Exploration of 8/16-bit technical details

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marurun
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Exploration of 8/16-bit technical details

Post by marurun »

So, one of the things I love about 8- and 16-bit classic gaming is exploring the differences in technical specs and approaches to technology. These older consoles were very particular in their design choices and feature trade offs, and I really enjoy digging into those differences and the implications of those differences. This is a generic post right now, but in the future I intend to post in this thread some interesting looks at things like how the PC Engine, Mega Drive, and SNES differ in their handling of sprites, tiles, and video output in general, and to begin to explore some of the core differences between the CPUs. I'm not a technical wizards by any means (probably more of a technical fetishist, if we're being frank), but I will do my absolute best to try to distill this information down to layman's terms without losing the important details. Please post to let me know how I'm doing. If something isn't clear, or simply isn't correct, please let me know so I can fix it.
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racketboy
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Re: Exploration of 8/16-bit technical details

Post by racketboy »

Color me interested :)
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Stark
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Re: Exploration of 8/16-bit technical details

Post by Stark »

Bookmarked!
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Sarge
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Re: Exploration of 8/16-bit technical details

Post by Sarge »

I find that kind of stuff fascinating, too, so I'm definitely interested in future posts. I really find some of the differences between the Genesis/SNES/TG-16 fascinating, and how they manifest themselves in how games look. For instance, the fact that the TG-16 has a 512-color palette, and can display nearly all of it on the screen simultaneously... cool stuff!
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marurun
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Re: Exploration of 8/16-bit technical details

Post by marurun »

Thanks for the interest, guys. It will probably take me a little while to really ramp up, so I'll probably start with some relatively simple stuff to get warmed up. I'm going to have to be doing a lot of refresher research to make sure I really know what I think I know and make sure I have it correct enough to explain. If I can find time, I'll put out my first little bit of content this week.
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Re: Exploration of 8/16-bit technical details

Post by Tanooki »

I'd like to see more on where this goes too. I've written about stuff like this many years in the past and with all the info so well documented and dug up now it would make for a solid resource for comparisons side by side instead of digging all over as it is.
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marurun
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Re: Exploration of 8/16-bit technical details

Post by marurun »

So I made an oops, kind of. I was going to write up a piece that started to delve into one or two aspects of how 8- and 16-bit consoles function and start to tease out some of the differences between how different systems do those one or two things, but then I thought, we throw these terms around, like sprites, and palettes, and whatnot but a lot of folks don't really know what those mean. I mean they have a general idea, but they don't have an understanding of WHY those things exist as they do and why those older systems function so differently from modern hardware, so I thought I should do an introduction where I lay out some basics. And I ended up writing one and a half pages about how CRTs function and display content, about a half page getting into tiles and sprites, and about half a page related to CRTs and resolution. And then I cratered when I realized I hadn't really explained pixels and resolution at all. And at that point, I had another realization, which was that I was going WAY further down the rabbit hole than I had intended for this thread. So I'm going to make use of all that stuff I wrote, but maybe in a different thread that goes into more general concepts to help folks who want to know more about the basics of what and why to help add depth and nuance to their understanding of this space. All this means that I don't actually have that stuff I was going to write for this thread just yet. I will start working either tonight or tomorrow on a new piece that uses terms without having to over-explain them, because you don't have to completely understand every level of nuance to get the basics. But I hope when I do reuse that other stuff I wrote, that those who read it will feel at least a little enlightened. I bet there are a lot of folks on here know what a CRT is, but don't really and truly know just how different it is from an LCD display.

To give you an idea of my path through these topics as I plan to present them here, I'll probably start with tile/tilemap capabilities, then talk about VRAM, then talk about sprites and sprite handling, and then go into issues of color counts and palettes. And I will need to do some research. For example, I know about some of the features of the various consoles and what they do, but I don't always know how they are used. There are lots of capabilities systems have that sound great but actually are limited in how they can be used, and those limits can make a cool feature a bit less useful. There are also some features that seem really basic but are super useful, and when one system lacks those features it can cause some real pain at times.

Please forgive for now. I will have content later.
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