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Writing an nes game, part 4. Writing an NES game - graphics. There are four steps involved in drawing a sprite. First, we need the sprite itself. The pixel data for sprites is stored in the. Which can convert images in the .PBM/.PGM/.PPM formats (which most image editors can produce) into CHR-ROM data, so that you can edit sprites in an image editor instead of a hex editor. Writing an nes game, part 3. Writing an NES game - input handling. The basic structure of an NES controller is a shift register.

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Writing an nes game, part 4. Writing an NES game - graphics. There are four steps involved in drawing a sprite. First, we need the sprite itself. The pixel data for sprites is stored in the. Which can convert images in the .PBM/.PGM/.PPM formats (which most image editors can produce) into CHR-ROM data, so that you can edit sprites in an image editor instead of a hex editor. Writing an nes game, part 3. Writing an NES game - input handling. The basic structure of an NES controller is a shift register.
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Writing an nes game, part 4. Writing an NES game - graphics. There are four steps involved in drawing a sprite. First, we need the sprite itself. The pixel data for sprites is stored in the. Which can convert images in the .PBM/.PGM/.PPM formats (which most image editors can produce) into CHR-ROM data, so that you can edit sprites in an image editor instead of a hex editor. Writing an nes game, part 3. Writing an NES game - input handling. The basic structure of an NES controller is a shift register.

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writing an nes game, part 3

http://blog.tozt.net/2014/10/15/writing-an-nes-game-part-3

Writing an nes game, part 3. Writing an NES game - input handling. Now that we have a general idea of how a program for the NES is structured, itd be useful to get a bit further into the specific capabilities of the NES. One of the pretty basic (and pretty important) ones is reading input from the controllers. The basic structure of an NES controller is a shift register. Obviously this could be simplified by putting the reads in a loop (the snake game. Blog comments powered by Disqus.

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writing an nes game, part 1

http://blog.tozt.net/2014/10/13/writing-an-nes-game-part-1

Writing an nes game, part 1. Writing an NES game. For the past week or so at Hacker School, Ive been learning how to write games for the NES. This was intended to just be a brief debugging detour for a different project I was working on, but as these things tend to go, it turned into an entire project on its own. You can see the end result at https:/ github.com/doy/nes-snake. But I wanted to go over the code to give an overview about what programming for the NES is like. Save the code as. To create an em...

3

writing an nes game, part 2

http://blog.tozt.net/2014/10/14/writing-an-nes-game-part-2

Writing an nes game, part 2. Writing an NES game - code layout. So before we get into the code itself, there are a couple more concepts that will be important to understand, in order to understand why the code is laid out the way it is. Instruction). Next we disable decimal mode (this shouldnt actually do anything, since the NES doesnt have a BCD chip, but no real reason not to do this, to avoid confusion) and set the stack pointer to. And then it will be decremented by. Instructions and incremented by.

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Writing an nes game, part 1. Writing an nes game - inside the cartridge. Writing an nes game, part 2. Writing an nes game, part 4. Writing an nes game, part 3. Hacker school, day 1. Writing an nes game, part 1. Writing an nes game - inside the cartridge. Writing an nes game, part 2. Writing an nes game, part 4. Writing an nes game, part 3.

5

writing an nes game - inside the cartridge

http://blog.tozt.net/2014/10/14/writing-an-nes-game-inside-the-cartridge

Writing an nes game - inside the cartridge. As an aside, this is what the inside of an NES cartridge looks like:. Note specifically the two physical ROM banks, one labeled PRG and the other labeled CHR (and basically nothing else on the circuit board). Blog comments powered by Disqus.

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I currently work for Stripe. And am not actively seeking employment. My (not particularly up to date) resume can be found here:.

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Jesse Luehrs

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I am a programmer, currently working for Stripe. I was a member of the Fall 1 2014 batch at the Recurse Center. I typically go by " doy. But there is also a great deal of code that I haven't written yet. I graduated from the University of Illinois at Urbana-Champaign. In 2008, with a degree in computer science. I'm currently living in Providence, RI, but I enjoy driving all over the place (and meeting new people when I do so. And pretending I know how to bake. I listen to a ton of music.

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Projects i've worked on. Python client Github page. Perl client Github page. Perl client CPAN page. I am the author of libvt100, a terminal parsing library written in C and Lex. I am currently using it in the Termcast server and in Runes, a terminal emulator. Dungeon Crawl Stone Soup. I am a member of the development team for Dungeon Crawl Stone Soup, a roguelike game written in C and Lua. I contributed several features throughout the game, and I was also the release manager for the 0.6 release. I am a m...

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YAPC: NA 2014 - Introduction to Rust. YAPC: EU 2012 - Dependency Injection with Bread: Board. YAPC: EU 2012 - TIMTOWTDI in 2012. YAPC: NA 2012 - Dependency Injection with Bread: Board. YAPC: NA 2011 - OX - the hardest working two letters in Perl. YAPC: NA 2010 - Extending Moose. YAPC: NA 2010 - App: Termcast - share your terminals! YAPC: NA 2009 - Botting NetHack with TAEB (lightning talk).

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Writing an nes game, part 4. Writing an NES game - graphics. There are four steps involved in drawing a sprite. First, we need the sprite itself. The pixel data for sprites is stored in the. Which can convert images in the .PBM/.PGM/.PPM formats (which most image editors can produce) into CHR-ROM data, so that you can edit sprites in an image editor instead of a hex editor. Writing an nes game, part 3. Writing an NES game - input handling. The basic structure of an NES controller is a shift register.

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