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	<title>Comments on: Programming the NES in BASIC?</title>
	<atom:link href="http://playpower.org/blog/2008/08/programming-the-nes-in-basic/feed/" rel="self" type="application/rss+xml" />
	<link>http://playpower.org/blog/2008/08/programming-the-nes-in-basic/</link>
	<description>Learning Games for Radically Affordable Computers</description>
	<pubDate>Thu, 09 Sep 2010 04:24:06 +0000</pubDate>
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		<title>By: nitrofurano</title>
		<link>http://playpower.org/blog/2008/08/programming-the-nes-in-basic/comment-page-1/#comment-25100</link>
		<dc:creator>nitrofurano</dc:creator>
		<pubDate>Fri, 19 Mar 2010 03:58:10 +0000</pubDate>
		<guid isPermaLink="false">http://playpower.org/blog/?p=24#comment-25100</guid>
		<description>an important url about Bob Rost&#39;s nBasic: &lt;a href="http://bobrost.com/nes/files/nbasic_manual.html" rel="nofollow"&gt;http://bobrost.com/nes/files/nbasic_manual.html&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>an important url about Bob Rost&#39;s nBasic: <a href="http://bobrost.com/nes/files/nbasic_manual.html" rel="nofollow">http://bobrost.com/nes/files/nbasic_manual.html</a></p>
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		<title>By: nitrofurano</title>
		<link>http://playpower.org/blog/2008/08/programming-the-nes-in-basic/comment-page-1/#comment-25097</link>
		<dc:creator>nitrofurano</dc:creator>
		<pubDate>Fri, 12 Mar 2010 21:12:02 +0000</pubDate>
		<guid isPermaLink="false">http://playpower.org/blog/?p=24#comment-25097</guid>
		<description>would be great contacting Bob Rost, specially if he can be part of this &lt;a href="http://playpower.org" rel="nofollow"&gt;playpower.org&lt;/a&gt; project. His nBasic is awesome and very useful (Cory Arcangel did &#39;Super Mario Clouds&#39; with nBasic, for example) - but it lacks in some issues:&lt;br&gt;- there are not so many snippets available to work on (i want to contribute with my own, but it were very hard to start)&lt;br&gt;- some 6502asm code sequences could be simplified with commands like &#39;poke&#39;, &#39;vpoke&#39; (poke on video memory, like msx-basic), &#39;vpokehex&#39; (would allow you to poke a hexdump string starting on an address, like at namespace or palette area)</description>
		<content:encoded><![CDATA[<p>would be great contacting Bob Rost, specially if he can be part of this <a href="http://playpower.org" rel="nofollow">playpower.org</a> project. His nBasic is awesome and very useful (Cory Arcangel did &#39;Super Mario Clouds&#39; with nBasic, for example) - but it lacks in some issues:<br />- there are not so many snippets available to work on (i want to contribute with my own, but it were very hard to start)<br />- some 6502asm code sequences could be simplified with commands like &#39;poke&#39;, &#39;vpoke&#39; (poke on video memory, like msx-basic), &#39;vpokehex&#39; (would allow you to poke a hexdump string starting on an address, like at namespace or palette area)</p>
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		<title>By: nitrofurano</title>
		<link>http://playpower.org/blog/2008/08/programming-the-nes-in-basic/comment-page-1/#comment-25096</link>
		<dc:creator>nitrofurano</dc:creator>
		<pubDate>Tue, 09 Mar 2010 12:52:16 +0000</pubDate>
		<guid isPermaLink="false">http://playpower.org/blog/?p=24#comment-25096</guid>
		<description>Awesome! But anyway, we must have some care about the &#39;open source&#39; term - for example, Microsoft created recently some open source licences (some related with Mono, i think) which none are software-libre like GNU-GPL.</description>
		<content:encoded><![CDATA[<p>Awesome! But anyway, we must have some care about the &#39;open source&#39; term - for example, Microsoft created recently some open source licences (some related with Mono, i think) which none are software-libre like GNU-GPL.</p>
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		<title>By: Playpower Foundation</title>
		<link>http://playpower.org/blog/2008/08/programming-the-nes-in-basic/comment-page-1/#comment-25095</link>
		<dc:creator>Playpower Foundation</dc:creator>
		<pubDate>Tue, 09 Mar 2010 11:33:49 +0000</pubDate>
		<guid isPermaLink="false">http://playpower.org/blog/?p=24#comment-25095</guid>
		<description>Bob Rost is a very nice guy--he works downtown in Pittsburgh.  The code is&lt;br&gt;open source and I&#39;m sure he&#39;d be thrilled to have someone port it to linux.</description>
		<content:encoded><![CDATA[<p>Bob Rost is a very nice guy&#8211;he works downtown in Pittsburgh.  The code is<br />open source and I&#39;m sure he&#39;d be thrilled to have someone port it to linux.</p>
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		<title>By: nitrofurano</title>
		<link>http://playpower.org/blog/2008/08/programming-the-nes-in-basic/comment-page-1/#comment-25094</link>
		<dc:creator>nitrofurano</dc:creator>
		<pubDate>Mon, 08 Mar 2010 08:24:59 +0000</pubDate>
		<guid isPermaLink="false">http://playpower.org/blog/?p=24#comment-25094</guid>
