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Java Architect Essentials
Java Architect Essentials
May 16, 2026 · Game Development

How 128 KB Contra Managed a Long Storyline on the NES

Despite being limited to just 128 KB of ROM, the 1987 NES game Contra achieved a surprisingly long storyline by exploiting tile‑based graphics, tightly packed audio data generated by the Ricoh 2A03 chip, and minimalist code that leveraged the console’s built‑in hardware functions.

Audio SynthesisContraMemory Optimization
0 likes · 6 min read
How 128 KB Contra Managed a Long Storyline on the NES
Linux Tech Enthusiast
Linux Tech Enthusiast
Feb 17, 2026 · Game Development

What Language Were Classic FC Games Written In?

The article explains that classic FC (NES) games like Super Mario and Contra were programmed in NES-specific assembly language because the 6502 CPU and the console’s tight 2 KB RAM and 40 KB ROM constraints required low‑level, opcode‑precise code for optimal performance.

6502 CPUAssembly LanguageFC Console
0 likes · 4 min read
What Language Were Classic FC Games Written In?
Programmer DD
Programmer DD
Aug 4, 2021 · Cloud Computing

Turn Your Phone into a Retro Game Console with Alibaba Cloud Serverless

This article walks through a personal tutorial on using Alibaba Cloud's Serverless platform to deploy a handheld NES game console, detailing the setup of Function Compute, one‑click deployment steps, code snippets, and how to load and play classic games on your phone.

Alibaba CloudGame ConsoleNES
0 likes · 5 min read
Turn Your Phone into a Retro Game Console with Alibaba Cloud Serverless
Kuaishou Tech
Kuaishou Tech
Apr 25, 2021 · Game Development

How an NES (FC) Emulator Works: Architecture, Memory, CPU, PPU, and Rendering

This article explains the fundamental principles and workflow of building an NES (Family Computer) emulator, covering ROM loading, memory mapping, CPU and PPU collaboration, graphics rendering, sprite handling, palette management, and interrupt processing with illustrative code examples.

CPUGame DevelopmentMemory
0 likes · 17 min read
How an NES (FC) Emulator Works: Architecture, Memory, CPU, PPU, and Rendering
Programmer DD
Programmer DD
Nov 27, 2019 · Game Development

Why Did Classic NES Games Fit in 128KB? Uncovering Retro Resource Secrets

This article explains how classic NES titles like Super Mario manage to fit all code, graphics, music and level data within a mere 128 KB by exploiting 2‑bit palettes, minimalist MIDI audio, tile reuse and hand‑crafted assembly, revealing a storage gap of five to seven orders of magnitude compared to modern games.

AssemblyGraphicsNES
0 likes · 4 min read
Why Did Classic NES Games Fit in 128KB? Uncovering Retro Resource Secrets