Posts Tagged ‘8-bit nes assembly homebrew’

Special Wondering…

Posted by
Monday, February 9th, 2015 12:24 pm

I know lots of games out there are the following ( c++ c# java python? maybe javascript ) but i wanna take it up a notch and wonder if use 6502 assembly making a game with that instead of the old used stuff. Well I just wanna know if that’s fine. Note if i do. the testers will need an emulator of some sorts to run it :) Thanks for taking the time to reply!


Astroid: first playable version

Posted by (twitter: @ObscenelyTrue)
Sunday, June 22nd, 2014 2:39 pm


Finally, my first nes game is called Astroid. Currently, only the core of the game is developed. There are still many things to improve and complete… the sound, a title screen, etc. Everything is incredibly slow to program in assembler (especially for a beginner).

Click on the screenshot to go directly to the Astroid entry (with rom, source files and gameplay video).


Of course, all your comments will be very welcome. I’m not sure I have time to rework the game tomorrow… the first playable version might be the last :)


First gameplay video of my NES game

Posted by (twitter: @ObscenelyTrue)
Monday, June 16th, 2014 2:53 pm

Some new features are added to my NES game for the Mini LD 52:

  • The graphics are slightly improved.
  • Asteroid field is denser and therefore more difficult to cross.
  • Collision detection between the flying saucer and asteroids is implemented.

These few features are usually easy to implement with a high-level language, but with assembler, it becomes a challenge…

A short video for having an overview:


The goal is to avoid asteroids by pressing the A button and going to the right; otherwise, the saucer goes left. When the flying saucer flashes black, it means that a collision is detected but currently, nothing happens.

That’s all for today!

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