>Processor runs out of instructions this frame "I'll try spinning, that's a neat trick!"
@sneezy15545 жыл бұрын
Before, i thought that SNES has a "slow motion" effect whenever something cool happens in the game like that zelda's bomb spot or jumping over a flame snake and dodging a dog and two zombies in ghouls n ghosts
@ferociousfeind85384 жыл бұрын
shhhhhh, it's all totally intentional
@HappyBeezerStudios3 жыл бұрын
Changing the speed of the game for the enjoyment of the player, when it is just lag. That's how Space Invaders changed the speed of the UFOs while playing. Drawing all these sprites basically made the rendering slow, because each frame took so long, but the more UFOs you shot down, the less there was to process and the faster the game ran.
@TJ-vh2ps2 жыл бұрын
When I was a kid playing SHMUPS I thought: huh, it’s slowing down the game when it gets really hectic. How thoughtful! 😅
@TJ-vh2ps2 жыл бұрын
@@HappyBeezerStudios that’s awesome: I never thought of that, but it makes perfect sense!
@solsystem134211 ай бұрын
I know from the depths does that. When an ammo storage detonates the game goes into slowmo for a second (intentionally). Then again the game's performance also tanks when large vehicles collide (because they're both made of thousands of blocks). So the accidental cool highlighting is still going strong 😂
@coolbrotherf1276 жыл бұрын
I'm always impressed by the really detailed and precise animations that help visualize things.
@mediumrob9316 жыл бұрын
These are like professional quality videos, this dude is a god
@monkeyboymod6 жыл бұрын
yeah
@carloceron5116 жыл бұрын
I went on the comment section just to write the same thing. The level of detail to help people visualize concepts is amazing.
@ericpiatt24364 жыл бұрын
I came here to say the same thing.
@mebamme6 жыл бұрын
You're making these videos so well it's incredible. This is what I wish I could have seen five years ago when I was struggling with that stuff, and at the same time it's only now that I actually *understand* it. Can't thank you enough for everything you're doing!
@naota3k6 жыл бұрын
How the actual crap did people figure this stuff out? "AH YES, WE'LL HAVE AN ELECTRON BEAM DIRECTED BY MAGNETIC FIELDS AT 60hZ TO CREATE THE ILLUSION OF A PERSISTENT IMAGE."
@STaRgaTeBG6 жыл бұрын
And people get for granted all these technologies while "simple stuff" like old TVs are so complex.
@YaroKasear6 жыл бұрын
The 60hz was out of convenience for how American power worked. I'd recommend you watch Technology Connections, as it breaks down how analog TV works in far more detail than this channel does.
@Phil-nc4uw6 жыл бұрын
amaaaaaazing vid :O
@ericbrinker4995 жыл бұрын
@@YaroKasear TechnologyConnections is awesome!
@marscaleb5 жыл бұрын
Thank Philo Farnsworth for that one.
@ThePharphis6 жыл бұрын
These might be the best visualizations I've ever seen to enhance explanations of a topic, and I'm a 3Blue1Brown fan. Damn you're good
@GaidinBDJ Жыл бұрын
8:08 That image of the instruction timing shown in the context of screen draws and what happens outside the screen is one of the most elegant presentations I've ever seen. Major kudos.
@matveyshishov9 ай бұрын
Your videos are a masterpiece, instead of just speaking, and mentioning just the happy path, you show extremely well-designed instructional graphics and exhaustively explain in detail every mode of operation and edge case. You are a legend, my friend 🙏🏻
@danielstephenson75585 жыл бұрын
The realtime visualization of the blanking/spinning animation is extraordinarily good. I feel spoilt with the quality we're getting.
@skipfred4 жыл бұрын
The visualization of instruction run times mapped to electron beam location is superb. The entire video is great, but that particularly stood out.
@camillecirrus39776 жыл бұрын
These videos are absolutely perfect every time, you deserve 44 MILION subscribers rather than 44 thousand. Keep up the amazing videos!
@nathansos84802 жыл бұрын
I would say 2 billion.
