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How Super Mario Bros Was Made Into 40 Kilobytes 

Joseph R Carroll
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Super Mario Bros for the Nintendo Entertainment System (NES) was published in 1985 and had pushed the limits of early game development. How did it manage to create a large horizontal game with very little storage space that's smaller than a PNG image?
► Channel: / @josephrcarroll7336
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MUSIC USED:
Francis Preve - Komputo
Max McFerren - So Lit
HOME - New Machines
William Rosati - Floating Also

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19 май 2024

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Комментарии : 1,4 тыс.   
@josephrcarroll7336
@josephrcarroll7336 3 года назад
This was my most complex video I ever made, and I'm thankful for all the positive feedback. Side note: Some of the live action audio sounds bad because I was using some brand new crappy lavalier microphone.
@inactiveaccount14963
@inactiveaccount14963 3 года назад
you did great!
@dingdong7624
@dingdong7624 3 года назад
This was really good
@Jake_Josh
@Jake_Josh 3 года назад
Minecraft was rebuilt in 4 kilobytes... 40 K isn’t impressive.
@Alpine_flo92002
@Alpine_flo92002 3 года назад
The Chip you pointed at and didnt know what it did is most likely a Copy Protect chip.
@theflyingwomblebat2717
@theflyingwomblebat2717 3 года назад
Boeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
@SeeTv.
@SeeTv. 3 года назад
Another interesting thing to note is that the bushes and clouds use the same sprite. That was kinda mind blowing when I heard it the first time.
@Cyber_Akuma
@Cyber_Akuma Год назад
I remember finding that out when I used the ancient NES emulator Nesticle back in the DOS days. Utterly useless and archaic by today's standards, but the best (and somewhat only) option for NES emulation back in the day. It had a graphics editor that would let you edit the graphics of the game live as it was running and see the effects. I remember trying to edit the bushes and noticing that the same effects were being applied to the clouds...
@idran7096
@idran7096 Год назад
​​@@Cyber_Akuma huh, Nesticle, it's creator had a good sense of humor
@Cyber_Akuma
@Cyber_Akuma Год назад
@@idran7096 Yup, he had a sort of "company mascot"/avatar called "shitman" that was literally what it sounds like, they made some DOS games too under the name "Bloodlust Software". I recall there was also a Genesis emulator at the time called Genecyst. Incidentally after retiring for about 30 years the creator of Nesticle came back working on another emulator called MetalNES that is supposed to be transistor-level accurate.
@OrdinaryGP
@OrdinaryGP 10 месяцев назад
​@@Cyber_AkumaI've used genecyst through mame on some online emulator site lol
@Nikku4211
@Nikku4211 3 года назад
7:18 No, the music was not created in a tracker. Trackers weren't even around back in 1985. Most video game sound programmers back then coded their music directly in assembly, manually typed hex code, or some form of MML.
@Shrek_es_mi_pastor
@Shrek_es_mi_pastor 3 года назад
Bassically, they put "partitures" and the console would read that.
@zzco
@zzco 3 года назад
@@Shrek_es_mi_pastor ?
@evarose1870
@evarose1870 3 года назад
@@zzco stay cool
@zzco
@zzco 3 года назад
@@evarose1870 lol hi there, but what the heck is a "partiture"?
@evarose1870
@evarose1870 3 года назад
@@zzco code tabulature
@zynidian
@zynidian 3 года назад
3:12 That's actually the CIC chip, which was used to prevent unlicensed games from being played (and the identical one inside the console was the cause of the infamous "blinking red light").
@josephrcarroll7336
@josephrcarroll7336 3 года назад
Thanks for letting me know, I was wondering what that chip was for.
@Diamond_Tiara
@Diamond_Tiara 3 года назад
@@josephrcarroll7336 Me too I always thought the version/anti piracy crap was built in the software and these chips were just also some kilobyte of RAM as a buffer for the ROMs. but nope, it's really a dumb rebranded logic gate that determines if you have the right to play the game you own.
@zynidian
@zynidian 2 года назад
​@@Diamond_Tiara It's actually a Sharp SM590 4-bit microcontroller (basically a tiny computer with a CPU, RAM, ROM, and I/O all in one chip) running the 10NES program. The CIC chip in the console and the one in the cartridge communicate with each other at start up, and if there is any issue in that communication, the chip in the console will reset the NES every second. Because no third parties had access to Nintendo's Copyrighted code running on the CIC chip, it was extremely difficult to make a pirate/unlicenced cart without resorting to more exotic methods of circumnavigation (ex. causing a voltage spike to knock the CIC chip in the console out, using lock-on technology to piggyback a licenced game's CIC, or even reverse engineering the CIC such as with Tengen's "Rabbit" chip.)
@Diamond_Tiara
@Diamond_Tiara 2 года назад
@@zynidian ​ @Zynidian Sweet Celestia... so it's closer to a cryptoprocressor by todays standards, a thing that will bring logic necessary to run a software. it was an era when chips on visa/mastercards were not even common. And yes the secu on arcade games was even more insane, keeping even parts of the code on S-RAM, or invent methods close to encryption of the software, I mean, not even a several thousands dollar Oracle Server software comes with such bullshit to validate thre license. EA or Ubisoft mostly can't run without an internet access anyways.
@loganjoy-koer5936
@loganjoy-koer5936 Год назад
it's basically DRM
@MattTOB618
@MattTOB618 3 года назад
3:54 "While the game never changes vertical axes" That's actually part of the reason why Super Mario Bros. 3 has the miscolored band of tiles on the right side of the screen; because the game has vertical scrolling, it has to load in more at a time, so it has little troubles like that.
@roberte2945
@roberte2945 Год назад
Which is really only a problem on modern displays. Back then it was hidden by the overscan.
@ajaxmaxbitch
@ajaxmaxbitch Год назад
Mega man 4 also does this
@D0Samp
@D0Samp Год назад
Sadly I haven't seen a concise answer yet on how they managed to limit the color banding in Kirby's Adventure (as a late-life NES title) to the left side of the screen where it can be masked using the PPU.
