Tagged "nes graphic limitations"


Pushing the Sega Genesis to Its Limits

All of this information is getting pulled from the following series of videos. If you are planning on doing anything along these lines, it is a great idea to not only read this document, but also watch the videos that are being referenced. They break down how to do these effects piece by piece in order to achieve these impressive effects: https://www.youtube.com/playlist?list=PLi29TNPrdbwJLiB-VcWSSg-3iNTGJnn_L   2-Color 60FPS Full Screen Animations https://youtu.be/c-aQvP7CUAI   Doing a full screen animation, even at two colors, at 60 frames per second would obviously be way too large to fit on a Genesis game. Even with compression it...
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Organizing NES Graphics Banks

A guide to organizing banks of sprite and backgrounds tiles to optimize memory for the NES.
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Sprite Layering on the NES

An explanation of the sprite layering technique for the NES.
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Thinking with Banks

An explanation of using banks for NES graphics.
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NES Background Art II: Teaching as a Pixel Sensei

Making NES backgrounds for Almost Hero 2, a new retro game from Mega Cat Studios. Discusses NES art restrictions, NES palettes, and tricks for making NES art
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