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 […]

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 […]

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 […]