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	<id>https://sneslab.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Molive</id>
	<title>SnesLab - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://sneslab.net/mw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Molive"/>
	<link rel="alternate" type="text/html" href="https://sneslab.net/wiki/Special:Contributions/Molive"/>
	<updated>2026-04-09T09:48:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://sneslab.net/mw/index.php?title=Bit_Rate_Reduction&amp;diff=508</id>
		<title>Bit Rate Reduction</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Bit_Rate_Reduction&amp;diff=508"/>
		<updated>2019-07-24T22:33:02Z</updated>

		<summary type="html">&lt;p&gt;Molive: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bit Rate Reduction&#039;&#039;&#039; or &#039;&#039;&#039;BRR&#039;&#039;&#039; is the name given to the audio compression method used on the [[SPC700]] sound chip used in the [[SNES]], as well as the audio processors of a few other consoles. It is a form of &#039;&#039;&#039;ADPCM&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
BRR uses blocks of 9 bytes, which decompress to create 16 16-bit samples. This gives a compression ratio of 32:9.&lt;br /&gt;
Aside from using a form of streaming to the echo buffer, this is the only sound format the APU can play back (it cannot play uncompressed samples).&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
Each block is made of 9 bytes. Of these there is a header byte, and 8 data bytes. The header contains some flags, and the 8 data bytes contain 16 nibbles of data, one for each sample.&lt;br /&gt;
=== header ===&lt;br /&gt;
 - ssssffle&lt;br /&gt;
s - The shift amount for the block. This is a number between 0 and 12, to which each nibble is shifted left. The exact formula is&lt;br /&gt;
 sample = (nibble _shift left_ shift) _shift right_ 1&lt;br /&gt;
This means that a value of 12 will shift left 11, and a value of 0 will actually shift right 1. Values between 13 and 15 perform the formula&lt;br /&gt;
 sample = (nibble _shift right_ 3) _shift left_ 11&lt;br /&gt;
f - The filter used on the sample. After being decoded through the shift, it is put through a &amp;quot;filter&amp;quot;. There are 4 available on the SNES (more on the PS1). The filters are (with the output from the shift referred to as the &amp;quot;current sample&amp;quot;)&lt;br /&gt;
 Filter 0: no effect is applied, current sample is output.&lt;br /&gt;
 Filter 1: output is the current sample, plus the previous times 0.9375.&lt;br /&gt;
 Filter 2: output is the current sample, plus the previous times 1.90625 minus the one before that times 0.9375&lt;br /&gt;
 Filter 3: output is the current sample, plus the previous times 1.796875 minus the one before that times 0.8125&lt;br /&gt;
e - If this bit is set, it is the end of the sample. The relevant bit in ENDx is set, and either the sample instantaneously stops or loops.&lt;br /&gt;
&lt;br /&gt;
l - If this bit is set, when the end of the sample is hit the DSP jumps to the loop point and continues processing. ENDx is still set. &lt;br /&gt;
If both of the above flags are not set, then the next block is decoded and output.&lt;br /&gt;
=== data ===&lt;br /&gt;
 - 11112222&lt;br /&gt;
1 - first sample&lt;br /&gt;
&lt;br /&gt;
2 - second sample&lt;br /&gt;
In the second byte it is the third and fourth, and so on.&lt;br /&gt;
== Other notes ==&lt;br /&gt;
If the output of the sample is larger that +3FFF or smaller than -4000 then the sample will under/overflow to the other side. This will not happen more than once - after one under/overflow it starts to clip instead of wrapping.&lt;br /&gt;
&lt;br /&gt;
A good idea is to start a sample with a filter 0 block, because at that point the previous and previous previous samples are undefined.&lt;/div&gt;</summary>
		<author><name>Molive</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=User:Molive/BRR_Compression&amp;diff=507</id>
		<title>User:Molive/BRR Compression</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=User:Molive/BRR_Compression&amp;diff=507"/>
		<updated>2019-07-24T22:28:40Z</updated>

		<summary type="html">&lt;p&gt;Molive: Molive moved page User:Molive/BRR Compression to BRR Compression&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[BRR Compression]]&lt;/div&gt;</summary>
		<author><name>Molive</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Bit_Rate_Reduction&amp;diff=506</id>
		<title>Bit Rate Reduction</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Bit_Rate_Reduction&amp;diff=506"/>
		<updated>2019-07-24T22:28:40Z</updated>