@brinleyhamer729 Жыл бұрын
@@nathansos8480 2.147 billion
@josephlucas5026 жыл бұрын
Thanks for the awesome, easy to understand, video! Reminds me of the book Racing the Beam, which talks about developing for the Atari 2600, which was a herculean feat because the hardware was incredibly limited.
@marafolse83476 жыл бұрын
That's exactly what I was thinking! Nick montfort visualized the Atari screen much the same way as in this video, and that forced blanking during h blank is familiar from old atari games with lots of black artifacts like space invaders
@KuraIthys6 жыл бұрын
A lot of the more advanced graphical techniques can be traced back to the 2600. For later systems they were used for complex effects but were sort of optional. But the design of the 2600 means you basically need to do them as a matter of routine. Almost all 8 and 16 bit systems do variations on this stuff though. Does remind me of the Atari 8 bit home computers; They essentially have an upgraded version of the 2600's graphics chip, but then have a second chip that is like a special-purpose CPU, which for basic tasks does the stuffing of the data into the main graphics chip for you automatically. This design was exceptionally flexible, and let you do things like switch graphics modes 5 times in a single screen, changing resolution, colour depth, to text or graphics mode, etc, all basically without CPU intervention. It's still the same principle though; Change the data each scanline...
@vuurniacsquarewave50916 жыл бұрын
Yeah, pretty much the frame buffers solved that issue, so from then onwards you only had to race the beam during VBlank, the display was handled automatically.
@vaiyt5 жыл бұрын
The Atari 2600 was a machine designed to run Tank. Making any other game run on it required that your cartridge pretty much hack the console in real time.
@KuraIthys6 жыл бұрын
mmh. Really well explained. Worth noting that a major advantage of PAL systems (which is rarely utilised, because doing so would make games that are almost unplayable on an NTSC machine, which for obvious reasons isn't great if you expect to sell the game... It would preclude selling it in America or Japan...). Anyway, they have a substantial advantage in terms of how much VBLANK time you have to work with. It's anything up to 85% more time. In theory this would allow some really complex graphical routines that would choke an NTSC machine, but as I said, for practical reasons this tends to be avoided. (except in tech demos.) This by the way isn't an advantage to the SNES specifically. Variations of this advantage show up nearly across the board in 8 and 16 bit consoles and home computers. It's such a big advantage that a lot of the demoscene uses PAL machines in preference to anything else...
@FlameRat_YehLon6 жыл бұрын
Or maybe arcade cabinets tend to build on PAL system instead? I'm not sure if that's the case though. (At least in China, many old cabinets were probably pirated ones, while newer ones basically just don't have to worry about these stuffs at all, and there aren't really any LCD screen that works exclusively on 50Hz.)
@KuraIthys6 жыл бұрын
That seems unlikely, but it's possible. Most arcade machines are simply more powerful than home systems in general. You can see that by looking at the Neo Geo, which had a home version with the same specifications as an arcade machine, but was exceptionally expensive...
@Worstplayer6 жыл бұрын
CRT arcade machines didn't use PAL, NTSC or any color encoding, they used RGB component signal. Refresh rate is controlled by the game, doesn't necessarily have to be 50 or 60hz. For example original Mortal Kombat runs at 53Hz.
@FlameRat_YehLon6 жыл бұрын
Worstplayer But it doesn't stop people from turning a SNES into an arcade machine. Not sure if the game can adjust hsync and vsync though...
@Atlas_Redux6 жыл бұрын
One of the reasons C64 demos were so more popular in Europe.
@ggamer776 жыл бұрын
Wow, well now I know why that happens in Zelda with that bomb spot.
@333Rich336 жыл бұрын
Really cool video on CRTs and Blanking! I never really noticed the black flashing on the top of the screen, but this is really cool to see at a hardware standpoint! Thanks for another awesome video!
@NicholasBrownC6 жыл бұрын
Correct me if I'm wrong, but the black bar at the very top of the screen would probably be hidden by the TV's over-scan, thus you would never actually see it on a CRT.
@RGMechEx6 жыл бұрын
If the bar is sufficiently small, its possible it could be hidden; however, there's not really a limit to how badly it can lag--the black bar could even take up the whole screen if the v-blank routine took an insane amount of time.
