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| | pixeljetstream.blogspot.com
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| | Hi, while gathering public material on how the hardware works, I tried to create a compressed architecture image. It is based on images and ...
| | nesdoug.com
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| | See below for how Offset-Per-Tile modes work Most SNES games use Mode 1 most of the time. It gives you 2 layers of 16 color per tile, and 1 layer of 4 color per tile. All the other blog pages cover Mode 1, and I think we've talked enough about that. Let's take a look...
| | unencumberedbyfacts.com
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| | My first modern computer was an overpriced Compaq Presario I bought from Best Buy in 1999. Armed with AOL dial-up and Windows 98 I waded onto the internet and was amazed at what I found. So much stuff to explore! Eventually I stumbled on Linux and the rest is history, but before then I got...
| | bartwronski.com
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| Local tonemapping in action. HDRI texture credit: Greg Zaal, CC0. In this post I want to close the loop and come back to the topic I described ~6y ago! Local tonemapping (I'll refer to it as LTM) - a component I considered a missing piece in video games rendering, especially with physically-based pipelines and using...