{"id":10683,"date":"2021-08-30T19:40:58","date_gmt":"2021-08-31T00:40:58","guid":{"rendered":"https:\/\/niixer.com\/?p=10683"},"modified":"2021-09-04T14:21:43","modified_gmt":"2021-09-04T19:21:43","slug":"lo-esencial-en-los-graficos-de-la-nintendo-entertainment-system-nes","status":"publish","type":"post","link":"https:\/\/niixer.com\/index.php\/2021\/08\/30\/lo-esencial-en-los-graficos-de-la-nintendo-entertainment-system-nes\/","title":{"rendered":"Lo esencial en los gr\u00e1ficos de la Nintendo Entertainment System (NES)"},"content":{"rendered":"\n<h3 class=\"wp-block-heading\"><strong>\u00bfC\u00f3mo funcionan los gr\u00e1ficos en la consola NES?<\/strong><\/h3>\n\n\n\n<p>Las partes que m\u00e1s resaltan de la consola NES en cuanto a hardware son la CPU (<em>Central Processing Unit<\/em>) y la PPU (<em>Picture Processing Unit<\/em>), que es lo esencial en los gr\u00e1ficos de la <a href=\"https:\/\/niixer.com\/index.php\/2021\/08\/17\/la-xbox-en-la-historia-de-la-computacion-grafica\/\">consola <\/a>NES. En esta ocasi\u00f3n nos enfocaremos en la PPU, que se encarga de almacenar toda la informaci\u00f3n gr\u00e1fica en su memoria. Para ese entonces constaba de 16 <em>kilobytes<\/em>.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/niixer.com\/wp-content\/uploads\/2021\/08\/nes_motherboard.jpg\" alt=\"gr\u00e1ficos NES\" class=\"wp-image-10685\" width=\"406\" height=\"341\" srcset=\"https:\/\/niixer.com\/wp-content\/uploads\/2021\/08\/nes_motherboard.jpg 483w, https:\/\/niixer.com\/wp-content\/uploads\/2021\/08\/nes_motherboard-300x252.jpg 300w\" sizes=\"auto, (max-width: 406px) 100vw, 406px\" \/><\/figure>\n\n\n\n<p>Una de las \u00e1reas de la PPU se conoce como las tablas de patrones o tambi\u00e9n VROMs. El uso de las VROMs se da por cada uno de los registros de control de la PPU. Adem\u00e1s almacenan la mitad de la informaci\u00f3n gr\u00e1fica de los mosaicos\/sprites (cuadro de conjunto de pixeles) de 8&#215;8 usados para conformar los fondos, figuras o parte de los personajes. Las VROMs tienen un tama\u00f1o de 8 <em>kilobytes <\/em>y generalmente la mitad la ocupa el fondo y la otra los sprites.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"591\" height=\"519\" src=\"https:\/\/niixer.com\/wp-content\/uploads\/2021\/08\/bg_sp-1.jpg\" alt=\"\" class=\"wp-image-10691\" srcset=\"https:\/\/niixer.com\/wp-content\/uploads\/2021\/08\/bg_sp-1.jpg 591w, https:\/\/niixer.com\/wp-content\/uploads\/2021\/08\/bg_sp-1-300x263.jpg 300w\" sizes=\"auto, (max-width: 591px) 100vw, 591px\" \/><\/figure>\n\n\n\n<p>Los personajes suelen ser m\u00e1s grandes que un solo mosaico, as\u00ed que varios de estos se combinan y conforman al personaje. Por ejemplo, en la figura de Mario se muestra c\u00f3mo est\u00e1 construido con ocho mosaicos de 8&#215;8 separados.<\/p>\n\n\n\n<p>La NES puede mostrar 16 colores a la vez, ya que cada pixel tiene 4 <em>bits <\/em>dedicados a la b\u00fasqueda en la paleta de colores. La VROM contiene 2 bits superiores que pertenecen a la tabla de atributos para el fondo. Los 2 <em>bits <\/em>inferiores pertenecen a la memoria para los sprites.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Relaci\u00f3n entre Tabla de nombres, tabla de atributos y Mosaicos (Nametables, Attribute tables y sprites)<\/strong><\/h3>\n\n\n\n<p>Las tablas de nombres es otra \u00e1rea de la PPU y pueden ser 2 o 4 tablas. Dos de estas son r\u00e9plicas de las tablas reales, se determina por medio de un reflejo del <em>bit <\/em>de la cabecera de la NES. Cada tabla de nombres es de 960 <em>bytes<\/em>, lo que corresponde a 960 mosaicos de 8&#215;8 pixeles para componer el fondo, es decir 32&#215;30 mosaicos o 256&#215;240 pixeles.<\/p>\n\n\n\n<p>Las 8 l\u00edneas superiores e inferiores no son visibles, por lo que su resoluci\u00f3n final es de 256&#215;224. Esto fue esencial en los gr\u00e1ficos de las consolas NES para los televisores est\u00e1ndar de los a\u00f1os 80.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/niixer.com\/wp-content\/uploads\/2021\/08\/nametables.jpg\" alt=\"\" class=\"wp-image-10687\" width=\"511\" height=\"292\" srcset=\"https:\/\/niixer.com\/wp-content\/uploads\/2021\/08\/nametables.jpg 532w, https:\/\/niixer.com\/wp-content\/uploads\/2021\/08\/nametables-300x171.jpg 300w\" sizes=\"auto, (max-width: 511px) 100vw, 511px\" \/><\/figure>\n\n\n\n<p>En la memoria de la PPU tambi\u00e9n se almacenan dos paletas de colores, una se utiliza para los colores del fondo y la otra para los colores de los sprites. Estas no son en realidad paletas RGB, sino tablas de b\u00fasqueda de una paleta de 256 colores que la misma PPU traduce en se\u00f1ales de televisi\u00f3n. Estos valores almacenados en la paleta pueden ser modificados, lo que permite crear muchos efectos como transparencias, fundidos o parpadeos.