How "oldschool" graphics worked Part 1 - Commodore and Nintendo
Вставка
- Опубліковано 16 сер 2015
- Visit me on Facebook:
/ the8bitguy
In part 1, I cover the limitations of color on older 1980's computers and game consoles such as the Nintendo Entertainment System and the Commodore 64.
The artwork of "The Mill" by Oliver Lindau
The artwork of "Halo J." by Steven Day
3:25
holy shit
2 colors per cell
the artists back then were pretty hardcore to work with this kind of medium
@IHateCheese what drawing software are you talking about?
edit: seems like the comment I was replying to was deleted
@@Kensuke0987 wdym
@@juliana.b-clashroyale1125 if you mean my comment under my comment, it was meant as a reply to another comment that seems to be deleted now.
Whoever deleted the comment should smell a fart
Except for gbc artists
extremely well made visuals. i really felt like i learned something
iDubbbzTV nice seeing you here :D
iDubbbzTV Time to update think or swim?
iDubbbzTV idu big booty bitcheztv!
+Nerd Massa Drop the bass
+iDubbbzTV i dubbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbzzzzzzzzzzzzzzzzzzzzzzzzzzzzz 4 preziddents > kayne+trump
Very fascinating. I was born in 2003, and I’ve been making games using GameMaker 2, which gives me the luxury of sprite and sound editors. But my dad would always tell me that you had to do absolutely everything through text back in the 1980’s. I knew most of the limitations before watching this video, but some of them were quite interesting and shocking. I’ve always loved old games, and this just shows how much effort was put into them. I guess it’s time to go pop in an NES cartridge and wonder how they managed to pull it all off.
Booring
@@radicalthunder5740 did you have to say that you chould have just ignored tthe comment
Also you should have got yourself a pfp before saying "Booorring"
@@radicalthunder5740 loser
Retro computing is actuall art.
You do computer science or something?
I used to program professionally C-64's in the mid 80's, doing, you guessed it, games, or graphics simulations! You missed one really cleaver trick we did. The C-64 only had 8 HW sprites. It also had the ability to trigger an interrupt at a certain scan line as it rendered. So, given the size of the sprite, the speed of the machine, the time to switch sprites etc, we had 3 sets of 8 sprites, for a pseudo total of 24, 8 in the top third, 8 in the middle and 8 in the bottom. It did take careful management, and it was not suitable for all games - things would start to flicker then the overlaps got too close. Oh, and one more thing, these were tied to the scan rate/frequency of the display, so US NTSC was 60Hz, 30 frames a sec, and PAL was 50Hz, 25 frames a sec. So you had less time to do things in the US... Ah the joys of small memory sizes. Bank switching could only get you so far! And the last game I downloaded was 12Gb!...
So, can I blame you for my misspent youth? ( A rockstar ate my hamster )
As a hobby programmer I was pretty screwed, since I only had the C64 basic at hand. The possibilities were sooo little... Just last weekend, my son used Scratch to programm "Space Invaders". Within one weekend he got way further than what was ever possible for me on the C64. I was clearly born too early :-)
@@FetterCheckerchef You just had to learn 6502 assembly back in the day. It might not be for everyone, though. A contemporary vintage alternative was _Garry Kitchen's GameMaker_ .
Thank you! I wish I knew that 25 years ago... You made my day!
Maniac Mansion used this trick to have more characters on screen (with some limitations).
This was awesome. Great explanation of 8-bit hardware color palettes and such, looking forward to part 2!
Fucking cool! Very interesting!
Lazy Game Reviews Hey Clint! It's a small world, huh? :D
Hey Clint, huge fan.
Connor Murphy Wicked Mouse Small world indeed. Thanks, glad to hear it :)
Is it weird that I'm 13 and I watch your videos?
Oh dear the hand-programmed sprites. I remember working those out as a kid when learning to program my Sinclair ZX Spectrum.
Loilo92 I did them on a TI-99/4a as a kid.