@Cyber_Akuma
@Cyber_Akuma Год назад
It's not that the game has vertical scrolling, but that it has BOTH vertical and horizontal scrolling at the same time. Games that only did one could generally hide that effect because the NES basically let you keep two copies of the screen into memory to prevent new objects loading in from being visible, but if you scrolled in both directions then you was using up that "off-screen" space for what was actually on screen. Even even back then on CRT screens the overscan was not enough to prevent it from showing up completely. If the overscan could take care of it then it would not have been a concern to have that whole double-screen feature.
@heinrichagrippa5681
@heinrichagrippa5681 5 месяцев назад
Even before then, Super Mario Bros. 2 (aka Doki Doki Panic, kind of, yet also kind of not, but let's not get into that) went out of its way to have a lot of vertical falling and climbing in its levels in contrast to the first SMB. Though you can tell literally the moment you start the game, which begins with falling a pretty substantial drop out of the sky, that it lags a bit every time it has to vertically scroll compared to how seamless horizontal scrolling is.
@brodyenli
@brodyenli 3 года назад
"And unlike today" *shows game from 10 years ago*
@candyman_315
@candyman_315 3 года назад
thanks for making me realize how old i am
@vanillafromnekopara
@vanillafromnekopara 3 года назад
Guess im old now thanks
@Josuh
@Josuh 3 года назад
Portal's graphics really hold up to this day
@ajemajh
@ajemajh 3 года назад
portal 3 is a lie
@cyanideA
@cyanideA 3 года назад
wait what
@joejoetv1337
@joejoetv1337 3 года назад
3:11 I believe that chip is the 10-NES Lockout chip that made sure only licensed games fro the right region were played.
@bartvandeloo1255
@bartvandeloo1255 3 года назад
Mostly correct it was more meant to lockout games not made by nintendo. They where afraid if low quality games would enter the market the video game market would crash again
3 года назад
All games that went through Nintendo Approved Seal (or however it was called) had it
@Octolicia
@Octolicia 3 года назад
@@bartvandeloo1255 Not true at all. The chip was made so that Nintendo could control how many games could be released on the console by a single company on a short period of time (5 games per year). It had nothing to do with the quality of the games.
@Octolicia
@Octolicia 3 года назад
@ Nintendo's Seal of Approval.
@bartvandeloo1255
@bartvandeloo1255 3 года назад
@@Octolicia the point I meant is that nintendo could control what games released. The reason is not officially known but is thought to be to prevent every small company just being able to make and release bad games made in 4 hours in the basement. Bad quality games with good box art crashed the market back than. That is also why the early NES box art is so basic to not mislead customer. So they don't get disappointed
@mertoslav4606
@mertoslav4606 3 года назад
The entire Mother series is like 40MB. Edit: I swear to god stop replying to my old ass comment! Edit 2: So you people wanna reply, huh? Then I'll give you a little question. Who is my favorite Toaru girl?
@thebravegallade731
@thebravegallade731 3 года назад
@Eren Yıldırım actually mother 3 probably is the bulk of that size, considering SNES cart sizes were a max of 6MB, and earthbond is probably within the normal 4mb limit
@alexdillon283
@alexdillon283 3 года назад
@Eren Yıldırım ......
@newdykung6775
@newdykung6775 3 года назад
Mother3 takes a whole memory for most of it. Mother1 on NES's just 512KB.
@irok1
@irok1 3 года назад
We take it all for granted
@thebravegallade731
@thebravegallade731 3 года назад
@Eren Yıldırım and the standerd size for a GBA ROM is 32MB i belive. and even in modern times, DS games normal cart size was 128MB, though some bargan bin ones came in 64. the 256 one was a commonly used large cart, while the 512mb one is seldom used, most famously for the BW2 games
@icraveforbananas2481
@icraveforbananas2481 3 года назад
Title: 40 kilobites Image: 41 kilobites Me: *visible confusion
@PersonaFan930
@PersonaFan930 3 года назад
@@BinglesP R/Wooosh
@Gryn990
@Gryn990 3 года назад
@@BinglesP r/woooosh
@romoney
@romoney 3 года назад
@@Gryn990 pls stop
@PersonaFan930
@PersonaFan930 3 года назад
@@minceraft8720 guy deleted a comment saying "Its caLLeD roUNdinG NuMBerS"
@romoney
@romoney 3 года назад
@@PersonaFan930 he's wrong, it's that windows literally adds a kilobyte to every file in the explorer unless you view properties
@DavidZMediaisAwesome
@DavidZMediaisAwesome 3 года назад
I feel like this really only said 2 tricks they did to reduce the memory of the ROM, and the rest was just technical info on the NES itself. I was hoping to learn something specific about SMB but it was almost all facts that were true for any NES game
@blakestephenson5824
@blakestephenson5824 3 года назад
I think the point is that smb was the revolutionary early example which first used the techniques that would then be used for almost any nes game. But I see what you mean
@Shrek_es_mi_pastor
@Shrek_es_mi_pastor 3 года назад
Same as the Blake Stephenson guy.
@zerobyte802
@zerobyte802 Месяц назад
True but I enjoyed watching a young person actually being interested enough to even bother noticing how insane fitting it all in 40K is, and then bothering to find out some things about how the old console worked, and THEN bothering to make an entertaining explanation about it.
@Cton9573
@Cton9573 3 года назад
1:04 Yo what is the AVGN doing there?
@UrAvgDMG
@UrAvgDMG 10 месяцев назад
He’s gonna take you back to the past
@juliavixen176
@juliavixen176 Год назад
The assembly code displayed at 05:26 is actually a Linux program for the Intel x86 family of processors. It prints "Hello world!" to STDOUT, and exits. I think it will probably work on any BSD kernel based operating systems if the two syscalls are the same (such as OS X). I'm too lazy right now to look the syscall numbers up. (I used to do a lot of x86 assembly programming, so I instantly recognized this.)
@aptro7855
@aptro7855 7 месяцев назад
who asked?
@liviasilva3333
@liviasilva3333 6 месяцев назад
@aptro7855 I asked.
@aptro7855
@aptro7855 6 месяцев назад
@@liviasilva3333🤯
@vladls
@vladls 6 месяцев назад
@@aptro7855 we did.
