EarthBound enemy battles are styled like classic RPGs where you just see a static picture of the foe at hand. To spice it up, the backgrounds were made extra colorful and animated. How .. show full overview
EarthBound enemy battles are styled like classic RPGs where you just see a static picture of the foe at hand. To spice it up, the backgrounds were made extra colorful and animated. How does the SNES display these wavy and wobbly effects? It's all explained right here.
2019x8 Memory Mapping - Super Nintendo Entertainment System Features Pt. 09 Episode overview
How does the SNES's CPU know how to interact with all the different types of memory available? It's all explained right here.
How does the SNES's CPU know how to interact with all the different types of memory available? It's all explained right here.
2019x9 Mirroring & Open Bus - Super Nintendo Entertainment System Features Pt. 09b Episode overview
If the SNES has 16 megabytes of addressable memory, why can a 1 megabyte ROM chip take up over half of the space? Why can the ROM image be accessed from more than one location? It's all explained right here.
If the SNES has 16 megabytes of addressable memory, why can a 1 megabyte ROM chip take up over half of the space? Why can the ROM image be accessed from more than one location? It's all explained right here.
2019x10 Castlevania IV 4-3 Tunnel Background - Audiovisual Effects Pt. 02 Episode overview
After flipping the level upside-down in 4-2, Castlevania IV uses more mode 7 capabilities to create a spinning tunnel to traverse through. But how was this effect pulled off? It's all explained right here.
After flipping the level upside-down in 4-2, Castlevania IV uses more mode 7 capabilities to create a spinning tunnel to traverse through. But how was this effect pulled off? It's all explained right here.