I did them on the MSX. I was wondering how many people coming here already new this stuff but clicked on it anyway for nostalgic reasons, you confirmed my suspicions :). Now i'm building a synthesizer that runs on webgl2 in the videocard to make sound for fun, guess i haven't changed.
Can you shutup about yourself?
@@Salty5ailor you forgot to add boomer and please
@@Salty5ailor can you shutup gen z kid.
When he drew the sprite, converted it to binary, and inputted it into his commodore….that was awesome
This was an awesome video. That pixel art at 3:25 actually completely blew my mind. The artists who were able to make such detail with such a limitation had to have been on another level. I seriously couldnt imagine how hard that must be
It's a truth that limitations raise ingenuity.
if we limited computers I bet we could get more out of the graphics cards we have now-a-days
It's all about optimization, but I guess it's better to work on improving the hardware and making things easier instead. It's power and comfort vs. efficiency, and efficiency can't win that battle since we are humans.
Yeah the old starwars movies were better off because of the limitations they had. I have many mental limitations as in im stupid so maybe im actually really awesome.
Alen Mustlovski
That's not how it works, sorry. If you are stupid, then you are just stupid. It's just that when you are limited, you need to figure out and find new ways of doing things, and this effort is what raises ingenuity.
haha thanks for the tip.
That house painting blew my fucking mind.
4:26
_The machine rewards you for your sacrifice_
Praise the 8-bit God.
@@Wooksley 😂
i don't know why, but i have watched this video about 15 times and still watching it
❤️
This mind blown watching this 5 years after I first saw it
I really wish I'd learnt coding back in the day, when it was about genuinely understanding code at the lowest level-basically understanding the 1s and 0s as it were. I think it really would be helpful to me trying to make games today.
inceptional you don't fully understand something until you can explain it to someone else
Jesse Miller Exactly.
I took a class that touched on BASIC back in 1987 I was instantly hooked. "I have to tell it everything-?" But having some idea of what's happening behind the scenes, subroutines, calls to resources- does empower one.
inceptional Programming in assembler language was good fun, but the concept of shadow RAM was a brain killer. When I think of the fun of trying to lever every available byte out of the C64, it was truly satisfying when you managed it. Redirecting the display list on the fly with self-modifying code, oh the fun we had. :DI still have the greatest respect for the guys (and girls) that were the true gurus of that time... they managed to make the seemingly impossible, very possible on a regular occasion. I remember the first time we saw Hawkeye's static background behind a smooth scrolling platform layer on the C64... pure genius. Borderless displays on the C64, remarkable. Multiplexed sprites = mind blowing and when you had multiplexed overlaid hi-res/multi-colour sprites, things got truly spectacular.
YouTougle Yeah, I can see how that Hawkweye game was really impressive for its time and the hardware it was running on.
Cool video! Raster interrupts were also a neat way of circumventing the color limitations on C64 (and other machines).
Anders Kaare - I am actually hoping to cover that when I get to CPU driven graphics modes at the end of part II.
Anders Kaare being an old(er) guy - : ) - i remember writing raster interrupt routines on the c64. it really opened my eyes to how fast electronics worked. it was really amazing, at the time.... : )
thanks for the video!
bill rowland , actually its rather fantastic to think that the 6502 processor was "good enough" for many systems for almost 15 years or so. A 1 MHz processor coupled with some decent display and sound hardware worked brilliantly. How long does a generation of processors last today in comparison? :)
bill rowland Were you one of those that literally spent hours padding the H-blank with NOPs to make sure that it happened in the border? Only to have it ruined when a hardware sprite crossed over it, and pushed it over into the next line... at which point you'd cry. :D I really miss being able to switch border colours to see how much raster time your routines took up, it was mesmerising watching all the pretty colours go up and down and up and down. :)
YouTougle , I still do that when I develop C64 games. :) - A good sprite raster routine will be able to keep track of which raster lines are touched by the sprites and hence you can adjust timings accordingly. - Although not covered in this video, the fact that the VIC-II graphics chip and CPU shared the same bus required them to share it and esssentially having less cycles available per raster line. Which is why its best to turn off the display completely in the VIC-II before doing something computationally heavy to have more cycles available.
