ByteSize: AddValue

Welcome to ByteSize, a new category featuring small, infographic-like bits of information on NESmaker things, like macros, UI elements and more. This is the first category post, explaining how to use the AddValue macro.

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Deep Dive: LoadChrData

Here’s a post about loading CHR data! NESMaker uses a macro, which in turn uses a subroutine, to load the graphic tiles into the PPU. In this post, I will dissect what NESMaker does under the hood exactly, while adding some context to how the NES loads tiles from the game into its picture processing unit.

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Deep Dive: Bankswitching

So, earlier on, I explained that NESmaker projects use Mapper 30, which has 32 banks of 16KB data. The NES console itself can only handle up to 32KB – or 2 NESmaker banks – of program data though. So how can we get access to all the data we have available on the cartridge? Well, this is where bankswitching comes in handy.

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