My main reason for wanting the potential to assemble my project outside of NESMaker is, I don't want to be tied to an ecosystem. For example if all of a sudden, NESMaker decides to be a subscription service (which I would never agree to), I could just move my project elsewhere. I saw this happen with both my favorite 3Dsoftware and all of my favorite 2D art apps. I felt taken advantage of. Another example of this was when I was using Godot to make my game then suddenly they decided to not support the current file format they created and they made a new one that my files could not support. Its possible I could have just rebuilt the project, but I felt again like I was subject to somebody elses whims.dale_coop wrote: ↑Sun Sep 30, 2018 4:32 pmI think you could... because the "compile" menu launch the batch: "asm6 MainASM.nes game.nes demo.txt"
But why would you do that outside of NESMaker... the better would be to use NESMaker to make your objects, write your code, and then compile the code to have the game.nes.
If you want to do things outside of NESMaker, I think NESMaker is not for you.
If you want more info, watch the different videos on the Youtube channel or on Vimeo.
I do like using tools that make things convenient and easy to do, however, as I got older I am starting to appreciate the freedopm of the old tried and true formats and the freedom og not being tied to an ecosystem. Imagine if you were building a house and you had a hammer, then the company who created the hammer started charging fees just to use it. Youd be upset. You invested all this money to build a house and now someone else has come in and made your sacrafice more difficult.
I hope you understand where i'm coming from. Perhaps you are right, I should just code my own free and open tool that everyone can use, instead of hoping you guys can make my life easier.