Objects - Super Nintendo Entertainment System Features Pt. 02
What are sprites and objects, and how are they stored in the SNES? It's all explained right here.
Correction: At 2:25 I say that the priority bits effect an object's priority against other objects, but that is false--only an object's position in OAM determines their priority against other objects. The priority bits in this case only effect an object's priority against background layers. This can lead to odd clipping effects, as shown in the next video on Backgrounds & Rendering.
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Markus Persson, Ange Albertini, David Mazarro, Chell Jones, Alex Yancey, Jordan Wiens, Glenn Sugden, Juli Mallett, Rich, Stephen1704, Daniel L, Leon, Windsdon, Alejandro Cadavid, hyperforce, Brian Henriquez, Aaron, silsha fux, Hans Brigman, Nicholas Wall, & nathanisbored.
Other Videos By Retro Game Mechanics Explained
2018-03-12 | Super Mario World - Level End Glitches |
2018-01-22 | SNES Background Mode 7 - Super Nintendo Entertainment System Features Pt. 05 |
2017-11-03 | Pac-Man Kill Screen Explained |
2017-10-09 | Background Modes - Higher Resolutions - Super Nintendo Entertainment System Features Pt. 04b |
2017-10-01 | SNES Background Modes 0-6 - Super Nintendo Entertainment System Features Pt. 04 |
2017-08-29 | The Game Genie Explained |
2017-07-31 | Backgrounds & Rendering - Super Nintendo Entertainment System Features Pt. 03 |
2017-05-01 | The Stack: Last in, First out |
2017-04-03 | Graphics & Palettes 3D Representation - Super Nintendo Entertainment System Features Pt. 01b |
2017-03-07 | The Nintendo Entertainment System's Loading Seam |
2017-02-06 | Objects - Super Nintendo Entertainment System Features Pt. 02 |
2016-12-31 | Graphics & Palettes - Super Nintendo Entertainment System Features Pt. 01 |
2016-11-25 | Super Mario Bros. 3 - Wrong Warp |
2016-10-05 | Super Mario World - Random Number Generation |
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