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dustmop.io blog
Personal blog · dustmop.io/bloggamesprogramminghardware
dustmop.io blog is a personal blog at dustmop.io about games, programming and hardware. Since 2015, 6 different Hacker News readers have linked it 19 times, most often “NES Graphics – Part 3”. The last post was in 2019, but the archive is still widely read.
Too few sampled comments (5) to say how often HN recommends it.?
Why HN links it
HN readers link this blog for posts on NES graphics and NES/6502 development, including a multi-part NES graphics series and a post on developing NES games with Lisp.
Summarised by Claude from a sample of 5 HN comments that link here. Each comment is marked recommending, critical or neutral (citing without judging); how this works.
retrocomputing, game design, make code go fast
Most-linked posts?
- NES Graphics – Part 32 people · 3 mentions · first linked 2015-12-18
- Technical Breakdown of a new NES game written in Lisp2 people · 3 mentions · first linked 2019-09-10
- NES Graphics – Part 22 people · 2 mentions · first linked 2015-06-08
- Lisp language for NES game development2 people · 2 mentions · first linked 2023-11-12
What Hacker News says?
While we are on the subject of Lips-likes for game systems there is a recent effort for the NES which is intriguing. And has been discussed here on HN of course. Just search the archives. http://www.dustmop.io/blog/2019/09/10/what-remains-technical...
Comment linking /blog/2019/09/10/what-remains-technical-breakdown/
on “The Polygons of Another World: Atari Jaguar”Submitted Technical Breakdown of a new NES game written in Lisp as a story · 317 points
HN discussionFor NES there are many development environments now... Probably dozens. The main modern advantage is emulators. I do enjoy folks who take a different approach like this dev who is using Lisp to make a NES game. http://www.dustmop.io/blog/2019/09/10/what-remains-technical...
Comment linking /blog/2019/09/10/what-remains-technical-breakdown/
on “What it was like developing for NES back in 1990”Submitted NES graphics – Part 1 as a story · 303 points
HN discussionpart 1: http://www.dustmop.io/blog/2015/04/28/nes-graphics-part-1 part 2: http://www.dustmop.io/blog/2015/06/08/nes-graphics-part-2
Comment linking /blog/2015/06/08/nes-graphics-part-2
on “NES Graphics – Part 3”Submitted NES Graphics – Part 3 as a story · 197 points
HN discussionI feel like this is pretty important since the article is talking about the comparison in the first place. Here's a couple blog posts on the subject, which I think explain it better. http://www.dustmop.io/blog/2015/04/28/nes-graphics-part-1/ http://www.dustmop.io/blog/2015/06/08/nes-graphics-part-2/
Comment linking /blog/2015/06/08/nes-graphics-part-2/
on “Where do all the bytes come from?”Submitted NES Graphics – Part 2 as a story · 107 points
HN discussionThere's another that uses what they call a "compiled stack" which I believe is the same concept. https://www.dustmop.io/blog/2019/09/10/what-remains-technica...
Comment linking /blog/2019/09/10/what-remains-technical-breakdown/
on “6502 back end for LLVM [video]”Submitted Graphics Analysis of an NES Game's Select Menu as a story · 102 points
HN discussionSubmitted Stupid NES Tricks – Screen Wrap Detection as a story · 50 points
HN discussionSubmitted Discrete Arctan in 6502 as a story · 20 points
HN discussionSubmitted Graphics Analysis of an NES Game's Select Menu as a story · 9 points
HN discussionSubmitted NES Graphics – Part 3 as a story · 5 points
HN discussionSubmitted Lisp language for NES game development as a story · 2 points
HN discussionSubmitted Building NES homebrew with makechr.exe as a story · 2 points
HN discussionSubmitted NES Graphics – Part 3 as a story · 2 points
HN discussion