I just noticed, at 0:56, there are 3 5-bit numbers and 1 1-bit number, they add to 16 bits ( 1 + 5 + 5 + 5 = 16), which is then converted to hex. Hex is base 16. I.e. 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E and F. Oh, now everything makes a lot more sense.
The animations in this video are incredibly well done. They really do help communicate what's going on at the lowest level. I'm looking forward to the rest of the videos!
It means there are more dumb people than clever people in the world. It also means that we will destroy ourselves before we ever become too advanced.Money before efficiency.
Thank you very much! I grew up with this system and want to use it to explain these sorts of programming concepts to my son as he grows up. I really appreciate your thoughtful explanations of these concepts! Keep 'em coming!
I wish i could say i understand what is going on (to some degree i do, but it doesn't 'click'), but i do see the absolute knowledge and care that went into this presentation, props!
For anyone wondering about the conversion he's doing at 2:18 01111100 = 7C 1) covert from binary to decimal 2) convert decimal to hexidecimal 0*(2^7)+1*(2^6)+1*(2^5)+1*(2^4)+1*(2^3)+1*(2^2)+0*(2^1)+0*(2^0) = 124 124/16 = *7*.75 (throw away the decimal) 124-(16*7) = 124-112 = *12* 7C
Your whole channel is fantastic. I don't really get the whole thing, but I appreciate it so much. Would have been fascinated to see this as a kid. Thank you for sharing this information with us.
This is an amazing work, incredibly well explained. I love your videos, looking forward for the rest of the videos and all the hardware stuff you can deep inside this great console.
I didn't understand a thing, it's way too technical but damn if it ain't impressive The video definitely gave me some insight on how graphics on the SNES worked even tho as an artist and not a computer person I barely understood most of it :) Still awesome video, thanks
There's no such thing as "too technical". It's just a lack of experience. No one is born an expert, and I'm sure you'd be great at computing if you chose that as your path instead of art.
@@GamingPalOllieMK I didn't remember the date you said that comment. I'm sorry. Does the vid make sense at least and if so, how'd you get there to understand?
@@GoldenAngel3341 I have no idea what you just said there, bud. The comment was 4 years old so I joked about you responding to a 4 year old comment but that's about it.
Thanks so much for this. I was trying to reverse engineer sprites out of snes games and this was by far the best explanation I could find on the internet. Only part I messed up was with the bit direction in 4bpp. I ended up doing the bitplanes in 4, 3, 2, 1 order, which gave me the wrong index lookup so the colors were wrong. Once I reversed it to 1, 2, 3, 4, I got the image! Would never have figured it out without this video.
This whole series is amazing. My only suggestion is to include links to other video, or test resources relating to the video so those of us who want to delve deeper can explore it more in depth. Cheers. And thanks for taking the time and effort to make this series.
Great content man! This makes me want to learn how to program the SNES, and these videos could serve as a good visual reference when things aren't very clear in text form. Once you're done with this series, you should do something like this for the IBM PC and compatibles, since interest in that machine is growing and it's still not very well covered. Of course, modern PCs are still IBM PC/AT compatibles, so this would cover modern computers in a way as well. I'm actually developing my own game for MS-DOS as a hobby project. I'm using Digital Mars C compiler on Windows 10 with Code::Blocks for my IDE and DosBox for testing. It's surprisingly quite simple to do.
I've been learning about how the NES works and it's interesting how much of this applies to the NES. Even a lot of the RAM addresses the NES uses have the same functions as on the SNES. Though I guess it's not surprising since the NES used the Ricoh 2A03, which is a slightly modified 6502. And the SNES used the Ricoh 5A22 which is a modified 65C816, which itself was a 16 bit version of the 2A03 with some extra stuff. I always thought for years that the NES used an actual 6502, but its CPU wasn't quite the same. Even the pinouts were different. I also used to think the C64 used a 6502, but it was apparently a 6510, which was another variation of the 6502. It always bugged me that people said the NES and C64 used the 6502. I mean, for all intents and purposes, they're the same CPU, but there are notable differences.
Hey, this comes a bit late, but I just want to say that this video series in general, and this video in particular were really helpful when I was developing my boss hack for the SNES port of MK1, Mortal Kombat Champion Edition. Thank you so much!
