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Премиум
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    Motivations & Learning Outcomes
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    How to Take this Course
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    Placing the NES in History
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    NES Hardware (Console)
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    Opening the NES Cabinet
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    NES Hardware (Cartridge)
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    Binary Numbers
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    Hexadecimal Numbers
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    6502 CPU Pinout
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    6502 CPU Registers
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    6502 CPU Status Flags
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    The Assembler Flow
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    Popular 6502 Instructions
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    CA65 Assembler
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    Installing CA65 on macOS
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    Installing CA65 on Linux
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    Installing CA65 on Windows
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    iNES Header
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    Our First Assembly Code
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    Assembler & Linker
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    FCEUX Emulator
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    Our First Assembly Bug
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    Addressing Modes
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    6502 Warmup Exercises
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    6502 Warmup Exercises (Solution)
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    Makefiles
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    CPU Memory Map
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    Clearing RAM Addresses
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    NES Graphics & the PPU
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    Picture Frame & VBlank
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    PPU Memory Map
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    Background Color
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    NES Initialization Code
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    Include Files
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    Resetting PPU Address Latch
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    Sending Multiple Bytes to the PPU
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    Unnamed Labels & Subroutines
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    Editing CHR Tiles
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    Loading Nametable Tiles
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    Nametable Attributes
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    Loading Attribute Bytes
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    Creating Dynamic Macros
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    Declaring Variables
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    Measuring Game Seconds
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    Pointers
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    Loading a Full Nametable
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    Full Nametable Code
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    Exercise: Displaying Text
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    Displaying Text
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    Other Tile Editor Apps
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    NES Sprites
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    Hello Mario
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    OAM Decay
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    Hiding Sprites Off-Screen
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    Sprite Flickering
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    Include Nametable Files
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    Exercise: Hello Goomba
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    Hello Goomba
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    Bitwise Instructions
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    Controller Architecture
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    Controller Input Routine
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    Implementing Controller Input
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    Checking Button Presses
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    Moving Sprites with Button Presses
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    Button Constants
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    Integer & Fractional Position
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    Velocity & Acceleration
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    Signed Velocity
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    Intercalating Animation Frames
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    Multiple of Powers of Two
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    Mirroring & Scrolling
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    Horizontal Background Scrolling
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    Swapping Nametables
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    Bitshifting Operations
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    Load Background Dynamically
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    A Method for Dynamic Scrolling
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    Starting the AtlГўntico Code
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    Drawing Column of Tiles Off-Screen
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    Loading Initial Nametable Tiles
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    Loading Attributes Off-Screen
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    Scroll Split Screen
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    Sprite-0 Hit Implementation
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    Separating Game Logic & NMI
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    Running Game Logic Once Per Frame
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    Saving Registers in the Stack
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    Counting Game Loop Passes
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    Macro to Push & Pull Registers
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    A Discussion on Buffering
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    Array of Actors
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    Adding & Removing Actors
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    A Routine to Add Actors
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    Coding the Routine to Add Actors
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    Template to Loop Actors Array
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    Rendering Actors
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    Updating Actor Position
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    Limiting One Missile Per Button Press
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    Deleting Actors
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    Relative vs. Absolute Jumps
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    Spawning Submarines
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    Spawning Airplanes
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    Random Numbers using LFSR
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    8-Bit LFSR Example
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    Random Airplane Position
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    Adjusting Airplane Position
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    Sprite Collision Check
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    Missile-Airplane Collision
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    Check Point Inside Bounding Box
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    BCD Representation
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    Routine to Increment Score
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    Buffering Background Tiles
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    Increment Score on Airplane Hit
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    Background Collision Check
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    CHR Bank Switching
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    Game States
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    Title Screen State
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    Title Screen Nametable
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    Title Screen Menu Items
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    Drawing Menu Item Arrow
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    Exercise: Menu Item Palette Selection
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    Menu Item Palette Selection
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    RLE Compression
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    A Python Script to Encode RLE
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    A Routine to Decode RLE Data
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    Title Screen RLE Decoding
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    APU
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    Introduction to FamiStudio
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    Square Channel Ports
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    Triangle, Noise, and DMC Ports
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    Musical Notes & Period
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    Using a Sound Engine
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    FamiStudio Sound Engine
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    Some Notes on Chords & Voicing
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    Playing FamiStudio Music Code
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    Playing Missile Sound Effect
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    Playing Explosion Sound Effect
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    Fixing Button Press/Release Bug
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    Fixing VRAM Buffering Address
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    Clipping Tiles Left & Right
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    Calculating Tile Screen (-1,0,+1)
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    Removing Actors Off Screen
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    Fixing Explosion SFX Bug
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    Developing NES Games with C
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    C NESLib Examples
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    Conclusion & Next Steps