>>11964758
In Kirbys Dreamland on gameboy it has a buffer in ram before sending it to the screen. To save space the clouds in the background are just a repeating pattern and then the level is loaded on top of it from a different location.

>>11972241
It can be pretty for good making stuff like sine tables. You can even get it to translate small bits between different cpus. I had forgotten how to move 64k on 6502 but knew how to on z80 so asked AI, it gave slightly bloated code that did work but was enough to show that I needed to use zero page indirect indexed mode or zero page indexed indirect mode. Just a pointer in ZP memory instead of registers like the z80.

>>11940742
A PC Engine polygon demo, has good performance.
https://github.com/yhzmr442/P.C.Engine

>>11971504
I just tried Grok and it did make a running nes rom. I wrote this:
generate 6502 source for a pong program, rom is at $8000, ram is at $0000 to $2000, controls are just from changing values in ram.
Make it compatible with acme assembler.

I had to add the header but it ran on nes, I expected maybe a ball moving in ram but not quite there.

Next I said
change this code to display graphics on nes hardware

Wouldn't load
2 things needed to get it to work
Pad out the rom in this specific way to run on messen

>put this after the game code
* = $c000
!binary "chr.dat"

Put in my own reset vector

; Vector table
* = $FFFA
!word NMI ; NMI vector
!word RESET ; Reset vector
!word IRQ ; IRQ vector

a = NMI:
b = RESET:

* = $BFFA

a = NMI:
b = RESET:

!word a
!word b
!word a

* = $c000
!binary "chr.dat" ; from make chr
> its just an 8kb chr file

>also just used this header because messen doesn't load certain things, put it at the start

* = $7FF0 ; after head 8000

;for emulators - header, 16k rom, 8 chr
!h 4E 45 53 1A 01 01 01 00 00 00 00 00 00 00 00 00

Do that and you will have nes pong with glitchy graphics.