@WahRizz
@WahRizz 5 месяцев назад
@@aptro7855me
@lev7509
@lev7509 3 года назад
CORRECTION: The "black" color of the palettes can be easily changed just like the other slots of the palettes. However, only *one* background color; more than one would require changing it while the screen is being rendered, whoch some games indeed do If that wasn't the case, the sky in SMB1 would be black at all times.
@func_bolillo
@func_bolillo 3 года назад
you mean it changes the colors in the palette slot like, in code while on run-time, or in design-wise?
@MuffledSword
@MuffledSword 3 года назад
@@func_bolillo The game sets the palettes, as chosen by the developers. Colors in palettes can be changed even when they're in use. It's used in this game to give coins and ? blocks their glowing effect.
@func_bolillo
@func_bolillo 3 года назад
@@MuffledSword That's really amazing and clever. I didn't even knew that was a possibility.
@TaiFerret
@TaiFerret 3 года назад
The "black" colour of each palette is really simply transparent, but cell 0 of the palette memory holds the background colour, which is used on every pixel that is transparent on both layers.
@matiasd.7755
@matiasd.7755 6 месяцев назад
Esch color 0 of the 4 bg palettes is mapped to one and only background color. So if you set color 0 of palette 2 to red, then all colors 0 in palettes 0, 1 and 3 will also be red. That is, if for some reason, you read them back....
@Riiludragon
@Riiludragon 3 года назад
You didn't even explain how the levels are compressed to fit on the ROM, thats what I came here for.
@JamieVegas
@JamieVegas 3 года назад
It's encoded on per-screen basis as two bytes per run of blocks.
@vuurniacsquarewave5091
@vuurniacsquarewave5091 3 года назад
There is a sort of default layout that keeps being drawn, which is affected by various objects, which can spawn runs of blocks into that default as you move. So when you see a bunch of "?" blocks for example, usually it's just a single object that spawns the entire row or column of blocks. There are objects to change the "default" layout to another one, which is most notably used in the underground and castle levels.
@JamieVegas
@JamieVegas 3 года назад
@@vuurniacsquarewave5091 It works this way in Super Mario World, too.
@nivedh2894
@nivedh2894 3 года назад
I recently discovered your animation channel...and then found out you left it...but guess what? I love this new type of content more than animation! So I subscribed!
@WhySoPrettyJinsoul.
@WhySoPrettyJinsoul. 3 года назад
What is the name of his animation channel?
@nivedh2894
@nivedh2894 3 года назад
@@WhySoPrettyJinsoul. ru-vid.com
@WhySoPrettyJinsoul.
@WhySoPrettyJinsoul. 3 года назад
@@nivedh2894 thanks
@nivedh2894
@nivedh2894 3 года назад
@@WhySoPrettyJinsoul. np
@JustWasted3HoursHere
@JustWasted3HoursHere Год назад
Atari 2600 game programmers DREAMED of having the power of the NES back in the day. _They're_ the ones who deserve to be admired. Actually, before RAM became affordable and processors became much faster, all those old systems had to make compromises and use different methods to stretch that RAM and lack of processor speed as far as they could. This resulted, most of the time, in games that focused on game play rather than eye-candy since game play was all they had. The best example I can think of for a programmer squeezing every last drop of processing power out of a game system is David Crane's "Pitfall!" for the Atari 2600. This game was 4k, yes FOUR kilobytes, which is 1/10th the size of Super Mario Brothers ROM, yet it contained 256 screens and has many different aspects such as scorpions, rolling logs, swinging vines, alligators, treasures to capture and much more. Here's David himself talking about how he did it! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-MBT1OK6VAIU.html
@palmberry5576
@palmberry5576 Год назад
Dang, pitfall is 4k?? That’s really impressive ngl
@JustWasted3HoursHere
@JustWasted3HoursHere Год назад
@@palmberry5576 Yep. David Crane is a legend. In that lecture linked above he talks about how he originally only gave the player ONE Pitfall Harry to complete the mission, but when his co-workers talked him into giving the player 3 lives it took David another several weeks to optimize his code even further to insert that feature (he had used 100% of the available ROM space already).
@absoultethings4213
@absoultethings4213 6 месяцев назад
is this guy a fucking wizard what the fuck how’d he do that
@JustWasted3HoursHere
@JustWasted3HoursHere 6 месяцев назад
@@absoultethings4213He's a very clever guy.
@Raderade1-pt3om
@Raderade1-pt3om 5 месяцев назад
@@palmberry5576 4k reminds of demoscenes which are dying out , people managing to create full 3d scenes and intros with in just 4kb size limitations etc using windows existing resources. Also kkrieger which is full 3d FPS game demo under 100kb! Unlike today devs reslly tried to be efficient.
@SatoshiMatrix1
@SatoshiMatrix1 3 года назад
3:12 that's the 'key' for the NES-10 lockout chip on the NES motherboard. It was designed to prevent third party games from running, though it was eventually circumvented and is primarily a source of annoyance these days as any dust between the NES-10 cartridge pins and the lock would result in a blinking power light and the game not booting.
@yolo2407
@yolo2407 Год назад
No wonder the top loader model got rid of it.
@Reliztik82
@Reliztik82 3 года назад
I am actually a sophomore in college taking computer engineering and it is mandatory that we learn how to properly program a 6502 with assembly language and seeing all of the cool things done with it back then is cool, too bad it isn’t used much now.
@vineheart01
@vineheart01 3 года назад
As a kid i never really understood how tiny amount of information 40-70kb of data was. As an adult i am simply baffled by how they were able to pull this off. So many tricks used to reuse assets. Also we have been spoiled today by storage space, its almost not even a factor anymore. So using MP4s and images is more common as theyre richer and easier to work with than raw data.
@robuxyyyyyyyyyy4708
@robuxyyyyyyyyyy4708 10 месяцев назад
Modern devs could definitely learn a thing or two about compression
@SioxerNikita
@SioxerNikita 4 месяца назад
​@@robuxyyyyyyyyyy4708mp3s and pngs are compressed
@seigeengine
@seigeengine 4 месяца назад
Honestly, 40-70 kb isn't that little data in the first place. 40 kb is 40,000 bytes. That's 320,000 binary flags. The smallest common encoding for English characters is 1 byte per character, meaning 40,000 bytes is 40,000 characters. English is typically about 6 characters per word inc. spaces and punctuation, so that's 6667 words, which is around 3 chapters of a novel. That's not a ton of data, but it's also not nothing either. In contrast, games these days are regularly like 100 gb. 100 gb is enough to store around 300,000 novels worth of data. That's insane.
