How convert a photo image data to be used in an NES (Nintendo Entertainment System) game. Tools used: Gimp, NESASM, YY-CHR, FCEUX. Review of background tile, palette, and attribute data for assembly code. How to prepare the image in Gimp to used indexed palette. Copying image data to YY-CHR. Running the game file with FCEUX. Touching up the image and how to use Gimp to lay out image. Limitations of NES texture data. Demos with PowerPak, EverDrive, and Analogue Pocket.
Links
- Demo source code – https://github.com/levidsmith/KnoxGameDesign/tree/master/nes_photo_graphics
- Nerdy Nights archive – https://nerdy-nights.nes.science/
- Nerdy Nights, palettes / sprites – https://archive.nes.science/nintendoage-forums/nintendoage.com/forum/messageviewb558.html?catid=22&threadid=6082
- Nerdy Nights, backgrounds – https://archive.nes.science/nintendoage-forums/nintendoage.com/forum/messageview2839.html?catid=22&threadid=8172
- NESASM – https://github.com/ClusterM/nesasm/releases
- YY-CHR – https://www.romhacking.net/utilities/119/
- YY-CHR project site (2021 download) – https://w.atwiki.jp/yychr/
- Gimp – https://www.gimp.org/
- FCEUX – https://fceux.com/web/home.html
- Everdrive N8 Pro – https://krikzz.com/our-products/cartridges/everdrive-n8-pro-72pin.html
- RetroUSB PowerPak – https://www.retrousb.com/games
- Analogue Pocket – https://www.analogue.co/pocket
- Podcast theme music – Ride by Pocketmaster




