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

Please accept YouTube cookies to play this video. By accepting you will be accessing content from YouTube, a service provided by an external third party.

YouTube privacy policy

If you accept this notice, your choice will be saved and the page will refresh.


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.