QUT Bachelor of Games and Interactive Entertainment Graduate Showcase 2014

QUT Bachelor of Games and Interactive Entertainment Graduate Showcase 2014

Dr Ross Brown: The showcase is a wonderful event that we run at the end of the year. It’s the culmination of three years works by the Bachelor of Games’ students and in essence it doesn’t run in a vacuum, but it is tightly integrated with the final project that students do in third year. […]
Mirroring & Open Bus – Super Nintendo Entertainment System Features Pt. 09b

Mirroring & Open Bus – Super Nintendo Entertainment System Features Pt. 09b

In the main video of part 9, it was explained that memory regions such as ROM and RAM were mirrored across the address space. This addendum will go into more detail on why mirroring exists. While useful in the context of Super Nintendo CPU address space mapping, mirroring is common in other architectures as well. […]
Basic Excel Macro Recording

Basic Excel Macro Recording

CHARLIE: One of the most basic things that you can do in VBA is record a macro. It can be really helpful. Even if you’re really good at VBA, sometimes you forget how to do something, or maybe there’s something that you don’t do often. And you can just record a macro to sort of […]
Controllers – Super Nintendo Entertainment System Features Pt. 08

Controllers – Super Nintendo Entertainment System Features Pt. 08

This video is part 8 in a series about Super Nintendo Entertainment System features. First we’ll look at the controller interface the SNES provides, and look at what it expects from any input devices plugged into it. Then, four examples of input devices will be examined: the normal Joypad, the SNES Mouse, the Multitap, and […]
Memory Mapping – Super Nintendo Entertainment System Features Pt. 09

Memory Mapping – Super Nintendo Entertainment System Features Pt. 09

This video is part 9 in a series about Super Nintendo Entertainment System features. The SNES’s CPU allowed for a 24-bit address space, and here we’ll see exactly how it is used and how each component gets mapped to regions of memory. Afterwords, there will be a brief overview of the interrupt vectors are and […]
Lag & Blanking – Super Nintendo Entertainment System Features Pt. 06

Lag & Blanking – Super Nintendo Entertainment System Features Pt. 06

This video is part 6 in a series about Super Nintendo Entertainment System features. In this episode we’ll take a slight detour and look at the mechanics of the old Cathode Ray Tube monitor; specifically, the scanning electron beam. Understanding how it works will make it more clear what lag frames are and how and […]
Graphics & Palettes – Super Nintendo Entertainment System Features Pt. 01

Graphics & Palettes – Super Nintendo Entertainment System Features Pt. 01

This video is part 1 in a series about Super Nintendo Entertainment System features. We’ll be introducing the various graphics formats, as well as palettes and how they are used to assign colors to the graphics. Suppose we have an image that we want to store on our console. How can we represent this 2-dimensional […]
SNES Background Modes 0-6 – Super Nintendo Entertainment System Features Pt. 04

SNES Background Modes 0-6 – Super Nintendo Entertainment System Features Pt. 04

This video is part 4 in a series about Super Nintendo Entertainment System Features. This time, we’ll introduce background modes, and discuss the various features of modes 0 through 6. The background mode determines how many background layers are available to use at once, as well as what bit-depth the graphics are in, and which […]
Backgrounds & Rendering – Super Nintendo Entertainment System Features Pt. 03

Backgrounds & Rendering – Super Nintendo Entertainment System Features Pt. 03

This video is part 3 in a series about Super Nintendo Entertainment System features. Here, we’ll figure out what backgrounds are, how tile maps work, and what specifically a character is. Backgrounds are almost everything that objects aren’t. With the exception of some external chip effects like SuperFX and DSP-1, if anything on the screen […]
DMA & HDMA – Super Nintendo Entertainment System Features Pt. 07

DMA & HDMA – Super Nintendo Entertainment System Features Pt. 07

This video is part 7 in a series about Super Nintendo Entertainment System features. This time we’ll learn how the processor communicates with external memories such as OAM, VRAM, and CGRAM. This will lead into Direct Memory Access, DMA, and eventually H-Blank DMA. Some of the devices the processor communicates with in addition to main […]