Monday, July 31, 2017

Youtube daily report Aug 1 2017

Rockers jungle Rescue Click play to start not

paw PatroL to the lookout

Ryder has a new mission

The Legendary Golden Banana is missing somewhere deep in an ancient jungle temple

But it needs to be brought to the museum the paw patrol needs to call in some help for this mission

Tracker the jungle Pup no job is too big. No pup is too small

First-quarter needs to swim over to the ancient temple health tracker swing through the jungle

Collect pup treats along the way to keep up his energy

Press the Spacebar on your keyboard the health tracker launches cable and swing into action

Watch out for rocks and other obstacles in the way

Going over this one when tracker starts to fall open space bar again to keep him swinging to the end

Wait a broom

great Long Long

Way to go grateful

grateful grateful

for about grateful

nice room to grow

You helps tracker get to the temple the Golden banana is somewhere inside

Tracker needs your health to choose the right door for both

The Bear that's it

Next you need to find the room with a parent

Hmm that doesn't sound right you need to find a parent and a bee try again

that way

Now you need to find a room with two snakes listen to the sounds behind each door

That's the door traffic me

getting closer

Almost there

The Golden Banana is behind three locked doors

This code on the door will show you how to unlock

Them make each part match what's shown in the code and the door will open?

Click the number that matches the one in the code on the door then click the door when you think everything matches

Oops all of the parts don't match the code on the door. You need to move the switch until it matches the same number

That's in the code on the door

Remember all of the parts must match the code shown on the door click on the number one

perfect keep moving

Another door with a code now there are two parts you need to change

Click the Pedestal to turn it to show the gem that matches the one in the code on the door

The door is open great

Just one more to go and look there are now three parts you need to change

Click here to turn the dial to point at the picture that matches the one in the code on the door

Excellent you figured it out

You did it you helped Strucker finds a golden banana now. It can be displayed at the Museum

So that everyone can see it. Thanks for saving the day tracker

what a great pup click play again to go on the adventure again ok

paw PatroL to the lookout

Ryder has a new mission

The Legendary Golden Banana is missing somewhere deep in an ancient jungle temple

But it needs to be brought to the museum the paw patrol needs to call in some help for this mission

Tracker the jungle Pup no job is too big. No pup is too small

First Tracker needs to swing over to the ancient temple house trackers swing through the jungle

Coolest trucks reefs along the way that keep up his energy

Put the spacebar on your keyboard to help tracker logic cable and swing is action would

Swing over this one when water starts to fall press the spacebar again to keep him swinging through the air

nice swing

nice swing

You helps tracker get to the temple the golden banana is somewhere inside tracker needs your help to choose a right

Hmm that doesn't sound right you need to find a flake try again

Remember a snake sounds like this

next you need to find the room with a bear and

that way

Now you need to find a room with two monkeys listen

Hmm that doesn't sound right you need to find two monkeys try again

Remember two monkeys sounds like this

That's the door tracker

getting closer

Almost there

the Golden Banana is behind three locked doors this code on the door will show you how to

Unlock them make each part match what's shown in the code and the door will open?

Click the number that matches the one in the code on the door then click the door when you think everything matches

You crack the code

Another door with a code now there are two parts you need to change

Click the Pedestal to turn it to show the gem that matches the one in the code on the door

Click the number that matches the one in the code on the door

Excellent you figured it out

Just one more to go and look there are now three parts you need to change

Click here to turn the dial to point at the picture that matches the one in the code on the door

Oops all of the parts don't match the code on the door. You need to move the switch until it matches the same number

That's in the code on the door

The door is open great. You did it. You helped Strucker find the Golden Banana now

It can be displayed at the museum. So that everyone can see it. Thanks for saving the day tracker

What a great pup click play again to go on the adventure again

oh

oh

oh

What yes? Yes?

What what yes yes, well?

oh, oh

well yes, yes, yes

Yes, yes

you

For more infomation >> دوريات المخلاب PAW Patrol - الحلقة 4 - التزلج علي الجليد باو باترول ريدر و إفريست HD كامل Gameplay - Duration: 18:35.

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HÉ LỘ TÌNH TIẾT MỚI GÂY S.Ố.C Trịnh Xuân Thanh CÓ THẺ CĂN CƯỚC TẠI ĐỨC Sao mà ĐẦU THÚ E4U #164 - Duration: 22:02.

