Category: Nintendo Entertainment System (Famicom)

Video: NES Programming #20 – In The Background (NES misc)

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

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Before having our asset tool generate maps, I had learn how to manipulate the nametable properly on the NES. So, that’s what we did. I figured out how to get it to load two screens worth of 32×32 metatiles. The next step is to start making maps that we can load. As I mentioned on stream and in the recording, there will be no episodes next week but I’ll be back on 4/16 with our regularly scheduled streams. Thanks for watching!

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Video: NES Programming #19 – Creating And Exporting Metatiles (NES misc)

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

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In this stream, I added the ability to create and export metatiles from 32×32 PNG files. This isn’t all that different than how we did it with sprites, but it started me thinking about how we want to handle backgrounds and mappers. This is the starting point for creating backgrounds in the NES and next time we’ll start actually coding the tool to support building our backgrounds. I have some work to do on the asset tool to support some of the functionality needed in the GUI (text boxes and a popup window being the key missing elements). Join me next time on Thursday at 9PM eastern to see how that goes. Also, I’ve been streaming some music I’ve been working on and showing some other things before the recording gets started so be sure to join a few minutes early to catch that stuff 🙂

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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.

Quote:

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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