Hey reader! You read that title right, today I’m looking at the rendering systems of the Nintendo Entertainment System. It’s an old system, and one I’m not likely to be developing on in the near future, so it’s an understandably and odd choice to be analysing. However, it’s one of the few consoles that not only has a host of hardware information readily available, but also has an architecture simple enough to get a grasp on with relative ease.
Anyway, the core of what I’m going to be looking at today is the rendering processes and limitations of the console, since I don’t have to break down the entire thing. More importantly, I’m going to be looking at some of the ways these impact how one would design a game for the NES. So let’s get to it.