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Be warned that the Gell-Mann effect applies; you can't tell when a presentation is accurate when you're not an expert.

I'm an expert on the Atari 2600 (wrote a homebrew game.) This channel's video on it isn't quite accurate. He overstates the case of how primitive the machine is, claiming that it takes only 39 bits to display the 2600's screen. That's not really true. The playfield (20), sprite (8x2), missiles (2x1), and ball (1) do total to 39 bits of pixel data... but a lot more than that is involved, many registers modify those pixel bits. There are two X-position latches for all five objects, four color registers, two sprite width/repeat registers, two sprite reflection registers, one register to repeat/mirror/priority the playfield, plus a few more bits in the "vertical-delay" (really each another latch) and timing (horizontal and vertical blank and sync) registers.

Here's the list, with a total of 45 byte-sized registers, although not all bits are used and some are for nongraphical purposes (audio, collision detection). https://github.com/munsie/dasm/blob/master/machines/atari260... (starts at line 88)




Thanks for the information. I actually don't know that much about the Atari, so I extrapolated from his NES, SNES, and GameBoy knowledge, which is very accurate (the Pokemon sprite videos are incredibly in depth, including a stream of him manually deciding a Pokemon sprite by hand over the course of three or so hours). Having done NES programming, I was surprised at the level of detail and accuracy in some of those. I suppose he might just be more experienced in the Nintendo home consoles.


I think he knows the Atari too, but misrepresented it in the video, choosing to push the message of how primitive the Atari is rather than presenting technical accuracy. And, knowing that he did that with the Atari, now I have to ascribe less credibility to anything else he presents that I'm not an expert on.




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