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nesdoug.com
| | www.copetti.org
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| | An in-depth analysis that explains how this console works internally
| | sf2platinum.wordpress.com
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| | [This post is a prologue to an upcoming post about parallax scrolling in Street Fighter 2] Most games of the SF2 era were tile-based, meaning the graphics weren't drawn in individual pixels, but with square tiles of pixels. This helped reduce the RAM that would be required to store individual pixels (often in multiple layers)...
| | blog.presidentbeef.com
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| | [AI summary] A technical guide explaining DragonRuby game engine features including the difference between simple and advanced audio APIs, creating infinite canvas render targets for efficient background rendering, and structuring Ruby code for better organization using classes and separate files.
| | gist.github.com
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| An example of using OpenGL shaders (and indexed drawing) in Nim - nim_opengl_shader_example.nim