Category: Nintendo Entertainment System
NES Brainf–k Interpreter Overview (NES misc)

An overview of Vi Grey‘s Brainf–k Interpreter NES cartridge badge presented for DEFCON 201’s August Technical Meeting.

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Nebs & Debs v2018.08.17 (WIP) (NES Game)

Chris Cacciatore prepares collecting money for his NES platform game Nebs & Debs.

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It’s official. The Nebs ‘n Debs Kickstarter will begin Wednesday 8/22. So get ready to pledge! #nesdev #gamedev

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Orange Island v2018.07.31 (WIP) (NES Game)

Orange Island is a new NES game in development. The game shapes up nicely! See your own!

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Big news! I’ll be presenting @orangeisland again at @EGX in September. I’m working on an updated demo for you all to try! Who’s gonna be there? #EGX #gamedev #indiedev #nesdev

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Flap Happy v2018.07.31 (WIP) (NES Game)

Ryan Carson has progress news on Flap Happy.

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Fading in and out, yay!

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Video: NES Programming #47 – Adding Collision To The Asset Tool

Michael Chiaramonte goes on with his NES Programming tutorials.

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In this stream, I added the ability to turn on a grid in the asset tool and toggle collision in metatiles by clicking on the individual 8×8 subtiles in the metatile. This information is saved in a 2-byte bit mask and on Monday we’ll be exporting the information for the NES and implementing the collision detection. As always, thanks to all those who watched the stream live! See you Monday – have a great weekend!

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Video: NES Programming #46 – Tile Loading And Attributes Are Done For Now

Michael Chiaramonte goes on with his NES Programming tutorials.

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I finally got the tile loading and attributes loading properly in this stream. We have one more minor task to take care of on Thursday, but even with reloading the entire attribute memory in the NMI, we’re getting smooth scrolling (unlike before). We will start working on background collision next stream (FINALLY!). Thanks for those who watched. See you next time!

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The Assembly Line: An NES Homebrew Podcast – Episode #11 – NESdev Competition – Part 2 (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 11: NESdev Competition – Part 2

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Video: NES Programming #45 – Outa Time

Michael Chiaramonte goes on with his NES Programming tutorials.

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In this episode I worked on trying to squeeze in my calculations for row updates and attribute updates into the NMI and after trying to chisel away at it, determined that I’d have to do that calculation in the game loop and only do the PPU updates in the NMI. That’s where we’ll pick up on Monday.

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Video: NES Programming #44 – Adding Attributes Back

Michael Chiaramonte goes on with his NES Programming tutorials.

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After getting the map code working, I rewrote the code to load the attributes into the memory buffer. This involved updating the asset tool to properly remap the metatiles to properly allow for attribute value lookup. In the end, we’re still running with too many cycles in NMI, but we’ll get that fixed on Thursday. Thanks for watching!

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Video: NES Programming #43 – Reworking The Map Loader

Michael Chiaramonte goes on with his NES Programming tutorials.

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Broken, fixed, and better. The map loading code was changed so that the asset tool can dump the entire map directly in to the file and then we seek into it and decrement our index vs our prior approach where it had the first screen at the beginning and then subsequent rows following. That went pretty quick and then we talked about what we would do for the next stream to get palettes and attributes working again with this new format, furthering our goal of finally getting to tile collision. Thanks for watching! See you on Monday

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