For more infomation >> HÉ LỘ TÌNH TIẾT MỚI GÂY S.Ố.C Trịnh Xuân Thanh CÓ THẺ CĂN CƯỚC TẠI ĐỨC Sao mà ĐẦU THÚ E4U #164 - Duration: 22:02.

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Let's Make S'mores! | Marty's Vlog - Duration: 5:38.

Hey guys, today we're going to make s'mores.

Yeah!

But since we don't have a campfire at my school

we're going to use the microwave instead.

Yeah! It's not as fun

but it's still pretty yummy.

I'll show you how we did it.

First, you need chocolate.

And some graham crackers.

And some marshmallows, yeah!

Great! And that's it.

Have your kids

put the graham crackers down.

And put a piece of chocolate on top of that.

And put a piece of marshmallow on that.

And top it off with the last graham cracker, yeah!

And put it in the microwave for about 45 seconds

And it'll come out looking like this, yeah!

Really gooey, sticky and messy.

And of course, very delicious.

Yeah!

Wow!

Not only are they yummy

they're fun to eat, too. Your kids will love it.

You have it all over your face!

You're supposed to put it in your mouth not on your face!

You look like an old man with whiskers.

Is that good?

Yeah!

Can I have a bite?

No?

No?

No bite.

How is it? Good?

Good!

Okay!

Great!

Well, I'm sure your kids will have just as much fun

making them and eating them as my kids did.

Anyways, give it a try. See you soon!

For more infomation >> Let's Make S'mores! | Marty's Vlog - Duration: 5:38.

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Confidencial SPORT | El Barça da por perdido a Neymar - Duration: 4:07.

For more infomation >> Confidencial SPORT | El Barça da por perdido a Neymar - Duration: 4:07.

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Summer First Love 2017 🌊 Best Deep House Sessions Music 2017 Chill Out Mix by Dj Antoine D - Duration: 1:01:18.

Don't forget to SUBSCRIBE, like, comment and share the mix if you enjoy it!

For more infomation >> Summer First Love 2017 🌊 Best Deep House Sessions Music 2017 Chill Out Mix by Dj Antoine D - Duration: 1:01:18.

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DeMario Jackson: Will He Go Dancing with the Stars? - Duration: 3:35.

DeMario Jackson: Will He Go Dancing with the Stars?

DeMario Jackson will no longer attempt to win over single women on reality television. But might the former Bachelorette suitor soon be trying to win over viewers on. well.

According to TMZ, Dancing with the Stars producers have reached out to Jacksons publicist and asked whether the ABC personality would like to join next seasons cast. It makes perfect sense, really.

Dancing with the Stars often selects a contestant or two each season from its crop of ex-Bachelor or Bachelorette mainstays. and Jackson has been at the center of possibly the franchises biggest scandal in history.

Last month, DeMario and Corinne Olympios drank a lot of alcohol and shed a lot of clothing during an early season hook-up on Bachelor in Paradise.

After an employee on set wondered aloud whether Olympios was sober enough to give Jackson consent, the show shut down production and sent all cast members home. The production company proceeded to conduct an internal investigation.

This controversy took place just a few weeks after Rachel Lindsay kicked Jackson off The Bachelorette because she discovered he had a girlfriend while trying to woo her.

After about two weeks of online rumors and accusations hurled his way, Jackson sat down for an interview in which he detailed all the X-rated action that went down between himself and Corinne.

Shortly thereafter, Warner Bros. concluded its investigation and determined that no sexual misconduct was committed by anyone on the series. The company also announced that Bachelor in Paradise Season 4 will air in its entirety this summer.

Jackson, however, will only appear on the reunion special. He will not return to the program as a full-on cast member.

The 30-year-old reality star told TMZ a few days ago that hed be thrilled to follow Bachelor Nation stars such as Nick Viall and Chris Soules on Dancing with the Stars. Moreover, he already has a song in mind.

I would murder Despacito on that show, Jackson said, referring to Luis Fonsi, Daddy Yankee and Justin Biebers hit single, adding:. You people dont understand. Im, like, a black, Latin, salsa dancer..