@jacklazzaro98206 жыл бұрын
How does your comment say "1 day ago"? It's only been less than an hour!
@RGMechEx6 жыл бұрын
Patrons can get early access ;)
@Liam30726 жыл бұрын
Are there examples of games in which we can easily observe this problem?
@childofcascadia6 жыл бұрын
This is so cool. I knew exactly how a CRT worked but I had no idea how it worked in relation to oldschool consoles.
@timmowarner6 жыл бұрын
I am absolutely amazed to find out that "slow down" didn't happen at ALL how I thought it did. (Though to be fair, I was a kid when I formed my thoughts on how it happened!)
@randomcatdude6 жыл бұрын
How did you think it happened as a kid?
@timmowarner6 жыл бұрын
I sort of pictured it as so much info getting dumped onto the processor that it literally had to slow down, so the machine was just doing everything it always did, but at a slower pace. I now see that a CPU running "slower" now makes no sense. And how could you cram more info into it than it could take at once? =o)
@FlameRat_YehLon6 жыл бұрын
Well, CPU would just run at constant speed unless you use some sort of variable crystal clock to mod the CPU, or the CPU can run multiple cycles in one clock tick. Both aren't happening in retro CPUs. As for CPU running slower, it can happen in modern CPUs, for combating overheat situations. (That's mainly why laptop seems to "degrade" in performance over time.) As for cramming more info into the CPU, well, people actually found ways to do that. But it's a bit too complicated so the simple way to say it is, info lines up better nowadays and thus CPU can take less time grabbing the info and spend more time working on it.
@Dargonhuman6 жыл бұрын
野龍 Which is great information my 36 year old self understands, but my 8 year old self would have been like, "That's a whole lot of words I don't understand." Then he would have farted at you because farts were the epitome of comedy at that age.
@FlameRat_YehLon6 жыл бұрын
Dargonhuman At the time you was 8 I wasn't even born yet. And since I'm in China, the thing is, people are still believing that human bacteria can infect computer and thus every computer room have their visiters taking their shoes off. Also, even nowadays, just how easier it is to explain how CPU power improves over time anyway? :) I mean, most people, including me when I was a teenager, would just think that "better clock speed = higher performance" and assume we know everything already XD
@tetsuo3k6 жыл бұрын
Best one yet! I didn't want this video to end. I'll never forget the flickering black line at the top of the screen, now I know what causes it. The Sega Genesis and its infamous CRAM dots make more sense to me now as well, I better understand why programmers needed to hide palette changes in the 'offscreen' code.
@TalosPCR5 жыл бұрын
Congratulations on those gold videos, this is the kind of information I searched so much on the internet in vain. These SNES delays mainly when there are many koopas in SMW I believed to be a limitation of the sprites table, I never imagined that the problem would be directly related to the old tvs
@fluffy_tail43656 жыл бұрын
The quality of the animation is always super good; even if I know most of the stuff I just can't sdtop looking for a single second
@flurf52455 жыл бұрын
I'm... going to need to watch this once more. I couldn't take in everything at once. You really go out of your way to make these videos in depth.
@CalmBat6 жыл бұрын
Holy shit I just found you and your stuff is great. For someone with such high quality stuff you deserve more subscribers. Keep doing what you’re doing man
@QuestionBlockGaming6 жыл бұрын
Hoooooly crap, what an informative and incredible video. You go into some incredibly in-depth things here, but you manage to explain them in layman's terms that anyone could understand, with some amazing editing thrown in. Dude, you're a legend.
@Dasher_The_Viral6 жыл бұрын
Really loving this series so far! I understand almost nothing about the hardware/code aspect of these things (Games/Consoles) and have always wanted to understand it. Your explanations and visual examples have really helped me to understand these things! Thank you so very much for your amazing work, and I look forward to seeing your next video! ^~^
@hozus.73306 жыл бұрын
11:28 - so that explains the quick black bar I've noticed in ALttP when one lifts the big block in the basement of the Thieve's Town dungeon.
@omnigamer6 жыл бұрын
Thank you for the great video! Is the script or tool you used for overlaying the overall timing utilization (14:49) something that occurs in real time, or composited in post-production? If it's a script, it would be a wonderful TASing tool!
