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

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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.