Этот материал находится в платной подписке. Оформи премиум подписку и смотри или слушай NES Programming with 6502 Assembly, а также все другие курсы, прямо сейчас!
Премиум
  1. Урок 1. 00:09:42
    Motivations & Learning Outcomes
  2. Урок 2. 00:02:59
    How to Take this Course
  3. Урок 3. 00:09:55
    Placing the NES in History
  4. Урок 4. 00:27:03
    NES Hardware (Console)
  5. Урок 5. 00:03:50
    Opening the NES Cabinet
  6. Урок 6. 00:09:40
    NES Hardware (Cartridge)
  7. Урок 7. 00:19:22
    Binary Numbers
  8. Урок 8. 00:12:45
    Hexadecimal Numbers
  9. Урок 9. 00:13:25
    6502 CPU Pinout
  10. Урок 10. 00:10:10
    6502 CPU Registers
  11. Урок 11. 00:23:26
    6502 CPU Status Flags
  12. Урок 12. 00:12:06
    The Assembler Flow
  13. Урок 13. 00:17:54
    Popular 6502 Instructions
  14. Урок 14. 00:02:47
    CA65 Assembler
  15. Урок 15. 00:01:52
    Installing CA65 on macOS
  16. Урок 16. 00:01:57
    Installing CA65 on Linux
  17. Урок 17. 00:09:08
    Installing CA65 on Windows
  18. Урок 18. 00:16:40
    iNES Header
  19. Урок 19. 00:14:42
    Our First Assembly Code
  20. Урок 20. 00:06:01
    Assembler & Linker
  21. Урок 21. 00:07:51
    FCEUX Emulator
  22. Урок 22. 00:07:50
    Our First Assembly Bug
  23. Урок 23. 00:06:45
    Addressing Modes
  24. Урок 24. 00:08:22
    6502 Warmup Exercises
  25. Урок 25. 00:15:23
    6502 Warmup Exercises (Solution)
  26. Урок 26. 00:03:25
    Makefiles
  27. Урок 27. 00:12:36
    CPU Memory Map
  28. Урок 28. 00:12:27
    Clearing RAM Addresses
  29. Урок 29. 00:17:09
    NES Graphics & the PPU
  30. Урок 30. 00:09:39
    Picture Frame & VBlank
  31. Урок 31. 00:20:28
    PPU Memory Map
  32. Урок 32. 00:07:51
    Background Color
  33. Урок 33. 00:17:30
    NES Initialization Code
  34. Урок 34. 00:06:40
    Include Files
  35. Урок 35. 00:02:32
    Resetting PPU Address Latch
  36. Урок 36. 00:11:49
    Sending Multiple Bytes to the PPU
  37. Урок 37. 00:06:47
    Unnamed Labels & Subroutines
  38. Урок 38. 00:12:20
    Editing CHR Tiles
  39. Урок 39. 00:12:58
    Loading Nametable Tiles
  40. Урок 40. 00:09:13
    Nametable Attributes
  41. Урок 41. 00:10:45
    Loading Attribute Bytes
  42. Урок 42. 00:08:27
    Creating Dynamic Macros
  43. Урок 43. 00:07:18
    Declaring Variables
  44. Урок 44. 00:04:05
    Measuring Game Seconds
  45. Урок 45. 00:08:49
    Pointers
  46. Урок 46. 00:14:23
    Loading a Full Nametable
  47. Урок 47. 00:07:35
    Full Nametable Code
  48. Урок 48. 00:05:04
    Exercise: Displaying Text
  49. Урок 49. 00:08:12
    Displaying Text
  50. Урок 50. 00:05:35
    Other Tile Editor Apps
  51. Урок 51. 00:15:20
    NES Sprites
  52. Урок 52. 00:11:20
    Hello Mario
  53. Урок 53. 00:02:14
    OAM Decay
  54. Урок 54. 00:05:04
    Hiding Sprites Off-Screen
  55. Урок 55. 00:03:25
    Sprite Flickering
  56. Урок 56. 00:02:25
    Include Nametable Files
  57. Урок 57. 00:01:22
    Exercise: Hello Goomba
  58. Урок 58. 00:04:02
    Hello Goomba
  59. Урок 59. 00:11:07
    Bitwise Instructions
  60. Урок 60. 00:13:48
    Controller Architecture
  61. Урок 61. 00:10:36
    Controller Input Routine
  62. Урок 62. 00:04:43
    Implementing Controller Input
  63. Урок 63. 00:13:57
    Checking Button Presses
  64. Урок 64. 00:03:57
    Moving Sprites with Button Presses
  65. Урок 65. 00:05:54
    Button Constants
  66. Урок 66. 00:25:24
    Integer & Fractional Position
  67. Урок 67. 00:17:09
    Velocity & Acceleration
  68. Урок 68. 00:06:56
    Signed Velocity
  69. Урок 69. 00:11:11
    Intercalating Animation Frames
  70. Урок 70. 00:02:27
    Multiple of Powers of Two
  71. Урок 71. 00:13:29
    Mirroring & Scrolling
  72. Урок 72. 00:16:36
    Horizontal Background Scrolling
  73. Урок 73. 00:14:40
    Swapping Nametables
  74. Урок 74. 00:11:50
    Bitshifting Operations