Among other Q-Listers ABC is considering for the new season of Dancing with the Stars?. Disgraced White House Press Secretary Sean Spicer. We wish we were kidding.

For more infomation >> DeMario Jackson: Will He Go Dancing with the Stars? - Duration: 3:35.

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Ultime notizie: La moglie russa pianta il marito, l'ex Mister più bello d'Italia | K.N.B.T - Duration: 4:21.

For more infomation >> Ultime notizie: La moglie russa pianta il marito, l'ex Mister più bello d'Italia | K.N.B.T - Duration: 4:21.

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DIY Repurposed Desk - ASL & English - Duration: 16:12.

Hey, OK so I got this amazing idea oh my God it's so perfect.

So, I have this Box, umm, a little while ago I made this garden box.

So I had flowers any you know, I was growing food and you know, all these things so...

that's why I made the box.

Anyway, this is what it looked like [...] So, that I actually built mmm I don't know

maybe like eight months ago or so something like that.

So a little while ago.

But, what actually happened was that all the flowers died.

You know, I didn't really water them like I should have every day and I was really bad

with keeping up with remembering when I watered them and all that so anyway, now it's empty.

There's nothing in it and there are a few like lights and stuff you can see in here.

So just some lights.

So I'm not really using it as you can see and I can't really put other things in it

like for storage becaaause if you look down here you can see... this is what we got.

So you can see that there are holes in the bottom and I think there are about maybe 12

holes in total down there.

And the reason that the holes are there is because when I was using the box for gardening

I wanted to make sure that I could water the plants and have run off so that the water

would actually go *through* the box and not like, get trapped in there [pause] and get

all nasty.

So ANYWAY, just a few minutes ago I walked in the room and I kind've saw the box in the

corner and it's just always *there* and I don't use it and I thought oh my God this

is perfect.

I can actually use this box and turn it into a desk.

So that's what I'm gonna show you.

I'll show you the process of what I did and hopefully I'll record all of it, I don't know,

so that you can see my process.

Anyway, let's get started.

[...]

So I just finish unscrewing those pieces as you saw.

So I took out all the screws... and now you can see kind've what I'm left with [...]

So the box had 4 sides.

You know 2 in the front, 2 on the sides, front, back, side, side, and I removed one of the

sides so now that's off.

So now I kind of have to figure out which part of the box I wanna use as the legs and

then that will kind've determine which part I unscrew next.

So you can see back here that's gonna be the top of the desk.

So before that was actually the side of the garden box and now I'm changing it so that

it will end up being the top of my desk [...] Oops.

So that there I'm gonna use as one of the legs and I have 4-in-all and before, I mean

I guess really they were kind've used as legs too before with the gardener, but before I

actually used wheels on the bottom so I could kind've like, cart it around and it was easy

to move.

But, now I'm not using any wheels so... they will continue to kinda be legs I guess [...]

So now I have 4 legs in all and I just finish and unscrewing everything so I'll show you

what I have.

So over here I have the 4 legs and then that is going to be the top.

And now I kinda have to figure out how I'm gonna, how I'm gonna like *connect* all the

pieces together.

So kinda what it looks like.

Like, I haven't figured out or set up a plan of how I'm gonna do it.

So now I'm gonna attach the legs and here's what I have.

So I have four of those, you know obviously, 4 legs .... Soo, it will be little more clearer

later when I can kind've zoom out and show you what it looks like after it's attached.

But basically I'm gonna attach all four legs to each side, I'll flip the table over so

that, umm, it's standing ... aaand [clicks tounge] I dunno, it's kinda really all on

the fly so I didn't kinda plaaan anything before I did this.

There are no designs or big picture I just kinda like, walked in the room and decided

I wanted to change my gardener into a desk so...

So anyway when I'm done I'll zoom out and show you what that looks like so.

Oh yeah!

And keep in mind I really didn't paint, well, really stain not all of the pieces are stained

and the reason for that is because when it was, before when I used it as a gardener I

put everything together, you know I built it, screwed it all together, and *then* I

decided to stain it which meeeans that the some of the parts that were covered are not

you know, they're not stained.

I couldn't get to them cuz they were covered.

So.

Now that I'm taking it all apart I'm looking at all my pieces and I'm like, "Ohhh yeah,

that part's not stained because it was covered."

