Programming guide: Difference between revisions
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* [[Bad Apple]] video compression | * [[Bad Apple]] video compression | ||
* [http://forums.nesdev.org/viewtopic.php?t=5860 Codemasters tile compression] | * [http://forums.nesdev.org/viewtopic.php?t=5860 Codemasters tile compression] | ||
* [http://forums.nesdev.org/viewtopic.php?t=8675 Big Bird's Hide and Speak sample compression] | |||
* [http://forums.nesdev.org/viewtopic.php?t=8609 Battletoads text compression] (Huffman coding) | |||
* [http://forums.nesdev.org/viewtopic.php?t=8588 Rad Racer rendering] | |||
=== Useful reference materials === | === Useful reference materials === |
Revision as of 01:54, 4 October 2012
The programming guide is the complement to the nes reference guide. You will find more in dept documentation about specific topics, tutorials to the most common problem encountered, a list of existing tools that will assist you during you development phase and more. If you're new to nes development, you should give a look to the getting started section first.
General reference
- Getting started (not done yet)
- Waiting for the PPU to power on
- CHR-ROM vs CHR-RAM and how to switch an NROM project from the former to the latter
- Emulation Libraries
- Catch-up technique used by emulators
- Buggy PowerPak mappers
- Music: Audio expansion, tools
- Tools
- Graphic tools
- Battery holder (note: must find proper section for this)
Tutorials
- CPU basics
- APU basics
- Compression
- Programming mappers
- Programming Techniques
- Limitations
- Emulation Tutorials
- How to organize data (interleaved, column based, screen based compressed etc)
- Sample RAM map
- PPU scrolling
- How to scroll an infinite map
- How to scroll with less artifact
- How to split the screen for a status bar
- How to do parallax scrolling with the scroll register
- How to make raster effects by Bregalad (external link)
- How to keep state
- Frame based algorithm
- The frame and NMIs by Disch
- NMI thread: Make your status bar rock-solid
- Trick of the trade from well known commercial games
- Music, how to make, to play, sound fx
- Do and don't
Libraries and samples
Reverse engineered rechniques
- Bad Apple video compression
- Codemasters tile compression
- Big Bird's Hide and Speak sample compression
- Battletoads text compression (Huffman coding)
- Rad Racer rendering
Useful reference materials
Books
- Cady, Fredrick M. (1997). Microcontrollers and Microcomputers: Principles of Software and Hardware Engineering. New York: Oxford University Press. ISBN 0-19-511008-0.
- Eyes, David; Lichty, Ron (1986). Programming the 65816 including the 6502, 65C02, and 65802. New York: Brady Books/Prentice Hall Press (Simon & Schuster, Inc). ISBN 0-89303-789-3.
- Leventhal, Lance A. (1986). 6502 Assembly Language Programming 2nd Edition. Osborne/McGraw-Hill. ISBN 0-07-881216-X.
- Zaks, Rodnay (1983). Programming the 6502 (Fourth Edition). Sybex, Inc. ISBN 0-89588-135-7.
- Zaks, Rodnay (1982). Advanced 6502 Programming. Sybex, Inc. ISBN 0-89588-089-X.
- Zaks, Rodnay (1980). Programming the 6502 (Third Edition). Sybex, Inc. ISBN 0-89588-046-6.
Online
- Programming the 65816 by Western Design Center. PDF version
Links
- The infamous 6502.txt: allegedly complete info on the 6502 instructions
- Machine Language for Beginners: a 1983 introduction to 6502 assembly language