@SioxerNikita
@SioxerNikita 4 месяца назад
@@seigeengine The things that take the most space is sound and images, so yes, it is frankly quite a little data. Even when compressed heavily, image data is the biggest easy. You are comparing it to words, which is a bad comparison.
@seigeengine
@seigeengine 4 месяца назад
They don't really have to though. An image, without compression, can have as little as 1 bit per pixel. With compression, I have images that are large even on current displays that are only a couple kb in size. That's before you get into things like tiles, which effectively reduce the resolution of the display. Sound is more outside the scope of my knowledge, but it's similar. Strongly disagree. Text is the best way to discuss data size, as it's the most intuitive way of conceiving of stored data to an average person. @@SioxerNikita
@mayoboi0120
@mayoboi0120 3 года назад
Micromages *Allow me to introduce myself.*
@araigumakiruno
@araigumakiruno 3 года назад
3:12 Congratulations,that is a CIC Lock-up Chip
@araigumakiruno
@araigumakiruno 3 года назад
@Fernan Schouffoer anyway no way he could confuse it with 2KB of RAM...
@dragonick2947
@dragonick2947 2 года назад
@@araigumakiruno It's not exactly obvious to those not in the know, isn't it?
@KaffeinatedAura
@KaffeinatedAura 3 года назад
1:27 My man actually dissed my child. As a crying child once said: "STO-OP!!! HE'S ALREADY DEAD!"
@alexanderdorenkamp
@alexanderdorenkamp 3 года назад
This makes me realize how far technology has gone
@aksiyonbizde3016
@aksiyonbizde3016 3 года назад
7:46 That’s the DankPods song that makes me remember him every time I hear it.
@marcusgrosso4713
@marcusgrosso4713 3 года назад
Same omg
@user-le8ul4nr5t
@user-le8ul4nr5t 3 года назад
Bring forth the audio judge, the huh duh six hundgeos by ol' mate senny
@justinhamilton8647
@justinhamilton8647 3 года назад
*Auxiliary mode*
@Bro3256
@Bro3256 Год назад
I want to note that the context of the release of Super Mario Bros. in Japan is pretty important and notes how the game was crammed in a tiny cartridge in 1983 Nintendo released the Family Computer or Famicom fot short and for the first 2 years of the consoles life you really only saw very simple arcade like games for several reasons, one of those being hardware limitations and Super Mario Bros. on the Famicom absolutely pushes the limit on what you can do with just the stock hardware heck that's partially the mindset the development team had when creating Super Mario Bros. a little later after Super Mario Bros. released in Japan Nintendo would launch the Disk System add-on for the Famicom which at the time was more capable of storing a lot more data than cartridges but advancements in technology soon after made the Disk System obsolete couple that with piracy being a problem and the disks themselves being at risk of not working you can see why an NES release was scrapped Nintendo and other companies would create new mapper chips for future cartridge games which literally added in hardware inside of the cartridge that the system can use this video doesn't really go into this context and as a result I don't think it properly explains why they even had to do all of this
@E579Gaming
@E579Gaming 3 года назад
Now a days a picture a single frame is a thousand times bigger than a whole game
@epobirs
@epobirs 3 года назад
Very familiar for those of us who started years earlier on the Atari 800 or similar 8-bit system. There was roughly a four year gap between when the Atari 8-bit computer (and 5200 console) and Famicom chip sets were engineered. This meant Nintendo's engineers had a significantly larger transistor budget, though the amount was a rounding error by today's standards. This allowed for greater sprite counts and displayed color depth and more complex audio but one can also see some difference in the basic choices the two groups made. Atari placed an emphasis on color range, supporting a palette of 128 colors in the original CTIA chip and 256 in the later GTIA upgrade. (You could directly replace the socketed chip to upgrade.) This allowed for some tricks the NES cannot reproduce. Also, the Atari didn't have sprites in the traditional sense but rather four pairs of what were called player-missiles. A player was an 8 pixel wide band that ran the entire height of the screen. These were mono colored, so the pixels in the band were either visible or transparent, allowing for one player to appear to be several objects in different vertical locations. The missile was a 2 [pixel wide version of that vertical band. The missiles were actually a fifth player divided up to provide and adjunct missile to each player. This was a compromise from the transistor count that would have been needed to have a full 8 player objects. The later Amiga systems, which had some of the same engineers involved, had similar full screen height objects but also had for the time powerful hardware functionality that allowed moving software defined objects around well enough to do things well beyond what sprites provided. Up until then there was a division of having lots of hardware support for character or tile mapped displays or doing everything in software on bit mapped displays like the Apple ][. Combing the two changed a lot of the rules for developers, which is why the Amiga was the platform of choice for for young developers for many years. Later, when those developers were married with families to support, the platform of choice was the one that came with a steady paycheck.
@justinstephenson8543
@justinstephenson8543 3 года назад
I’ve been looking for a channel like this one because I’m not big on game design and can’t understand a lot but the way you explain it is easier to under stand
@someoneonline5192
@someoneonline5192 3 года назад
The video was extremely educational, while also being simple enough for everyone to understand. Also, the edits were amazing, it'd been a while since I'd seen someone put so much work into that. Great job dude!
@josephrcarroll7336
@josephrcarroll7336 3 года назад
Gee, thanks! :)
@quitingyoutube3291
@quitingyoutube3291 Год назад
@@LieutenantVague Nope
@Thatguy-md5ve
@Thatguy-md5ve 3 года назад
I genuinely love this new channel from Joseph! *:D*
@idkyiexist3534
@idkyiexist3534 3 года назад
@@olek0 ?
@viralbox9216
@viralbox9216 3 года назад
7:18 No. even though we do that today, back then, there were no trackers! Everyone just coded the music in assembly.