@RGMechEx6 жыл бұрын
I use a modified version of this script I made to create that scene: pastebin.com/2rmgbL7V It's built for lsnes and the offsets at the top are set for the English version of Super Mario World (it should work for any SNES game given you know where to hook those two parameters).
@JesuszillaS6 жыл бұрын
Pastebin? Dude, get a GitHub! This is useful stuff!
@theslaphappychap9 ай бұрын
What a fantastic series. I mean this in all seriousness, this series deserves recognition well beyond the bubble that is youtube and the gamer-kid sphere. Outstandingly comprehensive with superbly produced presentation.
@Glitch-Artist6 жыл бұрын
this is so cool. I stumbled upon this while doing some super Mario world research, and I'm glad I did. 10/10 best explanation series ever. Animations, commentary, and info is just so great. I can't believe learning can be this enjoyable, even after graduation! Thanks
@merlingt16 жыл бұрын
Your videos are so freaking good, it is unreal. I wish you continued success.
@vuurniacsquarewave50916 жыл бұрын
The visualizations are just wonderful, I've been working with these concepts in mind for years (albeit on the NES, but it's 90% the same) and it's great to actually see it represented by something more than activating a tint register when spinning begins to see a visual representation of the CPU load.
@fluffycritter6 жыл бұрын
Back In The Day when I developed for the Nintendo DS (whose PPU was similar to the SNES's but it allowed register updates and DMA during rasterization), I actually used a trick to visualize what routines were taking up my frame time so that I could order my routines appropriately, by changing a palette entry at the start of each function. This let me see when in the frame each function was running and how long it took, so I could then change the order they were run in and try to prevent them from occurring during or after their part of the screen refresh. :) This is a trick I picked up from the demoscene, since the Amiga had the "copper" coprocessor which was used in this way purposefully (and some enterprising PC developers figured out means of simulating it in the main CPU instead).
@SerBallister5 жыл бұрын
We used to do the same on PS2 also, it had a background colour register you could write at any time during the frame. Kind of epilepsy inducing if running at anything lower than 1 frame though!
@MFMegaZeroX76 жыл бұрын
Awesome video as always! I never knew that actual CRT functionality was calculated in the SNES!
@ddnava966 жыл бұрын
MegaZeroX7 it surely does. In fact, the light gun used in the SNES detects the point you're aiming at by reading the CRT position when you fire it. Basically, the light gun is pointing at a specific point, and when it detects light, it tells the SNES to read the CRT position to determine where you're aiming Sadly, because of this, it doesn't work on LCDs
@flurf52455 жыл бұрын
@@ddnava96 wait, I thought the SNES had a white square for one frame when you pulled the trigger, and whether or not the gun saw that square determined if you shot.. or am I thinking of the NES light gun?
@bosscrafty5 жыл бұрын
Yes, You’re thinking of the NES. Unfortunately that also doesn’t work on LCD screens
@tpommischiefmaker5 жыл бұрын
@@ddnava96 That's amazing. See, this is why we should have stuck with CRTs.
@ddnava965 жыл бұрын
@@flurf5245. That one with white squares was on the NES and it had to stop the game while it was showing the squares. The SNES had a more clever approach with the CRT position in order to calculate it immediately without needing to stop the game
@jaysistar27116 жыл бұрын
These are great videos. As someone who used to write emulators for their full time job: I'd want you on my team. You explain the Super Nintendo hardware very well.
@Anomalous4046 жыл бұрын
Each new entry in this series is a real treat that I patiently wait for. Awesome work man! I am so looking forward to the SPC700 video.
@riaz87836 жыл бұрын
Had to comment on that data visualisation you pulled out for the time it takes for everything to happen in a frame. I work with data as part of my job and that's one of the best things I've seen this year.
@eofitao6 жыл бұрын
i've being watching all your videos about nes/snes and it really blows me away; i'm noob at the subject but you made me understand with more ease, and i really appreciate it!
@dawn_h68 ай бұрын
This is so well-explained and animated that it was easy for me to understand the concept despite not being knowledgeable on this topic. Really good job with this video!
