d62396999de3733e36057734ec11feb8aaf37e1c
Retroprogramming/NES/Contra_analysis.md
| ... | ... | @@ -34,7 +34,7 @@ I have a rough outline of where I’d like to go from here with this series but |
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| 35 | 35 | Each level in the game is made up of a series of independent screens. The image below shows an overview of the first level of the game divided up into the 13 screens that comprise the stage. |
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| 37 | -[screens](https://tomorrowcorporation.com/blog/wp-content/uploads/2014/03/screens.png) |
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| 37 | + |
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| 38 | 38 | screens |
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| 40 | 40 | Each screen is built from a collection of non-overlapping super tiles which each take up 32×32 pixels worth of screen space. A screen is always made of exactly 8 super tiles across and 7 from top to bottom. This results in a final screen size of 256×224 pixels. The native resolution of the NES is 256×240 pixels so Contra leaves some of the screen space unused rather than trying to deal with splitting super tiles in half to perfectly fill up the display. It was fairly common at the time for console games to not care what they were displaying at the very top and bottom of the screen because it often wasn’t visible on CRT TVs. |