Awesome explanation...the details are clear and crisp! This really helps you to appreciate the design moves that often go unnoticed. This vid got me thinking about some things...the programmers cook up these amazing systems/games for our enjoyment, but most of us stay at the level of consumption. Its like going to a restaurant and trying authentic thai food...it doesn't necessarily mean that we go out of our way to understand the culture of where that food comes from. I think the same goes for games. We can consume the game by playing it, but to truly grasp the imagination of the system/game at hand we need to understand what's under the hood, and its obvious from these vids that you need a good foundation in mathematics and programming. These videos help us to appreciate the chefs who cooked up these experiences. This is a whole other dimension to gaming that I think deserves our attention. Thanks for your vids, man
Daniel Bergman SNES audio isn't too complex. I _think_ it's just an 8 channel sampler(is that the right term?) with reverb. Kinda like a more "advanced" Amiga. I'd still love to hear him talk about it tho
Yup, 8-channel sampler with optional echo. There's a few other details about it, like that it can only deal with 64KB of data at a time, and the samples are automatically compressed and take a little over half the memory they normally would, and interpolation is applied over everything which rounds off what would otherwise be very noisy digital sounds, and it can also generate noise etc...
Great video! I've had trouble properly understanding these kinds of things when attempting to make things for the DS so this'll be at least a little helpful. And it's fun to learn about anyways :)
Is there any chance in the future you'll look into Pokemon's Yellow and/or Pokemon 1st gen glitches as you did with Super Mario? I feel that those glitches have so much explanatory potential, and I love the way you explain things visually! Looking forwards on seeing the rest of the parts in this series as well!
The first computer I owned was an Atari 800xl. I never realized how lucky a choice that was. The graphics modes used Packed pixel modes instead of bit planes. My Atari STe had bit plain modes which just make it more work to write a single pixel to the screen. I get part of the reason was byte alignment, but it still seems to have just been a design decision that increased the code size unnecessarily to manipulate graphics.
I still have a question though. So now I know how graphics are stored in memory, and I know how the games logic is done via the basics of assembly, but how do you actually output the graphics to the screen? Are there special assembly opcodes for that or something?
You copy all the graphics, tilemaps, and sprites to VRAM & OAM, and set some special registers, and the PPU does all the work for you. The final video of this series will explain all of that.
Interesting video. I still enjoy the fact that you can explain this stuff and I can understand it. Quick question, are you a Computer Science major? Computer engineer? Self taught or something else?
that's great man...speaking as a math teacher, I've become interested about game design and how the psychology of the gaming experience (i.e. motivation to continue playing a game) evolves thru time. But I am also interested in the underlying structure and design of retro games. DO you have any references ( like vids, books, articles, sites) for me to begin learning about this stuff?
Not a bad basic description. Considering both what the official documents and those created by the homebrew community say though, it's impressive you can get that level of clarity out of it. Though to be fair there's a lot of other complications and weirdness in relation to how graphics are stored... But.... That's a bit much for a single short video.
The fun thing is that the NES does it the exact same way, and the only difference is that it only supports the 2 bits per pixel format, and only 32 bytes of CGRAM (4 background and 4 sprite palettes with 4 palette indices each)
0:22 as 1010101010100101001011101001010101011100001010100100101010010101010101010100101010000000010101010100101011101010100101010100101010101010101010101001010101010110101011011111111111110100101100101010100101001010101010100101010100100000101010100101010101001010101001010100101010101001010101010010101001010101001010101010010101010110111010100101010101001010101010101010010101010101010100101010100101010101001010101010101010100101010101010010101010101010101001010100101010101001010101010101001010101010010101010100101010100000110101011110011111110101010100101010100101010100101010100101010010101010 of course
Could you please, after this series is done, talk about NES, SMS and Genesis graphics? I believe there would be some content overlap, but it would still be better if each series would work separated from each other.
I'm really curious why the SNES uses bit planes for indexed color. I think I understand why it's sometimes used over packed-pixel format for direct color like in the Amiga, since in that case you have planes ranging from gross to fine detail (and it's also more convenient for a blitter), but with indexed color the relation of most- through least-significant bit to color is essentially arbitrary (and the SNES has no bit-blit capability AIUI).
Super Mario World (and such the other games too) only stores them as 3bpp graphics but even they are in VRAM 4bpp. With the exception of mode 7 (kind of in the regular setting, completely on extbg), the bpp on the SNES either 2, 4 or 8 (depending on the layer and background mode).