		<description>would be great nBASIC being gpl-license, ported to Linux, etc. ! :)</description>
		<content:encoded><![CDATA[<p>would be great nBASIC being gpl-license, ported to Linux, etc. ! <img src='http://playpower.org/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Doc Van Thorp</title>
		<link>http://playpower.org/blog/2008/08/programming-the-nes-in-basic/comment-page-1/#comment-25072</link>
		<dc:creator>Doc Van Thorp</dc:creator>
		<pubDate>Tue, 03 Nov 2009 18:38:44 +0000</pubDate>
		<guid isPermaLink="false">http://playpower.org/blog/?p=24#comment-25072</guid>
		<description>This basic compiler would speed cross-development of NES software useing PCs, but a worthy goal would be compilers and tools for creating games natively on the NES itself.&lt;br&gt;&lt;br&gt;What kind of storage should the $12 machine have? Low-capacity SD cards are getting pretty cheap, and are fairly easy to interface to. You don&#39;t have to pay licensing if you don&#39;t use the encrypted file mode (which hardly anyone does anyway). You can fit hundreds of NES games into a pretty small SD card, and the SD card would be extremely useful for native software development that requires compilation from source files. For a small system like an NES, this would be better than a hard drive.</description>
		<content:encoded><![CDATA[<p>This basic compiler would speed cross-development of NES software useing PCs, but a worthy goal would be compilers and tools for creating games natively on the NES itself.</p>
<p>What kind of storage should the $12 machine have? Low-capacity SD cards are getting pretty cheap, and are fairly easy to interface to. You don&#39;t have to pay licensing if you don&#39;t use the encrypted file mode (which hardly anyone does anyway). You can fit hundreds of NES games into a pretty small SD card, and the SD card would be extremely useful for native software development that requires compilation from source files. For a small system like an NES, this would be better than a hard drive.</p>
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		<title>By: Doc Van Thorp</title>
		<link>http://playpower.org/blog/2008/08/programming-the-nes-in-basic/comment-page-1/#comment-33</link>
		<dc:creator>Doc Van Thorp</dc:creator>
		<pubDate>Sat, 25 Oct 2008 06:12:16 +0000</pubDate>
		<guid isPermaLink="false">http://playpower.org/blog/?p=24#comment-33</guid>
		<description>This basic compiler would speed cross-development of NES software useing PCs, but a worthy goal would be compilers and tools for creating games natively on the NES itself.

What kind of storage should the $12 machine have? Low-capacity SD cards are getting pretty cheap, and are fairly easy to interface to. You don't have to pay licensing if you don't use the encrypted file mode (which hardly anyone does anyway). You can fit hundreds of NES games into a pretty small SD card, and the SD card would be extremely useful for native software development that requires compilation from source files. For a small system like an NES, this would be better than a hard drive.</description>
		<content:encoded><![CDATA[<p>This basic compiler would speed cross-development of NES software useing PCs, but a worthy goal would be compilers and tools for creating games natively on the NES itself.</p>
<p>What kind of storage should the $12 machine have? Low-capacity SD cards are getting pretty cheap, and are fairly easy to interface to. You don&#8217;t have to pay licensing if you don&#8217;t use the encrypted file mode (which hardly anyone does anyway). You can fit hundreds of NES games into a pretty small SD card, and the SD card would be extremely useful for native software development that requires compilation from source files. For a small system like an NES, this would be better than a hard drive.</p>
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		<title>By: Matthew Swank</title>
		<link>http://playpower.org/blog/2008/08/programming-the-nes-in-basic/comment-page-1/#comment-8</link>
		<dc:creator>Matthew Swank</dc:creator>
		<pubDate>Wed, 13 Aug 2008 03:38:54 +0000</pubDate>
		<guid isPermaLink="false">http://playpower.org/blog/?p=24#comment-8</guid>
		<description>High level options could include FORTH-- interactive but still efficient and close to the metal, or if you want even higher level facilities, Lisp.

 See http://www.6502.org/source/ for a 6502 Forth interpreter
 See http://zwizwa.be/archive/staapl.html for an example scheme/forth compiler for an 8 bit PIC microcontroller.</description>
		<content:encoded><![CDATA[<p>High level options could include FORTH&#8211; interactive but still efficient and close to the metal, or if you want even higher level facilities, Lisp.</p>
<p> See <a href="http://www.6502.org/source/" rel="nofollow">http://www.6502.org/source/</a> for a 6502 Forth interpreter<br />
 See <a href="http://zwizwa.be/archive/staapl.html" rel="nofollow">http://zwizwa.be/archive/staapl.html</a> for an example scheme/forth compiler for an 8 bit PIC microcontroller.</p>
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