Nintendo (NES) Controller - ElectronicsDisplaced Gamers2019-11-23 | An examination of the electronics - the 8-bit shift register and signals as well as a few bits of trivia for the NES controller.
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#NES #Controller #ElectronicsMMC2 Magic - How Punch-Outs Graphics WorkDisplaced Gamers2023-03-17 | Two boxers. No flicker? How is this possible? The MMC2 Mapper chip: Explained
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#NES #Programming #punchoutHow do Boxers Work in Mike Tysons Punch-Out!!? - Behind the CodeDisplaced Gamers2023-02-17 | Opponent Engines? Secrets in the crowd? Tyson is predictable? Let's dive in!
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#NES #Programming #punchoutHow Speedrunners BROKE Castlevanias Scrolling - Behind the CodeDisplaced Gamers2022-12-16 | Technical dive into how to use the NES controller to break level loading in Castlevania.
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#NES #Programming #CastlevaniaHow does the Critical Hit with the Whip work in Castlevania? - Behind the CodeDisplaced Gamers2022-11-04 | If you would like to support this channel, here is a link to the Displaced Gamers Patreon page - patreon.com/displacedgamers
#NES #Programming #CastlevaniaThe Input Lag and Attack Animation Delay of Teenage Mutant Ninja Turtles (NES) - Behind the CodeDisplaced Gamers2022-10-07 | Examination of the time between pressing the button and a forward attack. Are the attacks slower than they should be?
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[0:00] Lag Explained [2:35] Order of Operations [3:33] Animation Delay [10:02] Wind-Up Explained [10:36] Some Game Design Talk [10:57] Input Lag - Logic and Code [12:56] The DMC Problem [15:22] It all Adds up [16:09] Conclusion
#TMNT #cowabunga #NESThe Bad Jump Design and 30 FPS Gravity of TMNT (NES) - Behind the CodeDisplaced Gamers2022-09-01 | Breakdown of the physics-defying logic of jumping in the game. Frame rate, gravity, and special code all apply. Let's dive in.
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[0:00] Intro [0:54] Gravity [2:13] Jump Example [2:55] Frame Rate Rabbit Hole [5:25] TMNT Jump Breakdown [9:09] Jump Override Code [10:23] Game Genie Time [12:27] Conclusion and Outro
#TMNT #cowabunga #NESThe Broken Water Level of Teenage Mutant Ninja Turtles (NES) - Behind the CodeDisplaced Gamers2022-08-05 | What collision detection? Code investigation into the velocity and collision logic in the water level as well as some hitbox mistakes.
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[0:00] Opening [0:49] Level setup [1:10] Basic Object Collision [2:40] Bubbles and Current [4:33] Code Walk: Controller Input and Velocity Application [10:57] Code Change Proposal [12:41] Environmental Collision Detection [17:39] Conclusion and Outro
#TMNT #Turtles #NESCode History of Minus World and its Return to Mario All-Stars - Talkin Code Episode 5Displaced Gamers2022-07-15 | Six game code investigation of Minus World including the fix in Lost Levels/All Night Nippon as well as how to access it in All-Stars with a Game Genie.
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0:00 Intro 0:42 Super Mario Bros. Timeline 2:43 What we will examine 3:07 Famicom Disk System Version 3:49 VS. Super Mario Bros. 4:51 Lost Levels (SMB2j) 6:23 All Night Nippon 7:52 Super Mario All-Stars 10:37 Game Genie Time 11:26 The Return of Minus World! 11:56 More fun with SNES Game Genie 14:18 How to make your own codes 15:05 Outro
#MARIO #SNES #minusworldNew Discovery for Minus World in Super Mario Bros! - Behind the CodeDisplaced Gamers2022-06-17 | An odd instruction in the code has been analyzed, and it appears the Warp Zones do not work in the way they were designed. Let's fix the Minus World bugs!
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0:00 Introduction 1:13 How a Mario Level is built 2:41 SMB Utility (Level Editor) 5:56 Objects and Enemies for Minus World 8:29 Analysis with Emulation 11:42 Scroll Lock/Unlock Fix 12:42 Pipe Trio Fix 14:53 Outro
#NES #Mario #MinusWorldMega Man 2 - Quick Man A.I. Explained - Behind the CodeDisplaced Gamers2022-05-13 | Breakdown of Quick Man's Behavior and the BUGS in Mega Man 2 for the NES
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#NES #MegaMan #ProgrammingCode Walk! CPU Cycles and Performance of Mega Man 2 (Bonus: MM3) - Talkin Code Ep. 4Displaced Gamers2022-04-20 | Code walk of a Mega Man 2 subroutine with cycle counting, execution time as a frame percentage, and improving Mega Man 3.
