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authorMiquel Sabaté Solà <msabate@suse.com>2023-11-12 09:39:05 +0100
committerMiquel Sabaté Solà <mikisabate@gmail.com>2025-02-04 21:02:11 +0100
commitdb9cb2118e7b2575ed3b0f535e50dd85c24df25a (patch)
tree8bfe1a7e48bd85e2e9ab0c650c248a7bed1955b7 /README.md
parentcb854722b9890c171f7d0600812a7e9a3a2a25c9 (diff)
downloadcode.nes-db9cb2118e7b2575ed3b0f535e50dd85c24df25a.tar.gz
code.nes-db9cb2118e7b2575ed3b0f535e50dd85c24df25a.zip
space: Simplify the code and its goals
Originally this was supposed to be a sort of mini game, but that would have probably made it too complex for newcomers. Thus, let's just keep it to subpixel movement and shooting bullets, which is already a big step from the `basics/sprite.s` example. Signed-off-by: Miquel Sabaté Solà <msabate@suse.com>
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@@ -20,8 +20,8 @@ NES memory. A safe bet is to go with either
[Mesen](https://github.com/SourMesen/Mesen2/), which provide tools like RAM
watchers or a full debugger.
-Notice that I will use some terms without actually introducing them. That is, I
-expect you to go over the [NES Dev
+Notice also that I will use some terms without actually introducing them. That
+is, I expect you to go over the [NES Dev
wiki](https://www.nesdev.org/wiki/Nesdev_Wiki) for glossary or for full
documentation on the stuff being shown here. For example, if I am writing an
example code using the UNROM or the MMC1 chips, I assume that you will go over