Famicom Programming Even Giko Cat Can Understand
Famicom Programming Even Giko Cat Can Understand is a Japanese-language tutorial that invites the reader to appreciate the Family Computer not merely as a finished consumer product, but as a small computer in which the CPU, PPU, memory, interrupts, and input devices operate in close coordination. Beginning with the installation of NESASM, the course proceeds through palettes, sprites, controller input, zero-page memory, DMA, VBlank, background scrolling, sound, the stack, raster scrolling, indirect addressing, and memory mappers. The reader therefore comes to understand a game not simply as a completed arrangement of images and sounds, but as a process of allocating time instruction by instruction, placing state within limited memory, and rewriting the screen in synchronization with the scanlines. The distinctive appeal of the site lies in its rejection of the polished abstractions associated with modern frameworks. Through examples that the author openly describes as rough and ...