watching the retro game mechanics explained on how the atari 2600 stores graphics and genuinely how did anything get made for this when having to worry about pretty much everything on a per scanline basis
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Meanwhile, if you were in the middle of the active frame, drawing the playfield was pretty much *all* you were doing, so counting cycles was really only necessary for the scanline kernel itself. Game logic would tend to run during the vertical blanking interval.
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To an extent, it's similar to the effort that went into various demoscene demos on 8-bit and 16-bit home computers: To draw graphics within the border region on a C64, you had to do the same thing as on the VCS - cycle-count to know exactly when to change the border color.
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