too many colors are used, and reducing the colors down to the 4-color palette. In the next episode, we’ll use this pre-work to export the data in a properly encoded NES tile format. We also showed how the data would be used in the schmup game by switching from hard-coded data to using .include and .incbin

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Little Medusa (Commercial) (NES Game)

Publisher Mega Cat Studios has another NES title in the pipe. Little Medusa is an extended improved homage to Kickle Cubicle and similar colorfull and cute. The game can be currently pre-ordered starting from 49.99 US$ excluding shipping.

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Become a polymorphed deity and take back Mount Olympus in this action puzzler. The Titans have escaped their eternal prisons and transformed Artemiza, a young goddess, into a gorgon. Now she must petrify enemies, solve puzzles, and dodge traps in her battle to save the realms of the gods.

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Video: NES Programming #12 – More Tool Programming (NES misc)

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

NES Programming #12 – More tool programming

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I got a list control working! I was also distracted by our puppy, sorry about that. As I mentioned in the video, I’m thinking of working on the GUI controls off stream just so we can come back to the tool on Monday and just get stuff exporting to the NES (like I planned on for tonight, but it didn’t go to plan). Let me know what you think in the comments. Thanks!

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Video: NES Programming #11 – More GUI Programming For The Tool (NES misc)

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

NES Programming #11 – More GUI programming for the tool

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In today’s episode we reorganized our code, and got the tree structure working with cached children so that we didn’t have to destroy and reallocate the controls each time. In addition, I implemented new controls include a frame control that creates a context for additional controls to “live” in. Let me know in the comments if you want to see me writing more code for the controls on-stream or if you’d like me to get back to NES related code. Thanks for watching!

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Ninja & Ninja II (Kickstarter) (NES Game)

Ninja and Ninja II are fast-paced QTE (Quick Time Events) based games consisting of multiple events that challenge players of all ages at reactions speeds, button mashing, and precise on-screen timing; hailing from Toshi503 Studios for the Nintendo Entertainment System (NES). These two games come in a “2-in-1” fashion and are already complete, reflecting a magical “Black Box” art style. The game is currently seeking (sort of) funding via Kickstarter!

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Trophy v17.03.2018 (WIP) (NES Game)

Gradual Games are heavily working on their new NES game Trophy. The game itself is in development since Janaury 2016.

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Our new game Trophy has been in development since Jan 2016. Prob still 1-2 years left of dev, but we’re finally where we can start showing some progress. Here’s a boss from the game. Enjoy! #screenshotsaturday #nesdev #neshomebrew #indiedev #indiegame

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Video: NES Programming #10 – A Slight Diversion Into Tool Making (NES misc)

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

NES Programming #10 – A slight diversion into tool making

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Okay, it was a major diversion 🙂 In this episode, I started work on a tool for managing assets in the game in C. We spent the episode building some immediate mode GUI functionality and will continue to build upon that as we need more functionality.

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Video: NES Programming #9 – Finishing Up The State Transitions And Talking About Tools (NES misc)

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

NES Programming #9 – Finishing up the state transitions and talking about tools

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In this stream, I finished up the code for handling state transitions, cleaned up code with regards to waiting for the PPU appropriately, finished the simple compress title screen, and talked about what kind of tool I’d like to make for the game and for NES programming in general. Thanks to all those that watched and thank you for those who commented and made corrections- I appreciate the feedback!

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