Nintendo Entertainment System News
Bite The Chilli Multicart v2018.04.09 (WIP) (NES misc)

Nathan Tolbert is currently working on his Bite The Chilli NES multicart! It collects different projects in on spot! Follow Nathan to find out more.

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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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Trophy v2018.04.07 (WIP) (NES Game)

Trophy is a brandnew Nintendo Entertainment System / Famicom game in development by Gradual Games.

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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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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.

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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!

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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.

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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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