T1

Tile Walker: Tile-Based Movement and PPU Mastery

Nintendo Entertainment System • Phase 1 • Tier 1

Learn 6502 assembly programming through creating 'Tile Walker' - a tile-based movement game. Master the NES PPU, sprite control, and the fundamentals of NES game development.

⏱️ 1 week (32 lessons)
📚 0 lessons
6502 registers and memory addressing NES PPU programming and pattern tables Sprite management and OAM updates Controller input through shift registers NMI timing and VBlank synchronization Tile-based coordinate systems APU sound generation

Tier 1: Tile Walker - Tile-Based Movement and PPU Mastery

Welcome to your first NES game development project! Tile Walker introduces you to 6502 assembly programming through creating a complete tile-based movement game. Learn the NES PPU system, sprite control, and the fundamentals of Nintendo Entertainment System game development.

What You’ll Build

Tile Walker - A complete tile-based movement game featuring:

  • 8×8 sprite character that moves in 16×16 tile increments
  • Tile-based background with collectible items
  • Responsive controller input (D-pad)
  • Dynamic nametable updates
  • APU sound effects
  • Professional NMI-based game loop

Game Concept

Control a sprite character that moves between background tiles on a tile-based grid. Navigate through levels, collect items, and avoid hazards while learning the fundamental concepts of 6502 assembly programming and NES game development.

Learning Journey (32 Lessons)

Foundation (Lessons 1-8)

  • Lesson 1: NES setup and PPU basics
  • Lesson 2: Pattern tables and tile graphics
  • Lesson 3: Draw background tiles
  • Lesson 4: Display character sprite
  • Lesson 5: Read controller input
  • Lesson 6: Implement tile position system
  • Lesson 7: Move sprite by tile increments
  • Lesson 8: Add movement boundaries

Tile Interaction (Lessons 9-16)

  • Lesson 9: Read background tile data
  • Lesson 10: Add collision tiles (walls)
  • Lesson 11: Create collectible item tiles
  • Lesson 12: Update nametables dynamically
  • Lesson 13: Design level layouts
  • Lesson 14: Implement scoring system
  • Lesson 15: Add player lives system
  • Lesson 16: Create level completion

Visual Enhancement (Lessons 17-24)

  • Lesson 17: Add sprite animation frames
  • Lesson 18: Control palette colors
  • Lesson 19: Create status display
  • Lesson 20: Add tile animations
  • Lesson 21: Implement special effects
  • Lesson 22: Use sprite priority system
  • Lesson 23: Create title screen
  • Lesson 24: Add screen transitions

Audio and Completion (Lessons 25-32)

  • Lesson 25: APU sound basics
  • Lesson 26: Create movement sound effects
  • Lesson 27: Add background music
  • Lesson 28: Implement game options
  • Lesson 29: Create high score system
  • Lesson 30: Add power-up system
  • Lesson 31: Final polish and testing
  • Lesson 32: Complete ROM packaging

Core Skills Developed

6502 Assembly Programming: Learn fundamental assembly concepts through practical application.

PPU Programming: Master the NES Picture Processing Unit for graphics and sprites.

Tile-Based Design: Create efficient tile-based game worlds and movement systems.

Controller Input: Handle NES controller input through shift registers.

NMI Timing: Build proper VBlank-synchronized game loops.

Audio Programming: Generate sound effects using the NES APU.

Why Tile-Based Movement?

Tile-based movement is the perfect introduction to NES programming because it teaches:

  • PPU system: Understanding pattern tables and nametables
  • Sprite control: Managing hardware sprites and OAM
  • Memory efficiency: Working within NES constraints
  • Timing control: Frame-perfect movement and updates
  • Game architecture: Professional NES game structure

Technical Highlights

  • Hardware Sprites: Direct control of NES sprite system
  • Pattern Tables: Efficient tile-based graphics
  • Nametable Updates: Dynamic background modification
  • Controller Reading: Shift register input handling
  • APU Programming: Sound generation and music
  • Memory Management: Efficient use of NES memory layout

NES-Specific Features

PPU System: Master the revolutionary Picture Processing Unit.

Sprite System: 64 hardware sprites with automatic rendering.

Tile Graphics: Efficient pattern table-based graphics.

APU Audio: 5-channel sound synthesis.

Memory Mappers: Understanding cartridge memory systems.

Project Outcomes

By completing Tile Walker, you will have:

  • Created your first complete NES game
  • Mastered fundamental 6502 assembly programming
  • Learned PPU graphics and sprite control
  • Built a reusable NES game architecture framework
  • Developed professional game development skills
  • Created a polished, playable game for your portfolio

This project establishes the foundation for all future NES game development, teaching you the essential skills needed to create increasingly complex and impressive games throughout Phase 1.

Lessons in This Tier

Work through 0 carefully crafted lessons that build your understanding step by step. Each lesson includes practical examples and hands-on exercises.

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End of Tier 1 Preview

You've reached the end of our Tier 1 preview content! These 32 lessons provide a solid foundation in Nintendo Entertainment System assembly programming.

What's Coming Next

📚
Tiers 2-16
Advanced topics & projects
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Complete Games
Build full projects
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Phases 2-8
Master-level programming