dustmop.io blog

  • 3-10-2016

    Lotus Text

    code

    Originally a thought experiment inspired by Valve’s steam controller UI, LotusText is a demo ROM that experiments with alternative text input for the NES. Typically, text entry on vintage consoles uses slow, boring interfaces that require scrolling back and forth across the alphabet to type one letter at a time. LotusText instead maps each symbol […]

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  • 12-18-2015

    NES Graphics – Part 3

    nes

    Part 1 and part 2 described CHR data, nametable based backgrounds, sprites, and scrolling. Combined, these cover nearly everything a basic NES cart can do without using additional hardware. To go any further will require a quick tangent to discuss, in detail, how rendering happens. RENDERING Scanline based rendering, with a pause for vblank Like […]

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  • 7-31-2015

    Batsly Adams – Star Versus Production

    nes

    Check out some behind the scenes photos of the hardware that makes Star Versus run, over at Batsly Adams’s blog.

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  • 7-22-2015

    Discrete Arctan in 6502

    nes

    Gameplay in Star Versus is rotational in nature. Objects keep track of the direction they’re facing, and move that direction at each step of the engine. This situation requires a bit of trigonometry, most of which can be pre-calculated for efficient runtime performance, though some cannot. In particular, a couple of gameplay elements need to […]

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  • 7-2-2015

    Select Menu Graphics Analysis

    nes

    In Star Versus’s two player mode, the first thing players see is a menu to select their ships, handicaps, and arenas. Although straight forward in concept, this menu actually maxes out the NES’s graphics in multiple ways. Specifically, it uses each available palette, requires all 64 sprites, and places 8 sprites onto the same scanline. […]

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  • 6-8-2015

    NES Graphics – Part 2

    nes

    Part 1 discussed the components of NES background graphics – chr, nametable, palettes, and attributes. But this was only half of the story. For starters, there are actually two nametables [1]. They each have their own attributes for determining color, though they share the same chr. Cartridge hardware determines their position, either side-by-side or stacked […]

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