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
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 ...
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.
For anyone interested in doing some new programming, I recommend starting with nesdougs tutorials, which'll get you started with a dev environment in c:
In addition to this talk, I recommend watching a documentary, Beep, about how musician-programmers managed to compose meaningful sounds and music in memory constrained systems.
13 comments
[ 3.4 ms ] story [ 18.5 ms ] threadIt's also all eight bit, obviously, so you're also dealing with nice, human manageable numbers of 0 to 255.
Some other good new releases(all three of these are freely downloadable):
Project blue: http://forums.nesdev.com/viewtopic.php?f=33&t=16785
Star Evil and FF: http://forums.nesdev.com/viewtopic.php?f=33&t=16993
For anyone interested in doing some new programming, I recommend starting with nesdougs tutorials, which'll get you started with a dev environment in c:
https://nesdoug.com/
And checking out forums.nesdev.com in general.
https://www.kickstarter.com/projects/dullahan-software/nebs-...
- optimize sprites as 8x8 tiles, use symmetry
- reuse sprites / tiles with different palettes
- define levels as metatiles of 32x32 made of 4x4 tiles
- set levels as symmetric, use high bit of metatile indices to define rotation of each metatile line.
- delta-encode hard mode wrt standard mode
http://www.gamessound.com/