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0:00 Intro 0:41 Code Walk 14:13 The Math (Percentage of Frame) 17:54 Marked Breakpoints 24:26 Mega Man 3 Performance 27:19 Outro
#NES #MegaMan #ProgrammingThe Complex Code of Mega Man 2 and How Zipping Works - Behind the CodeDisplaced Gamers2022-04-08 | The massive code behind moving Mega Man + the Zipping Bug. How does it work behind the scenes? What went wrong?
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#Megaman #Zipping #NESVertical Super Mario Bros.!? Not exactly... - Talkin Code Episode 3.1Displaced Gamers2022-03-04 | What happens if we change the circuit board to "Vertical" for Super Mario Bros.?
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#NintendoPower #Mappers #NESNES Scrolling Basics featuring Super Mario Bros. - Behind the CodeDisplaced Gamers2022-02-01 | NES PPU, Scrolling, and some background talk - how does it all work?
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#NES #Programming #MarioNES vs Famicom Disk System - Zelda, Disks, Mappers, and Ports - Talkin Code Episode 2Displaced Gamers2022-01-07 | How do cartridges and the Famicom Disk System map into CPU addressing? What are the differences between MMC1 Cart Zelda & FDS Zelda?
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#NES #FDS #ZeldaNES Mapper History to 1988 and Blaster Master Code Analysis - Talkin Code Ep. 1Displaced Gamers2021-12-15 | Unscripted look into the history of Famicom/NES cart capacity, Mappers, Sunsoft, and a deep dive into Zero Page and the Stack using Sunsoft's Blaster Master
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0:00 Opening 1:03 Topics 3:05 NES ROM and Mapper History 6:54 Sunsoft 8:17 Zero Page 13:25 The Stack 23:45 Outro
#Programming #NES #HistoryBlaster Master Pause Glitch and Rotating Tanks Explained - Behind the CodeDisplaced Gamers2021-11-26 | Some bosses take damage even with the game paused. The tank can rotate around platforms. How does all of this work?
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#NES #Programming #CodeThe Frustrating Weapons and TWO Versions of Festers Quest - Behind the CodeDisplaced Gamers2021-10-21 | Examination of the questionable weapons design and the second release of Fester's Quest
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#NES #BUGS #CODEThe Airmailing Enemies Bug of Super Mario Bros. 2 - Behind the CodeDisplaced Gamers2021-09-28 | Why do two enemies thrown back-to-back fly straight up into the air in Super Mario Bros. 2? Let's find out!
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#NES #BUGS #CODEShould Old Games Be Fixed? The Faxanadu Pendant Bug - Behind the CodeDisplaced Gamers2021-09-07 | Examination of known bugs in older games and some pondering of whether or not they should be officially fixed.
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#NES #Faxanadu #BugsAction 52 - A Bit of History & A Bit of ROM ArchaeologyDisplaced Gamers2021-08-27 | The Miracle that is Action 52 for the NES. Text to graphics? Aspect Ratio? Controller handling? It is all here!
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#NES #Action52 #ProgrammingThe Trade A.I. of NES Monopoly - Behind the CodeDisplaced Gamers2021-08-10 | Fast code walk of the logic used for the computer player to determine how to respond to a human player-proposed trade.
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#Monopoly #ai #ProgrammingCheating the Turbo Tunnel of Battletoads - Behind the CodeDisplaced Gamers2021-07-09 | Pondering what Game Genie codes could make the Turbo Tunnel easier to beat. "Easier" might be subjective...
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Score Boost - 1100 Points: PAUUEIAA Rollover to 0: AAXLXSPA
Misc Fun - Increase Jump Velocity: GEEZKPZA
Reduce Gravity: OYNAXVEV
Early Speed Limit to 1: PAVNGUAA
Early Speed Limit to 7: YAVNGUAA
Screen Wrap (Broken. A lazy change) - Uh Oh: IYEAUNSO
Don’t Do it: GGEAVYAO
#BATTLETOADS #TURBOTUNNEL #CHEATThe Atari 2600, Analog Video, Scalers, and the Agony of 240p AmbiguityDisplaced Gamers2021-06-21 | Technical dive into the reasons why scaling Atari 2600 video output can be troublesome
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Racing the Beam (Affiliate Link. Helps out this channel!): amzn.to/3gN8VlW
#Atari #retrotink #240pReprogramming Mega Man 4s Charged Shot - Behind the CodeDisplaced Gamers2021-05-17 | Cut the charge time in half? How about a damage boost? Focus on the process of reverse engineering code in this episode. Lots of code-hopping!