		<summary type="html">&lt;p&gt;Molive: Molive moved page User:Molive/BRR Compression to BRR Compression&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bit Rate Reduction&#039;&#039;&#039; or &#039;&#039;&#039;BRR&#039;&#039;&#039; is the name given to the audio compression method used on the [[SPC700]] sound chip used in the [[SNES]], as well as the audio processors of a few other consoles. It is a form of &#039;&#039;&#039;ADPCM&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
BRR uses blocks of 9 bytes, which decompress to create 16 16-bit samples. This gives a compression ratio of 32:9.&lt;br /&gt;
Aside from using a form of streaming to the echo buffer, this is the only sound format the APU can play back (it cannot play uncompressed samples).&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
Each block is made of 9 bytes. Of these there is a header byte, and 8 data bytes. The header contains some flags, and the 8 data bytes contain 16 nibbles of data, one for each sample.&lt;br /&gt;
=== header ===&lt;br /&gt;
 - ssssffle&lt;br /&gt;
s - The shift amount for the block. This is a number between 0 and 12, to which each nibble is shifted left. The exact formula is&lt;br /&gt;
 sample = (nibble _shift left_ shift) _shift right_ 1&lt;br /&gt;
This means that a value of 12 will shift left 11, and a value of 0 will actually shift right 1. Values between 13 and 15 perform the formula&lt;br /&gt;
 sample = (nibble _shift right_ 3) _shift left_ 11&lt;br /&gt;
f - The filter used on the sample. After being decoded through the shift, it is put through a &amp;quot;filter&amp;quot;. There are 4 available on the SNES (more on the PSX). The filters are (with the output from the shift referred to as the &amp;quot;current sample&amp;quot;)&lt;br /&gt;
 Filter 0: no effect is applied, current sample is output.&lt;br /&gt;
 Filter 1: output is the current sample, plus the previous times 0.9375.&lt;br /&gt;
 Filter 2: output is the current sample, plus the previous times 1.90625 minus the one before that times 0.9375&lt;br /&gt;
 Filter 3: output is the current sample, plus the previous times 1.796875 minus the one before that times 0.8125&lt;br /&gt;
e - If this bit is set, it is the end of the sample. The relevant bit in ENDx is set, and either the sample instantaneously stops or loops.&lt;br /&gt;
&lt;br /&gt;
l - If this bit is set, when the end of the sample is hit the DSP jumps to the loop point and continues processing. ENDx is still set. &lt;br /&gt;
If both of the above flags are not set, then the next block is decoded and output.&lt;br /&gt;
=== data ===&lt;br /&gt;
 - 11112222&lt;br /&gt;
1 - first sample&lt;br /&gt;
&lt;br /&gt;
2 - second sample&lt;br /&gt;
In the second byte it is the third and fourth, and so on.&lt;br /&gt;
== Other notes ==&lt;br /&gt;
If the output of the sample is larger that +3FFF or smaller than -4000 then the sample will under/overflow to the other side. This will not happen more than once - after one under/overflow it starts to clip instead of wrapping.&lt;br /&gt;
&lt;br /&gt;
A good idea is to start a sample with a filter 0 block, because at that point the previous and previous previous samples are undefined.&lt;/div&gt;</summary>
		<author><name>Molive</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Bit_Rate_Reduction&amp;diff=505</id>
		<title>Bit Rate Reduction</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Bit_Rate_Reduction&amp;diff=505"/>
		<updated>2019-07-24T22:28:05Z</updated>

