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NES graphics – Part 1

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Re: NES graphics – Part 1

#4
Great, approachable introduction to how NES graphics work under the hood; looking forward to Part 2.

In the meantime, interested nerds can feast on the wealth of information available at [1], which, though a bit disorganized, goes deep into the implementation of the NES's Picture Processing Unit and its programming interface.

[1] http://wiki.nesdev.com/w/index.php/PPU

Re: NES graphics – Part 1

#6
During that time, Nintendo knew how to work with game studios. The color palette is one of the most powerful examples I remember, it encompasses the technical and the artistic domains, developers and designers. With the SNES they got even further by adding composition in a way that was incredibly intuitive. Glad you produced this article. So much memories.

Re: NES graphics – Part 1

#9
To me it seems as if the PPU is the most poorly explained (or difficult to understand) component of the NES. Most documentation heavily glosses over details and specifics or doesn't provide any reasoning as to why such a system was designed. This is a great guide.

If you have some spare time and want to tinker a bit, writing your own NES emulator is a great way to learn something new (or learn a new language if you've done it before)

Re: NES graphics – Part 1

#10
post #9

To me it seems as if the PPU is the most poorly explained (or difficult to understand) component of the NES. Most documentation heavily glosses over details and specifics or doesn't provide any reasoning as to why such a system was designed. This is a great guide. If you have some spare time and want to tinker a bit, writing your own NES emulator is a great way to learn something new (or learn a new language if you'v…

Definitely second writing your own as a way to learn. I wrote one that could mostly play pong a while back and it was super satisfying. The PPU was definitely the toughest part.
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