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by greggman
4070 days ago
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> The NES doesn't support flexible bit depths, but a similar principle allows a simple kind of "compression" when storing compressed graphics data in ROM: for a monochrome font, you wouldn't need to store the upper bitplane, and you'd just zero it out when loading the font. I don't remember NES having many carts having the ram available load fonts. fonts were in rom and directly read in rom by the hardware. Or am I just forgetting some option on certain carts that allowed fonts in ram? |
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NES games are interesting because there's such a variety of hardware in the cartridges and techniques to make the most of it. There are games with huge PRG (CPU-visible) ROMs that stream data into CHR-RAM. There are games with huge CHR-ROMs and mapping hardware for granting fast, fine-grained access to more tile memory than would fit into the PPU's address space. There are games that store level data in unused CHR-ROM, and even a few (IIRC) that store game variables in unused CHR-RAM! Programmers made the most of whatever hardware was cheaply available to them.