
How "oldschool" graphics worked Part 1 - Commodore and Nintendo
About this video
The 8-Bit Guy explains the color limitations of 1980s computers and consoles such as the NES and Commodore 64. It shows how sprites, attributes and palettes shaped the look of old games.
Why it appears in the archive
Recommended as a clear, approachable explanation of how retro graphics hardware actually worked.
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From the Hacker News discussion
You would like this: "How 'oldschool' graphics worked Part 1 - Commodore and Nintendo" [VIDEO]
Read original comment ↗The 8-Bit Guy has some great videos about how graphics worked on the older systems (including C=64): [VIDEO]
Read original comment ↗I believe that this is the same techniques that were covered in the excelent series "How oldschool graphics worked"[1] [1] [VIDEO]
Read original comment ↗This is a nice companion to [VIDEO] which deals with more technical details of the implementation of NES and C64 graphics. This document reads like requirements to that video's design.
Read original comment ↗Yeah, this illustration is what can be done in PPT in 5 minutes to explain how adding more layers/data can filter noise from signal, when I don't think it will take 5 minutes for me to write a LaTEX code that does the same. That's not counting Powerpoint does allow me to draw lines and stuff easily on a canvas. If I want to do it in LaTEX, I probably will need to draw that diagram on a separate program and import it back. [LINK] Sorry, the slide is clipped for some reason, but that's because I don't know how to configure OBS. It's not the best illustration ever, but you probably get the idea. Here is an animation that isn't mine and I think it's really well done to explain a hard idea (not necessarily in PPT): [VIDEO]
Read original comment ↗