videogame streamer ☆ digital archaeologist ☆ cheeseburger enjoyer ☆ occasional drawer ☆ anxiety haver ☆ some sort of fennec wah thing ☆ has trouble with words so doesn't write a lot ☆ private 🔞 space: @roxbox


in-character OC accounts:
🔥 @roxyrocket
🧡 @RustyRetro
🐰 @NACHOFIEND



The Cutting Room Floor
tcrf.net/

rachelmae
@rachelmae

Yoshi's Island keeps the current level's title card in video memory until it is overwritten by other graphics. this is what you get when you approach the first message block in 1-1


rachelmae
@rachelmae

on a more technical note, it's fascinating to see how this game copes with the SNES's hardware limitations. you only have access to 512 sprite tiles and a limited window in which to DMA graphics to VRAM every frame. the game reserves a 128x32-pixel space for the majority of the Super FX scaled and rotated sprites, such as the message block above, which means you can have a maximum of four 32x32 sprites1 on-screen at any given time (or sixteen 16x16 sprites, though i don't know if the game can actually handle that many). there are a few places where this limit is exceeded, and if there are no free slots, the game will gracefully fall back to using normal sprites (e.g. if you spit out a Shyguy, it won't roll away like it usually does). in levels where there are a lot of large scaled sprites, like the Chomps that fly out of the background, they'll even do stuff like replace the flowers with less-animated (but technically more complex) versions that don't rely on the Super FX chip. the whole damn game is a technical marvel and it's amazing that it manages to juggle all this stuff and still maintain a solid 60 fps on a console with a 2.68 MHz CPU.


  1. each of which is technically four 16x16 sprites, if we're referring to the hardware definition of "sprites". i kinda hate that everyone uses the same word for both, but what can ya do


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