In this episode I break down the basics of how graphics work on the Nintendo Entertainment System.
Support the channel on Patreon: Patreon: neshacker
Chapters:
0:00 Introduction
1:03 PPU Overview
3:36 CRTs Explained
6:32 Pattern Tables & Palettes
10:32 Nametables & Attribute Tables
13:13 Object Attribute Memory
15:12 Final Example: Megaman
16:43 Conclusion
In this episode I break down the basics of how graphics work on the Nintendo Entertainment System.
Support the channel on Patreon: Patreon: neshacker
Chapters:
0:00 Introduction
1:03 PPU Overview
3:36 CRTs Explained
6:32 Pattern Tables & Palettes
10:32 Nametables & Attribute Tables
13:13 Object Attribute Memory
15:12 Final Example: Megaman
16:43 Conclusion
- The PAL / NTSC Section is somewhat lacking and a bit inaccurate. See the many liked comments below for more details.
- Many games were specifically coded for PAL, mostly to fix music timing (thanks @Strobo)
- Pattern tables contain 4KB of data not 64KB of data. I forgot to divide by 8 when calculating (thanks @HughGenuts)