In this episode I break down the basics of how graphics work on the Nintendo Entertainment System.
Support the channel on Patreon: https://patreon.com/neshacker
Chapters:
0:00 Introduction
1:03 PPU Overview
3:36 CRTs Explained
6:32 Pattern Tables & Palettes
10:32 Nametables & Attribute Tables
13:13 Object Attribute Memory
15:12 Final Example: Megaman
16:43 Conclusion