@DavidBlakemore6 жыл бұрын
Best video in the series so far, in my opinion. Really interesting stuff. Good work!
@Smokecall5 жыл бұрын
The level of detail you give on these concepts is worthy of a GDC talk if not outright it's own course
@gabatrio36036 жыл бұрын
I get so happy every time you upload!
@randomcatdude6 жыл бұрын
Wow. Just when I thought this channel was dead, you upload! Awesome!
@Dargonhuman6 жыл бұрын
This one probably took a bit longer to make due to how precise and dense the animations had to be.
@doriphor6 жыл бұрын
And here I was thinking that this episode would be boring, when I can now safely say it was one of the most interesting ones to date! Can't wait for the next one!
@LB_6 жыл бұрын
You've done an amazing job here, excellent work!
@guillermoleon02166 жыл бұрын
I really thought I wouldn't understand this topic, but your explanations and visual representations are great. I had this doubt for ages and now I clearly understand what's happening. You are the best.
@Mooglepies6 жыл бұрын
This is really interesting. The little infographics are well put together and clear too - thanks for this.
@K-o-R2 жыл бұрын
That animation with the previous frame's scanlines slowly fading to grey is just fantastic.
@BBSplat6 жыл бұрын
Wow, that animation for H-blank and V-blanking was so good. I had always seen those but never really knew what they meant, good job!
@RobertSzasz6 жыл бұрын
Writing a simple composite or rgb display program for a pic or fpga really gets the idea across how analog screens worked
@StinkingKevin3 жыл бұрын
LOVE the commentary. I guy I know said that you've discontinued it. If that's true I hope you start again. I fucking love it.
@Speedster04_BRA2 жыл бұрын
Thanks, Mr. Explained! This channel is just amazing and explains things very well. I not only learned how the SNES works, I also now know how CRTs draw images. After watching this I finally could understand Technology Connections' video on television, heh
@DragonDePlatino6 жыл бұрын
Great video! You did a good job of explaining one of the more important but overlooked parts of retro graphics.
@cjgj6 жыл бұрын
These are some amazing visualizations. Thank you for doing this series.
@JB525206 жыл бұрын
I had no idea so few instructions could be completed per frame. Thanks for the visualization!
@sparksterz6 жыл бұрын
Interesting that the DRAM strip in the frame paint is in the exact spot that people exhibit the video flaw of a lighter line in the video output...I wonder if writing to DRAM is causing a strain on some of the components which leads to this video artifact on many aging SNES consoles...
@nickwallette62016 жыл бұрын
I always thought it was coupled noise, but hm, it could be PSU fluctuation. Might be interesting to watch the 5V rail on a scope with a h-sync trigger.
@KuraIthys6 жыл бұрын
It's a common flaw to other systems too. The Mega Drive/Genesis frequently develops the same problem. Fundamentally it's some kind of noise on the video output. Though the exact source is unclear. There are many known fixes for the Mega Drive, and on that system it clearly has nothing to do with DRAM, but on the SNES... I'm not so sure. It's also a form of visual artifacting mostly seen on the earliest revisions of the console. (There are at least 4 versions of the hardware internally) I have a super Famicom that is from 1990 and shows the problem quite strongly nearly all the time, but then I have a PAL system which is a much later revision (1994 I think), and while the effect is still there, it's all but invisible except on very dark backgrounds. (especially black). I've taken both apart so I know that they are completely different hardware revisions... Definitely noise of some kind... But I'm still not entirely sure what the source is.
@Auspice756 жыл бұрын
That's the first thing I thought of too when I watched the video!
@aaendi66616 жыл бұрын
Both of you are correct. It's coupled noise from the DRAM refresh pin.
@darkmagician11846 жыл бұрын
I love these videos. It's one thing to explain it, but us simpler minds need 14:47 and it all becomes crystal clear.
@loganiushere6 жыл бұрын
0:52 Actually, the Trinitron TV's (and any TV's made after the patent expired that used the technology as well) use a single electron gun with 3 cathodes, and an aperture grill. Non-Trinitron TV's used a shadow mask along side what you showed on screen. All of this is assuming that a color TV is being used. A black and white CRT TV is exactly what you showed on screen.
