snarfblASM 6502 Assembler
Updated 12/2/2012 for version 1.1 (download)
I know I was pretty confused about how doors work when I started messing with Metroid, and it’s been a recurring question. The trickiest part is scrolling, but I’ll go over a couple other points, too, so here’s the scoop. » Read more…
One of the tricky parts of working with NES ROMs in .NET is drawing game graphics. There are several approaches that could be tried, but many have problems or simply don’t suit NES graphics. GDI+ is much too slow with tile based graphics, especially indexed (paletted) graphics. GDI is a better fit, but it is more difficult, still not ideal, and requires P/Invoke. Libraries such as DirectX or XNA offer the best performance, but require more work, especially if you need to learn the API. They can also add one more dependency that you may prefer to do without.
My preferred technique is to simply do the blitting myself. Knowing how to access graphics using LockBits is requisite. » Read more…
Editroid 2.1 is available for download (http://snarfblam.com/files/Editroid%202.1a.zip). When it breaks, the best place to whine is MetConst, although you can also comment or e-mail me.
Changes in Editroid since 2.0:
The unnamed Blaster Master editor (feel free to suggest a name) is coming along nicely. I’ve decided to make an early build available for download. It’s fully functional as far as editing capabilities go. What it’s lacking are some of the more advanced features I’m planning on adding to my level editor framework (undo, patching, ect.).