		<summary type="html">&lt;p&gt;Molive: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bit Rate Reduction&#039;&#039;&#039; or &#039;&#039;&#039;BRR&#039;&#039;&#039; is the name given to the audio compression method used on the [[SPC700]] sound chip used in the [[SNES]], as well as the audio processors of a few other consoles. It is a form of &#039;&#039;&#039;ADPCM&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
BRR uses blocks of 9 bytes, which decompress to create 16 16-bit samples. This gives a compression ratio of 32:9.&lt;br /&gt;
Aside from using a form of streaming to the echo buffer, this is the only sound format the APU can play back (it cannot play uncompressed samples).&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
Each block is made of 9 bytes. Of these there is a header byte, and 8 data bytes. The header contains some flags, and the 8 data bytes contain 16 nibbles of data, one for each sample.&lt;br /&gt;
=== header ===&lt;br /&gt;
 - ssssffle&lt;br /&gt;
s - The shift amount for the block. This is a number between 0 and 12, to which each nibble is shifted left. The exact formula is&lt;br /&gt;
 sample = (nibble _shift left_ shift) _shift right_ 1&lt;br /&gt;
This means that a value of 12 will shift left 11, and a value of 0 will actually shift right 1. Values between 13 and 15 perform the formula&lt;br /&gt;
 sample = (nibble _shift right_ 3) _shift left_ 11&lt;br /&gt;
f - The filter used on the sample. After being decoded through the shift, it is put through a &amp;quot;filter&amp;quot;. There are 4 available on the SNES (more on the PSX). The filters are (with the output from the shift referred to as the &amp;quot;current sample&amp;quot;)&lt;br /&gt;
 Filter 0: no effect is applied, current sample is output.&lt;br /&gt;
 Filter 1: output is the current sample, plus the previous times 0.9375.&lt;br /&gt;
 Filter 2: output is the current sample, plus the previous times 1.90625 minus the one before that times 0.9375&lt;br /&gt;
 Filter 3: output is the current sample, plus the previous times 1.796875 minus the one before that times 0.8125&lt;br /&gt;
e - If this bit is set, it is the end of the sample. The relevant bit in ENDx is set, and either the sample instantaneously stops or loops.&lt;br /&gt;
&lt;br /&gt;
l - If this bit is set, when the end of the sample is hit the DSP jumps to the loop point and continues processing. ENDx is still set. &lt;br /&gt;
If both of the above flags are not set, then the next block is decoded and output.&lt;br /&gt;
=== data ===&lt;br /&gt;
 - 11112222&lt;br /&gt;
1 - first sample&lt;br /&gt;
&lt;br /&gt;
2 - second sample&lt;br /&gt;
In the second byte it is the third and fourth, and so on.&lt;br /&gt;
== Other notes ==&lt;br /&gt;
If the output of the sample is larger that +3FFF or smaller than -4000 then the sample will under/overflow to the other side. This will not happen more than once - after one under/overflow it starts to clip instead of wrapping.&lt;br /&gt;
&lt;br /&gt;
A good idea is to start a sample with a filter 0 block, because at that point the previous and previous previous samples are undefined.&lt;/div&gt;</summary>
		<author><name>Molive</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Bit_Rate_Reduction&amp;diff=504</id>
		<title>Bit Rate Reduction</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Bit_Rate_Reduction&amp;diff=504"/>
		<updated>2019-07-24T22:20:57Z</updated>

