Media Summary: Tonight's abbreviated stream I started off by explaining why we're loading Hello! After a two week break, I am back! And in this episode we update the repeat scrolling mode to use a full metatile instead of ... In this stream, I started the process of moving to use 16 x 16 metatiles from 32 x 32. I made some decent progress in getting the ...

Nes Programming 90 Fixed Tile - Detailed Analysis & Overview

Tonight's abbreviated stream I started off by explaining why we're loading Hello! After a two week break, I am back! And in this episode we update the repeat scrolling mode to use a full metatile instead of ... In this stream, I started the process of moving to use 16 x 16 metatiles from 32 x 32. I made some decent progress in getting the ... After a marathon stream, got the metatiles loading properly with their palettes and that In this episode, I finally got the player background collision working like it was with the 32x32 metatiles. This episode, like many ... In this episode, we looked out how we would be mapping the metatiles to the appropriate corresponding

In this stream, I removed the status bar and discovered that doing so revealed the ugly attribute change artifacts that we had no ... Made this a "short" one, but we worked on extracting the metatiles from the map based on the 8x8 For those of you who have pre-ordered, I'll get the code in gitlab updated by the end of this week. You're not missing out on much, ... Thanks to everyone who attended the stream tonight and for the great conversation about these crazy changes I'm making to try ... This is a tutorial for how to program the In this episode, I got the MMC3 banks swapped properly to show our game sprites, but it's still not 100% clear why. I'll play around ...

In this stream, I worked on getting the map scrolling in the asset tool and then loading the metatiles from the map JSON metadata, ...

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NES Programming #90 - Fixed tile loading in 16x16 metatiles
NES Programming #106 - Fixing metatile repeat scrolling
NES Programming #89 - Moving to 16 x 16 metatiles
NES Programming #91 - Metatiles = solved
NES Programming #92 - Player background collision fixed
NES Programming #142 - These tiles are so meta
NES Programming #73 - Simple change, big change / problems
NES Programming #137 - Meta-meta-meta tiles
NES Programming #104 - Fixing tile repeating mode
NES Programming #130 - livestream: Tiles! Tiles!
Programming the NES - Everything you need to know
NES Programming #41 - MMC3 banks fixed and world collision attempt #1
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NES Programming #90 - Fixed tile loading in 16x16 metatiles

NES Programming #90 - Fixed tile loading in 16x16 metatiles

Tonight's abbreviated stream I started off by explaining why we're loading

NES Programming #106 - Fixing metatile repeat scrolling

NES Programming #106 - Fixing metatile repeat scrolling

Hello! After a two week break, I am back! And in this episode we update the repeat scrolling mode to use a full metatile instead of ...

NES Programming #89 - Moving to 16 x 16 metatiles

NES Programming #89 - Moving to 16 x 16 metatiles

In this stream, I started the process of moving to use 16 x 16 metatiles from 32 x 32. I made some decent progress in getting the ...

NES Programming #91 - Metatiles = solved

NES Programming #91 - Metatiles = solved

After a marathon stream, got the metatiles loading properly with their palettes and that

NES Programming #92 - Player background collision fixed

NES Programming #92 - Player background collision fixed

In this episode, I finally got the player background collision working like it was with the 32x32 metatiles. This episode, like many ...

NES Programming #142 - These tiles are so meta

NES Programming #142 - These tiles are so meta

In this episode, we looked out how we would be mapping the metatiles to the appropriate corresponding

NES Programming #73 - Simple change, big change / problems

NES Programming #73 - Simple change, big change / problems

In this stream, I removed the status bar and discovered that doing so revealed the ugly attribute change artifacts that we had no ...

NES Programming #137 - Meta-meta-meta tiles

NES Programming #137 - Meta-meta-meta tiles

Made this a "short" one, but we worked on extracting the metatiles from the map based on the 8x8

NES Programming #104 - Fixing tile repeating mode

NES Programming #104 - Fixing tile repeating mode

For those of you who have pre-ordered, I'll get the code in gitlab updated by the end of this week. You're not missing out on much, ...

NES Programming #130 - livestream: Tiles! Tiles!

NES Programming #130 - livestream: Tiles! Tiles!

Thanks to everyone who attended the stream tonight and for the great conversation about these crazy changes I'm making to try ...

Programming the NES - Everything you need to know

Programming the NES - Everything you need to know

This is a tutorial for how to program the

NES Programming #41 - MMC3 banks fixed and world collision attempt #1

NES Programming #41 - MMC3 banks fixed and world collision attempt #1

In this episode, I got the MMC3 banks swapped properly to show our game sprites, but it's still not 100% clear why. I'll play around ...

NES Programming #31 - Properly loading metatiles from the map

NES Programming #31 - Properly loading metatiles from the map

In this stream, I worked on getting the map scrolling in the asset tool and then loading the metatiles from the map JSON metadata, ...