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/niixer.com\/wp-content\/uploads\/2021\/08\/palette_c.jpg\" alt=\"\" class=\"wp-image-10689\" width=\"446\" height=\"142\" srcset=\"https:\/\/niixer.com\/wp-content\/uploads\/2021\/08\/palette_c.jpg 521w, https:\/\/niixer.com\/wp-content\/uploads\/2021\/08\/palette_c-300x96.jpg 300w\" sizes=\"auto, (max-width: 446px) 100vw, 446px\" \/><\/figure>\n\n\n\n<p>La memoria dedicada a los sprites (<em>sprite ram<\/em>) tiene un tama\u00f1o de 256 <em>bytes<\/em>. Esta memoria almacena 4 <em>bytes <\/em>de informaci\u00f3n para 64 sprites. Los 4 <em>bytes <\/em>poseen: La ubicaci\u00f3n x e y del sprite sobre la pantalla, los 2 bits de color superiores, el \u00edndice del mosaico y la informaci\u00f3n sobre el volteo o mejor conocido como <em>flipping <\/em>(horizontal o vertical), adem\u00e1s de la prioridad (detr\u00e1s\/delante) en cuanto al fondo.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/niixer.com\/wp-content\/uploads\/2021\/08\/rendering.jpg\" alt=\"Consola NES Rendering\" class=\"wp-image-10690\" width=\"692\" height=\"282\" srcset=\"https:\/\/niixer.com\/wp-content\/uploads\/2021\/08\/rendering.jpg 800w, https:\/\/niixer.com\/wp-content\/uploads\/2021\/08\/rendering-300x122.jpg 300w, https:\/\/niixer.com\/wp-content\/uploads\/2021\/08\/rendering-768x313.jpg 768w\" sizes=\"auto, (max-width: 692px) 100vw, 692px\" \/><\/figure>\n\n\n\n<p><strong>Autor:<\/strong> David Ram\u00edrez E.<br><strong>Editor:<\/strong> Carlos Pinz\u00f3n<br><strong>C\u00f3digo:<\/strong> UCCG-101<br><strong>Universidad:<\/strong> <a href=\"https:\/\/www.ucentral.edu.co\/\">Universidad Central<\/a><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Fuentes<\/h2>\n\n\n\n<pre class=\"wp-block-preformatted\">Diskin, P. (2004, agosto).&nbsp;<em>Nintendo Entertainment System Documentation<\/em>. Nesdev.com. https:\/\/www.nesdev.com\/NESDoc.pdf<\/pre>\n\n\n\n<pre class=\"wp-block-preformatted\">NESDev. (1999).&nbsp;<em>NESGfx - NESDev Documentation<\/em>. https:\/\/archive.nesdev.com\/nesgfx.txt<\/pre>\n\n\n\n<pre class=\"wp-block-preformatted\">Evan-Amos. (2010).&nbsp;NES-Console-Set [Imagen]. Wikimedia.org. https:\/\/commons.wikimedia.org\/wiki\/File:NES-Console-Set.png<\/pre>\n\n\n\n<pre class=\"wp-block-preformatted\">Diskin, P. (2004). The NES motherboard [Imagen].&nbsp;Nintendo Entertainment System Documentation. https:\/\/www.nesdev.com\/NESDoc.pdf<\/pre>\n\n\n\n<pre class=\"wp-block-preformatted\">Diskin, P. (2004). Sprite 0 detection &amp; Character construction [Imagen].&nbsp;Nintendo Entertainment System Documentation. https:\/\/www.nesdev.com\/NESDoc.pdf<\/pre>\n\n\n\n<pre class=\"wp-block-preformatted\">Diskin, P. (2004). Horizontal scrolling in Super Mario Bros [Imagen].&nbsp;Nintendo Entertainment System Documentation. https:\/\/www.nesdev.com\/NESDoc.pdf<\/pre>\n\n\n\n<pre class=\"wp-block-preformatted\">Diskin, P. (2004). NES colour palette [Imagen].&nbsp;Nintendo Entertainment System Documentation. https:\/\/www.nesdev.com\/NESDoc.pdf<\/pre>\n\n\n\n<pre class=\"wp-block-preformatted\">Diskover. (2017). Rendering [Imagen].&nbsp;El hardware de la NES. Cap\u00edtulo II: El funcionamiento de la PPU. https:\/\/bit.ly\/3xT0uMm<\/pre>\n","protected":false},"excerpt":{"rendered":"<p>\u00bfC\u00f3mo funcionan los gr\u00e1ficos en la consola NES? Las partes que m\u00e1s resaltan de la consola NES en cuanto a hardware son la CPU (Central Processing Unit) y la PPU (Picture Processing Unit), que es lo esencial en los gr\u00e1ficos de la consola NES. En esta ocasi\u00f3n nos enfocaremos enSeguir Leyendo<\/p>\n","protected":false},"author":231,"featured_media":10684,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"colormag_page_container_layout":"default_layout","colormag_page_sidebar_layout":"default_layout","footnotes":""},"categories":[93],"tags":[1385,547,792,1019,1386,66],"class_list":["post-10683","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-consolas","tag-consola-nes","tag-graficos","tag-mario-bros","tag-nintendo","tag-ppu","tag-videojuegos"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Lo esencial en los gr\u00e1ficos de la NES (Nintendo Entertainment System)<\/title>\n<meta name=\"description\" content=\"Lo esencial en los gr\u00e1ficos de la NES (Nintendo Entertainment System), las partes principales de la PPU y la relaci\u00f3n 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