@user-le8ul4nr5t
@user-le8ul4nr5t 3 года назад
fun fact, only the first image of assembly is MOS 6502, the other one is intel x86. Also, in the 6502 one, the CLC line is superfluous since the sum is always $66 and won't set the carry flag and the code doesn't even check for it anyways.
@weirdnex
@weirdnex 3 года назад
1:23 there's a Pipe bomb in your mailbox
@SirenGlitch
@SirenGlitch Год назад
3:17 that is the NES lockout chip, anti-piracy measure that worked pretty well, until it didn't
@SchmoeyComics
@SchmoeyComics 3 года назад
I’m so happy I found this channel! Keep up the great work!
@NeoTgl
@NeoTgl 3 года назад
Your doing better and better! This was edited extremely well keep up the good content
@Tommy-pv1vh
@Tommy-pv1vh 3 года назад
3:13 that is the lockout chip (copy protection)
@Controllerhead
@Controllerhead 3 года назад
Nice video! You can actually access all 32KB of data, it's the bigger games where the "bank switching" comes in and you have to move chunks of data around. Also, there are emulators with wonderful step-through debuggers like Mesen. Glad to see stuff like this though =)
@dangrise6182
@dangrise6182 11 месяцев назад
Thanks for clarifying this. That was my hunch too regarding the 32kB code ROM in non-mapper carts.
@OutsideTheTargetDemographic
*slaps down cardboard NES "sorry, I don't have the real thing" You, sir, have earned a sub.
@woohwas
@woohwas 3 года назад
just found out about your channel. awesome content dude, incredibly high quality. keep it up!!!!!
@Zi7ar21
@Zi7ar21 3 года назад
6:57 Wait isn't that from the 8-Bit Guy edit: nevermind it is I wasn't looking when he displayed the message on screen
@BoomBoomEnemy
@BoomBoomEnemy 8 месяцев назад
It is
@davidsenabrealbujer
@davidsenabrealbujer 2 года назад
Nice video. Just a note. 6:05, this is not a standard scheme. E.g. Metroid uses two 16 kb banks, one fixed, and the other switchable, in order to access the rest chuncks of the ROM. This is because Metroid is a 128 kb ROM, and it doesn't fit in 32 kb. But Super Mario Bros can access the whole code and data without any switching.
@CmFive
@CmFive 3 года назад
Very informative and entertaining! Love the style. You've earned a new subscriber.
@RamiKattan
@RamiKattan 10 месяцев назад
4:51 recent 3d games will use 10 different 3d models with hundreds of textures to have sprites (npc/objects) have different colors, this is one reason why today's games are soooo huge. Hope they learn to use tricks like the early days.
@MikeToob
@MikeToob 3 года назад
Nice! Loving the new channel. I can definitely sence the Scott The Woz vibe, if that's what you're going for.
@NeoTgl
@NeoTgl 3 года назад
KeiserAnimates hi
@MikeToob
@MikeToob 3 года назад
@KeiserAnimates hi!
@Brinta3
@Brinta3 11 месяцев назад
I think that’s a bit insulting. Scott is certainly awesome, and Joseph is cool in his own way. I don’t think he was ever trying to copy Scott. Very different styles!
@MikeToob
@MikeToob 11 месяцев назад
@@Brinta3 didn't mean to give off that I thought he was copying. More along the lines of inspired or influenced in some way. Rewatching it now though, the differences are clearer to me.
@DoggyBingBong
@DoggyBingBong 3 года назад
1:26 you will now get smited by the all might gaben, god of steam, bringer of unusuals and CS:GO skins and the Half-god (3) himself.
@A_Random_Person324
@A_Random_Person324 3 года назад
Mhm I mean, why compare SMB to TF2 or CSGO? One's a singleplayer kinda game, and the other are multiplayer FPS games
@strange9922
@strange9922 3 года назад
@@A_Random_Person324 Half life easily has a better story than BOTW, yet it was made 10+ years before BOTW, but he didn’t mention that game.
@Lem_Gaming
@Lem_Gaming 3 года назад
@@A_Random_Person324 he compared what the games have to offer, botw with only 14 GB gives you a massive map, hundreds of side quest, and thousands of things you can do during the game before fighting Ganon, Tf2 on the other hand has a really entertaining concept, but I feel like Valve could have made the game by saving AT LEAST 7 GB.
@BrunoSXS
@BrunoSXS 3 года назад
The chip you're not sure about is actually the CIC, that was used to verify the card was authorized to run on the console.
@daviedood2503
@daviedood2503 2 года назад
Meaning u can't play a Japanese version of the game on a united states nes console?
@usmanmadid
@usmanmadid 10 месяцев назад
This is so helpful and informative I always thought how gba games or old games had small memory size back then now I understand thank you!
@RussmanDesignHD
@RussmanDesignHD 3 года назад
2:28 My Favorite but most accurate part!
@jasong6501
@jasong6501 3 года назад
Btw that third small chip is the CIC. It provided copy protection for the console. Modern vintage gamer has done at least one video covering it. There's a matching chip inside the NES. They use some lock and key type thing. Look it up, it's pretty fascinating.
@TheWorldWideWebTheSqueakuel2
@TheWorldWideWebTheSqueakuel2 3 года назад
OH GOD YOUR EDITING IS SO GOOD THE HUMOR OH GOD I LOVE THIS
@mr.fishfish570
@mr.fishfish570 Год назад
Great job putting this video together!
@TheBoxyBear
@TheBoxyBear 3 года назад
Just looking at the Yandere code made my eyes bleed. Should have just used enums instead of strings, with the Flags attribute for stuff like what is witnessed.
