Andrej Preradovic of Ohsat Games teaches us how to program the Sega Genesis! Read Adventures in Mega Drive Coding Part 5 – Palettes and Splitting Tiles.
libnx is a programming library for Nintendo Switch homebrew development.
Michael Chiaramonte shows us once again how to do some NES Programming.
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In this episode, we fixed the ship physics so that the negative velocities are properly capped. We ran into a strange issue that ended up taking a lot of time to fix in the beginning of the stream, but then moved onto loading the title screen using simple run-length encoding. As I mentioned on the stream, if you’re interested in watching me work on the tools that we’ll be using for tile loading, compression, etc. let me know in the comments. I was originally thinking that I’d simply focus on 6502 assembly but if people are interested in watching me work on the tools too I’m happy to do so.
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.
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Episode 9: Quest Forge!
Spook and Thunder is a PICO-8 game by malubis. The game itself is a top down shooter with an creepy and ambient atmosphere.
VitaShell is a file manager for PS Vita HENkaku.
Study Hall is a PICO-8 game by khangames. Collect keys, unlock locks and simply survive school! This game is also availably for the Nintendo NES!
Owen still works heavily on Newo Fox for Nintendo’s Wii.
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Stress testing the orb boss. 50 outer pieces for the player to collide into and 50 inner pieces deflect bullets away from the core.
Juggle Panic is a PICO-8 game by bridgs. This game is for two players playing at the same time and juggling balls! The first player to drop five balls loses!
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.