DisplacedGamers

NES Sprites, OAM, and the Battle for Priority – Behind the Code

Sprite limitations and flicker define what the NES is. They are a part of history. This video dives into Object Attribute Memory – OAM – to explain why the system is limited to eight sprites on a scanline as well as how both sprite limitation and sprite priority are used by programmers to add some […]

Upgrade Your NES Games With HD Graphics Packs

Retro Gaming is a funny thing, we’ve seen romhacks, homebrews, FPGAs and emulators, so you’d think we’d have exhausted all options by now. Turns out that’s not the case, because a new scene cropped up right under our noses: HD Graphics packs for NES games. That is to say, you take the original NES rom, […]

DisplacedGamers

Let’s Dive into the Cycles, Speed, and Video Output Timing of the NES – Behind the Code

The NES needs a clock in order to function. Both the CPU and PPU use clock cycles to perform their duties. These chips run at different speeds, but each speed is derived from the same source – a 21.47727 MHz crystal on the NES motherboard. How do these components work in tandem? This video dives […]

DisplacedGamers

MMC2 Magic – How Graphics Work in Punch-Out – Behind the Code

Unique graphics. Giant sprites. No flicker. How on earth does this game work? The MMC2 chip contained in Punch-Out’s cartridge allows the NES to switch between two pairs of tiles for each half of the pattern table. While the MMC1 already allows bank switching for graphics, the MMC2 allows the switch to happen in the […]

DisplacedGamers

How do Boxers Work in Mike Tyson’s Punch-Out!!? – Behind the Code

Punch-Out!! has been on my list of games to investigate for a long time, and I finally have something to show after a crazy amount of research. This video covers how opponent data is used to determine where to branch and what to do in code, how to manipulate boxer behavior, secrets that you will […]

DisplacedGamers

How Speedrunners BROKE Castlevania’s Scrolling – Behind the Code

In December of 2019 after many years of runs, the speedrunning record for Castlevania on the NES was close to 11 minutes 24 seconds. In Summer of 2020, speedrunners took a new discovery for the implementation of scrolling for the game and used it to skip several screens at a time in various places throughout […]

DisplacedGamers

The Input Lag and Attack Animation Delay of TMNT (NES) – Behind the Code

RetroRGB gets down to business when it comes to measuring lag. That new wireless controller or fancy display might seem cool on paper, but what about performance? Modern devices and emulation of retro games can add to lag, but lag begins with the game code itself. Let’s hop into the execution time for standing attack […]

Andrew Fiore

NES Internal BlueRetro Kit Announced

The developers at ENDURR Technologies have announced an internal BlueRetro mod that will allow for low-lag Bluetooth controller connectivity to the original NES. Preorders were announced to go live later this month on the APE Industries site.   Developer Aaron Peckler (@Beardanidas) shared that the kit will be compatible with any region front-loader NES (model NES-001) […]

DisplacedGamers

The Bad Jump Design and 30 FPS Gravity of TMNT (NES) – Behind the Code

It is the summer of TMNT, and here is another Behind the Code video for the first entry on the NES. This video focuses on the application of gravity with respect to frame rate for jumping in the game and also breaks down the frame timing for making the three types of jumps – short, […]