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authorMiquel Sabaté Solà <msabate@suse.com>2023-11-12 09:43:42 +0100
committerMiquel Sabaté Solà <mikisabate@gmail.com>2025-02-04 21:02:11 +0100
commitc131ed635342a724687755844a54031e026700ac (patch)
treeef05f8d1da9dfafadd07302a60a545ee9ebb019e
parentdb9cb2118e7b2575ed3b0f535e50dd85c24df25a (diff)
downloadcode.nes-c131ed635342a724687755844a54031e026700ac.tar.gz
code.nes-c131ed635342a724687755844a54031e026700ac.zip
Make READMEs more clear for absolute beginners
Hopefully the path is now more clear. Signed-off-by: Miquel Sabaté Solà <msabate@suse.com>
-rw-r--r--README.md4
-rw-r--r--basics/README.md9
2 files changed, 11 insertions, 2 deletions
diff --git a/README.md b/README.md
index 329c0c0..fb3777d 100644
--- a/README.md
+++ b/README.md
@@ -37,7 +37,9 @@ The examples are distributed like this:
examples are self-contained and supposed to be read by absolute newcomers. The
description for each example is covered by an initial comment on each file.
- `space`: example in which you can move a spaceship with subpixel movement and
- shoot bullets.
+ shoot bullets. Consider this an evolution from the `basics/sprite.s` example.
+ That is, we are no longer just showing a sprite, but we make it move and
+ perform an action like shooting bullets.
- `scroll`: different scrolling tactics. Read the
[scroll/README.md](./scroll/README.md) file for more info.
diff --git a/basics/README.md b/basics/README.md
index 3e4c3a9..2a03f0e 100644
--- a/basics/README.md
+++ b/basics/README.md
@@ -6,11 +6,18 @@ to have a working program. This means that there is quite a lot of boilerplate
you might not be aware. For this reason I encourage you to start with the
`sprite.s` file, which has a step by step explanation on how the NES is
initialized and what do all these magic "HEADER" and other jargon actually mean.
-Anyhow, these programs are as follows:
+Thus, for absolute beginners go to:
- `sprite.s`: detailed explanation on how to initialize the NES in order to have
some background and a sprite shown on screen. Follow along the code in order
to get a detailed explanation on each section.
- `input.s`: how to read the input from one controller.
+
+After this, you should be good to go for full examples like the one on the
+`space` directory, in which we take the example on `sprite.s` and make it move
+and shoot bullets depending on the given input.
+
+Whenever you are done with that, you can then move into other topics like:
+
- `persist.s`: using the MMC1 chip in order to persist data.
- `unrom.s`: bank switching using the UNROM chip.