So later I'm gonna have to decide whether I want to paint the whole thing and just give

it a whole fresh coat.

Ooor, if I wanna stain it.

Stain it so it's all the same color and I will have to kind of find out what color I

used before for the stain because I *don't* remember.

So...

I don't remember if I saved the label and put it somewhere so that later I could say,

"oh that's the stain color used.

Let me go back to the store and buy some more."

Buuut, III don't think I did that.

So.. uhh.. maybe I can I'll just cover it all and give it a fresh new coat of paint

with a different color.

I don't know.

That's a decision for later, but for now it's really not all that important.

So now I'm pre-drilling which just means I'm making the holes without any screws.

I'm gonna use a bit, I think it's called a bit, I think .... So this here, it's not a

screw but ... here you can see it better if I put it here so It's just used for pre-drilling

holes so I'll pre-drill 2 holes and when I'm done I'll switch that out with the screw and

drill those in.

And then that will connect the leg to the table.

And I'm sorry I'm using one hand for my signing.

It's kinda awkward [transcript clarification: awkward for me] but..

So I just drilled all four of my legs and here are two here.

One and twooo.

And then I have on the other side 2 more.

Three and four.

Sooo [sigh] I dunno maybe you can tell they're a little bit crooked.

You know kind've leaning off away from each-other so that side's not as bad but on this side

you can really tell.

You can see here when I move them.

So they're really not [laughing] sturdy.

You know, not really too strong so you know I'm aware of it and I'm gonna add, uhh, a

plank across to connect both of them so that they're straighter.

So that when I flip the table *over*, so that it's standing, umm, I'll drill from the top

down into the legs so that tables more stable and the legs are more secure [...] And voila!

We have my plank across.

Leg one, leg two.

So now they're not *leanin* away from each-other all crooked-like.

No, no, no.

So it's perfect.

And they're more straight now.

SOOO actually I *don't* like it.

What happened is I finished connecting all the pieces, Iput the planks on, and I turned

the table upside down.

And as I looked at it I just really wasn't feelin it.

And I realized it's because the legs just look sooo close together.

So I decided, ya know it's an easy fix it's not a big-deal, but niow I gotta unscrew everything

and do it again.

And when I finish *that* then I'll move the legs further apart so right right now they're

so close so I'll move them further away from each-other and make sure that I have more

space between the legs.

Cuz it's just... nooot really lookin right.

[music] So, it's still a little bit wobbly.

I'll show you here ... So yeah you can see it's like moving a little

bit here and it's little bit wobbly.

But, like I said I can fix it.

I'm gonna add some of these.

And they're called, lemme see, they're called corner braces.

Corner braces.

So, and they're really simple, easy to find.

You can go to like home depot or something like that.

Lowe's.

[Sucks toungue].

And we already had a bunch you know we had a bag filled with these so, you know, from

other projects that we did.

So I just found the bag in pulled these out.

It was really easy, but.

I'll add these so I'll have 4 legs and I'll add 2 to each leg.

And I'm *hoping* that will give the table more stability.

Sta-bil-i-ty.

[Laughs].

So, that each leg will hopefully, but be a little more sturdy .... [...].

So I just finished adding on the braces I am *quite* satisfied.

Now the table still moves a little bit, but you know it's alright with me.

It's completely fine.

I just have to realize that I can't LEAN on that table and put all my weight on it.

And you know, that's really not what it's for.

So..

I think if I just use if for my laptop, or, you know have my iMac computer on it then

I should be good.

I'll just remember not to sit on it and I think if I keep that in mind and that that's

the reason I use the table and not lean on it you know just all all willy-nilly cuz you

know I might faaalll [laughs].

I don't know, but I'mmm finished.

So I'll show you some pictures.

I don't know if I'll post them over here, or over there, or where I'll put them.

But I'll post some pictures from Before & After.

Aaand that's it, I'm finished, byee.

For more infomation >> DIY Repurposed Desk - ASL & English - Duration: 16:12.

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Udi RC U28W (7-31-17) Wifi ,fpv - Duration: 1:59.

This is the UDI RC U28W. Peregrine

Really Like this camera

Thanks for watching...Please subscribe and Like.... (More Videos To Come)

For more infomation >> Udi RC U28W (7-31-17) Wifi ,fpv - Duration: 1:59.

