Tutorial Cara aktifkan AUX pada Headunit OEM TOYOTA Yaris / Rush

Hello everyone, today I’m showing you how you can enable AUX Mode on OEM Toyota CD/Radio in 2008 Toyota Yaris or 2013 Toyota Rush this is on Toyota Yaris turn the radio ON, and press the DISC button it will only stay on DISC mode likewise on FM Radio mode no changes this is stock […]

Graphics & Palettes 3D Representation – Super Nintendo Entertainment System Features Pt. 01b

This is a short follow up to the video about Super NES graphics. If you haven’t watched that video yet, go do so now–there’s a link in the video description. In that video I tried describing bitplanes by using a 2-dimensional representation of the graphic in question, and splitting the bits apart in the order […]

Mirroring & Open Bus – Super Nintendo Entertainment System Features Pt. 09b

In the main video of part 9, it was explained that memory regions such as ROM and RAM were mirrored across the address space. This addendum will go into more detail on why mirroring exists. While useful in the context of Super Nintendo CPU address space mapping, mirroring is common in other architectures as well. […]

The Nintendo Entertainment System’s Loading Seam

If you’ve played Super Mario Bros. 3 anytime within the last couple decades, you’ve probably noticed the right side of the screen looks a bit odd. Why is this? And why do other games like Super Mario Bros. 1 and 2 not have this issue? The NES’s picture processing unit has room for four nametables, […]

Lag & Blanking – Super Nintendo Entertainment System Features Pt. 06

This video is part 6 in a series about Super Nintendo Entertainment System features. In this episode we’ll take a slight detour and look at the mechanics of the old Cathode Ray Tube monitor; specifically, the scanning electron beam. Understanding how it works will make it more clear what lag frames are and how and […]

Graphics & Palettes 3D Representation – Super Nintendo Entertainment System Features Pt. 01b

This is a short follow up to the video about Super NES graphics. If you haven’t watched that video yet, go do so now–there’s a link in the video description. In that video I tried describing bitplanes by using a 2-dimensional representation of the graphic in question, and splitting the bits apart in the order […]

MIRANDA SINGS FROZE TOES COOKIE POPS ft Colleen! – NERDY NUMMIES

Hey guys, it’s Ro! Welcome to another Nerdy dummies! Today, we have a very special guest, it’s leen! You guys! Hi! I’m so exited to be here! Oh my gosh! I am so excited that you are here. She is super talented. I’m gonna put her links all down below. I am a huge fan! […]

Visteon Dockable Entertainment Featuring Game Boy Advance / MY LIFE IN GAMING

from its release in 1989 the game boy stormed the Market became the portable Gaming unit to have No longer where you can find your living room if you want to enjoy some good old Nintendo Gaming as the years went on the game boy named would persevere, and we see the hardware upgraded and […]

Controllers – Super Nintendo Entertainment System Features Pt. 08

This video is part 8 in a series about Super Nintendo Entertainment System features. First we’ll look at the controller interface the SNES provides, and look at what it expects from any input devices plugged into it. Then, four examples of input devices will be examined: the normal Joypad, the SNES Mouse, the Multitap, and […]

DMA & HDMA – Super Nintendo Entertainment System Features Pt. 07

This video is part 7 in a series about Super Nintendo Entertainment System features. This time we’ll learn how the processor communicates with external memories such as OAM, VRAM, and CGRAM. This will lead into Direct Memory Access, DMA, and eventually H-Blank DMA. Some of the devices the processor communicates with in addition to main […]