  75. Урок 75. 00:05:11
    Load Background Dynamically
  76. Урок 76. 00:23:07
    A Method for Dynamic Scrolling
  77. Урок 77. 00:16:13
    Starting the AtlГўntico Code
  78. Урок 78. 00:21:58
    Drawing Column of Tiles Off-Screen
  79. Урок 79. 00:11:37
    Loading Initial Nametable Tiles
  80. Урок 80. 00:26:46
    Loading Attributes Off-Screen
  81. Урок 81. 00:07:14
    Scroll Split Screen
  82. Урок 82. 00:11:56
    Sprite-0 Hit Implementation
  83. Урок 83. 00:12:15
    Separating Game Logic & NMI
  84. Урок 84. 00:07:14
    Running Game Logic Once Per Frame
  85. Урок 85. 00:03:30
    Saving Registers in the Stack
  86. Урок 86. 00:04:47
    Counting Game Loop Passes
  87. Урок 87. 00:02:31
    Macro to Push & Pull Registers
  88. Урок 88. 00:08:22
    A Discussion on Buffering
  89. Урок 89. 00:13:34
    Array of Actors
  90. Урок 90. 00:09:15
    Adding & Removing Actors
  91. Урок 91. 00:17:54
    A Routine to Add Actors
  92. Урок 92. 00:13:23
    Coding the Routine to Add Actors
  93. Урок 93. 00:06:29
    Template to Loop Actors Array
  94. Урок 94. 00:33:36
    Rendering Actors
  95. Урок 95. 00:12:28
    Updating Actor Position
  96. Урок 96. 00:06:18
    Limiting One Missile Per Button Press
  97. Урок 97. 00:16:52
    Deleting Actors
  98. Урок 98. 00:05:26
    Relative vs. Absolute Jumps
  99. Урок 99. 00:15:45
    Spawning Submarines
  100. Урок 100. 00:06:07
    Spawning Airplanes
  101. Урок 101. 00:24:34
    Random Numbers using LFSR
  102. Урок 102. 00:09:21
    8-Bit LFSR Example
  103. Урок 103. 00:12:54
    Random Airplane Position
  104. Урок 104. 00:05:09
    Adjusting Airplane Position
  105. Урок 105. 00:18:22
    Sprite Collision Check
  106. Урок 106. 00:24:44
    Missile-Airplane Collision
  107. Урок 107. 00:13:26
    Check Point Inside Bounding Box
  108. Урок 108. 00:17:48
    BCD Representation
  109. Урок 109. 00:10:29
    Routine to Increment Score
  110. Урок 110. 00:29:49
    Buffering Background Tiles
  111. Урок 111. 00:02:34
    Increment Score on Airplane Hit
  112. Урок 112. 00:10:44
    Background Collision Check
  113. Урок 113. 00:21:38
    CHR Bank Switching
  114. Урок 114. 00:06:10
    Game States
  115. Урок 115. 00:10:13
    Title Screen State
  116. Урок 116. 00:18:21
    Title Screen Nametable
  117. Урок 117. 00:10:18
    Title Screen Menu Items
  118. Урок 118. 00:07:23
    Drawing Menu Item Arrow
  119. Урок 119. 00:03:58
    Exercise: Menu Item Palette Selection
  120. Урок 120. 00:05:15
    Menu Item Palette Selection
  121. Урок 121. 00:10:13
    RLE Compression
  122. Урок 122. 00:14:56
    A Python Script to Encode RLE
  123. Урок 123. 00:10:06
    A Routine to Decode RLE Data
  124. Урок 124. 00:07:07
    Title Screen RLE Decoding
  125. Урок 125. 00:14:32
    APU
  126. Урок 126. 00:39:48
    Introduction to FamiStudio
  127. Урок 127. 00:19:57
    Square Channel Ports
  128. Урок 128. 00:13:13
    Triangle, Noise, and DMC Ports
  129. Урок 129. 00:17:21
    Musical Notes & Period
  130. Урок 130. 00:16:03
    Using a Sound Engine
  131. Урок 131. 00:18:27
    FamiStudio Sound Engine
  132. Урок 132. 00:03:50
    Some Notes on Chords & Voicing
  133. Урок 133. 00:14:07
    Playing FamiStudio Music Code
  134. Урок 134. 00:04:55
    Playing Missile Sound Effect
  135. Урок 135. 00:07:02
    Playing Explosion Sound Effect
  136. Урок 136. 00:06:53
    Fixing Button Press/Release Bug
  137. Урок 137. 00:03:48
    Fixing VRAM Buffering Address
  138. Урок 138. 00:21:10
    Clipping Tiles Left & Right
  139. Урок 139. 00:29:32
    Calculating Tile Screen (-1,0,+1)
  140. Урок 140. 00:11:54
    Removing Actors Off Screen
  141. Урок 141. 00:06:42
    Fixing Explosion SFX Bug
  142. Урок 142. 00:04:53
    Developing NES Games with C
  143. Урок 143. 00:32:03
    C NESLib Examples
  144. Урок 144. 00:19:25
    Conclusion & Next Steps