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Super Nintendo Entertainment System Features - Pt. 03: Backgrounds & Rendering - Duration: 6:56.

This video is part 3 in a series about Super Nintendo Entertainment System features.

Here, we'll figure out what backgrounds are, how tile maps work, and what specifically

a character is.

Backgrounds are almost everything that objects aren't.

With the exception of some external chip effects like SuperFX and DSP-1, if anything on the

screen is not an object, it is part of the background.

A background is a 2-dimensional grid of tiles that contain graphics.

They can be scrolled horizontally and vertically--it will also wrap around and repeat if scrolled

past its maximum size.

You can view scrolling as the background moving relative to the screen, or the screen moving

relative to the background.

Generally, if the background has to be updated on the fly, like in a sidescroller, the background

moving relative to the screen makes more sense visually.

Each individual tile on a background is formally called a character.

A character can be chosen to be 8x8 pixels or 16x16 pixels (or even 16x8 pixels under

certain circumstances).

A background can be chosen to be 32 characters or 64 characters in width or height.

So a background can range anywhere from 256x256 pixels to 1024x1024 pixels depending on a

combination of the background and character size settings.

The data that controls which characters appear on the background, and what they look like

is called the character data, or tilemap.

The tilemap uses 16 bits to name each character in order, left-to-right, top-to-bottom.

This data is also held in video RAM--the same memory as the graphics data themselves.

It's up to the developer to tell the Super NES where in VRAM graphics and tilemaps are

stored for each background and object layer.

Let's look at the attribute data for a single character.

10 bits are used to determine what graphics to use for this character.

The 8x8 tiles are indexed starting from 0 and counting up, so this data can be seen

as the tile's ID.

If the character is larger than 8x8, the corresponding tiles are used as neighbors just as explained

in the previous video about graphics.

These 10 bits allow for 1024 unique characters to be referenced at one time.

Three of the bits are used to determine the palette that this entire character will use.

This allows the selection of 8 different palettes.

The specific colors used will depend on the bit depth of the graphics themselves, and

which background layer it's on.

One bit will determine whether this character will have high priority or not.

Higher priority characters will display on top of other backgrounds and objects.

And finally, one bit is used to flip the character horizontally, and one is used to flip it vertically.

There is no option to rotate a character by 90 degrees, so if that is required, a separate

graphic will need to be provided.

Notice how the tilemap doesn't need to specify what the graphics' bit-depth is.

That's because it is hardcoded to the background depending on what mode is currently being

used.

The graphics are indexed by 8x8 pixel tiles, regardless of its bit-depth or character size.

This takes into account that 2 bits-per-pixel tiles are 16 bytes in size, 4BPP are 32 bytes,

and 8BPP are 64 bytes.

Now that all the background and object data are set, it is finally time to merge them

together and produce an image to draw on the screen.

Actually, there are a few effects that should be explained first before doing that.

The first of which is the mosaic effect.

The mosaic effect can be applied to the background layers only, and the size of the mosaic tiling

can range from 1 pixels to 16 pixels.

Unlike a modern mosaic effect that would average all of the colors inside of a square to get

the output color, the Super NES just expands the top left color of each square to fill

the entire thing.

This results in a much more flashy effect when the mosaic'd background is moving than

you would expect, especially if the background is particularly noisy.

The next effect is windowing, or masking.

With windowing, one or two shapes can be created that can hide or clip certain parts of objects

or background layers.

This is often how spotlight effects are created.

The shape of these windows is limited however, since they are defined by two distances from

the edges of the screen.

A window can also be designated as a color window, which will apply color effects only

on pixels inside or outside of the window's shape.

Okay, now it is time to render the screen.

Keep in mind that this will be quite the simplification.

There are links in the description that will go into this process in much more detail.

First, we take all of our objects and order them on top of each other corresponding to

their location in Object Attribute Memory.

Any pixels that get covered up are clipped away and will not be rendered.

Set those aside, and bring in all of the available backgrounds.

At this point we apply the mosaic and windowing effects if they are enabled.

Now, we take all of our objects and backgrounds, and organize them in their true priority order.

Object priorities are set as attributes in OAM, and character priorities are set as attributes

in the tilemap.

