What Remains is a narrative adventure game for the 8-bit NES video game console, and was released in March 2019 as a free ROM, playable in emulator. It was created by a small team, Iodine Dynamics, over the course of two years of on and off development. It s currently in the hardware phase as a [ ]
Back in August 2017, as part of Playcrafting s PlayNYC event in Manhattan, I worked with DBAA to build The Giffinator , a green screen photo booth that creates gifs from audience members acting out scenes in front of a green backdrop. We recently had the opportunity to bring this toy to our friend s Weird Wedding , for [ ]
My new NES game, Filthy Kitchen, is now available on itch.io. Play it online or download the ROM to play in your favorite emulator! Developed as part of the Nesdev 2016 Homebrew Competition.
As part of nesdev s 2016 homebrew competition, I ve been developing a game called Filthy Kitchen, a side-scrolling action platformer wherein the player gets rid of flies using a boomerang-like swatter. When doing a project like this, having a powerful toolchain is essential, especially for creating graphics. Luckily, makechr version 1.3 has a new GUI that [ ]
A couple of weeks ago, I gave a talk at a local queens.js meetup about The Wit.nes, a demake I recently created. Though the talk wasn t recorded, some folks expressed interest in knowing more about it. Below I have provided the slides I used, as well as the content, recreated from memory as best I [ ]
Originally a thought experiment inspired by Valve s steam controller UI, LotusText is a demo ROM that experiments with alternative text input for the NES. Typically, text entry on vintage consoles uses slow, boring interfaces that require scrolling back and forth across the alphabet to type one letter at a time. LotusText instead maps each symbol [ ]
Part 1 and part 2 described CHR data, nametable based backgrounds, sprites, and scrolling. Combined, these cover nearly everything a basic NES cart can do without using additional hardware. To go any further will require a quick tangent to discuss, in detail, how rendering happens. RENDERING Scanline based rendering, with a pause for vblank Like [ ]
Gameplay in Star Versus is rotational in nature. Objects keep track of the direction they re facing, and move that direction at each step of the engine. This situation requires a bit of trigonometry, most of which can be pre-calculated for efficient runtime performance, though some cannot. In particular, a couple of gameplay elements need to [ ]