This is super interesting. But question: i would like to understand all explanations. What do I have to do? Which books do I have to read or which subjects are important? -- sorry, as you see, i am a noob. So a big thank you to anyone who could give me an answer. 😊
Once you're done with this series, can you make a video explaining how the 3D graphics in Star Fox (or Starwing of you're like me and lives in Europe) works? I've always (or, well, not always, it's closer to about 2 - 2 and a half years) how 3D polygonal graphics works, especially in retro games, and Wikipedia isn't very trustworthy, so I'd absolutely love it if you made a video on the subject of Star Foxes 3D graphics.
This video series has been enjoyable before, but today I finally got a concrete use for it, ripping sprites from Dragon Warrior VI. Thanks for putting it out there! :D
I started my interest in programming at the end of high school, and formally learned Java in my first semester of college. I took a few more lower-leveled coding courses over the next couple years, and then self taught myself most of the stuff retro gaming-related via content I've found online.
man I'm loving this! I think hands down the best channel on how seeing a designers point of view in programming SNES games. Keep it up man, I love this stuff (MOOORE INPUT!!!)
I just noticed, at 0:56, there are 3 5-bit numbers and 1 1-bit number, they add to 16 bits ( 1 + 5 + 5 + 5 = 16), which is then converted to hex.
Hex is base 16. I.e. 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E and F.
Oh, now everything makes a lot more sense.
The animations in this video are incredibly well done. They really do help communicate what's going on at the lowest level. I'm looking forward to the rest of the videos!
Which makes me wonder: what software / technique has been used to make them?
Bon Bon Adobe After Effects. He has a video on it.
1:53 That's awesome, i can still see the mushroom in the numbers...
I’M NOT THE ONLY ONE!!!
Me too
Matrix feelings intensifies
mee6 too
@@rafi_mota intensifie* (I think I spelled it wrong too lol) I mean rly why did u type an S at the end
This is incredibly well made. Fantastic content mate.
In the immortal words of Ralph Wiggum, "I'm learneding."
WOW i cant belive someone remembers me :0
@@GermMontes Hello there! :)
Hi Super Nintendo Chalmers!
@@bunnybreaker In Japan he's known as Super Famicom Chalmers.
@@bunnybreakerAnd Sega Genesi-Skinner
Bugs me that this vid has 10k views when stuff like "Watch me react to a reaction of a reaction" has millions.
Great vid, really interesting!
It means there are more dumb people than clever people in the world. It also means that we will destroy ourselves before we ever become too advanced.Money before efficiency.
No, it means that there are more people interested in comedy than quite frankly illegal retro console programming.
Dandaman955 Nothing illegal about studying how retro games works
That's a devil's advocate stance if I ever saw one. I wouldn't study maths if I had no interest in doing maths.
I cannot fathom what "illegal programming" would be. It sounds like something from a George Orwell book...
I am impressed with your content quality and the amount of technical data provided. It’s really appreciated, I wish I had found this sooner.
This is spectacular. Looking forward to coming episodes. Thank you for doing such an excellent analysis and presentation!
i LOVE the way you break things down and the animations. Great job explaining things. Your hard work shows.
Thank you very much! I grew up with this system and want to use it to explain these sorts of programming concepts to my son as he grows up. I really appreciate your thoughtful explanations of these concepts! Keep 'em coming!
Each video gets better and better. Thank you for making these!
I wish i could say i understand what is going on (to some degree i do, but it doesn't 'click'), but i do see the absolute knowledge and care that went into this presentation, props!
This is so enlightening, your videos have really good editing and you know your stuff. I’m definitely looking forward to each video
For anyone wondering about the conversion he's doing at 2:18
01111100 = 7C
1) covert from binary to decimal
2) convert decimal to hexidecimal
0*(2^7)+1*(2^6)+1*(2^5)+1*(2^4)+1*(2^3)+1*(2^2)+0*(2^1)+0*(2^0) = 124
124/16 = *7*.75 (throw away the decimal)
124-(16*7) = 124-112 = *12*
7C
Your whole channel is fantastic. I don't really get the whole thing, but I appreciate it so much. Would have been fascinated to see this as a kid. Thank you for sharing this information with us.
The great video editing helps understanding the content better, great to see you making vids for this channel
This is an amazing work, incredibly well explained. I love your videos, looking forward for the rest of the videos and all the hardware stuff you can deep inside this great console.
i really like seeing this kind of content that just makes you curious about the next part, really neat,really enjoyed it.