Funny, just watched this 7-year-old video. You have learned a thing or two about filming, framing, and editing, that's very obvious. The content is presented perfectly and stands up today. IMHO.
So fun to watch, I remember dealing with those limitations, and I'm glad you've explained it in such a way to give props to the artists and designers and devs and programmers who had to deal with all this.
Modern (gaming) PCs and smartphones blow your mind if you think about the progress over the last 20-30 years.
just that you can't do anything with 'modern gaming pcs and smartphones' due to them keeping everything secret, and it's not worth trying all too hard because that hardware will all be broken 2-5 years from now due to bad quality production anyway. by the time you have reverse engineered let's say a samsung-S8 to the point that your code can actually DO stuff on it they already have the next model which is completely incompatible. :P so that's pretty much a dead end street. something much like a nintendo however, you can just build in your garage. out of transistors if need be. and therefore is not an ending path.
Sven Olaf Kamphuis Uhhh you have any understanding of how Consoles and Gaming PCs are made?
unfortunately, more than enough :P and it's time to take it back to the physical quality standards it all had before. rather than just 'speed' and flimsy disposable crap all over the place.
hardware should always be easily repairable, built to last, multivendor, fully documented, and provide software compatibility on the hardware level without 'drivers'. only then can one archieve sales numbers that surpass the atari 2600 and c64. (although for the first, it wasn't on purpose that everyone started making them lolol ;)
time to stop trying to make a buck on selling the games and start making a buck on selling the computers again. for periods of oh eh 40 years in a row. while deliberatley encouraging competitors to make the exact same thing to grow the platform. long term planning. lets others write the games.
This is definitely well worth the watch. Makes me appreciate older games just that much more.
+GVGINU The house at 3:24 is actual art for me now
Didn't know he still made vids- I've always was a fan of his older stuff.
Good find, GVGINU!!
I really really really really, love this channel, when I was young I wanted to be a 8 bit programmer, these videos make me smile, with all the nostalgic information. 😄😄😄👍
4:26 _But the Machine rewards you for your sacrifice_
PRAISE THE MACHINE ༼ つ ◕_◕ ༽つ For it is kind and fair to us filthy humans! *_*makes offerings*_* *_*bows down before golden Machine statue*_*
* the raise of c64 - 2019 *
get 4 colors in a cell with half the horizontal resolution while using the same amount of memory
Watching the video on a phone in the dark, the pixel grid zooming at 2:05 was a trippy optical illusion
Yep.... Same thing just happened to me!
MaxOfS2D (Maxime Lebled) IKR i think i saw myself but pixel!
Same here !
Does no one use a proper desktop computer anymore? Is this a millennial thing, to use a tiny pocket computer, even when you're home?
JanetFunkYeah
It’s because when your laying in bed. Here’s my times
11:25 AM (11:25) wake up
12:00 PM (12:00) go on computer
10:50 PM (22:50) get off computer
11:00 PM (23:00) pee on my kid
11:10 PM (23:10) go on iphone xi
3:30 AM (3:30) Go to sleep
REPEAT
Making sprites on graph paper....that takes me back, I think I was 8 when i first did this on my C64.
Graph paper? You lucky b*****d! I had to draw my own grid on blank paper!
+komodosp
Yea, my parents were too cheap to buy me that expensive graph paper just to draw on. They'd give me a stack of thin dollar store printer paper and say, "Use this instead."
+komodosp blank paper?? ha! I had to cut my own tree and make paper out of the pulp! lol
Dragon10101011
Was that before or after you had to walk uphill both ways in 6 foot snow to get to the tree? lol!
He had to grow it first...
This is my favourite video in the whole UA-cam.
I come back to watch it every now and then.
