Re:How we fit an NES game into 40 Kilobytes [video]
by Scaevolus on Thursday September 06, 2018 @07:14PM
(#17930466)
Retro City Rampage for NES did something similar (32KB program ROM, 256KB graphics ROM), but the author also developed a High Level Assembler so you he could write structured code more directly:
https://www.youtube.com/watch?v=Hvx4xXhZMrU
Re:How we fit an NES game into 40 Kilobytes [video]
by unwind on Friday September 07, 2018 @09:25AM
(#17934014)
Well this video is about fitting all of the vertically-scrolling 4-player run-and-jump action into 40 KB, with some very neat tricks to shave and save everywhere. Really interesting if you're into low-level stuff. The NES looks kind of fun to develop for ...
Re:How we fit an NES game into 40 Kilobytes [video]
by bopbop on Friday September 07, 2018 @09:33AM
(#17934059)
It is actually - I've done quite a bit over the past two or three years and 6502 assembly is really nice to program - it's hard to explain, but the fact it only has three registers combined with a relative ton of storage space for variables means you're constantly doing this three-card Monte shuffle that is very satisfying.
It's also all eight bit, obviously, so you're also dealing with nice, human manageable numbers of 0 to 255.
For anyone interested in doing some new programming, I recommend starting with nesdougs tutorials, which'll get you started with a dev environment in c:
Re:How we fit an NES game into 40 Kilobytes [video]
by Dowwie on Friday September 07, 2018 @06:40AM
(#17933234)
In addition to this talk, I recommend watching a documentary, Beep, about how musician-programmers managed to compose meaningful sounds and music in memory constrained systems.
It's also all eight bit, obviously, so you're also dealing with nice, human manageable numbers of 0 to 255.
Some other good new releases(all three of these are freely downloadable):
Project blue: http://forums.nesdev.com/viewtopic.php?f=33&t=16785
Star Evil and FF: http://forums.nesdev.com/viewtopic.php?f=33&t=16993
For anyone interested in doing some new programming, I recommend starting with nesdougs tutorials, which'll get you started with a dev environment in c:
https://nesdoug.com/
And checking out forums.nesdev.com in general.
https://www.kickstarter.com/projects/dullahan-software/nebs-...
http://www.gamessound.com/
- optimize sprites as 8x8 tiles, use symmetry
- reuse sprites / tiles with different palettes
- define levels as metatiles of 32x32 made of 4x4 tiles
- set levels as symmetric, use high bit of metatile indices to define rotation of each metatile line.
- delta-encode hard mode wrt standard mode