@TheBoxyBear
@TheBoxyBear 3 года назад
@Commodore X If I understand correctly, this is why I suggested an enum. It would store the thing witnessed as a single number while giving a name to each value so the programmer doesn't have to remember what each value represents. You could check if a student witnessed a murder with something like: if (someRandomStudent.Witneseed == WitnessedAction.Murder) 1 - It's easier to use than strings since most IDEs support suggestion/auto-completion of enum types 2 - The memory allocated to the enum value is no more than the enum's underlying type. YandereDev might even be able to define the enum as char, only using 1 byte per value You may have also noticed a student can have witnessed multiple things. In YandereDev's string-based approach, this is done by addind the word "and" between the names of witnessed actions. An enum value can also contain multiple values with a binary approach. By assigning each enum value to a power of 2, each value can be represented as a single bit being set. You can then set multiple bits to represent multiple enum values. To write multple values, assuming the enum is defined proprely, you can do something like someRandomStudent.Witnessed = WitnessedAction.Murder | WitnessedAction.CarryingIllegalItem; or someRandomStudent.Witnessed |= WitnessedAcion.Murder; if you want to add a value without affecting the rest To read individual values, you can add the Flags attribute to the enum type, allowing you to use the HasFlag method on a given value. When compiled, all enum values are replaced with the equivalent numerical value, so it would be the same as yourr suggestion regardless. The reason I suggest an enum instead is to not have to remember the meaning of each value.
@doigt6590
@doigt6590 3 года назад
Ok so to be clear, that code we see in the vid and that has been going around the net was generated by a decompiler and is not the actual source code. Switch statements are translated into if... else if... else statements on the byte code level most of the time (there are also some special cases not worth the time going into), so when the decompiler reads that byte code, he doesn't see the original switch statement. You can also tell that it was decompiled for the massive usage of the "this" keyword, which is typical of code written by a program. You'll see the same kind of shit in designer source files if you use a .Net ide for example. Also, it shows that youtuber who did this vid knows nothing about programming - both retro and modern programming.
@DJ-Tuber
@DJ-Tuber 3 года назад
@@doigt6590 decompilers don’t change the basic implementation. If it decodes as string comparisons it was string comparisons. If it used anything better (and anything would have been better) it would decompile accordingly. Best case it was comparing against string constants but that is still horribly inefficient code. You can’t decompile lipstick on a pig 🐷
@doigt6590
@doigt6590 3 года назад
I never said that decompilers change the basic implementation, that's in your head...
@clowdyglasses
@clowdyglasses 3 года назад
1:28 Trust me, it takes a lot more time to master tf2 than you might think
@joeschmo5171
@joeschmo5171 Год назад
Amazing video. I’m a child of the 80’s and NES remains the only system I have in my living room to this day. Also, I am a visual effects compositing artist by trade, and technical limitations and time are always present no matter what the budget of the project is. Doing my job as a comp artist, you constantly have to problem solve to get the results the client is looking for, without crashing the workstation as well as the final render. So I can fully appreciate and respect the NES dev teams who were up against crazy limitations, and still produced amazing games. It’s all about thinking outside of the box to find those creative tricks to get the job done.
@Badastr0
@Badastr0 3 года назад
Really liking the new type of content it’s very entertaining and educational! :D
@frigginbeginner853
@frigginbeginner853 3 года назад
Man you have a good style of humor Wanna know a sad part In the philliphines most kids didnt even know what a console was which was sad and now 2020 I only see kids having "bootleg" consoles And the dumb part is they didnt knoe their consolr is fakr
@aetherdevboi6871
@aetherdevboi6871 3 года назад
Idk about that i did own a Fake Famicom as a kid but Theres 2 Family here in our neighborhood including ours that has a PS4 and im not even from the City.
@retardman5193
@retardman5193 3 года назад
What's sad?
@ArjunTheRageGuy
@ArjunTheRageGuy 3 года назад
I guess because they're expensive.
@xynZ824
@xynZ824 3 года назад
I really want a switch so bad
@hyutea
@hyutea 3 года назад
i live in the phillipines and was born there, and now ive had a switch for 2 years, and when i was like 2 years old, my 2 brothers and my 1 sister got gameboy advance sp's and my 2 brothers's game was Pokemon Emerald, and my sisters game was Pokemon Ruby. we also bought the sims the gameboy game, and super mario advance. my parents had the nes. so we never had a bootleg console. it was always nintendo.
@TompkinsAnimation
@TompkinsAnimation Год назад
Back then developers had to figure out how to fit all the data with such small storage, but now developers have to figure out how to afford to use all the hardware since the files are huge.
@Fighter178
@Fighter178 9 месяцев назад
That chip that you have no idea what it is, is the "Lockout Chip". The NES was the first console to feature any kind of lockout system. It was implemented because of the video game cras if 1983.
@k0niczynek
@k0niczynek Год назад
To be honest with you it's fascinating how you uncover this while I grew learning about this when I wanted to start my journey as a programmer 25 years back...
@noventi4541
@noventi4541 2 года назад
2:23 And that the Nokia 3310 vs IPad Pro
@dandertuts7702
@dandertuts7702 2 года назад
5:41 "Y'know those debuggers to know exactly what problems you have so you can easily fix them?" No. No I do not.
@BenjaminHoudu
@BenjaminHoudu 3 года назад
It is an incredible video. Great details and great talk!
@zeliga
@zeliga 3 года назад
Just found this channel and I love your content!
@enderben2805
@enderben2805 3 года назад
The sound part was referenced from The 8-bit guy's video, previously known as the ibook guy, the visuals from his video
@CoolJosh3k
@CoolJosh3k 3 года назад
While a really good quality production, sadly it was full of miss-leading information and even mistakes. I highly recommend you have someone knowledgeable in the details review your completed video next time, so you can fix bad info before a final version. This way they can make sure you understood the important details right and simplified correctly.
@BlueRS123
@BlueRS123 3 года назад
I believe you, but can you provide a few examples?
@CoolJosh3k
@CoolJosh3k 3 года назад
@@BlueRS123 For starters, kB not KB. Capitol ‘K’ is Kelvin while lowercase ‘k’ is Kilo. Here are a few examples of incorrect information: * Atari 2600’s largest game was 32kB, not 8kB. * CDs are not “that” sensitive. It employed Cross-Interleaved Reed-Solomon Forward Error Correction such that you’d need thick, long scratches or a lot of rather dirty fingerprints to stop it working. * There where 4 background palettes and 4 sprite palettes, not 4 total. 25 simultaneous colours. * The “black” is actually a shared common (any) colour for the background palettes, but worked as 1-bit transparency on sprite palettes. The big reason why the games were so small back then was because of the architecture. There was very little overhead and was very little waste. Unity (popular modern game engine), by comparison, is very bloated because it needs to cater for so much. Also that mystery chip is the 10NES lockout chip.
