Dithering on the Sony PlayStation
Examination of Dithering on the Original PlayStation. Aesthetic or Nuisance? If you would like to support this channel, please ...
The Trade A.I. of NES Monopoly - Behind the Code
Fast code walk of the logic used for the computer player to determine how to respond to a human player-proposed trade.
DOS Gaming Aspect Ratio - 320x200
Examination of the 4:3 aspect ratio of DOS gaming - primarily VGA Mode 13h and 320x200 - why it is not a widescreen aspect ...
The Atari 2600, Analog Video, Scalers, and the Agony of 240p Ambiguity
Technical dive into the reasons why scaling Atari 2600 video output can be troublesome If you would like to support this channel, ...
Cheating the Turbo Tunnel of Battletoads - Behind the Code
Pondering what Game Genie codes could make the Turbo Tunnel easier to beat. "Easier" might be subjective... If you would like to ...
Metroid - Facets of the Gem
Three traits that were part of the classic Metroid experience. Social media links for Displaced Gamers: Twitter ...
Action 52 - A Bit of History & A Bit of ROM Archaeology
The Miracle that is Action 52 for the NES. Text to graphics? Aspect Ratio? Controller handling? It is all here! If you would like to ...
Dithering on the Sega Genesis with Composite Video
Examination of dithering and composite video on the Sega Genesis. If you would like to support this channel, here is a link to the ...
Reprogramming Mega Man 4's Charged Shot - Behind the Code
Cut the charge time in half? How about a damage boost? Focus on the process of reverse engineering code in this episode.
Super Nintendo Aspect Ratio
An examination of the arguments for/against and the reasons behind a discrepancy of aspect ratios for the Super Nintendo.
The Misdiagnosis of the PlayStation 3 Yellow Light of Death
Is lead-free solder truly THE culprit that causes the YLOD, or should we examine other potential issues instead of just assuming?
Let's put the Jump from Ninja Gaiden II into Ninja Gaiden III - Behind the Code
Ninja Gaiden II jumping in Ninja Gaiden III. Collision detection. Sword hitboxes. Enemies do less damage. If you would like to ...
Nintendo (NES) Controller - Electronics
An examination of the electronics - the 8-bit shift register and signals as well as a few bits of trivia for the NES controller.
The History of 240p
An examination of how we reached 240p as an output resolution for computers and game consoles. Focuses on the relevance of ...
Contra - Behind the Code
The code behind the Konami code and some ROM editing for Contra. NES Controller Electronics Video: ...
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Do you Emulate early 3D games?
Do you use an emulator with higher resolution textures and rendering or stick with the original hardware? Let me know! Got an ...
Atari Paddle Controller Design
Review, ergonomics, disassembly, and explanation of the Atari paddle controller. If you would like to support this channel, here is ...