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Okay, disclaimer time:

* This is a hot take.  Albeit a hot take from a seasoned amateur (yes, that's a thing!).

 

Both are BASIC-like languages so it's possible for mere mortals to step into.  Both also rely on you knowing by heart how the NES works.  This is still a little better than, say, NBASIC that relied on a ton of inline assembly for actual work.

 

TRSE examples default to mapper 0 (nrom) which NESFab also supports.  But, NESFab seems to make a few other "better" mappers available in a seemless way.  Or, as seemless as it gets.  NESFab intentionally hides a lot of bank switching complexity.

 

Didn't see an IDE which means random text editor hell or configuring your own generic IDE hell.  TRSE wins as one is integrated right out of the box.

 

Final thoughts?  Try 7800bas or SecondBASIC first to get used to programming for retro consoles.  Those development suites have better IDE options and should provide easier "wins" while you figure out retro game creation.

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