Production-ready patterns for Nintendo Entertainment System development
Manage multiple sprites in the OAM buffer. Update positions, hide unused sprites, and DMA transfer efficiently.
Load colour palettes into PPU memory at $3F00. Required setup for any NES graphics.
Read the NES controller by strobing and shifting 8 button bits into a variable. Simple, reliable, standard approach.
Move sprites with D-pad input and screen boundary clamping. Essential for player-controlled objects.
Frame-synchronised game loop using the NMI interrupt for VBlank timing and OAM DMA transfer.
Standard NES initialisation: disable interrupts, wait for PPU, clear RAM. Required boilerplate for every NES program.