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Video: NES Programming #7 – Finishing Up Ship Physics And Added Game State Transitions (NES misc)

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

NES Programming #7 - Finishing up ship physics, and added game state transitions

Quote:

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.

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The Assembly Line: An NES Homebrew Podcast – Bonus Episode: 2017 Holiday Special (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.

Quote:

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.

https://soundcloud.com/user-463768680/bonus-episode-2017-holiday-special

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Video: NES Programming #6 – Data Driven Collision Detection and Physics (NES misc)

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

NES programming #6 - Data driven collision detection and physics (sort of)

Quote:

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)

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The Retro Hour EP112 – ZX Spectrum Next Special (misc)

The Retro Hour is your weekly dose of retro gaming and technology news, views and interviews from the UK.

Content:

The ZX Spectrum Next is a 21st Spectrum reborn: a new machine, fully compatible with the original computer, and packed with improvements. We talk to Jim Bagley, Mike Dailly and The Oliver Twins to find out about it.

https://soundcloud.com/the-retro-hour/zx-spectrum-next-special-the-retro-hour-ep112

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