A single bit switch can move high priority characters from Background 3 to the very front--this

is useful for status bars and Heads Up Displays, so they are guarenteed to be on top at all

times.

It is also worth noting that the objects are now in a different order than when they were

clipped earlier.

This can cause some weird clipping behavior when a lower priority object clips away at

a higher priority object because of their relative position in OAM.

Now, we partition everything into two sets: the main screen and the sub screen.

The main screen will always contain the background color, which is used as the last-resort color

when no other layer uses up a pixel.

Backgrounds and objects can be sent to the main screen or the sub screen (or both) according

to two special hardware registers.

At this point, color math is executed.

Color math is a very extensive and complex concept--it basically takes in 5 arguments:

the main and sub screens, the color window, the fixed color, and the math settings.

Using all of this information, it combines everything together into one final image that

is drawn onto the screen.

Using color math, a lot of neat effects can be created--screen addition can be used for

glowing effects, subtraction can be used for shadows, and averaging is a nice way to simulate

translucency.

This video showed of some of the general rendering effects, which are available to most graphics

modes.

More of the specialized effects will be discussed in the next videos all about these modes.

Until then, thank you for watching.

For more infomation >> Super Nintendo Entertainment System Features - Pt. 03: Backgrounds & Rendering - Duration: 6:56.

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Seth Rollins New Theme Song ''Burn it Down'' + Entrance! [WWE RAW 31/7/2017] [HD] - Duration: 0:12.

''Burn it down''

For more infomation >> Seth Rollins New Theme Song ''Burn it Down'' + Entrance! [WWE RAW 31/7/2017] [HD] - Duration: 0:12.

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Ce que votre couleur préférée dit de vous - Duration: 6:02.

For more infomation >> Ce que votre couleur préférée dit de vous - Duration: 6:02.

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How to Kiss a Girl for the First Time | Kiss a Girl | How to Kiss a Girl | Personal Exprince UNBELIE - Duration: 6:11.

How to Kiss a Girl for the First Time | Kiss a Girl | How to Kiss a Girl | Personal Exprince UNBELIE

How to Kiss a Girl for the First Time | Kiss a Girl | How to Kiss a Girl | Personal Exprince UNBELIE

How to Kiss a Girl for the First Time | Kiss a Girl | How to Kiss a Girl | Personal Exprince UNBELIE

How to Kiss a Girl for the First Time | Kiss a Girl | How to Kiss a Girl | Personal Exprince UNBELIE

How to Kiss a Girl for the First Time | Kiss a Girl | How to Kiss a Girl | Personal Exprince UNBELIE

For more infomation >> How to Kiss a Girl for the First Time | Kiss a Girl | How to Kiss a Girl | Personal Exprince UNBELIE - Duration: 6:11.

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Grizzy James - Wham Bam (...

For more infomation >> Grizzy James - Wham Bam (...

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Super Nintendo Entertainment System Features - Pt. 03: Backgrounds & Rendering - Duration: 6:56.

This video is part 3 in a series about Super Nintendo Entertainment System features.

Here, we'll figure out what backgrounds are, how tile maps work, and what specifically

a character is.

Backgrounds are almost everything that objects aren't.

With the exception of some external chip effects like SuperFX and DSP-1, if anything on the

screen is not an object, it is part of the background.

A background is a 2-dimensional grid of tiles that contain graphics.

They can be scrolled horizontally and vertically--it will also wrap around and repeat if scrolled

past its maximum size.

You can view scrolling as the background moving relative to the screen, or the screen moving

relative to the background.

Generally, if the background has to be updated on the fly, like in a sidescroller, the background

moving relative to the screen makes more sense visually.

Each individual tile on a background is formally called a character.

A character can be chosen to be 8x8 pixels or 16x16 pixels (or even 16x8 pixels under

certain circumstances).

A background can be chosen to be 32 characters or 64 characters in width or height.

So a background can range anywhere from 256x256 pixels to 1024x1024 pixels depending on a

combination of the background and character size settings.

The data that controls which characters appear on the background, and what they look like

is called the character data, or tilemap.

The tilemap uses 16 bits to name each character in order, left-to-right, top-to-bottom.

This data is also held in video RAM--the same memory as the graphics data themselves.