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Charged-Up Sound Fun (Use to replace charged up looping sound) - Boss Door: GXOELAYX Explosion: IXOELAYZ "You Got" Music: GOOELAYZ
#MEGAMAN #HACKING #BEHINDTHECODELets put the Jump from Ninja Gaiden II into Ninja Gaiden III - Behind the CodeDisplaced Gamers2021-04-28 | Ninja Gaiden II jumping in Ninja Gaiden III. Collision detection. Sword hitboxes. Enemies do less damage.
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Respawn in Same Room: VXOKXLSA Enemies do one damage: OXKAEVPX, PEKAOTLA Crazy Sword (large hitbox): YYXKEGAO, YYXKKGYE Super Sword by Default: PAXGKGAA, APXKEGAO, APXKKGYA
#BEHINDTHECODE #NES #GAMEGENIENinja Gaiden II - The Jumping, Clones and Wind - Behind the CodeDisplaced Gamers2021-04-09 | The jumping of Ninja Gaiden 1 vs 2. How do the clone ninjas work? How does the wind work?
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Featured Game Genie Codes: (Take note that I have not tested all of these with a real cartridge)
Pit Screen-wrap: AESSGYEA Pit Trampoline: AESSGYEA + EVSSPYEA + NNSIYNNY Ninja Gaiden 1 Jump: GANUOIZA + LANUUIZA + LANUSIZA + LANUNIZA + LEELOIZA + YEELKIAP + NNELUIZE + LYNZNLVO + AASKZPTT Front Clone Close to Ryu: ZLOPEIAX No Wind: AAKITEYA No Wind at 2-3 Boss: AAKIZEPE All Stages have Wind: GAKIAEAA + AAKIGAGA Disable Left Wind: AEUKGPAG + AEKGPONY Lights on in Stage 3-1: OXNPPGSX
0:00 Intro 1:34 Jumping - Ninja Gaiden 1 vs 2 9:32 Pit Deaths Be Gone 12:09 How do the Clones Work? 15:46 How is Wind Applied to Ryu? 24:26 Keep the Lightning Lights On 25:04 Game Genie Codes + Outro
#NINJAGAIDEN #NES #BEHINDTHECODEThe Jumping, Gravity, and Punishment of Ninja Gaiden (NES) - Behind the CodeDisplaced Gamers2021-03-20 | A look at the gravity and velocity design of Ninja Gaiden and the new Game Genie cheat codes we can create from what we've learned.
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Featured Game Genie Codes: (Take note that I have not tested all of these with a real cartridge)
Pit Screen-wrap: AEEVSLEA Pit Spit: ENEVSLEE + OEEVNUUE Death on final bosses takes Ryu to 6-3: ZOSVALAP Low Gravity: ZOOTKLYU High Jump (Up, Right, and Left): XYETKSKN + XNXVESKN + XYKVKVKN Invincibility: ATNTYOOZ No horizontal knockback: AEXTLPPA Unlimited Time: SXNYPYSA Start with 1 Health: PAUVYIAP Respawn with 1 Health: PENTILAP Super throwback from Enemies: ZEXTLPPE Backward jump same as forward: PENTSTAA Backward jump bonus: ZENTSTAA Death on final bosses takes Ryu to 1-1: PESVALAP + AESVZLPA
0:00 The Intro 1:55 The Design 12:15 The Cheating 22:23 The New Punishment 23:12 Outro
#BEHINDTHECODE #NES #GAMEGENIEPreserving Sound of Consoles and Computers - UPLINK 2021Displaced Gamers2021-03-09 | We need programmers! My Life in Gaming and Artemio join me to talk about sound preservation.
#MDFourier #Sound #PreservationThe Hidden Source Code in Dragons Lair (NES)Displaced Gamers2021-02-10 | What secrets are hidden inside the Japanese and European ROMs for Dragon's Lair (NES)? Let's take a look inside!
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#SourceCode #ROM #AssemblyZelda Drops and RNG - Behind the CodeDisplaced Gamers2021-01-21 | Item drop explanations plus code walks for random number generation and random drops.
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Featured Game Genie Code: (Take note that I have not tested this with a real cartridge)
Force item drops: AEVLLAPP
0:00 Intro 0:40 Four RAM Locations 2:43 10th Enemy Has the Bomb 3:09 Some Caveats 4:22 Strategies 7:04 Drop Oddities 12:08 RNG Code Walk 18:51 A Random Drop Example 22:39 Outro
#ZELDA #CODE #PROGRAMMINGZelda Hit Detection - Behind the CodeDisplaced Gamers2020-12-18 | Code walk through sword collision detection, sword/wand states, and the wand collision bug.
