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Articles and publications tagged Nes across the Atmosphere.
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Norm Likes Games
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Oct 14, 2026
I Finally Beat Dr. Chaos!
games
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nes
ewan's devlog
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Oct 12, 2026
SMBC: attribute table and bumped-block address fixes
Pixel comparison against NES reference footage found three rendering bugs: palette RAM mirroring, an off-by-one in the attribute writer, and a missing Block_BBuf_Low store.
smbc
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c
ewan's devlog
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Oct 12, 2026
SMBC: NES APU synthesis and host audio output
Pulse, triangle and noise channels with envelope, length, sweep and the frame sequencer, mixed per NESdev and pushed to SDL through a lock-free ring.
smbc
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c
ewan's devlog
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Oct 12, 2026
SMBC: frontend controls and reference scenarios used the wrong button layout
input.c and the compare scenarios fed in-game SavedJoypadBits bitmaps to the serial joypad layer; every control was scrambled.
smbc
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c
ewan's devlog
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Oct 11, 2026
smbc: movement and offscreen layers
Ported the object movement primitives, the relative position and offscreen bits layer, and OffscreenBoundsCheck from smb.asm — the ground the enemy runners stand on.
smbc
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c
ewan's devlog
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Oct 11, 2026
smbc: frenzy generators
Ported InitEnemyFrenzy and its five generators from smb.asm — lakitu and spinys, flying cheep-cheeps, bowser's flame, fireworks, and bullet bills.
smbc
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c
ewan's devlog
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Oct 11, 2026
smbc: enemy init routines
Ported the InitEnemyRoutines jump table from smb.asm — every enemy initialiser from goombas to bowser, plus Setup_Vine and EndFrenzy.
smbc
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c
ewan's devlog
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Oct 10, 2026
SMBC reads level objects — ProcessAreaData and the decoder
The whole area object decoder in one atom — ProcessAreaData, DecodeAreaData, all forty-odd handlers, and the render tables behind them
smbc
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c
ewan's devlog
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Oct 10, 2026
SMBC grows levels — the area data and its resolver
All 68 object streams extracted and verified against the ROM, plus GetAreaDataAddrs
smbc
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c
ewan's devlog
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Oct 10, 2026
SMBC grows scenery — RenderSceneryTerrain and its tables
Background and foreground scenery, terrain render bits, and the block buffer store
smbc
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c
ewan's devlog
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Oct 10, 2026
SMBC draws metatiles — RenderAreaGraphics
The metatile column renderer with its attribute-bit rotations and name table wrap
smbc
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c
ewan's devlog
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Oct 10, 2026
SMBC plans its columns — the AreaParserTaskHandler task tree
The eight-task parser cycle, column position bookkeeping, and the attribute buffer flush
smbc
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c
ewan's devlog
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Oct 10, 2026
SMBC reads its cartridge — DrawTitleScreen and CHR reads
The PPU learns pattern-table reads from a nominated CHR, un-stubbing the title screen data copy
smbc
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c
ewan's devlog
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Oct 10, 2026
SMBC speaks — WriteGameText and the GameText blocks
The message writer with the lives crown, the LUIGI name patch and the warp zone numbers, un-stubbing three screen tasks
smbc
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c
ewan's devlog
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Oct 10, 2026
SMBC's screen task tree runs
ScreenRoutines — the fourteen tasks behind mode task 1 — with the palette subroutines, status line writers and intermediate displays
smbc
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c
ewan's devlog
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Oct 10, 2026
All four SMBC modes now dispatch
The GameMode skeleton — task tree, GameCoreRoutine's joypad plumbing and the GameEngine's translatable tail — completes the mode execution tree's top level
smbc
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c
ewan's devlog
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Oct 10, 2026
SMBC's VictoryMode is translated
The victory task tree with SetupVictoryMode, PrintVictoryMessages and PlayerEndWorld — three of the four modes now dispatch in C
smbc
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c
ewan's devlog
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Oct 10, 2026
SMBC's TitleScreenMode is translated
GameMenuRoutine, DrawMushroomIcon and DemoEngine ported to C — the title screen menu with its world-select and demo paths
smbc
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c
ewan's devlog
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Oct 10, 2026
SMBC's GameOverMode is translated
The game over task tree, TransposePlayers and the area pointer lookup ported to C — the first mode of the execution tree
smbc
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c
ewan's devlog
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Oct 10, 2026
SMBC's sound engine is translated
SoundEngine, the SFX handlers and the music sequencer ported to C, with the music data verified byte-for-byte against the donor ROM
smbc
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c
ewan's devlog
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Oct 10, 2026
SMBC clears its name tables
InitializeNameTables ported and verified against the donor ROM, plus a proper issue tracker for everything left to translate
smbc
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c
ewan's devlog
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Oct 10, 2026
SMBC has its graphics data
The 8KB of CHR pattern tables, the one asset the disassembly omits, extracted from a donor ROM and embedded as C
smbc
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c
ewan's devlog
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Oct 10, 2026
SMBC's VRAM buffer writer is translated
UpdateScreen and WriteBufferToScreen ported to C, with the PPU model gaining a flat VRAM image and the $2006/$2007 data path
smbc
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c
ewan's devlog
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Oct 10, 2026
SMBC's reset and NMI spine is translated
Boot sequence, interrupt handler, joypad serial read, pause, sprite shuffle and memory clear are ported to C, with tests against the disassembly's semantics
smbc
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c
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