In this episode, we fixed the ship physics so that the negative velocities are properly capped. We ran into a strange issue that ended up taking a lot of time to fix in the beginning of the stream, but then moved onto loading the title screen using simple run-length encoding. As I mentioned on the stream, if you’re interested in watching me work on the tools that we’ll be using for tile loading, compression, etc. let me know in the comments. I was originally thinking that I’d simply focus on 6502 assembly but if people are interested in watching me work on the tools too I’m happy to do so.
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.
In this action-packed episode, I cleaned up most of our ship’s physics and capped the maximum velocity in the positive direction. I have to revisit the negative direction. I then added the ability to deal with game state transitions, but found that that introduced some undesired behavior. After getting it working, it’s still unclear why jumping directly to the beginning of the game loop is causing it to process the game states incorrectly and I’ll revisit that in the next episode, along with assets for the title screen.
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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Bonus Episode: 2017 Holiday Special: We decided to get together with two of the biggest NES Homebrew collectors and drive up to Michigan and have a nice old-fashioned trivia contest. Featuring Christian Dietering (Ferris Bueller) and Justin Orenich (neodolphino), we test these two fine gentlemen’s intense homebrew knowledge and at the end of it all, we crown a 2017 homebrew trivia champion.
In this episode, I change the collision detection code to be data driven instead of using hard-coded checks. I also fix the collision detection comparisons to actually be comparisons instead of using the SBC operation (thanks again to Sig Hewett for pointing that out in the comments of the previous episode). Finally we implement some bad physics on the ship to make it move a little more fluidly (or something like that) and then talk briefly about source control using git. (Sorry for the audio levels, BTW, I’m still working out a good way to get that leveled out)
Gruniożerca 2 is a puzzle-platformer for the NES developed by Łukasz Kur & M_Tee between November 2017 and January of 2018. Released during March 2018.
In it, you control Grunio, pet and guinea pig mascot of arhn.eu, on a quest to find his owner, gaming personality Dark Archon, who has gotten lost in the depths of their overly complex cellar.
Luckily, Grunio’s chew toys have been strewn all throughout the house, the cellar being no exception. So, help this piggie place blocks, swing squeaky hammers, push stools, press switches, collect keys, devour carrots, leap, climb, teeter, and tumble his way through 24 dark, dingy, and drab basement doors.
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.
NESmaker allows users to create cartridge based, hardware playable NES games in an intuitive, faux object oriented environment without ever having to write a single line of code.