This is in a very earlier stage and doesn't do much. There is a lot of work to be done. The original goal of creating a simple sprite based canvas pixel editor and saving it to a 2bpp planar file that the NES could understand does work. I would like to see far functionality. Including using web audio API to create a tracker like sound / music editor that can also be output to NES format.
yarn install
or npm install
yarn dev
or npm run dev
in a separate terminal window you run the node server if you need to save yarn start
or npm start
this project currently is using nesasm to compile .nes files from .asm files. In the example folder is a some basic NES testing code. It is currently set to compile using the exported .chr data in data/sprite1.chr. These and more will eventually be more automated and configurable.
I'm hoping to have a full editor for NES games. I'd like to make an all-in-one tool that will make NES game creation more accessible to others.
Current setup here is for nesasm compile. It is a 6502 compile that has special features sepecific to NES. I was using it in this project for Linux. You can also compile it on Mac OS and of course Windows. Need to add a post-install script for NPM that can detect OS and fetch the proper verison of nesasm (in the future). For now, you can manually git the makefiles for each OS.