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!

Peace!

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).

astroid

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:

meteors3-0

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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