Hi! The Playpower Foundation and Don Miller (aka No Carrier) have created several video tutorials to introduce you to programming on the $10 computer. We hope you find them enjoyable!

Playpower Tutorials: Introduction to NES Graphics



Playpower Tutorials: Introduction to Graphics Editing



Playpower Tutorials: Programming the 6502, part 1


Playpower Tutorials: Programming the 6502, part 2


Playpower Tutorials: Programming the 6502, part 3



You'll need to download the Development Tools, the PlaypowerSprite sample code, and the GalleryNES sample code. Best of luck! Please ask if you have any questions!

Cheers,
Derek

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great work, but tutorials on Linux are very welcome as well! :)
We'd love linux tools. But someone would have to make them! Maybe you could identify some linux communities that would be interested in contributing...?
i'm all the time coding converters, maybe i could do something using Python (also with Pygame, wxPython, PyCairo, etc., when needed) as well. Otherwise, there is a launchpad group also earlier started a Debian distro named PureDyne (much more impressive than UbuntuStudio, worth trying) - https://launchpad.net/puredyne - http://puredyne.goto10.org - which are very focused on academic artistic and hacklab tools, and i think they would get enthusiast with this Playpower project as well! :)
anyway, yy-chr seems to work fine on wine (while there is no native Linux version), and khexedit seems to be a good hex editor - otherwise, help about 6502 asm compilers on Linux are very needed - C compilers i found CC65 .deb (Ubuntu, Debian) packages at http://debian.sur5r.net/cc65/ and .rpm (Fedora, Suse, Mandriva) at ftp://ftp.musoftware.de/pub/uz/cc65/RedHat/, but i have no idea about how to work with this... :( - and 'Pin Eight nametable editor' i also don't know what it is...
The Pin Eight nametable editor, aka name.exe, is one of the only usable tools for making a functional nametable (ie. background image for the game). However, the tool is in need of a lot of work. We're trying to figure out how to improve the feature set as it is...
well, i'm affraid i'm still understand the same as before: nothing... - hope i'm not disturbing you, do you can show, if possible, a screenshot of 'Pin Eight nametable editor name.exe', or a visual description of what it does? i can't even have an idea if it is a gui-based tool or a command-line tool...

Is the 'name table' the area where the 8x8 pixel patterns are arranged a bit like a text mode area? Most of the MSX screen modes (all of MSX1, for example) works this way as well, and from some NES documentation i readed years ago, i think NES display processor works a bit in the same way as well...
go to about 11 minutes into part 3 in the above videos...
yes, thanks - it's indeed the 'text' (pattern) area, seems to be almost 1kb or 4x1kb (i'm not sure - i think nes uses it for scrolling?), very similar to msx1, colecovision and sg1000 (TMS9928A video processor, which uses 768 bytes instead, 32x24 'characters' - this video http://www.youtube.com/watch?v=G1BvvQHbTDM (one very missing Konami game on NES...) shows that TMS9928A limitation that scrolling is only possible working on that 'name' area, easy to figure out with that 8-pixel scrolling 'jump')

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