Podcast #128: We chat with Kent C Dodds about why he loves React and discuss what life was like in the dark days before Git. Listen now.

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24

Subpixels in general are invisible fractional pixels that you cannot see, but are used internally to represent the positions of objects at a finer level than they're capable of being displayed at. So far as Super Mario goes they're represented as an integer with 16 subpixels per visible pixel. This allows inertia to be loosely modeled so that you can start ...


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In many 8 bit games the position of the player's sprite is stored as the pixel coordinates it rests on. For many games that is adequate, but it has some limitations. If the game only uses whole pixel coordinates then the minimum movement speed is 1 pixel. In other words the resolution of the player's speedometer is 1 pixel. They can be moving at 1 pixel per ...


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The increased transistor count was used for more colors. The Amiga wants to show off its blitter. PAL has 64 µs period of which 52 µs are used to display something. The rest of the time is used in the computer for different stuff. While the NES allows VRAM writes only in this period, shared memory architectures like C64 and Amiga use this to read the sprite ...


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But for some reason, you could only work with 28 sprites instead of the maximum of 32. So, what was the reason behind this? One reason may have been space. Of the 16 KiB RAM, build-in TI-BASIC uses 2 KiB for screen handling (including 80 bytes line buffer) (*1), leaving a bit less than 12 KiB for programm and data. For Extended BASIC it is essential to be ...


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In addition to the above explanations re: sprites actually only having 8 bits of position resolution, the first column blanking option etc, the NES - and others following its same general design - actually had another, simpler, more physical tactic to address the problem: Overscan. The pixel generator clock, derived from the NTSC colourburst crystal by some ...


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