4min chapter

Kopec Explains Software cover image

#117 Early Video Game Console Software

Kopec Explains Software

CHAPTER

The History of Programming Video Games

On the NES you had that PPU with a lot of built-in capabilities for managing sprites. For example, it even had a way of checking if one particular sprite called the zero sprite was going to intersect with something on the background. That's what made an NES different from just having a 6502 microprocessor hooked up to a screen and just having some raw palette of pixels like some early personal computers did.

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