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
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Re:How we fit an NES game into 40 Kilobytes [video]
by monocasa on Thursday September 06, 2018 @10:48PM
(#17931522)
A lot of asm work back in the days was with fairly powerful macro assemblers that let you 80/20 rule yourself to fairly structured code.
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.