I, too, have spent tons of hours drawing sprites on graph paper, as a kid.
This is a brilliant video, it was fascinating! The zoom in visuals are really well done - thank you!
2:04 woah, that's trippy
Super! :3 how are you everywhere?
This really takes me back. I had a C=64, and I spent many hours designing graphics on graph paper.
@lego craft probally some secret that we dont know.
The Commodore logo is frequently written in text as "C=". Look it up and you'll see it's a close resemblance :)
Thanks so much, man. The material was well explained, and your easy-going demeanor helps with the dry material.
Keep 'em coming, please...
The knowledge shared in this video is undescribably fantastic. I loved it!
Really interesting, yeah! Makes you glad that game development is comparatively simpler to get into and work with nowadays, without having to worry so much about the limitations of the hardware. Thanks for the video!
Why do you not have a patreon? I want to support this on patreon! Awesome content. -John
***** I noticed you guys have over 2 million subscribers. I'm actually homeless and have a heroin addiction. Can you give me some words of encouragement?
he's not in for the dolla dolla cazh gold
***** Jeez. Are comment replies when you two post on other people's videos always like these? The internet constantly astounds me.
+Fredrick Fedory™. 139 IQ. :D sir i am truly sorry to break it to you but no troll has an IQ of 139 so neither have you :)
+AkibaMV .. That's the troll, genius.
This was the video that got me hooked to this channel, now I can't stop watching these videos!
Well researched quality content for tech enthusiasts. Never get bored of your content.
1:52
Your wall cables are very neat and ordered and make me feel fuzzy and happy inside
Kids need to show respect to the pioneers of home gaming.
well, they actually do by playing contemporary games of the companies those pioneers founded.
Like Atari.
I do I'm 9
+julie924888 same
I'm only 1 and a half and i do!
This is one of my favorite videos from this channel
3 years after watching and never forgot a single detail. You rock, David!
the commador just made drawing with java look easy
You should do a video on how the Nintendo 64 did 3D. Interesting stuff in there.
Doesn't it just use rasterisation like OpenGL and DirectX?
also used to reduce the staircase effect of certain textures.
said 3 point filter also makes it an utter pain to code an emulator for...
Polys, Hell of a ton of Polys
U should ask the 64-bit guy to do that
Wow this video is awesome. I was looking for a website that could explain this, but so far you are the only person who could articulate this process. Thanks for making this video.
FANTASTIC! Ilove looking back on old school tech and its progress.
Just about everything you said taught me something new.
The very nice house is drawn using normal highres bitmap mode allowing two colours per character cell as the video explains brilliantly. The C64 also has character mode where you can make custom character sets of 256 custom characters (taking 2kb of memory). But in that mode you can only have one colour per character cell and one shared background colour for the whole screen. Of course you can use multi colour mode to get 2 pixel wide "pixels" also shown in the video.
But still in highres character mode there are some nice possibilities to create fantastic graphics on the C64. You can change the character set anywhere during the screen redraw, enabling you to have several character sets as long as you split them vertically. So many games would have one character set for the game area, and another for the status/score area. In addition you can use the same raster interrupts (as they are called) to switch background colour anywhere too (as well as border). You can also change multi colours as well if you use that mode. Finally another trick that is often used is sprite overlays and underlays. You can control whether sprites are shown on the top of the characters or underneath - so with some smart use you can add extra colour and detail anywhere with these. Furthermore, sprites can be stretched vertically and horizontally by 2 - so instead of covering 24x21 pixels they can cover 48x42 pixels. So with the 8 sprites available in the C64, you can cover the whole 320 pixels width of one set of raster lines equal to the height of the sprites. And then using smart raster routines you can swap out the pointers of the sprites anywhere after the last line of the previous sprites, essentially enabling you a "sprite bitmap" to cover the whole screen.
Very few games went to this extreme though, but today effects using sprites and character mode is used heavily in demos and a few of the newer homebrew games.