@Soundole6 жыл бұрын
This was incredibly fascinating, and your animations helped so much to clarify things!
@nobusinesshere Жыл бұрын
Fantastic video. I don't think I've ever really understood why the SNES only used 224 lines instead of 240. I've always figured that the V-BLANK period for the SNES was the same as the VBLANK period for a TV. Now it makes sense.
@HappyBeezerStudios6 жыл бұрын
And then there is Space Invaders. It gets faster by shooting down enemies and thus advancing the game. Less sprites = less stuff to draw = faster frames. From a technical standpoint the game lags immensly at the beginning and gets faster and moire fluid with every hit.
@AdrianCastravete6 жыл бұрын
Wow, now I'm so interested about HDMA, having revisited your earlier videos on this subject! Awesome work! Very detailed and informative. The math explanation in Mode7 is top notch! :) And as with this video is likewise very very well made. Even if you may grasp some of these on the fly without really understanding what it does, your videos make one see exactly what's going on.
@MyLittleWalrus6 жыл бұрын
New RGMX and 3B1B videos on the same day?!? I can die happy now
@OrgaMecha42533 жыл бұрын
great video, really informative and the visuals helped explain everything clearly
@antekone16 жыл бұрын
Very nicely done, I liked the animations you've used as well as the subject itself!
@novafawks6 жыл бұрын
Wow, this is top quality stuff dude. I'm amazed! Would you consider doing a very simple introduction to programming on the SNES? ie; explaining the boilerplate code, drawing a single pixel, etc..??
@Jay10016 жыл бұрын
I learn so much in these videos... really fascinating stuff. Keep up the good work!
@Kafei20064 жыл бұрын
I wonder if this is why some SNES games use letterboxing. I can think of a few examples: Super Mario RPG has a black border all around the image. So does Final Fantasy VI. Starfox has really thick borders all around the image and then some Konami games sacrifice only a portion of the vertical resolution (typically at the bottom of the screen). (EDIT: Oh and the Street Fighter games sacrificed vertical resolution too, at the top and bottom) Could it be that this sacrifice in resolution is to allow those v-blank or h-blank routines more time to execute, reducing slowdown?
@MarioFanGamer6592 жыл бұрын
Very sure the letterboxing doesn't reduce slow downs since the overall period to run code within a single frame is the same (more data to upload means less game code, for example). However, you are correct in the sense that letterboxing allows you to update more on the screen than otherwise possible. Particularly Super FX games do this since many of them have to upload a whole image to VRAM and the usual v-blank period isn't enough to do so alongside the fact that Super FX can draw at most a 256x192 image (usually, the SNES display is 256x224 dots).
@otesunki6 жыл бұрын
I love these videos! I always come in confused and come out with actual knowledge, plus I love learning how electronics work! Keep it up!
@NonTwinBrothers4 жыл бұрын
Holy shit those are some good animations!
@bonkmaykr5 жыл бұрын
When I saw the ray whipping around it gave me dirty thoughts and I just fucking died
@JasperRLZ6 жыл бұрын
Great series so far! I have one tiny correction: you don't actually show the beam "point" move downwards during the scanline itself. Due to how the magnets and hardware works, vblank and hblank are mechanical timings designed to let the magnets "settle", and during scanout, the vertical velocity of the beam is constant -- it moves downwards just as much during the scanline as it does during hblank. The phosphor screen itself is typically designed to counter this tilting effect, and on cheap TVs, the tilt is considered a small enough artifact that it's not counteracted at all.
@goldenelfboots45952 жыл бұрын
So simply it moves down in a zig zag fashion, just as the sewing stitch.
@robintst6 жыл бұрын
Some of the finer minutia goes over my head but overall I understand these videos pretty well. I'm very much of a fan of this approach to explaining how an old console works, your active examples and demonstrations make it far easier for a visual learner like me to better understand it. And for period accuracy of the time, even if you could actively notice at that one point that black line at the top when the background was updating from that bomb explosion, you really wouldn't be able to physically see it on a CRT because most TV sets of the day had thick plastic framing around the tube that would crop off the edges of the screen, a little on the sides and a lot at the corners. All the ones I ever owned did. Of course, if you're into retro consoles, I'd still recommend an old CRT TV to play them on, it's how they were meant to be seen.
