1
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Introduction
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103 位听众
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2
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Subpixels
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40 位听众
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3
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Walking & Running Code
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32 位听众
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4
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Why Are NES Games So Big? #nintendo #nes #retrogaming #hardware #marketing #history
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29 位听众
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5
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Jumping & Graphics Code
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26 位听众
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不想看到广告?马上升级
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6
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Math Routines
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21 位听众
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7
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Choosing a Mapper
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20 位听众
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8
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The Spigot Algorithm
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19 位听众
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9
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RNG on the NES
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18 位听众
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10
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Coding the Game
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18 位听众
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11
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The Code That Makes Mario Move
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15 位听众
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12
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How Zelda Saves Your Game
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14 位听众
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13
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Assembly & Linking
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11 位听众
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14
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Game Boy Graphics & How To Code Them
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9 位听众
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15
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PPU Overview
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8 位听众
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16
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Pattern Tables & Palettes
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8 位听众
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17
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NES Architecture Explained
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8 位听众
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18
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NES Pi
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7 位听众
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19
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CRTs Explained
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7 位听众
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20
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VS Code 6502 Extension
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7 位听众
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21
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Architecture Overview
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7 位听众
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22
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VS Code for Game Boy Development
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7 位听众
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23
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Installing CC65
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6 位听众
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24
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Nametables & Attribute Tables
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6 位听众
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25
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Development Emulators
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6 位听众
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不想看到广告?马上升级
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26
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Demo Project Tutorial
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6 位听众
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27
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Conclusion
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5 位听众
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28
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Assemblers
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5 位听众
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29
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Emulators
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5 位听众
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30
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Object Attribute Memory
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5 位听众
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31
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What's up with holding RESET on the NES? #nintendo #electronics #retrotech #retrogaming #nes
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4 位听众
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32
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Busses
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4 位听众
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33
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Running on Real Hardware
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4 位听众
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34
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Code Editors
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4 位听众
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35
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Basics - 6502 Assembly Crash Course 01
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4 位听众
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36
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Game Boy Development Environment
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3 位听众
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37
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Computing Pi on the NES
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3 位听众
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38
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Building the Demo Project
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3 位听众
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39
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The PPU Bus
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3 位听众
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40
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Installing FCEUX
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3 位听众
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41
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NES Controllers Explained
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3 位听众
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42
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How Do Bootleg Game Boy Games Exist? #nintendo #gameboy #hardware #hacking #retrogaming
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2 位听众
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43
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Reassembly & Testing
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2 位听众
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44
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Motherboard Circuitry
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2 位听众
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45
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Opening a Controller
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2 位听众
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46
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The “Game Loop”
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2 位听众
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47
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State Machines
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2 位听众
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48
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Zelda Title Screen
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2 位听众
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49
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NES Hardware Explained
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2 位听众
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50
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Button Circuitry
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2 位听众
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