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NES Programming with 6502 Assembly,
а также все другие курсы, прямо сейчас!
Премиум
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Урок 1. 00:09:42Motivations & Learning Outcomes
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Урок 2. 00:02:59How to Take this Course
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Урок 3. 00:09:55Placing the NES in History
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Урок 4. 00:27:03NES Hardware (Console)
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Урок 5. 00:03:50Opening the NES Cabinet
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Урок 6. 00:09:40NES Hardware (Cartridge)
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Урок 7. 00:19:22Binary Numbers
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Урок 8. 00:12:45Hexadecimal Numbers
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Урок 9. 00:13:256502 CPU Pinout
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Урок 10. 00:10:106502 CPU Registers
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Урок 11. 00:23:266502 CPU Status Flags
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Урок 12. 00:12:06The Assembler Flow
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Урок 13. 00:17:54Popular 6502 Instructions
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Урок 14. 00:02:47CA65 Assembler
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Урок 15. 00:01:52Installing CA65 on macOS
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Урок 16. 00:01:57Installing CA65 on Linux
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Урок 17. 00:09:08Installing CA65 on Windows
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Урок 18. 00:16:40iNES Header
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Урок 19. 00:14:42Our First Assembly Code
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Урок 20. 00:06:01Assembler & Linker
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Урок 21. 00:07:51FCEUX Emulator
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Урок 22. 00:07:50Our First Assembly Bug
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Урок 23. 00:06:45Addressing Modes
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Урок 24. 00:08:226502 Warmup Exercises
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Урок 25. 00:15:236502 Warmup Exercises (Solution)
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Урок 26. 00:03:25Makefiles
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Урок 27. 00:12:36CPU Memory Map
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Урок 28. 00:12:27Clearing RAM Addresses
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Урок 29. 00:17:09NES Graphics & the PPU
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Урок 30. 00:09:39Picture Frame & VBlank
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Урок 31. 00:20:28PPU Memory Map
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Урок 32. 00:07:51Background Color
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Урок 33. 00:17:30NES Initialization Code
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Урок 34. 00:06:40Include Files
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Урок 35. 00:02:32Resetting PPU Address Latch
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Урок 36. 00:11:49Sending Multiple Bytes to the PPU
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Урок 37. 00:06:47Unnamed Labels & Subroutines
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Урок 38. 00:12:20Editing CHR Tiles
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Урок 39. 00:12:58Loading Nametable Tiles
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Урок 40. 00:09:13Nametable Attributes
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Урок 41. 00:10:45Loading Attribute Bytes
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Урок 42. 00:08:27Creating Dynamic Macros
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Урок 43. 00:07:18Declaring Variables
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Урок 44. 00:04:05Measuring Game Seconds
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Урок 45. 00:08:49Pointers
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Урок 46. 00:14:23Loading a Full Nametable
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Урок 47. 00:07:35Full Nametable Code
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Урок 48. 00:05:04Exercise: Displaying Text
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Урок 49. 00:08:12Displaying Text
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Урок 50. 00:05:35Other Tile Editor Apps
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Урок 51. 00:15:20NES Sprites
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Урок 52. 00:11:20Hello Mario
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Урок 53. 00:02:14OAM Decay
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Урок 54. 00:05:04Hiding Sprites Off-Screen
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Урок 55. 00:03:25Sprite Flickering
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Урок 56. 00:02:25Include Nametable Files
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Урок 57. 00:01:22Exercise: Hello Goomba
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Урок 58. 00:04:02Hello Goomba
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Урок 59. 00:11:07Bitwise Instructions
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Урок 60. 00:13:48Controller Architecture
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Урок 61. 00:10:36Controller Input Routine
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Урок 62. 00:04:43Implementing Controller Input
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Урок 63. 00:13:57Checking Button Presses
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Урок 64. 00:03:57Moving Sprites with Button Presses
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Урок 65. 00:05:54Button Constants
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Урок 66. 00:25:24Integer & Fractional Position
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Урок 67. 00:17:09Velocity & Acceleration
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Урок 68. 00:06:56Signed Velocity
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Урок 69. 00:11:11Intercalating Animation Frames
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Урок 70. 00:02:27Multiple of Powers of Two
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Урок 71. 00:13:29Mirroring & Scrolling
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Урок 72. 00:16:36Horizontal Background Scrolling
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Урок 73. 00:14:40Swapping Nametables