Character mode was extensively used in games though because it enabled smooth scrolling as you have to copy much less data than scrolling a bitmap screen. What the C64 actually has is smooth scrolling registers that enabled you to shift the whole screen 1 pixel at a time up to 8 pixels. And when you reached the end you set it back to the other side again and copied all the characters one row to the left or right (or up or down if you were scrolling up/down). In character mode there is so little data to copy so you have enough time to do it while the raster is outside the display area, hence avoiding the player to "see" the copying in anyway (tearing). It's rather amazing that this 1 MHz computer was able to do all these things, the engineers who made it were truly brilliant!
This is still one of my favorite videos of all time. Especially with those demonstrations of beautiful artwork made with such hardware limitations. Its just so fascinating how people were able to figure this out and work with it to make art that the original creators of the technology probably didn't even think was possible.
It's really heartwarming that such channel has millions of views :-) Love your breakdowns.
More videos like this, please :)
love your videos , keep em comming :D
This was awesome. I remember dealing with all of this on the Commodore 64, and I'm so glad you explained it so well.
awesome video! I loved your graph paper calculations + very comfy background music!
The fun part is, the NES only has a little over 2k of dedicated video memory, but manages to look much more colorful than the home computers. This is because the tiles themselves could be stored on a separate ROM or RAM chip inside the cartridge, so it didn't take any RAM away from the CPU.
@LeoDaBoss - El youtuber no tan -animado- . true, some cartridges do also add their own processor and/or ram to allow additional functionality.
@@nugget6635 The Famicom version of Castlevania III is a good example of this. The cartridge actually had a specialized chip that allowed it to make use of the greater number of sound channels offered by the Famicom
When I hear people complaining how modern consoles don't have very long life spans I like to bring this up. The NES basically got to cheat fate, due to the nature of cartridge based hardware and the growth potential of technology in the 80s. It couldn't be reproduced today even with cartridges, being the quality of difference you could cram onto cartridge chips wouldn't be nearly as noticeable on modern hardware. Vanilla NES hardware hit its wall with SMB1 in 1985, yet mapper chips effectively doubled the console's lifespan.
@@mresturk9336 Hardware in cartridge is totally cheating. It's like selling a screen and then selling "games" as individual computers to connect to it lol
@@jatoxoyeah i do agree with that,just imagine you came up with a console wich is not all that much powerful then your competitor’s console systems,BUT you wanna convince your costumers that your console is waaay more capable then that of the rest so what you gonna do,you sneakingly gonna add extra chips in the cartride for extra ram and rom,better graphics and sounds,and you will trick those pepless that way,
The nes tricked us because for what we didn’t know for years that the stock nes couldn’t handle games such as mario 3 or zelda oh no,as it turns out,our beloved nes became much weaker then we ever tout it was,hack we didn’t know that some previous generation systems were in some cases more powerful then the nes,for instance the atari 5200 did had a 256 colorpallet and it had more ram then the nes,the intelevision did had a 16bit cpu,
So the stock nes was not halve that powerful as those commercials did make you believe,
Same thing with the snes,nintendo did sneakingly used chips inside many of their games,so we didn’t know that the stock snes couldn’t handle mario kart on it’s own,it couldn’t handle supermario rpg on it’s own etc,,,,
Same thing with the gameboy,for years we didn’t know that the stock gameboy couldn’t handle supermarioland 2 and wario land etc,
Because the gameboy also needed an extra chip for it,
So into conclusion those terms from their commercials like ‘now you playing with,super,portiblor (normal) power were just BULLSHIT.
eventrough it did work despite games with those enhancement chips inside them did became more expensive,it just didn’t hold back and stop people just buying it,they just bought thrm anyway,,,but still,,
3:49 Damn, that looks like an acrylic painting, only very rough.
Great video! Brings me back to my BASIC days...I learned a lot, thank you!
THANK YOU. I was looking for this kind of video.
Holy shit. I actually learned something that tech class never taught me.
Oh my god, I never thought I would find oldschool graphics and stuff so ineteresting.