		<summary type="html">&lt;p&gt;Molive: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bit Rate Reduction&#039;&#039;&#039; or &#039;&#039;&#039;BRR&#039;&#039;&#039; is the name given to the audio compression method used on the [[SPC700]] sound chip used in the [[SNES]], as well as the audio processors of a few other consoles. It is a form of &#039;&#039;&#039;ADPCM&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
BRR uses blocks of 9 bytes, which decompress to create 16 16-bit samples. This gives a compression ratio of 32:9.&lt;br /&gt;
Aside from using a form of streaming to the echo buffer, this is the only sound format the APU can play back (it cannot play uncompressed samples).&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
Each block is made of 9 bytes. Of these there is a header byte, and 8 data bytes. The header contains some flags, and the 8 data bytes contain 16 nibbles of data, one for each sample.&lt;br /&gt;
=== header ===&lt;br /&gt;
 - ssssffle&lt;br /&gt;
s - The shift amount for the block. This is a number between 0 and 12, to which each nibble is shifted left. The exact formula is&lt;br /&gt;
 sample = (nibble _shift left_ shift) _shift right_ 1&lt;br /&gt;
This means that a value of 12 will shift left 11, and a value of 0 will actually shift right 1. Values between 13 and 15 perform the formula&lt;br /&gt;
 sample = (nibble _shift right_ 3) _shift left_ 11&lt;br /&gt;
f - The filter used on the sample. After being decoded through the shift, it is put through a &amp;quot;filter&amp;quot;. There are 4 available on the SNES (more on the PSX). The filters are (with the output from the shift referred to as the &amp;quot;current sample&amp;quot;)&lt;br /&gt;
 Filter 0: no effect is applied, current sample is output.&lt;br /&gt;
 Filter 1: output is the current sample, plus the previous times 0.9375.&lt;br /&gt;
 Filter 2: output is the current sample, plus the previous times 1.90625 minus the one before that times 0.9375&lt;br /&gt;
 Filter 3: output is the current sample, plus the previous times 1.796875 minus the one before that times 0.8125&lt;br /&gt;
e - If this bit is set, it is the end of the sample. The relevant bit in ENDx is set, and either the sample instantaneously stops or loops.&lt;br /&gt;
l - If this bit is set, when the end of the sample is hit the DSP jumps to the loop point and continues processing. ENDx is still set. &lt;br /&gt;
If both of the above flags are not set, then the next block is decoded and output.&lt;br /&gt;
=== data ===&lt;br /&gt;
 - 11112222&lt;br /&gt;
1 - first sample&lt;br /&gt;
2 - second sample&lt;br /&gt;
In the second byte it is the third and fourth, and so on.&lt;br /&gt;
== Other notes ==&lt;br /&gt;
If the output of the sample is larger that +3FFF or smaller than -4000 then the sample will under/overflow to the other side. This will not happen more than once - after one under/overflow it starts to clip instead of wrapping.&lt;br /&gt;
&lt;br /&gt;
A good idea is to start a sample with a filter 0 block, because at that point the previous and previous previous samples are undefined.&lt;/div&gt;</summary>
		<author><name>Molive</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Bit_Rate_Reduction&amp;diff=503</id>
		<title>Bit Rate Reduction</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Bit_Rate_Reduction&amp;diff=503"/>
		<updated>2019-07-24T22:19:43Z</updated>

		<summary type="html">&lt;p&gt;Molive: add the rest of the file&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bit Rate Reduction&#039;&#039;&#039; or &#039;&#039;&#039;BRR&#039;&#039;&#039; is the name given to the audio compression method used on the [[SPC700]] sound chip used in the [[SNES]], as well as the audio processors of a few other consoles. It is a form of &#039;&#039;&#039;ADPCM&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
BRR uses blocks of 9 bytes, which decompress to create 16 16-bit samples. This gives a compression ratio of 32:9.&lt;br /&gt;
Aside from using a form of streaming to the echo buffer, this is the only sound format the APU can play back (it cannot play uncompressed samples).&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
Each block is made of 9 bytes. Of these there is a header byte, and 8 data bytes. The header contains some flags, and the 8 data bytes contain 16 nibbles of data, one for each sample.&lt;br /&gt;
=== header ===&lt;br /&gt;
 - ssssffle&lt;br /&gt;
s - The shift amount for the block. This is a number between 0 and 12, to which each nibble is shifted left. The exact formula is&lt;br /&gt;
  sample = (nibble _shift left_ shift) _shift right_ 1&lt;br /&gt;
    This means that a value of 12 will shift left 11, and a value of 0 will actually shift right 1. Values between 13 and 15 perform the formula&lt;br /&gt;
  sample = (nibble _shift right_ 3) _shift left_ 11&lt;br /&gt;
f - The filter used on the sample. After being decoded through the shift, it is put through a &amp;quot;filter&amp;quot;. There are 4 available on the SNES (more on the PSX). The filters are (with the output from the shift referred to as the &amp;quot;current sample&amp;quot;)&lt;br /&gt;
  Filter 0: no effect is applied, current sample is output.&lt;br /&gt;
  Filter 1: output is the current sample, plus the previous times 0.9375.&lt;br /&gt;
  Filter 2: output is the current sample, plus the previous times 1.90625 minus the one before that times 0.9375&lt;br /&gt;
  Filter 3: output is the current sample, plus the previous times 1.796875 minus the one before that times 0.8125&lt;br /&gt;
e - If this bit is set, it is the end of the sample. The relevant bit in ENDx is set, and either the sample instantaneously stops or loops.&lt;br /&gt;
l - If this bit is set, when the end of the sample is hit the DSP jumps to the loop point and continues processing. ENDx is still set. &lt;br /&gt;
 If both of the above flags are not set, then the next block is decoded and output.&lt;br /&gt;
=== data ===&lt;br /&gt;
 - 11112222&lt;br /&gt;
1 - first sample&lt;br /&gt;
2 - second sample&lt;br /&gt;
In the second byte it is the third and fourth, and so on.&lt;br /&gt;
== Other notes ==&lt;br /&gt;
If the output of the sample is larger that +3FFF or smaller than -4000 then the sample will under/overflow to the other side. This will not happen more than once - after one under/overflow it starts to clip instead of wrapping.&lt;br /&gt;
&lt;br /&gt;
A good idea is to start a sample with a filter 0 block, because at that point the previous and previous previous samples are undefined.&lt;/div&gt;</summary>
		<author><name>Molive</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Bit_Rate_Reduction&amp;diff=335</id>
		<title>Bit Rate Reduction</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Bit_Rate_Reduction&amp;diff=335"/>
		<updated>2019-05-20T14:57:07Z</updated>

