This font seems to use characters up to 5 pixels wide, which helps with its near-legibility.
6,020 karma · joined April 25, 2011
Making 8-bit dev tools since 2016: https://8bitworkshop.com/
This font seems to use characters up to 5 pixels wide, which helps with its near-legibility.
But wait, there's more. Display Lists are grouped into Display List Lists which are <= 16 lines high, so any moving object higher than 1 pixel is going to need multiple copies.
And if you don't want garbage above and below your sprite, you're going to have to learn about "DMA holes" and arrange your bitmaps carefully in memory space. I didn't mention that some of these structures need to live in 7800's static RAM area, did I?
It's kind of amazing that programmers of the era hacked out a dozen high-quality arcade games. Today things like 7800basic exist to ease the pain. And it's a shame the sound quality wasn't upgraded, C64's SID had set the bar higher by then.
https://www.filfre.net/2013/11/the-computerized-hitchhikers/
And maybe jumping from a 286-12 to a 486DX-33.
I've ported a simple NES game written in C to the SMS (https://8bitworkshop.com/projects/?n=sms-sms-libcv/chase) and I think it'd be feasible to write a translation layer between the two platforms. Sound might be a little tricky, since NES's APU is more advanced.