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Famicom Party: Making NES Games in Assembly

famicom.party

11–20 of 28 posts

Re: Famicom Party: Making NES Games in Assembly

#11
I came across this a while back and, wow, the rabbit hole I’ve fallen down since reading it.

I don’t have a formal CS/CE background and only work with computers on a high level. I know how computers work, but wanted to _really_ understand. The author’s approach is very accommodating of beginners (like myself) and it inspired me to learn more. :)

Re: Famicom Party: Making NES Games in Assembly

#12
post #8
post #6

Earlier quoted context omitted.

Usually a simple 6502 assembler, debugger combination with an integrated editor on a dedicated PC, hooked up a cable into some kind of magic box on the target NES. In the UK at least a system called PDS was popular though it wasn't uncommon for development houses to have custom written development environments. At that time, if you were lucky, you'd have a 20Mbyte hard drive on the PC and 600k or so of Ram. In our ca…

> Kirby's Dream Land was developed by Masahiro Sakurai of HAL Laboratory. Much of the programming was done on a Twin Famicom, a Nintendo-licensed console produced by Sharp Corporation that combined a Famicom and a Famicom Disk System in one unit. As the Twin Famicom did not have keyboard support, a trackball was used in tandem with an on-screen keyboard to input values; Sakurai described the process, which he assumed…

Here’s more info along with some images: http://sourcegaming.info/2017/04/19/kirbys-development-secre...

Re: Famicom Party: Making NES Games in Assembly

#13

Anyone know what resources developers actually used for programming consoles back in the days of the NES/SNES (and even the PSX)? Nowadays we have a lot of resources and open source games, but it's still pretty hard to make good homebrew. Was it just a matter of the mindset of the time that most programmers don't have anymore?

Not sure about the NES, but the official SNES developer manuals are on archive.org: https://archive.org/details/SNESDevManual

Re: Famicom Party: Making NES Games in Assembly

#15
post #9
post #4

"Super Mario Bros. is quite likely the most iconic NES game of all time, and it, like Donkey Kong, was produced by a team of five people, two of whom were programmers."

I remember game credit scroll screens, at the end of video games, back in the 8 and 16 bit era. I remember thinking"who were these gods, and how did they do this??" Now, I know how they did it, but I'm no less in awe of them, because they did these things with development tools that were barely anything. Remarkable generation of developers, laying creative and technical ground work for an entire planet of gamers.

Tom Hall, John Carmack, and John Romero (Id Software) were another outstanding team

Re: Famicom Party: Making NES Games in Assembly

#18

Anyone know what resources developers actually used for programming consoles back in the days of the NES/SNES (and even the PSX)? Nowadays we have a lot of resources and open source games, but it's still pretty hard to make good homebrew. Was it just a matter of the mindset of the time that most programmers don't have anymore?

Quite a while ago I wrote up a stream of consciousness impression of the development experience for PSX and later consoles. The PS2 section is probably most relevant to your question :)

https://www.reddit.com/r/gamedev/comments/xddlp/describe_wha...

Re: Famicom Party: Making NES Games in Assembly

#19
post #15
post #9

Earlier quoted context omitted.

I remember game credit scroll screens, at the end of video games, back in the 8 and 16 bit era. I remember thinking"who were these gods, and how did they do this??" Now, I know how they did it, but I'm no less in awe of them, because they did these things with development tools that were barely anything. Remarkable generation of developers, laying creative and technical ground work for an entire planet of gamers.

Tom Hall, John Carmack, and John Romero (Id Software) were another outstanding team

An interesting thing about doom is that they actually made really nice level editing tools when they built the game there's some throw away lines in a few of the documentaries to the effect that they marveled at the levels people made given how shit the tools the community had invented (by reverse engineering the WAD format)

Re: Famicom Party: Making NES Games in Assembly

#20
I wrote an NES game for my senior project for school. I used this site a little. What I’ve found is that after you get the initial setup complete and the basic concepts of sprites and blanking, you’re kind of on your own to figure out how to make your game engine.

Interestingly, you can see the same engines used across titles from the same company. Or at least close variations on.

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