		<summary type="html">&lt;p&gt;Molive: create draft of brr compression page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bit Rate Reduction&#039;&#039;&#039; or &#039;&#039;&#039;BRR&#039;&#039;&#039; is the name given to the audio compression method used on the [[SPC700]] sound chip used in the [[SNES], as well as the audio processors of a few other consoles. It is a form of &#039;&#039;&#039;ADPCM&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
BRR uses blocks of 9 bytes, which decompress to create 16 16-bit samples. This gives a compression ratio of 32:9.&lt;br /&gt;
Aside from using a form of streaming to the echo buffer, this is the only sound format the APU can play back (it cannot play uncompressed samples).&lt;/div&gt;</summary>
		<author><name>Molive</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=User:Molive/Retro_Game_Mechanics_Explained&amp;diff=330</id>
		<title>User:Molive/Retro Game Mechanics Explained</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=User:Molive/Retro_Game_Mechanics_Explained&amp;diff=330"/>
		<updated>2019-05-20T09:58:12Z</updated>

		<summary type="html">&lt;p&gt;Molive: Molive moved page User:Molive/Retro Game Mechanics Explained to Retro Game Mechanics Explained: Move completed page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Retro Game Mechanics Explained]]&lt;/div&gt;</summary>
		<author><name>Molive</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Retro_Game_Mechanics_Explained&amp;diff=329</id>
		<title>Retro Game Mechanics Explained</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Retro_Game_Mechanics_Explained&amp;diff=329"/>
		<updated>2019-05-20T09:58:12Z</updated>