I didn't understand a thing, it's way too technical but damn if it ain't impressive
The video definitely gave me some insight on how graphics on the SNES worked even tho as an artist and not a computer person I barely understood most of it :) Still awesome video, thanks
There's no such thing as "too technical". It's just a lack of experience. No one is born an expert, and I'm sure you'd be great at computing if you chose that as your path instead of art.
I didn't understand either, but I wanted to.
@@GoldenAngel3341 Please stop making me feel old by replying to my 4 year old comments, I was like 34 when I made this comment I'm 38 now. :)
@@GamingPalOllieMK I didn't remember the date you said that comment. I'm sorry. Does the vid make sense at least and if so, how'd you get there to understand?
@@GoldenAngel3341 I have no idea what you just said there, bud. The comment was 4 years old so I joked about you responding to a 4 year old comment but that's about it.
Thanks so much for this. I was trying to reverse engineer sprites out of snes games and this was by far the best explanation I could find on the internet. Only part I messed up was with the bit direction in 4bpp. I ended up doing the bitplanes in 4, 3, 2, 1 order, which gave me the wrong index lookup so the colors were wrong. Once I reversed it to 1, 2, 3, 4, I got the image! Would never have figured it out without this video.
This whole series is amazing. My only suggestion is to include links to other video, or test resources relating to the video so those of us who want to delve deeper can explore it more in depth. Cheers. And thanks for taking the time and effort to make this series.
Some of the best explanations I've seen for anything, period. Well done sir!
Great content man! This makes me want to learn how to program the SNES, and these videos could serve as a good visual reference when things aren't very clear in text form. Once you're done with this series, you should do something like this for the IBM PC and compatibles, since interest in that machine is growing and it's still not very well covered. Of course, modern PCs are still IBM PC/AT compatibles, so this would cover modern computers in a way as well.
I'm actually developing my own game for MS-DOS as a hobby project. I'm using Digital Mars C compiler on Windows 10 with Code::Blocks for my IDE and DosBox for testing. It's surprisingly quite simple to do.
I have a degree in electrical engineering and I had to slow this down and watch it twice to understand everything. Goddamn awesome stuff 👏
I've been learning about how the NES works and it's interesting how much of this applies to the NES. Even a lot of the RAM addresses the NES uses have the same functions as on the SNES. Though I guess it's not surprising since the NES used the Ricoh 2A03, which is a slightly modified 6502. And the SNES used the Ricoh 5A22 which is a modified 65C816, which itself was a 16 bit version of the 2A03 with some extra stuff. I always thought for years that the NES used an actual 6502, but its CPU wasn't quite the same. Even the pinouts were different. I also used to think the C64 used a 6502, but it was apparently a 6510, which was another variation of the 6502. It always bugged me that people said the NES and C64 used the 6502. I mean, for all intents and purposes, they're the same CPU, but there are notable differences.
And the 6502 was a modifiation of the 6501 to avoid legal issues, AND THAT was a clone of the Motorola 6800.
Hey, this comes a bit late, but I just want to say that this video series in general, and this video in particular were really helpful when I was developing my boss hack for the SNES port of MK1, Mortal Kombat Champion Edition.
Thank you so much!
Your channel motivates me to work on my own stuff.
Awesome explanation...the details are clear and crisp! This really helps you to appreciate the design moves that often go unnoticed. This vid got me thinking about some things...the programmers cook up these amazing systems/games for our enjoyment, but most of us stay at the level of consumption. Its like going to a restaurant and trying authentic thai food...it doesn't necessarily mean that we go out of our way to understand the culture of where that food comes from. I think the same goes for games. We can consume the game by playing it, but to truly grasp the imagination of the system/game at hand we need to understand what's under the hood, and its obvious from these vids that you need a good foundation in mathematics and programming. These videos help us to appreciate the chefs who cooked up these experiences. This is a whole other dimension to gaming that I think deserves our attention. Thanks for your vids, man
Will you ever be talking about the audio?
rzeka I would also love to see that
rzeka That would be the 10th video in this series
Daniel Bergman SNES audio isn't too complex. I _think_ it's just an 8 channel sampler(is that the right term?) with reverb. Kinda like a more "advanced" Amiga. I'd still love to hear him talk about it tho
+Colton Mylar shit, I should have noticed that (spc700)
Yup, 8-channel sampler with optional echo. There's a few other details about it, like that it can only deal with 64KB of data at a time, and the samples are automatically compressed and take a little over half the memory they normally would, and interpolation is applied over everything which rounds off what would otherwise be very noisy digital sounds, and it can also generate noise etc...