Fantastic video, your infographics and editing are so well done!
Fascinating! So glad I stumbled on this. The nes and C64 were my first consoles as a kid, and designs have fascinated me.
Nice reinterpretation of John Carpenter's Escape from New York Theme at 2:35 +
Very interesting video!
Learned a lot from this - really interesting and very nicely put together!
Definitely subscribed, def thumbs up, def watching part 2. I am so glad that you are explaining the work that went into this stuff! And the hardware limitations and excitations (for the time) :)
how many times iam going to watch this video :| i really like it
Florentin ist so cool, der interessiert sich immer für so Sachen mit Commodore und Nintendo und so. Der würde sich sowas jetzt auch nach Verflixxte Klixx noch privat nochmal reinziehen weil das ist voll der interessante junge Mann der Florentin Will.
This is fantastic, Great Job!
Went down the rabbit hole and found this...awesome page!
Very good explanation! Now I understand why some hardwares like Capcom's CPS makes use of weird resolution set rather than 4:3 ratio.
nice video!
Thanks for this wonderful video bringing back some epic memories.
Thanks for the awesome and comprehensive video.
I'm just discovering this channel, and I love it. It makes my inner geek happy. You know, as opposed to my...outer geek?
Ah, who am I kidding...I'm all geek! :3
same
Yea, I have no inner geek either because I wear my geek on my sleeve. No, really, I have a velcro patch that says "Geek" that I wear on my sleeve.
...
No I don't, but now that I've thought of it, I really want one.
And i m all Greek.
There is an old saying
Every Geek is 3 Geeks
1. The Geek he thinks he is
2. The Geek that people see him as
3. The Geek that he actually is
Actually the original proverb is Every Man is 3 men
and YES this actually has a point
THE POINT OF THE PROVERB IS................. MAKE IT SO THAT THE 3 MEN (or Geeks) are the same man.......THINK ABOUT IT
hehe
@@martinkuliza STFU (x3)
Great video but what i really wanted to say was... I love the shirt, that is awesome. haha
The shirt? I want such a wall with tech stuff attached to it ^.^
+Dayjaby that's nice too haha
Randomly opened this but really enjoyed it and watched the whole thing!
Awesome channel! subscribed due to the high quality production and the amazing educational value.
Great exposition but... you're kind of way too close to the camera. O.O
thank you ! I've learned binary exactly while I was making my 1st sprites .. i was 10 :D
What a great channel! Im glad to find this! Awesome work man, keep it up!
Man, that was really informative and super well presented.
0:03 Press restore to restore a broken C64
can someone tell me the full program list for the pac-man sprite
(i'm making my students write code w/ c64 and I need an example)
Great useful explanation and incredible aesthetic in all the video!!
this is the most thoroughly interesting video I've seen in a long time...I may have to get a c64 emu going just to try out making my own sprites this way
This is the best video ever and thats a fact.
1:47 Nintendo misspelled with t - Nintento, found it funny :D
+Randomroutine nobody actually cares but you're right it's kinda funny
Suleyman Smits you obviously cared enough to comment
*nintento
nintento mayro
I love coming across a YT video and creator that actually earns their subscriptions. GJ
Sooooo Glad that I subbed to this channel! Thanks so much for all that you do sir!
About the fromt image of the game known as Super mario 2 in western world. It say spirtes 1, 2 and 3.
Actually spirtes 1 and 3 is one and the same. the NES can mirror sprites veirtical and horisontal (and both way simlutanius), but it cant rotate. The rotate effects is made by mirroring in seqvens. Making it fast looks like its rotating. The sprites on pech head is quite obviously mirrored.
Intrestingly NES can hardware pair two sprites into a 8 by 16 pixel sprites, making the famous musroum grow of mario
Well you're right that there is mirroring used so that the same tile index in the character rom chip can be used for both sides of the mushroom. But each is going to take up a sprite slot in object attribute memory (i.e. what sprites currently exist on screen and where) regardless.