		<summary type="html">&lt;p&gt;Molive: Molive moved page User:Molive/Retro Game Mechanics Explained to Retro Game Mechanics Explained: Move completed page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Retro Game Mechanics Explained&#039;&#039;&#039; (often shortened to &#039;&#039;RG Mech Ex&#039;&#039; ) is a YouTube channel run by [[DotsAreCool]] which is devoted to in depth breakdowns and explainations of old game console hardware and software. The channel is probably best known for the long running series &#039;&#039;Super NES Features&#039;&#039; , where every part of the [[SNES]] hardware is explained in great detail with helpful diagrams and animations. The channel has also covered topics including the NES and the GameBoy, as well as other systems and concepts.&lt;br /&gt;
&lt;br /&gt;
== Super NES Features episodes ==&lt;br /&gt;
=== Released episodes ===&lt;br /&gt;
* 1.  [https://www.youtube.com/watch?v=57ibhDU2SAI Graphics and Palettes]&lt;br /&gt;
* 1b. [https://www.youtube.com/watch?v=nk_TbDO5QpE Graphics and Palettes (3d representation)]&lt;br /&gt;
* 2.  [https://www.youtube.com/watch?v=sheOZ-Dlleo Objects]&lt;br /&gt;
* 3.  [https://www.youtube.com/watch?v=uRjf8ZP6rs8 Backgrounds and Rendering]&lt;br /&gt;
* 3b. [https://www.youtube.com/watch?v=zcoU6-9_fDM Color Math]&lt;br /&gt;
* 4.  [https://www.youtube.com/watch?v=5SBEAZIfDAg SNES Background Modes 0-6]&lt;br /&gt;
* 4b. [https://www.youtube.com/watch?v=AnEuk8Vj3w0 Higher Resolutions]&lt;br /&gt;
* 5.  [https://www.youtube.com/watch?v=3FVN_Ze7bzw SNES Background Mode 7]&lt;br /&gt;
* 6.  [https://www.youtube.com/watch?v=Q8ph2OVqZeM Lag &amp;amp; Blanking]&lt;br /&gt;
* 7.  [https://www.youtube.com/watch?v=K7gWmdgXPgk DMA &amp;amp; HDMA]&lt;br /&gt;
* 8.  [https://www.youtube.com/watch?v=2Dw7NFm1ZfY Controllers]&lt;br /&gt;
=== Planned episodes ===&lt;br /&gt;
* 9.  Memory Mapping and Vectors&lt;br /&gt;
* 10. ARAM &amp;amp; SPC700&lt;br /&gt;
* 11. Hardware Registers&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.youtube.com/channel/UCwRqWnW5ZkVaP_lZF7caZ-g Youtube Channel]&lt;br /&gt;
* [https://www.patreon.com/rgmechex Patreon]&lt;br /&gt;
* [https://twitter.com/RetroGameMechEx Twitter]&lt;/div&gt;</summary>
		<author><name>Molive</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Retro_Game_Mechanics_Explained&amp;diff=328</id>
		<title>Retro Game Mechanics Explained</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Retro_Game_Mechanics_Explained&amp;diff=328"/>
		<updated>2019-05-20T09:57:06Z</updated>

		<summary type="html">&lt;p&gt;Molive: Added episode list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Retro Game Mechanics Explained&#039;&#039;&#039; (often shortened to &#039;&#039;RG Mech Ex&#039;&#039; ) is a YouTube channel run by [[DotsAreCool]] which is devoted to in depth breakdowns and explainations of old game console hardware and software. The channel is probably best known for the long running series &#039;&#039;Super NES Features&#039;&#039; , where every part of the [[SNES]] hardware is explained in great detail with helpful diagrams and animations. The channel has also covered topics including the NES and the GameBoy, as well as other systems and concepts.&lt;br /&gt;
&lt;br /&gt;
== Super NES Features episodes ==&lt;br /&gt;
=== Released episodes ===&lt;br /&gt;
* 1.  [https://www.youtube.com/watch?v=57ibhDU2SAI Graphics and Palettes]&lt;br /&gt;
* 1b. [https://www.youtube.com/watch?v=nk_TbDO5QpE Graphics and Palettes (3d representation)]&lt;br /&gt;
* 2.  [https://www.youtube.com/watch?v=sheOZ-Dlleo Objects]&lt;br /&gt;
* 3.  [https://www.youtube.com/watch?v=uRjf8ZP6rs8 Backgrounds and Rendering]&lt;br /&gt;
* 3b. [https://www.youtube.com/watch?v=zcoU6-9_fDM Color Math]&lt;br /&gt;
* 4.  [https://www.youtube.com/watch?v=5SBEAZIfDAg SNES Background Modes 0-6]&lt;br /&gt;
* 4b. [https://www.youtube.com/watch?v=AnEuk8Vj3w0 Higher Resolutions]&lt;br /&gt;
* 5.  [https://www.youtube.com/watch?v=3FVN_Ze7bzw SNES Background Mode 7]&lt;br /&gt;
* 6.  [https://www.youtube.com/watch?v=Q8ph2OVqZeM Lag &amp;amp; Blanking]&lt;br /&gt;
* 7.  [https://www.youtube.com/watch?v=K7gWmdgXPgk DMA &amp;amp; HDMA]&lt;br /&gt;
* 8.  [https://www.youtube.com/watch?v=2Dw7NFm1ZfY Controllers]&lt;br /&gt;
=== Planned episodes ===&lt;br /&gt;
* 9.  Memory Mapping and Vectors&lt;br /&gt;
* 10. ARAM &amp;amp; SPC700&lt;br /&gt;
* 11. Hardware Registers&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.youtube.com/channel/UCwRqWnW5ZkVaP_lZF7caZ-g Youtube Channel]&lt;br /&gt;
* [https://www.patreon.com/rgmechex Patreon]&lt;br /&gt;
* [https://twitter.com/RetroGameMechEx Twitter]&lt;/div&gt;</summary>
		<author><name>Molive</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=SNES&amp;diff=264</id>
		<title>SNES</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=SNES&amp;diff=264"/>
		<updated>2019-05-19T22:22:25Z</updated>