@sonpham3438
@sonpham3438 2 года назад
@@CoolJosh3k that CD part was obv a joke
@Lylcaruis
@Lylcaruis 3 года назад
loved the video. I subscribed, you remind me of other RU-vidrs with millions of subs who do stuff like this. keep up the good work!
@__-bm5zj
@__-bm5zj 3 года назад
To answer your question, "how did they compress mario into one cartridge with huge scrolling levels," they stored level data as a collection of vertical 32px wide strips (the chunk that they load in on the fly for scrolling) and they reuse them A LOT. Thats how
@peekasnooze3626
@peekasnooze3626 2 года назад
It’s kind of like getting a table from ikea. To save space, the table comes disassembled with instructions to put it together.
@bonbonpony
@bonbonpony 5 месяцев назад
03:12 No, this is not RAM. It's Nintendo's lockout chip, an anti-competitive measure to prevent competitors from making games for Nintendo's console. There's a counterpart chip inside the console that talks to this chip and performs a handshake during reset. If the keys don't match, it sends the CPU a permanent reset signal. 03:33 No. It's a tile map. The tile set (or the character set) is what's held in the cartridge ROM and contains the definition of each tile that can be used. The tile map is the way the console organizes the image on the screen, dividing it into tiles (characters). Then it can store just the numerical index of the tile that should be displayed at a particular place of the grid on the screen. The tile map stores those indexes, it maps the tiles onto the screen. 03:36 Wrong again. Tile sets are collections of _tiles_ , not _pixels_ . Each _tile_ is a collection of pixels. 04:00 Nope. Each TILE had that limitation, not a TILE SET. The tile set doesn't care about colors. Each tile made of pixels just stores the indexes of one of four colors from the palette, but it doesn't specify what particular colors are they. The information about those colors are stored in the palette, and there's a couple of different palettes the PPU could choose from when rendering the tile map. The number of the palette has been stored for every tile in the tile map, so each 8×8 box on the screen could use only those 4 colors from one particular palette, but another 8×8 box nearby might have used a different palette of 4 different colors. So overall, there might have been more than 4 colors on the entire screen, but not within a single tile. 05:12 Yeah, figures… :q So WHY DO YOU MAKE A VIDEO ABOUT IT IN THE FIRST PLACE?! :P Next time you decide to "explain" anything to your viewers, make sure that you understand it yourself well enough. Otherwise, all you do is just spread misinformation and make fools of your viewers and yourself. And if anyone wants to know how graphics worked on NES consoles, there are much better videos out there, like "How old-school graphics worked" (2 parts) by The 8-Bit Guy, "NES Graphics Explained" by NesHacker, or the series of videos on Retro Game Mechanics Explained. I recommend you to watch _that_ instead. You'll learn much more, and more correctly. This is probably where the author of this video learned about all of this (and understood less than half of it). I even recognize some of the pictures. E.g. the one about the sound channels is directly copied from The 8-Bit Guy's video titled "How Oldschool Sound/Music worked". Plagiarism is not cool :q You could at least draw your own picture.
@Mittzys
@Mittzys 4 месяца назад
The guy who made this clearly is more interested in engaging editing than making a worthwhile video
@Mittzys
@Mittzys 4 месяца назад
The guy who made this clearly is more interested in engaging editing than making a worthwhile video
@4rumani
@4rumani Час назад
he should have just said "tile" instead of tileset
@aerophoenix1
@aerophoenix1 3 года назад
“Sorry, I don’t have the real thing” Funny man, you make me hahah
@L._Vireo
@L._Vireo 3 года назад
As a Gameboy Homebrewer I love this video.
@ariel78_
@ariel78_ 3 года назад
8:08 me: all of the above
@EmanueleX
@EmanueleX 3 года назад
Video: 40 Thumbnail: 41 I have been tricked, backstabbed and quite possibly bamboozled
@madameletrange
@madameletrange 3 года назад
Trckstabbed
@edgeeffect
@edgeeffect 5 месяцев назад
So impressed with the quality of your NES replica. ;)
@bobthenerd1010
@bobthenerd1010 11 месяцев назад
i just want to say that drawing made for the thumbnail is amazing :>
@bobthenerd1010
@bobthenerd1010 11 месяцев назад
oh my gosh i commented that before watching the video, it's FILLED WITH ALL KINDS OF COOL STYLE :D
@rowbot5555
@rowbot5555 3 года назад
"Than what tf2 offers" ..impossible, perhaps your archives are incomplete
@dkskcjfjswwwwwws413
@dkskcjfjswwwwwws413 3 года назад
Tf2 has like 100 maps, 1000 hats, 200 weapons, mvm and halloween.
@Akar1Haruto
@Akar1Haruto 3 года назад
And not to mention, community servers. Literally infinite possibilities, with sub games
@strange9922
@strange9922 3 года назад
I’ve spent 1,300+ hours in tf2, I could 100% BOTW in ~40 hours. I still haven’t gotten every achievement in TF2, and hell, I haven’t gotten every weapon
@IammeoramI
@IammeoramI 3 года назад
If you only compare the base relases of each game, Tf2-07 - Botw no Dlc his statement makes slightly more sense. But trying to quantify the return on time/ unique game assets for either game is moot when: they're different genres that came out in different eras with one being a single player titan with a prestigious pedigree and the other a hyper focused role based multiplayer experience. Idk bout csgo
@Lee-fw5bd
@Lee-fw5bd 3 года назад
@@strange9922 you 100% BOTW in 40 hrs? I haven't even beaten ganon in 80. You're very focused when it comes to gaming I guess
@ello-olle
@ello-olle 3 года назад
Another amazing storage-related thing was how gamefreak managed to fit the entirety of johto _and_ kanto on a single gameboy (color) cartridge. This was thanks to the one and only satoru iwata. May he rest in peace
@thepixelatedpumpkin31
@thepixelatedpumpkin31 3 года назад
Awesome Video! Very informational and educational!
@TheJadeFist
@TheJadeFist 3 года назад
Short answer is reusing assets, midframe memory swaps and reducing and reusing the lines of code to the minimum to still accomplish what they needed to do. It really is impressive what they were able to do back then with so little to work with.
