Tagged "super nintendo graphics"
SNES sprite limitations are much more forgiving than NES limits but there are still design considerations when it comes to producing high-quality games. This guide will explain the technical aspects of creating sprites for the Super Nintendo and highlight some important terms for developers and artists.Read more →
Hello again, ya’ll! It’s me. Your ol’ pal Brendan back to talk about some GRAPHICS. When I first walked into this subject, I thought it was much simpler than it turned out to be. I was once like you. Stupid. Ignorant. Talentless. But then, I learned how to do SNES graphics and that ALL CHANGED. True story. So where do we even start? Well, think about your favorite SNES game. What do you like most about it? Gameplay is always a good answer, but what comes before that? What you see on the screen. Admit it. If the graphics look...Read more →
Super Nintendo Super PPU Graphics Guide v0.1 (10/09/17) Mega Cat Studios OVERVIEW OF PPU CONCEPTS Super PPU Super "Picture Processing Unit" Video controller chip that handles the SNES' tile graphics, scroll planes, and sprites. Similar in function to PPU in NES, but super VRAM "Video RAM" RAM used by the Super PPU Holds tiles Each screen mode uses a different tile size for tiles Sizes usually 8x8 px or 16x16 px per tile 64 KB of VRAM OAM "Object Attribute Memory" Holds sprite definition data Can hold data up to a maximum of 128 sprites Similar to OAM in...Read more →