NES Graphics Explained
In this episode I break down the basics of how graphics work on the Nintendo Entertainment System. Support the channel on 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

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NES Architecture Explained

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How we fit an NES game into 40 Kilobytes

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How did they get RGB out of the NES?

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How Graphics worked on the Super NES | MVG

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Game Boy Graphics & How To Code Them

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NES Controllers Explained

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How Rockstar fit an entire city into PlayStation 2 memory

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RNG on the NES

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Games That Push The Limits of the NES : Graphics Deep Dive

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MissingNo.'s Glitchy Appearance Explained

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The Night My Sega Dreamcast Called The Cops

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"Game Development in Eight Bits" by Kevin Zurawel

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Why do NES colors look so different in emulators?

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Making an SNES Game the Way Nintendo Intended

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NES Hardware Explained

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Microsoft and Apple Wanted This OS – GeoWorks Rise and Fall

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