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Re:Classic NES Series Anti-Emulation Measures by qwertyuiop924 on Wednesday February 01, 2017 @09:13PM (#13547494)
I've been reading about the gameboy's architecture and internals (in the hopes of making a game with it), and it's pretty amazing how much specialized hardware there was in earlier generations of consoles, especially compared to the more general modern consoles. And yes, new consoles have GPUs, but those are everywhere.

Your computer has a GPU. It probably doesn't and didn't have scrolling registers or hardware sprites (unless, like the C64, it had a gaming focus).

Re:Classic NES Series Anti-Emulation Measures by iflowfor8hours on Wednesday February 01, 2017 @09:21PM (#13547534)
There is an excellent video from 33c3 about Gameboy internals and all the wonderful tricks that can be utilized when writing software for it. https://media.ccc.de/v/33c3-8029-the_ultimate_game_boy_talk
Re:Classic NES Series Anti-Emulation Measures by qwertyuiop924 on Thursday February 02, 2017 @11:02AM (#13551444)
C3 never ceases to surprise me. Thanks!
Re:Classic NES Series Anti-Emulation Measures by derefr on Wednesday February 01, 2017 @10:13PM (#13547789)
One could at least describe the "text mode" of VGA/CGA/EGA video hardware as actually being the same kind of "tile mode" you find in consoles. And in slightly more modern video cards (the kind you'd find in a Windows 95/98 machine), the mouse cursor was usually a hardware sprite. (Even today, mouse cursors seem to frequently escape OS gamma correction for some reason...)
Re:Classic NES Series Anti-Emulation Measures by kalleboo on Thursday February 02, 2017 @04:52AM (#13549349)
And even without a dedicated scrolling register, John Carmack famously managed to get the IBM PC to do scrolling by manipulating the screen buffer address (and emulating sprites by manually redrawing those parts) https://en.wikipedia.org/wiki/Adaptive_tile_refresh
Re:Classic NES Series Anti-Emulation Measures by rahimnathwani on Thursday February 02, 2017 @02:33AM (#13548808)
My first computer was an Acorn Electron, and that had hardware scrolling, too.

I don't think it had hardware sprites, but game programmers of that era often used compiled sprites to improve performance.