Good old days. Sprites... That's exactly how I learned how binary worked at the age of 10 :)
You learned how binary worked at 10 decimal or 10 binary (2 years)????
It kinda almost make sense to learn a two-number system as a toddler before you can even handle a decimal system... Doesn't it? :D
I'll leave that open to your imagination :P - I had to know decimal numbers, though. Those numers had to be entered as decimals in BASIC source code...
5000 DATA 1,252,0,6,3,0,8,112,128,16,112,64,16,48,64,32,240,32,33,48,32,127,255,240,63,255,224,31,255,192,4,1,0,8,0,128
101001010101010110001010110101011001010101001010101010101 100101011110010100101010101010101
Base 2 is actually pretty easy to learn. I've learned it myself when I was in 5th grade. My 6th grade math teacher also happened to teach us about binary, but only how to count it.
You are definitely very good at what you do my friend. Always enjoy watching your videos, thank you.
I wish i had found this years ago! This video format is awesome
Do you still have that sprite chart thing? Is there software to make something with it and display it on a modern computer?
+Jan Hasebos Yeah. I am really curious about it as well.
As am I.
+Jan Hasebos Modern computers don't have hardware sprite support, so no. Even if the did, the operating system is in the way from making it like he did in the video. You could always just make program that renders it in software or hardware if you have 2 flat polygons to make a square or whatever.
I'm sure I could just code something in Scratch using basic math to generate sprites on a grid array. I might do that one day
theblueyoshi33866 I have no experience dealing with any sort of operating system because I've never programmed for anything that wasn't the SNES, but would it have to be in a window or full screen, or could it just be it's own thing floating out in space? I guess it also depends on the operating system. Actually, there's a clock thing you can add on the desktop, so I guess you could do whatever you wanted to.
This man is an absolute genius
surfitlive shut the fuck up
This was super cool! Thank you so much for the video!
Awesome video! I thoroughly. enjoyed it! Cheers
How did you calculate the 8K? 0:48
+TheVox I know this is a few weeks old but I'll answer your question. The resolution is 320x200 pixels and you need one bit to represent each pixel. So 320x200 = 64,000 bits. When we are dealing with computers we usually refer to memory in bytes. Eight bits equals one byte so we take 64,0000 and divide it by 8. 64,000/8 = 8,000 or 8k
Hope that helps.
*OttoMoBiehl*
_Eight bits equals one byte so we take _*_64,0000_*_ and divide it by 8. 64,000/8 = 8,000 or 8k._
Oops, one extra zero
8KBytes
Here’s what everything stands for.
(Short) (Long)
1b - 1 Bit
1N - 1 Nibble
1B - 1 Byte
1KB - 1 Kilobyte
1MB - 1 Megabyte
1GB - 1 Gigabyte
1TB - 1 Terabyte
1PB - 1 Petabyte
1EB - 1 Exabyte
1ZB - 1 Zettabyte
1YB - 1 Yottabyte
1GB - 1 Googolbyte
A Googolbyte is the biggest type of byte.
Reddit has earned you a new subscriber!
+MixJunkie360 cringe
+Fredrick Fedory™. 139 IQ. why the cringe?
Fredrick Fedory™. 139 IQ. Fedora, IQ in YT name. Ultra-cringe.
ACoolStupidDog Trademarked their _name_. *shudders*
+ACoolStupidDog its satire/circlejerk
thanks for the explanation. It's very cool to know how graphics works in the 90s. Keep doing that great stuff.
Dude love your work!!
1:45 NINTENTO
Really makes you appreciate the incredible work programmers did back in the day with such limited hardware. Today's developers are almost spoiled by comparison. Whatever they think of, they can essentially do. Sure, there are limitations, but they're hardly restricted by limited memory or limiting the number of colors on screen.
Corristo89 nor do they have to worry about programming the movement of every Individual pixel
ive seen this video at least a million times. I love it!
Awesome video. Thanks for this!