It's up to the developer to tell the Super NES where in VRAM graphics and tilemaps are

stored for each background and object layer.

Let's look at the attribute data for a single character.

10 bits are used to determine what graphics to use for this character.

The 8x8 tiles are indexed starting from 0 and counting up, so this data can be seen

as the tile's ID.

If the character is larger than 8x8, the corresponding tiles are used as neighbors just as explained

in the previous video about graphics.

These 10 bits allow for 1024 unique characters to be referenced at one time.

Three of the bits are used to determine the palette that this entire character will use.

This allows the selection of 8 different palettes.

The specific colors used will depend on the bit depth of the graphics themselves, and

which background layer it's on.

One bit will determine whether this character will have high priority or not.

Higher priority characters will display on top of other backgrounds and objects.

And finally, one bit is used to flip the character horizontally, and one is used to flip it vertically.

There is no option to rotate a character by 90 degrees, so if that is required, a separate

graphic will need to be provided.

Notice how the tilemap doesn't need to specify what the graphics' bit-depth is.

That's because it is hardcoded to the background depending on what mode is currently being

used.

The graphics are indexed by 8x8 pixel tiles, regardless of its bit-depth or character size.

This takes into account that 2 bits-per-pixel tiles are 16 bytes in size, 4BPP are 32 bytes,

and 8BPP are 64 bytes.

Now that all the background and object data are set, it is finally time to merge them

together and produce an image to draw on the screen.

Actually, there are a few effects that should be explained first before doing that.

The first of which is the mosaic effect.

The mosaic effect can be applied to the background layers only, and the size of the mosaic tiling

can range from 1 pixels to 16 pixels.

Unlike a modern mosaic effect that would average all of the colors inside of a square to get

the output color, the Super NES just expands the top left color of each square to fill

the entire thing.

This results in a much more flashy effect when the mosaic'd background is moving than

you would expect, especially if the background is particularly noisy.

The next effect is windowing, or masking.

With windowing, one or two shapes can be created that can hide or clip certain parts of objects

or background layers.

This is often how spotlight effects are created.

The shape of these windows is limited however, since they are defined by two distances from

the edges of the screen.

A window can also be designated as a color window, which will apply color effects only

on pixels inside or outside of the window's shape.

Okay, now it is time to render the screen.

Keep in mind that this will be quite the simplification.

There are links in the description that will go into this process in much more detail.

First, we take all of our objects and order them on top of each other corresponding to

their location in Object Attribute Memory.

Any pixels that get covered up are clipped away and will not be rendered.

Set those aside, and bring in all of the available backgrounds.

At this point we apply the mosaic and windowing effects if they are enabled.

Now, we take all of our objects and backgrounds, and organize them in their true priority order.

Object priorities are set as attributes in OAM, and character priorities are set as attributes

in the tilemap.

A single bit switch can move high priority characters from Background 3 to the very front--this

is useful for status bars and Heads Up Displays, so they are guarenteed to be on top at all

times.

It is also worth noting that the objects are now in a different order than when they were

clipped earlier.

This can cause some weird clipping behavior when a lower priority object clips away at

a higher priority object because of their relative position in OAM.

Now, we partition everything into two sets: the main screen and the sub screen.

The main screen will always contain the background color, which is used as the last-resort color

when no other layer uses up a pixel.

Backgrounds and objects can be sent to the main screen or the sub screen (or both) according

to two special hardware registers.

At this point, color math is executed.

Color math is a very extensive and complex concept--it basically takes in 5 arguments:

the main and sub screens, the color window, the fixed color, and the math settings.

Using all of this information, it combines everything together into one final image that

is drawn onto the screen.

Using color math, a lot of neat effects can be created--screen addition can be used for

glowing effects, subtraction can be used for shadows, and averaging is a nice way to simulate

translucency.

This video showed of some of the general rendering effects, which are available to most graphics

modes.

More of the specialized effects will be discussed in the next videos all about these modes.

Until then, thank you for watching.

For more infomation >> Super Nintendo Entertainment System Features - Pt. 03: Backgrounds & Rendering - Duration: 6:56.

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Seth Rollins New Theme Song ''Burn it Down'' + Entrance! [WWE RAW 31/7/2017] [HD] - Duration: 0:12.

''Burn it down''

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