YESSSSS! ITS BACK! OMG I LOVE THIS CHANNEL
Great video! I've had trouble properly understanding these kinds of things when attempting to make things for the DS so this'll be at least a little helpful. And it's fun to learn about anyways :)
fuck yes, I'm stoked for this
1:47 pause here and walk backwards a few steps
that's very trippy
This is a fantastic series, thank you for making this!!!!
I'm two minutes in and I'm blown away! This is all new to me but it's so logical! Love it 😍
Dots are cool.
If you look at the "Indeiect Color" slide at a distance you can see the shape of the object in the grid of numbers. That is pretty darn cool!
Is there any chance in the future you'll look into Pokemon's Yellow and/or Pokemon 1st gen glitches as you did with Super Mario?
I feel that those glitches have so much explanatory potential, and I love the way you explain things visually!
Looking forwards on seeing the rest of the parts in this series as well!
Actually that might be a possibility! I remember reading a lot about Pokemon glitches back in the day.
This is a great video and I love all the content on this channel. Keep it up Dots
Loved this video, keep up the great work!
How much /time/ did you put into this? It's amazing, Jeeeeesus
Great job. The way older consoles worked have a certain beauty to them.
Okay, subscribed. This is SO informative!
Amazing channel,keep up the great work!
This channel should make a complete CS course in this same teaching style but with exercices too, like nand2tetris, would buy without doubt
AMAZING. TOP QUALITY VIDEO.
The first computer I owned was an Atari 800xl. I never realized how lucky a choice that was. The graphics modes used Packed pixel modes instead of bit planes. My Atari STe had bit plain modes which just make it more work to write a single pixel to the screen. I get part of the reason was byte alignment, but it still seems to have just been a design decision that increased the code size unnecessarily to manipulate graphics.
You just got a subscriber!!!
Thanks for the information.
I still have a question though. So now I know how graphics are stored in memory, and I know how the games logic is done via the basics of assembly, but how do you actually output the graphics to the screen? Are there special assembly opcodes for that or something?
You copy all the graphics, tilemaps, and sprites to VRAM & OAM, and set some special registers, and the PPU does all the work for you. The final video of this series will explain all of that.
***** ah cool, I'll be waiting for that video then.
"More simpler" lol (no offence, huge fan btw, keep up the good work)
The channel I've been looking for my whole gaming life. Excellent. Insta-sub.
Interesting video. I still enjoy the fact that you can explain this stuff and I can understand it.
Quick question, are you a Computer Science major? Computer engineer? Self taught or something else?
Yes, I am majoring in Computer Science & Engineering. I taught myself a lot of stuff as well, especially anything related to retro games.
***** Awesome dots! Good luck on your future endeavors mate!
that's great man...speaking as a math teacher, I've become interested about game design and how the psychology of the gaming experience (i.e. motivation to continue playing a game) evolves thru time. But I am also interested in the underlying structure and design of retro games. DO you have any references ( like vids, books, articles, sites) for me to begin learning about this stuff?
jjelloz Extra Credits goes into game design concepts in deep detail.
@@jjgallo81 finally a teacher on the video game side lol 😂
Not a bad basic description. Considering both what the official documents and those created by the homebrew community say though, it's impressive you can get that level of clarity out of it.
Though to be fair there's a lot of other complications and weirdness in relation to how graphics are stored...
But.... That's a bit much for a single short video.
this is explained really well, good job
The fun thing is that the NES does it the exact same way, and the only difference is that it only supports the 2 bits per pixel format, and only 32 bytes of CGRAM (4 background and 4 sprite palettes with 4 palette indices each)
The NES stores its bitplanes one by one instead of in pairs of two, but otherwise, yes.
Ah true, bit 7 of byte 0 is the pair of bit 7 of byte 8 and so on...
0:22
as
1010101010100101001011101001010101011100001010100100101010010101010101010100101010000000010101010100101011101010100101010100101010101010101010101001010101010110101011011111111111110100101100101010100101001010101010100101010100100000101010100101010101001010101001010100101010101001010101010010101001010101001010101010010101010110111010100101010101001010101010101010010101010101010100101010100101010101001010101010101010100101010101010010101010101010101001010100101010101001010101010101001010101010010101010100101010100000110101011110011111110101010100101010100101010100101010100101010010101010
of course
Man! I subbed one minute into this
C00L Vids! Fantastic video retro game mechanics!
holy shot. .. great channel super videos.... even if don't know what is going I watch the whole thing....
