Snip collection

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