Cornel

@cornelk
19 Followers
46 Following
13 Posts
Golang developer, working on NES retro projects
GITHUBhttps://github.com/retroenv

retrodisasm v0.3.0 released (formerly nesgodisasm)

A tracing disassembler for retro systems that generates assembly source you can reassemble back to the original ROM exactly.

The rename reflects its evolution beyond just NES - now supporting CHIP-8 as well, with more systems planned.

https://github.com/retroenv/retrodisasm

BrewOtaku β€” where new games keep old systems alive!

BrewOtaku #002, first released in May 2024, is now digitally free, revamped, and improved. Support us by purchasing our print or latest digital editions.

#brewotaku #magazine #retro #games #gaming #homebrew

#BrewOtaku takes care of new #games for old #consoles, old #computers and old #handhelds. We love supporting the minority of #gamedev's who still work with old hardware, to bring us joyful entertainment. Don't miss out the pearls! Support us by purchasing the digital issue. Depending on your country of residence a digital copy is ~2.50€ only. Thanks a lot πŸ₯°
My new modular assembler is named retroasm. For the first version it will support asm6 features/syntax and generating 6502 CPU code for NES.
The current directives in progress to support are ORG, ALIGN and FILLVALUE.
The work on the next tool has begun: a new assembler for NES. The goal is to be compatible to the syntax of different commonly used assemblers like asm6 and ca65.
<insert xkcd standards reference here>
v0.2.0 of a new NES ROM tracing disassembler is released, now includes support for code/data logs, bugfixes and a jump engine detection.
It was tested on all official US NROM games and creates an .asm file that can be assembled back to the exact same ROM image:
https://github.com/retroenv/nesgodisasm
#nesdev
GitHub - retroenv/nesgodisasm: Nintendo Entertainment System ROM disassembler written in Golang

Nintendo Entertainment System ROM disassembler written in Golang - GitHub - retroenv/nesgodisasm: Nintendo Entertainment System ROM disassembler written in Golang

GitHub
With procedural generation you can save a lot of space for content but did you know that Pitfall! on the Atari 2600 uses one byte (!) to describe a room? Here's the link to an article describing how that works:
https://evoniuk.github.io/posts/pitfall.html
#gamedev #procgen #retro
How Pitfall Builds its World

Pinball for NES uses an interesting jump engine, it writes the opcode 4c for an absolute jump followed by the destination address and then calls into the generated code:

lda a:$DB74,X
sta z:$E4
lda a:$DB7e,X
sta z:$E5
lda #$4C
sta z:$E3
jsr $00E3

I see people are starting to receive their physical copies of Witch n' Wiz (New NES game) πŸ˜€

If you are interested in the development, check out this playthrough and commentary / interview with the developer, @matthughson , and I that we recorded last year.

#NESdev

https://www.youtube.com/watch?v=2aVB_0YLcSg

Witch n' Wiz NES HiF Interview and Commentary

YouTube