This makes me really appreciate the voodoo magic that goes into tile editing programs like YY-CHR
Nice work! Small correction: CGRAM is abbreviated from Color Generator RAM, not Color Graphics RAM
Set up a patreon and make this a job, I need this content faster dude, this is great!!
You need more Subscribers ^-^
Helloz World unrelated love the avatar
1:01 Is it just me or I see a mushroom in the string on the right?
But Fantastic content, I will binge watch all of your videos. Very entertaining.
I don't understand what happened at 2:18 where all these horizontal rows of 1s & 0s collapsed into each a letter and number?
They were turned into Hexadecimal format.
Fun fact: Modern devices use a 24BPP format, meaning that for example my redmi s2 can display 16,777,216 colo(u)rs
LOVE IT!!
Could you please, after this series is done, talk about NES, SMS and Genesis graphics? I believe there would be some content overlap, but it would still be better if each series would work separated from each other.
thank you for your great video
great video dots
Wow, VERY good video! New sub.
1st image: Super Mushroom
2nd image (changed pallete of a hat): 1-Up Mushroom
You are awesome sir!
3:06 isn't that the planar method ?
I'm really curious why the SNES uses bit planes for indexed color. I think I understand why it's sometimes used over packed-pixel format for direct color like in the Amiga, since in that case you have planes ranging from gross to fine detail (and it's also more convenient for a blitter), but with indexed color the relation of most- through least-significant bit to color is essentially arbitrary (and the SNES has no bit-blit capability AIUI).
I could graduate from tech-school and still learn more from this.
Amazing video - where can I read more about the technical specs of the SNES?
I don’t even have a SNES I don’t know why I watched this. But very well made :)
You're missing the 11-bit pseudo direct color mode (every pixel in a tile had the same 3 Least Significant Bits.)
So the SNES does a bunch of color by number as you play?
2:08 "more simpler"
very well made video! the fun fact about black not being true black is gonna bother me forever lol
I’m now vaguely interested in trying to reverse the color and graphics that way
Very cool video~
Good video. Nice graphics :)
it also supports 3bpp as used in super mario world and other games
Super Mario World (and such the other games too) only stores them as 3bpp graphics but even they are in VRAM 4bpp. With the exception of mode 7 (kind of in the regular setting, completely on extbg), the bpp on the SNES either 2, 4 or 8 (depending on the layer and background mode).
Interesting, didn't understand a word of it, but still interesting.
Delicious, finally a good fucking playlist.
My meal will be legendary!
How about you make one of these videos about the super scope!
What did you use to make the animations? They are very well done.
I use Adobe After Effects to animate, and Premiere for putting the video together and recording audio.
This is super interesting. But question: i would like to understand all explanations. What do I have to do? Which books do I have to read or which subjects are important? -- sorry, as you see, i am a noob. So a big thank you to anyone who could give me an answer. 😊
How many bits per pixel would a modern system use?
can you explain sega genesis / sega mega drive graphics and palettes??? im planing to start a big project! (a scratch project.)
Once you're done with this series, can you make a video explaining how the 3D graphics in Star Fox (or Starwing of you're like me and lives in Europe) works? I've always (or, well, not always, it's closer to about 2 - 2 and a half years) how 3D polygonal graphics works, especially in retro games, and Wikipedia isn't very trustworthy, so I'd absolutely love it if you made a video on the subject of Star Foxes 3D graphics.
Star Fox is a special game as it is the first and one of the few games using SuperFX, a GPU for the SNES powerful enough to create 3D graphics.
Now we need a Byuu interview
RIP Byuu/Near -- committed suicide 6/27/21
This video series has been enjoyable before, but today I finally got a concrete use for it, ripping sprites from Dragon Warrior VI. Thanks for putting it out there! :D
Question: What is your background in coding? Is it formal, like college or schooling? Or, is it random book/internet research over the years?
I started my interest in programming at the end of high school, and formally learned Java in my first semester of college. I took a few more lower-leveled coding courses over the next couple years, and then self taught myself most of the stuff retro gaming-related via content I've found online.
You should really consider doing tutorial videos. Your RNG video was really interesting but still slightly above my paygrade
I already have a few tutorial videos planned. ;)
The snes processor also featured slowdown galore
I need help with Super Mario All-Stars on changing the color for their suits can you please help me
man I'm loving this! I think hands down the best channel on how seeing a designers point of view in programming SNES games. Keep it up man, I love this stuff (MOOORE INPUT!!!)