		<summary type="html">&lt;p&gt;Molive: I just realized there is no page for the SNES. huh.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Super Nintendo Entertainment System]]&lt;/div&gt;</summary>
		<author><name>Molive</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Retro_Game_Mechanics_Explained&amp;diff=263</id>
		<title>Retro Game Mechanics Explained</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Retro_Game_Mechanics_Explained&amp;diff=263"/>
		<updated>2019-05-19T22:17:06Z</updated>

		<summary type="html">&lt;p&gt;Molive: Created Retro Game Mechanics Explained draft page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Retro Game Mechanics Explained&#039;&#039;&#039; (often shortened to &#039;&#039;RG Mech Ex&#039;&#039; ) is a YouTube channel run by [[DotsAreCool]] which is devoted to in depth breakdowns and explainations of old game console hardware and software. The channel is probably best known for the long running series &#039;&#039;Super NES Features&#039;&#039; , where every part of the [[SNES]] hardware is explained in great detail with helpful diagrams and animations. The channel has also covered topics including the NES and the GameBoy, as well as other systems and concepts.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://www.youtube.com/channel/UCwRqWnW5ZkVaP_lZF7caZ-g Youtube Channel]&lt;br /&gt;
* [https://www.patreon.com/rgmechex Patreon]&lt;br /&gt;
* [https://twitter.com/RetroGameMechEx Twitter]&lt;/div&gt;</summary>
		<author><name>Molive</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=User:Molive&amp;diff=242</id>
		<title>User:Molive</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=User:Molive&amp;diff=242"/>
		<updated>2019-05-19T17:01:57Z</updated>

		<summary type="html">&lt;p&gt;Molive: Created page with &amp;quot;= Hello = I&amp;#039;m [https://demozoo.org/sceners/72284/ Molive], the [https://en.wikipedia.org/wiki/Demoscene demoscener]. I like to create demos for the SNES, and also its Extens...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Hello =&lt;br /&gt;
I&#039;m [https://demozoo.org/sceners/72284/ Molive], the [https://en.wikipedia.org/wiki/Demoscene demoscener]. I like to create demos for the SNES, and also its [[Extension Chips]].&lt;br /&gt;
This means I mainly focus on creating things which look really cool, are non-interactive and last up to 8 minutes.&lt;br /&gt;
I&#039;m part of the demogroups [https://demozoo.org/groups/1433/ Slipstream] and [https://demozoo.org/groups/2883/ Titan].&lt;br /&gt;
&lt;br /&gt;
...cool&lt;/div&gt;</summary>
		<author><name>Molive</name></author>
	</entry>
	<entry>
		<id>https://sneslab.net/mw/index.php?title=Lunar_Magic&amp;diff=241</id>
		<title>Lunar Magic</title>
		<link rel="alternate" type="text/html" href="https://sneslab.net/mw/index.php?title=Lunar_Magic&amp;diff=241"/>
		<updated>2019-05-19T16:29:16Z</updated>

		<summary type="html">&lt;p&gt;Molive: Added link to the Lunar Magic homepage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lunar Magic&#039;&#039;&#039; is a level editor created by FuSoYa for Super Mario World. The interface runs on Microsoft Windows and allows people to create custom graphics and edit levels and the world map.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [https://fusoya.eludevisibility.org/lm/index.html Official Website]&lt;br /&gt;
&lt;br /&gt;
[[Category:Super Mario World]] [[Category:Super Mario World Hacking Tools]] [[Category:Hacking Tools]] [[Category:Level Editors]] [[Category:Graphic Editors]] [[Category:Overworld Editors]]&lt;/div&gt;</summary>
		<author><name>Molive</name></author>
	</entry>
</feed>