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Урок 74. 00:11:50Bitshifting Operations
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Урок 75. 00:05:11Load Background Dynamically
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Урок 76. 00:23:07A Method for Dynamic Scrolling
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Урок 77. 00:16:13Starting the AtlГўntico Code
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Урок 78. 00:21:58Drawing Column of Tiles Off-Screen
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Урок 79. 00:11:37Loading Initial Nametable Tiles
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Урок 80. 00:26:46Loading Attributes Off-Screen
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Урок 81. 00:07:14Scroll Split Screen
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Урок 82. 00:11:56Sprite-0 Hit Implementation
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Урок 83. 00:12:15Separating Game Logic & NMI
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Урок 84. 00:07:14Running Game Logic Once Per Frame
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Урок 85. 00:03:30Saving Registers in the Stack
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Урок 86. 00:04:47Counting Game Loop Passes
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Урок 87. 00:02:31Macro to Push & Pull Registers
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Урок 88. 00:08:22A Discussion on Buffering
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Урок 89. 00:13:34Array of Actors
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Урок 90. 00:09:15Adding & Removing Actors
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Урок 91. 00:17:54A Routine to Add Actors
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Урок 92. 00:13:23Coding the Routine to Add Actors
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Урок 93. 00:06:29Template to Loop Actors Array
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Урок 94. 00:33:36Rendering Actors
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Урок 95. 00:12:28Updating Actor Position
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Урок 96. 00:06:18Limiting One Missile Per Button Press
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Урок 97. 00:16:52Deleting Actors
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Урок 98. 00:05:26Relative vs. Absolute Jumps
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Урок 99. 00:15:45Spawning Submarines
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Урок 100. 00:06:07Spawning Airplanes
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Урок 101. 00:24:34Random Numbers using LFSR
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Урок 102. 00:09:218-Bit LFSR Example
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Урок 103. 00:12:54Random Airplane Position
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Урок 104. 00:05:09Adjusting Airplane Position
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Урок 105. 00:18:22Sprite Collision Check
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Урок 106. 00:24:44Missile-Airplane Collision
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Урок 107. 00:13:26Check Point Inside Bounding Box
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Урок 108. 00:17:48BCD Representation
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Урок 109. 00:10:29Routine to Increment Score
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Урок 110. 00:29:49Buffering Background Tiles
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Урок 111. 00:02:34Increment Score on Airplane Hit
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Урок 112. 00:10:44Background Collision Check
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Урок 113. 00:21:38CHR Bank Switching
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Урок 114. 00:06:10Game States
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Урок 115. 00:10:13Title Screen State
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Урок 116. 00:18:21Title Screen Nametable
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Урок 117. 00:10:18Title Screen Menu Items
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Урок 118. 00:07:23Drawing Menu Item Arrow
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Урок 119. 00:03:58Exercise: Menu Item Palette Selection
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Урок 120. 00:05:15Menu Item Palette Selection
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Урок 121. 00:10:13RLE Compression
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Урок 122. 00:14:56A Python Script to Encode RLE
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Урок 123. 00:10:06A Routine to Decode RLE Data
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Урок 124. 00:07:07Title Screen RLE Decoding
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Урок 125. 00:14:32APU
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Урок 126. 00:39:48Introduction to FamiStudio
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Урок 127. 00:19:57Square Channel Ports
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Урок 128. 00:13:13Triangle, Noise, and DMC Ports
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Урок 129. 00:17:21Musical Notes & Period
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Урок 130. 00:16:03Using a Sound Engine
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Урок 131. 00:18:27FamiStudio Sound Engine
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Урок 132. 00:03:50Some Notes on Chords & Voicing
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Урок 133. 00:14:07Playing FamiStudio Music Code
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Урок 134. 00:04:55Playing Missile Sound Effect
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Урок 135. 00:07:02Playing Explosion Sound Effect
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Урок 136. 00:06:53Fixing Button Press/Release Bug
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Урок 137. 00:03:48Fixing VRAM Buffering Address
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Урок 138. 00:21:10Clipping Tiles Left & Right
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Урок 139. 00:29:32Calculating Tile Screen (-1,0,+1)
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Урок 140. 00:11:54Removing Actors Off Screen
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Урок 141. 00:06:42Fixing Explosion SFX Bug
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Урок 142. 00:04:53Developing NES Games with C
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Урок 143. 00:32:03C NESLib Examples
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Урок 144. 00:19:25Conclusion & Next Steps