This is a collection of “snips,” text-based code and description snippets regarding macros, variables and memory maps used by NESmaker. It’s an ungoing list, so please check back or congtact me if you’d like a snip to be added. You can contact me through email, X (formally known as twitter) or the forum.
- AddValue
This explains how the AddValue macro should be used.
- $C000
Description of the bank register bits.
- doTemp16 (and doTemp16inBankY)
Concept that can be used to replicate the function of "trampolines" NESmaker has in its base modules.
- gameHandler
Description of how the bits in the gameHandler variable are being used.
- Get collision type
An (untested) assembly tutorial on how to get the tile collision type index from any arbitrary point on screen, extensively documented in comment blocks.
- .gitignore boilerplate
An example .gitignore file for use with NESmaker projects.
- NESmaker exported data
A comprehensive list of NESmaker exported data. This is still very much a work in progress.
- Object values
Overview of various object variables (RAM) and constants (ROM) and their meanings. This is a work in progress.
- queueFlags
queueFlags has to do with how tet boxes are drawn on screen. This describes how the queue flags are used. Not sure if this is 100% accurate though.
- Screen data
A memory map of how NESmaker by default stores screen data in its ROM.
- screenUpdateByte
Description of the default screenUpdateByte variable behavior in NESmaker
- scrollByte
What the bits of the scrollByte variable mean exactly.
- scrollTrigger
Description of the scrollTrigger flags.
- textQueue
Description of the text queue flags NESmaker uses to keep track of displaying and erasing text.
- updateScreenData
Description of the updateScreenData flags