@BrinchTunes6 жыл бұрын
This is awesome and very well explaned! I can't believe how much time it must've taken to edit!
@lilshawn26 жыл бұрын
This video was EPIC! I now know more about the SNES than I ever did before... I can't wait for more!
@albertroswell5 жыл бұрын
dude your videos are awesome, I see them since more than a year for first time I comment, keep up the good work!
@kepeb16 жыл бұрын
Excellent depth of content here. And well demonstrated. Thankyou :)
@InsaneFirebat6 жыл бұрын
Great visualizations!
@wilddogtc20584 жыл бұрын
You know how some SNES games have a reduced vertical resolution, not using up the whole 224/239 lines available ( _Street Fighter II_ and the overworld scenes in _Equinox_ spring to mind). Is this the result of the programmer forcing f blank until the beam reaches a certain line? (freeing up processing time in the process)
@TrebleWing5 жыл бұрын
So well explained and presented so well on top of that. 11/10 stars
@jonizulo5 жыл бұрын
When I turned off my SNES on my old TV I had, it would always show colorful lines, mostly blue and purple on a black background. Now I get an idea what those lines were for.
@robin97935 жыл бұрын
Damn, I love your animation, I like to learn visually and that really helps
@Lightshockie6 жыл бұрын
You're awesome dude. Fiending for my next fix
@shona-sof6 жыл бұрын
Another excellent video! Thank you for these!
@marcelofrau88186 жыл бұрын
Fantastic video! This explains a lot! Thanks for the content!!
@mariowario59455 жыл бұрын
I like how you mentioned lag was a feature of the SNES.
@antiphlex6 жыл бұрын
Fantastic content, well researched and highly informative.
@nneeerrrd6 жыл бұрын
Amazingly detailed explanation! Thanks a lot!
@FyberOptic6 жыл бұрын
Just so people realize why there's a gap before each scanline is visible, there is a portion of it called the "back porch" which synchronizes the timing of the CRT with the hardware displaying the image. It also includes a colorburst signal so that the CRT knows how to display the color properly. As you might expect, the portion immediately after the visible part of the scanline is called the "front porch."
@adamjackpartington80682 жыл бұрын
The precision of old tech is incredible
@Johnny-uy4iu Жыл бұрын
I love how programmers back in the day knew all of this about the hardware and just used it to their advantage. One way I could see it being used is maybe preset a puzzle or physics effect, have a timer that is really just a couple frames and use those lag frames to do all the movement calculations, then it just spits out preset values for where things would go. Not sure if the RAM is big enough to store all that but it's a start
@ASMagicianMaks6 жыл бұрын
This was a very informative video, now I feel like I finally understand these concepts.
@LucasJaluL6 жыл бұрын
Omg. You are a monster! Excelente video my friend! You rule!
@piglava16 күн бұрын
Incredible presentation! :)
@LetsPlayKeldeo6 жыл бұрын
Your videos are so great I never thought I could understand and learn something like this though a youtube video
@DrakkarCalethiel6 жыл бұрын
Really love these videos, keep em coming!#
@d4nielDayZContent6 жыл бұрын
Before: "Hey yo, what you see on screen are just pixels changing color depending on what you do in the game, a beam projects it one by one! ezpz lemonsqueezy!" After watching the video: "Fucking hell..."
@RoseTechServices6 жыл бұрын
This is amazing. Really well done
@iQuitGirls996 жыл бұрын
Man I'm loving these, can't wait for more! Anyone know where to find more videos like this? I'd be really interested on a detailed breakdown of how, say, the Sega Genesis worked. Anyway, keep up the fantastic work!
@AkiraSatou5 жыл бұрын
"This all takes place within a frame of course" That's actually really fuckin impressive for what it's doing, this shit amazes me
@JOEVGM6 жыл бұрын
Great video! Loved it!
@BigOlSmellyFlashlight6 жыл бұрын
Literally two days after I remembered your existence