NES Sprites, OAM, and the Battle for Priority - Behind the Code
Let's dive into how Sprites are prioritized and limited by Object Attribute Memory (OAM) and Secondary OAM on the NES. The journey toward understanding flicker has begun.
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#NES #Programming #graphics
Видео NES Sprites, OAM, and the Battle for Priority - Behind the Code канала Displaced Gamers
If you would like to support this channel, here is a link to the Displaced Gamers Patreon page - https://www.patreon.com/displacedgamers
Twitter: https://twitter.com/DisplacedGamers
Facebook: https://www.facebook.com/DisplacedGamers/
Instagram: https://www.instagram.com/displacedgamers/
Music by:
https://www.youtube.com/user/HariboOSX
https://www.youtube.com/channel/UC-PRsIpJXWpg3PtjfQLwiVw
#NES #Programming #graphics
Видео NES Sprites, OAM, and the Battle for Priority - Behind the Code канала Displaced Gamers
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