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 […]

Backgrounds & Rendering – Super Nintendo Entertainment System Features Pt. 03

This video is part 3 in a series about Super Nintendo Entertainment System features. Here, we’ll figure out what backgrounds are, how tile maps work, and what specifically a character is. Backgrounds are almost everything that objects aren’t. With the exception of some external chip effects like SuperFX and DSP-1, if anything on the screen […]

SNES Background Mode 7 – Super Nintendo Entertainment System Features Pt. 05

This video is part 5 in a series about Super Nintendo Entertainment System features. You hear about it all the time–this one’s all about background mode 7 and what it is capable of. Background mode 7 is unique and different from any of the other 7 backgrounds modes, both in functionality and mechanically. In part […]

SNES Background Modes 0-6 – Super Nintendo Entertainment System Features Pt. 04

This video is part 4 in a series about Super Nintendo Entertainment System Features. This time, we’ll introduce background modes, and discuss the various features of modes 0 through 6. The background mode determines how many background layers are available to use at once, as well as what bit-depth the graphics are in, and which […]

Background Modes – Higher Resolutions – Super Nintendo Entertainment System Features Pt. 04b

The term pixel becomes quite confusing when talking about different resolutions since the size of a pixel changes. This is why units of color are sometimes refered to as dots, and their size is inferred by the resolution. Under standard settings, the NTSC Super NES will output an image that is 256×224 pixels in size. […]

Graphics & Palettes – Super Nintendo Entertainment System Features Pt. 01

This video is part 1 in a series about Super Nintendo Entertainment System features. We’ll be introducing the various graphics formats, as well as palettes and how they are used to assign colors to the graphics. Suppose we have an image that we want to store on our console. How can we represent this 2-dimensional […]

Objects – Super Nintendo Entertainment System Features Pt. 02

This video is part 2 in a series about Super Nintendo Entertainment System features. We’ll talk about what objects are, how Object Attribute Memory works, and everything else object related. First, a little bit of terminology needs cleared up. This is going to sound a little pedantic, but that’s because it is. What are these […]

Color Math – Super Nintendo Entertainment System Features Pt. 03b

In the main video about screen rendering, I just glossed over color math because its pretty complicated. But I figured it should probably be explained in more detail because there are so many options and settings involved with it. The five inputs to color math are the main and sub screen, the color window, the […]

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