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| author | Miquel Sabaté Solà <msabate@suse.com> | 2023-11-12 09:43:42 +0100 |
|---|---|---|
| committer | Miquel Sabaté Solà <mikisabate@gmail.com> | 2025-02-04 21:02:11 +0100 |
| commit | c131ed635342a724687755844a54031e026700ac (patch) | |
| tree | ef05f8d1da9dfafadd07302a60a545ee9ebb019e | |
| parent | db9cb2118e7b2575ed3b0f535e50dd85c24df25a (diff) | |
| download | code.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.md | 4 | ||||
| -rw-r--r-- | basics/README.md | 9 |
2 files changed, 11 insertions, 2 deletions
@@ -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. |
