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Learn how to port the PHOTON program to the Nintendo Entertainment System (NES) in this assembly language programming tutorial. Explore techniques for overcoming the NES's limitations, including its 256 tile pattern restriction and VRAM write constraints during VBlank. Discover clever workarounds to implement pixel plotting using PSET and POINT functions. Follow along with the step-by-step explanation of interrupts, IRQ handling, and the main program loop. Gain insights into optimizing code for the NES hardware architecture and managing video memory efficiently. By the end of this lesson, you'll have a solid understanding of advanced NES programming concepts and be able to apply them to your own projects.
Syllabus
Intro
Nest Version
Interrupts
IRQ
Code
Main Loop
PSET
calcvram
outro
Taught by
ChibiAkumas