How I Programmed My Own NES Game

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How I Programmed My Own NES Game
How I Programmed My Own NES Game
I created a new game for the Nintendo Entertainment System (NES) from scratch written entirely in 6502 assembly and go over the process of how I made this happen. The CPU, PPU, and Game Cartridge all play their unique role in an NES game. The .NES file is a virtual game cartridge which contains both the game code and CHAR ROM, able to run on any NES emulator.
Foreground and background sprites are explained as well as the color and sprite limits of the PPU. Sprite attributes, including the palette number, background priority, and orientation are also explained. Artwork was designed using YYCHR.

Why do sprites on the NES flicker? Because only 8 horizontal sprites are able to be displayed by the PPU. To get around this limitation the order of sprites rendered is shifted around, resulting in some sprites being displayed only half the time, creating the iconic flicker.

Controller input is handled by checking one of 8 bits in a single byte per controller.

For the Birds VI: https://www.romhacking.net/homebrew/152/

Mystery Gift Program remains unclaimed

NES programming resources:
https://wiki.nesdev.org/w/index.php
https://www.youtube.com/watch?vJgdcGcJga4w&ab_channelMichaelChiaramonte

NES by fauzan akbar,
NES Cartridge by iconfield,
Processor by Flatart,
Nes Controller by Billy Sweetman from NounProject.com

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