If you're really into the inner working of the Commodore 64 there's this video, explains A LOT in depth
[video=youtube;fe1-VVXIEh4]https://www.youtube.com/watch?v=fe1-VVXIEh4[/video]
Reminds me of that interview or something with Retro City Rampage and how the developer explained his limitations on fitting it onto a cartridge
Reminds me of this
[media]https://www.youtube.com/watch?v=3OdtfsXOkEY[/media]
It's pretty impressive what programmers can do with limited hardware.
I didn't know Bruce Willis knew so much about computers.
Christ, this guys video has jumped up to 1 million views in one day. Surprised so many people are also interested in this.
[QUOTE=Hogie bear;48494022]Christ, this guys video has jumped up to 1 million views in one day. Surprised so many people are also interested in this.[/QUOTE]
Well I wager it helped that it got onto the front page of Reddit. Lot of people see the front page, really helps with exposure.
It's nice and insightful to learn what devs had to deal with back then.
Really fascinating, and explained in a way that was super easy to understand.
I've been subscribed to this guy since he was at only 2k subscribers. He seems a little weird and his videos are rough around the edges but still interesting
This is really well explained, and instantly reminded me of [URL="http://loveconquersallgam.es/tagged/super-game-boy"]Christine Love's writeups on the Super Game Boy[/URL], which go into detail and more examples of not only the "tile-mixing" but a bunch of other clever hacks used for graphics and game design with that particular piece of hardware. I highly recommend them (start from the bottom post)
Well that explains why sometimes in Super Mario 2 that sometimes the sprites break up.
[QUOTE=Vipes;48494490]Well that explains why sometimes in Super Mario 2 that sometimes the sprites break up.[/QUOTE]
I think it applies to most NES games. I always wonder how games like Kirby manage to fix that problem.
[QUOTE=gunguy765;48496803]I think it applies to most NES games. I always wonder how games like Kirby manage to fix that problem.[/QUOTE]
Ancient analogue v-sync?
[QUOTE=Vipes;48494490]Well that explains why sometimes in Super Mario 2 that sometimes the sprites break up.[/QUOTE]
Yeah, now we know why we see those weird "Frankensprites" in NES corruptions.
[QUOTE=Vipes;48494490]Well that explains why sometimes in Super Mario 2 that sometimes the sprites break up.[/QUOTE]
I think you might be thinking of another limitation of the NES, where it could only render 8 sprites maximum on the same scanline.
[QUOTE=gokiyono;48493955]Reminds me of this
[media]https://www.youtube.com/watch?v=3OdtfsXOkEY[/media]
It's pretty impressive what programmers can do with limited hardware.[/QUOTE]
I hate to say it but that's what was kind of neat about the 360/PS3 generation. PC gamers got reasonably good looking stuff for lower end hardware, because devs had to really squeeze every ounce of juice they could out of what ended up being 6-7 year old hardware and still show graphical improvements
[QUOTE=gunguy765;48496803]I think it applies to most NES games. I always wonder how games like Kirby manage to fix that problem.[/QUOTE]
I think Mega Man did a similar trick. To bypass the color limitations in one sprite for Mega Man and his face, they'd essentially got two separate sprites running together, which is why Mega's face disappeared - same with a lot of bosses with faces in the series. The black backgrounds for gigantic bosses throughout the series also was basically BG layer trickery with a hitbox for the player to shoot, rather than actual giant sprites in the sense of something on the main layer.
[QUOTE=Maloof?;48499484]I hate to say it but that's what was kind of neat about the 360/PS3 generation. PC gamers got reasonably good looking stuff for lower end hardware, because devs had to really squeeze every ounce of juice they could out of what ended up being 6-7 year old hardware and still show graphical improvements[/QUOTE]
It's neat with most console generations actually, since you have a specific performance target you need to find ways of squeezing the most out of it.
Many technologies have emerged from these optimizations.
Man, I am really glad I was born at a time where these kinds of hefty limitations on computers/video games were becoming less and less necessary.
Part 2 is up:
[video=youtube;_rsycfDliZU]https://www.youtube.com/watch?v=_rsycfDliZU[/video]
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