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.