@johnathanpenczek5499
@johnathanpenczek5499 3 года назад
A little more data? Going from 4 kb to 40 kb is HUGE.
@dragonmist3459
@dragonmist3459 3 года назад
"Sorry I dont have the real thing" *pulls out the controller
@airplane6417
@airplane6417 3 года назад
That is a USB controller, and it's unofficial. Also if it was real, NES controllers are really cheap, and the most expensive non-prototype controller I know is 100 dollars today (the power glove).
@dragonmist3459
@dragonmist3459 3 года назад
@@airplane6417 thank you for specifying I was confused
@Orng69
@Orng69 3 года назад
You made this channel just in time as I’m going through a Nintendo phase rn
@brokenmemes1628
@brokenmemes1628 3 года назад
Dont you mean coding and game and buttons and wires and entities from NINTENDO
@alexsiemers7898
@alexsiemers7898 Год назад
I lost my freaking mind when you pointed out that a screenshot of the game took more file space than the game itself
@SimbologiaChido
@SimbologiaChido 3 года назад
It feel like this video is gonna have millions of views in like 5 years, I guess...
@shakeyframe2330
@shakeyframe2330 3 года назад
3:12 That is actually the lock out, ( cic ) chip used by Nintendo to make it where only games officially licensed by them for the system would play, although some companies still manage to find ways around it at the time.
@danieldimitri6133
@danieldimitri6133 7 месяцев назад
I know colors worked with pallettes and tiles were color limited so it took very little data to define a tile. They would reuse tiles and pallet swap tiles. Clouds and bushes were the same tile set etc... sprites and backgrounds etc we're just functions of the video chips. Level data was reused, sometimes pallette swapped to feel fresh, enemies added. But with all that I still don't think I'd be able to write it all in 40k. Early game devs were very talented to be able to do all that in a time frame where the system stayed relevant. To be familiar with 6502 assembly and color and sound chips and write games in a few weeks to keep things moving seems like a lot to accomplish. While maybe 6502 assembly was pretty common at the time every system and desktop computer has different video chips or no real video processing at all. and there were a few different sound chips too. Code wasn't entirely portable and tile sizes and sprite limits could completely change the feel of a ported game. But as great as those guys were there is still a few guys who can take an old piece of hardware and do things it was never intended to do. Some demo art and game code optimizations out there are mind blowing but it takes more time to plan things out than would have been practical in the lifespan of the original devices.
@Ziggurat1
@Ziggurat1 3 года назад
It was fun seeing someone a decade ot more younger than me explain a problem I know quite a bit about already.
@ocsanik502
@ocsanik502 3 года назад
>Implying BoTW has more content than TF2 >Laughs in in hat smulator
@Gotmilk0112
@Gotmilk0112 3 года назад
"NES game developers were [...] the early pioneers of game development" Er...not really, no. Videogames existed long before the NES did. Not even console stuff, but computer games too.
@JC20XX
@JC20XX 3 года назад
Early is relative. 3rd gen console vs current 9th gen
@dragonick2947
@dragonick2947 2 года назад
They certainly set the standard for what games would be for years to come. Previously, games were just electronic toys to distract you for an afternoon. Consoles like the NES really expanded the possibilities and made games more of a pastime or a hobby and not just a toy.
@Xaiverh
@Xaiverh 6 месяцев назад
You making that fake nes made me immediately give this video a like. This was really good! You made it interesting to watch, thanks for teaching me a thing or two.
@BayEmirkiYT
@BayEmirkiYT Год назад
2:33 The best censor i ever heard my life :D
@ooferganger1328
@ooferganger1328 3 года назад
0:54 pov your the nes
@jadp.5008
@jadp.5008 3 года назад
POV: You watch a comment that doesn't use the POV right
@UrAvgDMG
@UrAvgDMG 10 месяцев назад
@@jadp.5008pov: you waited two years for a reply from op
@bencurry3044
@bencurry3044 3 года назад
6:26 yeah, that's a lot cleaner than my code. edit: I just realized, mine is cleaner
@bobbybkh1471
@bobbybkh1471 3 года назад
Still a mess.
@bencurry3044
@bencurry3044 3 года назад
@@bobbybkh1471 it's grouped in lots of if/else statements, it's organized in a good way.
@justinhamilton8647
@justinhamilton8647 3 года назад
@@bencurry3044 NO DID YOU JUST CALL YANDERE CODE CLEAN😭 you must really really suck
@Guinea.Pig-Gaming
@Guinea.Pig-Gaming 3 года назад
@@bencurry3044 As stated in another comment, *switch statements.*
@bencurry3044
@bencurry3044 3 года назад
@@justinhamilton8647 yeah, I'm really bad at organization, I just usually search for the code I want to edit, and I don't bother to organize my code.
@rico4655
@rico4655 3 года назад
nice video! it's weird how this is almost the only vid about how nes games were made, ur vid quality was super good too for only having 8k subs why do I sound like those comment bots lol
@danielc5647
@danielc5647 3 года назад
Thank you for making me aware of Micro mages or the actual games made for retro consoles :')
@CheckmatesSpeedruns
@CheckmatesSpeedruns 3 года назад
i actually have very severe time limitations with a modern computer: i want to program a good chess engine (>2k), and i managed to code all the pieces rules in a very optimal way (about 10ns on average). Calculating an attack map to determine if castling is legal (or if you're in check, but that doesn't have to be implemented, because i can use pseudo-legal moves anyway) is already suboptimal (69.04ns/move), and move generation (seeing where each individual piece can go) is beyond slow (109.94ns for about 10 pieces on board). And considering that these calculations will have to be performed millions of times, i would really like to target something along the lines of 5ns/piece for my pseudo-legal move generation function.
@therealvbw
@therealvbw 3 года назад
3:10 the smaller chip is a piracy lockout chip which talks to a similar chip in the console to block unofficial games.
@liberpolo5540
@liberpolo5540 3 года назад
I had no idea I needed this!
@patrickvalentino600
@patrickvalentino600 5 месяцев назад
Having a 12 year old say, "remember cartridges?" Is like Benjamin Button saying "hello, fellow kids!"
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