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Before having our asset tool generate maps, I had learn how to manipulate the nametable properly on the In this stream, I got the proper handling of transparencies and In this episode I break down the basics of how graphics work on the Let's dive into how Sprites are prioritized and limited by Object Attribute Memory (OAM) and Secondary OAM on the I got a list control working! I was also distracted by our puppy, sorry about that. As I mentioned in the

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Programming a 40KB NES Game (in Assembly)
NES Background Parallax Explained - Audiovisual Effects Pt. 03
NES Scrolling Basics featuring Super Mario Bros. - Behind the Code
NES Programming #83 - Properly handling backgrounds/transparency
NES Graphics Explained
NES Sprites, OAM, and the Battle for Priority - Behind the Code
NES Programming #12 - More tool programming

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Last Updated: June 24, 2026

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