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.

  1. How "oldschool" graphics worked Part 1 - Commodore and Nintendo — The 8-Bit Guy
  2. Racing the Beam Explained - Atari 2600 CPU vs. CRT Television — Retro Game Mechanics Explained
  3. The Nintendo Entertainment System's Loading Seam — Retro Game Mechanics Explained
  4. NES Graphics Explained — NesHacker
  5. How Graphics worked on the Super NES | MVG — Modern Vintage Gamer
  6. Making an SNES Game the Way Nintendo Intended — Inkbox
  7. SNES hardware beaten by this simple Amiga trick — Coding Secrets
  8. How Graphics worked on the Nintendo Game Boy | MVG — Modern Vintage Gamer
  9. How Graphics worked on the Nintendo Game Boy Advance | MVG — Modern Vintage Gamer
  10. Amiga Story | Nostalgia Nerd — Nostalgia Nerd