smartkitten26 Posted August 25, 2009 Share Posted August 25, 2009 Are there any NES compilers/IDEs that let me program in basic? 1 Quote Link to comment https://forums.atariage.com/topic/149491-programming-nes-games-in-basic/ Share on other sites More sharing options...
GroovyBee Posted August 25, 2009 Share Posted August 25, 2009 As far as I'm aware your only options are "C" using the CC65 compiler system or assembler. You could always post your question over at the NESdev forum which is pretty active. Quote Link to comment https://forums.atariage.com/topic/149491-programming-nes-games-in-basic/#findComment-1823616 Share on other sites More sharing options...
Jess Ragan Posted August 28, 2009 Share Posted August 28, 2009 There's a programming language online that's optimistically called NESBasic, but it's really just assembly language with a few commands that are vaguely BASIC-like. Also, there was a version of BASIC released for the Family Computer in Japan, but it was only an interpreter (in other words, useless). I agree with the Bee Man, C is probably your best bet for NES programming. Frankly, I'm both shocked and upset at how completely barren the NES homebrew landscape has been. It's one of the best and certainly one of the most popular game systems ever created... where the hell is the love? The Atari 2600 and (vastly overrated) ColecoVision seem to get all the attention from underground programmers. It's a damn shame. 4 Quote Link to comment https://forums.atariage.com/topic/149491-programming-nes-games-in-basic/#findComment-1826262 Share on other sites More sharing options...
Bruce Tomlin Posted August 29, 2009 Share Posted August 29, 2009 I continue to point to the chaotic plethora of "mappers" as the main problem, the CIC (lockout) chip as another part of the problem, and even the metric connector of the circuit board is a speed bump. The lack of internal VRAM ended up making the NES more versatile, but that just adds to the mapper chaos. Join the Mega side of the force... 4 megabytes of non-bankswitched ROM... 64K of RAM... feel the power of the 68000... you can even use GCC... 2 Quote Link to comment https://forums.atariage.com/topic/149491-programming-nes-games-in-basic/#findComment-1826592 Share on other sites More sharing options...
Jess Ragan Posted August 30, 2009 Share Posted August 30, 2009 And there's a BASIC compiler for that system, definitely. I don't know if it's any good, mind you, but it exists. Quote Link to comment https://forums.atariage.com/topic/149491-programming-nes-games-in-basic/#findComment-1826890 Share on other sites More sharing options...
smartkitten26 Posted August 30, 2009 Author Share Posted August 30, 2009 And there's a BASIC compiler for that system, definitely. I don't know if it's any good, mind you, but it exists. You mean NBASIC? Nope, that's more like assembler. I wanted something like bB Quote Link to comment https://forums.atariage.com/topic/149491-programming-nes-games-in-basic/#findComment-1826903 Share on other sites More sharing options...
Bruce Tomlin Posted August 30, 2009 Share Posted August 30, 2009 (edited) It's called EgaXorBasic or something like that. ("That System" referring to Mega Drive / Genesis) Edited August 30, 2009 by Bruce Tomlin 1 Quote Link to comment https://forums.atariage.com/topic/149491-programming-nes-games-in-basic/#findComment-1827193 Share on other sites More sharing options...
udisi Posted September 11, 2009 Share Posted September 11, 2009 CC65 and asm6 both work well. I personally like NESASM3 too. NESASM gets a bad rap for some syntax, but I haven't had any problems with it yet. NBASIC either wasn't very good, or the people using it didn't program it correctly as the games made with it don't work well on real hardware. I still think it's probably be possible to write a basic language/compiler for nes, but I haven't seen it done well yet. As for mappers, for most simple games you're only gonna ever use 1 or 2 different mappers, and if you're gonna make something that needs a different mapper, you'll be good enough to figure out the one you need. There are resources out there that document the different mappers. Also the nes homebrew scene has really started to pick up steam in the past year or 2. Google D Pad Hero. it's pretty damn good. Battle Kid: Fortress of Peril is looking great too(seems like a hard megaman/metroidish type platformer) Quote Link to comment https://forums.atariage.com/topic/149491-programming-nes-games-in-basic/#findComment-1835909 Share on other sites More sharing options...
yuppicide Posted February 18, 2011 Share Posted February 18, 2011 Many, many years ago (90's?) when I talked about a basic like language for the 2600 people kind of laughed at me. It's been done now. I'm sure the same can be done for the NES in a similar fashion, where it allows you to make a variety of games, but DOES contain some limitations. 1 Quote Link to comment https://forums.atariage.com/topic/149491-programming-nes-games-in-basic/#findComment-2213120 Share on other sites More sharing options...
Bruce Tomlin Posted February 23, 2011 Share Posted February 23, 2011 Well, since you've already necroed this thread, I might as well point out that the main problem is you need someone who is both 1) capable of doing it, and 2) interested in doing it. Just because it's possible doesn't mean it's going to happen. Quote Link to comment https://forums.atariage.com/topic/149491-programming-nes-games-in-basic/#findComment-2217048 Share on other sites More sharing options...
bomberpunk Posted May 20, 2011 Share Posted May 20, 2011 (edited) i was going to start a new thread about how i programmed an atari 2600 game in qbasic, but this thread is close enough. HotSpot - it's sort of a port of the homebrew Raster Fahndung. just finished it up yesterday. here's a screenshot: it's uncompiled (and won't compile in QB4.5). source code (BAS file) is attached to this post. HOTSPOT.BAS Edited May 20, 2011 by bomberpunk 1 Quote Link to comment https://forums.atariage.com/topic/149491-programming-nes-games-in-basic/#findComment-2284073 Share on other sites More sharing options...
nitrofurano Posted January 5, 2020 Share Posted January 5, 2020 hopefully soon we will be able to use XC=BASIC for that: https://forums.nesdev.com/viewtopic.php?f=2&t=19663&sid=c71087dc661063bd07d19d12e388a794 Quote Link to comment https://forums.atariage.com/topic/149491-programming-nes-games-in-basic/#findComment-4425348 Share on other sites More sharing options...
Sinyavin Posted July 25, 2023 Share Posted July 25, 2023 On 1/6/2020 at 12:21 AM, nitrofurano said: hopefully soon we will be able to use XC=BASIC for that: https://forums.nesdev.com/viewtopic.php?f=2&t=19663&sid=c71087dc661063bd07d19d12e388a794 Is there any news about XC=BASIC programming for NES? Quote Link to comment https://forums.atariage.com/topic/149491-programming-nes-games-in-basic/#findComment-5289054 Share on other sites More sharing options...
+Gemintronic Posted July 25, 2023 Share Posted July 25, 2023 42 minutes ago, Sinyavin said: Is there any news about XC=BASIC programming for NES? Probably a dead project. or, at least it feels like they gave up on NES support. The closest to BASIC for NES you're going to get is TRSE: https://lemonspawn.com/turbo-rascal-syntax-error-expected-but-begin/ Quote Link to comment https://forums.atariage.com/topic/149491-programming-nes-games-in-basic/#findComment-5289094 Share on other sites More sharing options...
haroldoop Posted September 17, 2023 Share Posted September 17, 2023 There is an BASIC to C converter named BaCon: http://www.basic-converter.org/ It has the possibilty of adding suport to unsupported libraries through wrappers, so, it would theorethically be feasible to configure it to generate CC65 NES-compatible code. Quote Link to comment https://forums.atariage.com/topic/149491-programming-nes-games-in-basic/#findComment-5318091 Share on other sites More sharing options...
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