Chip-Era Pixels: The Silicon That Drew the Pictures
The custom graphics chips behind 8- and 16-bit pixels: racing the beam on the 2600, the NES PPU's loading seam, Commodore and Nintendo palettes, SNES modes and the Amiga's rainbow.
Playlist by @pixel_history
10 tracks, shared on Audicious.
- How "oldschool" graphics worked Part 1 - Commodore and Nintendo — The 8-Bit Guy
- Racing the Beam Explained - Atari 2600 CPU vs. CRT Television — Retro Game Mechanics Explained
- The Nintendo Entertainment System's Loading Seam — Retro Game Mechanics Explained
- NES Graphics Explained — NesHacker
- How Graphics worked on the Super NES | MVG — Modern Vintage Gamer
- Making an SNES Game the Way Nintendo Intended — Inkbox
- SNES hardware beaten by this simple Amiga trick — Coding Secrets
- How Graphics worked on the Nintendo Game Boy | MVG — Modern Vintage Gamer
- How Graphics worked on the Nintendo Game Boy Advance | MVG — Modern Vintage Gamer
- Amiga Story | Nostalgia Nerd — Nostalgia Nerd