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0:00 Intro 1:42 Item Usage Conflict 3:27 Overview and Emulator Helpfulness 6:00 Begin Code Trace 9:40 Sword States and Comparing Values 14:50 Resume Code Walk 19:04 Execution Time? 20:35 Enemy Size and Hitboxes? 24:47 The Wand Melee Bug 28:05 An Abandoned Sword Animation? 29:03 Fix the Wand Melee Bug 31:42 Removing Sword Wind-Up 32:57 Outro
#ZELDA #CODE #PROGRAMMINGNES Sound: The DMC - Behind the CodeDisplaced Gamers2020-11-06 | Examination of one sound channel of the NES - the DMC. Analog to digital conversion, PCM, and DPCM are covered.
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0:00 Intro 1:00 What is Sound? 3:08 From Analog to Digital 5:59 PCM Explanation 7:45 PCM on the NES 10:15 Raw PCM on Register $4011 11:21 DPCM on the NES 12:52 Dwouble Dwibble and Registers $4012 and $4013 18:37 NES DPCM Sample Rate Options 20:56 NES Speech Replacement 21:53 DPCM Instruments 23:26 Sample Length and the Off-by-one Error 26:06 Looping Samples 27:46 A DPCM ROM Modification... 28:33 Journey to Silius Bass Compare 29:56 Thoughts on Bass Change 30:46 Super C and Drums vs Orchestra Hits 32:07 DMC Shortcomings 33:10 Conclusion and Outro
#NES #SOUND #SPEECHZelda 2 - Behind the CodeDisplaced Gamers2020-10-02 | Explanation of Fairy Warp Glitch, Objects, Elevators, and more
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Featured cheat codes: A smaller Great Palace: EIXATNGE
Double Elevator Speed - Down: AUKIEEAP Up: ESKIOEET
MAX Elevator Speed - Down: YNKIEEAO Up: EEKIOEET
0:00 Intro 1:02 Disk vs Cartridge Overworld 1:35 The Mystery of F-Attack 3:31 Zelda 2's Object System 10:24 The Fairy Warp Glitch and Sidescrolling World Design 19:53 The Zelda 2 Level-Up Softlock 23:37 Slow Elevators or Fast Elevators? 27:59 Outro
#ZELDA2 #CODE #PROGRAMMINGContra - Behind the CodeDisplaced Gamers2020-09-04 | The code behind the Konami code and some ROM editing for Contra.
Reduce Konami Code to a single "UP" press: PAKKPUZA
0:00 Intro 2:34 Konami Code Entry Explained 15:05 Assembly Post-Game Show 15:15 Intermission 15:49 Rapid Fire Explained 19:51 Can we change the rate of fire? 22:36 Outro
#CONTRA #CODE #PROGRAMMINGSuper Mario Bros 2 - Behind the CodeDisplaced Gamers2020-08-14 | Some revisions, some bugs, and some code from Super Mario Bros 2.
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#MARIO #BUGS #CODECartridge Games - Versions, Bugs, and Behind the Code: A SamplerDisplaced Gamers2020-07-20 | Examination of a small sample of games from the days before patching was such a frequent occurrence.
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#Sega #debugger #hiddenWhy use Generations to classify video game consoles?Displaced Gamers2020-07-08 | Video game system classification needs an overhaul. What about computers and arcade games? What are your thoughts?
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Majority of console and computer photos provided by: Evan Amos
#generations #consoles #classificationMSX Computers - Scrolling, Sprites, and StereotypesDisplaced Gamers2020-04-20 | Crash course in the four generations of MSX computers with a focus on scrolling, sprites, media, sound, homebrew, and patches. Shed your assumptions. Know the machine.
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#MSX #Computers #retroStar Wars X-Wing (PC) - Facets of the GemDisplaced Gamers2020-03-06 | A wonderful Star Wars game for PC that throws you into the cockpit of an X-Wing.
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#Starwars #Xwing #PCIntro to Chroma: From RGB to Component VideoDisplaced Gamers2020-02-14 | How does Luma relate to Chroma? How does RGB relate to Y'PbPr? How do B'-Y' and R'-Y' form PbPr?
#Atari #pacman #joystickNintendo (NES) Controller - ErgonomicsDisplaced Gamers2019-11-11 | An examination of the parts that make up the NES controller and what they mean to us.
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#NES #Controller #DogboneShenmue - A Dreamcast Gem for the PC AdventurerDisplaced Gamers2019-10-23 | If PC Adventure games had continued to evolve after 1999, would they have grown alongside Shenmue and spawned a new 3D genre?
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#Shenmue #Sega #SierraThe Misdiagnosis of the PlayStation 3 Yellow Light of DeathDisplaced Gamers2019-09-29 | Is lead-free solder truly THE culprit that causes the YLOD, or should we examine other potential issues instead of just assuming?
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Music by: Wolf and RavenWhat do you use to play Sega Genesis Games?Displaced Gamers2019-08-27 | Do you use real hardware? If so, which hardware? Do you emulate? Let me know!
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