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How can two 8-bit systems have such different graphics?

The Sega Master System and SG-1000 are both 8-bit systems, and both run on a Z80 CPU, yet have wildly different graphical limitations. How can this be? Today we will find out! Interesting note, the Colecvision and first lineup of MSX computers also share incredibly similar hardware to the SG-1000, so anything mentioned here about the SG-1000, also applies to those systems as well (for 99% of all cases anyway). If you want to know more, here's the deep dive on the Master System I alluded to: https://youtu.be/yXh33_xmw3k?si=Pgdw537AFhBJ5m93 SG-1000 Tile Exporter https://steelfinger-studios.itch.io/sg-1000-graphics-exporter-for-aseprite SMS/GG Tile Exporter https://github.com/Bofner/SMS-GG-Aseprite-Exporter ; ------------------------------------------- If you enjoy my content and want to support more 8-bit behind the scenes videos, consider supporting me on Patreon for exclusive content, demo ROMs and more! Patreon: https://www.patreon.com/Bofner Check out the games I'm making for retro systems! https://steelfingerstudios.com/ Itch: https://steelfinger-studios.itch.io/ All of my footage captured on real hardware with official cartridges when possible! Typically a Japanese Super Famicom with JP Super Game Boy and RGB SCART cable and a Sega Mark III with HD Retrovision YPbPr component cables going into an OSSC. Products and resources that make my videos possible: Game Boy Pan Docs: https://gbdev.io/pandocs/ Emulicious for general Game Boy & Sega Master System debugging: https://emulicious.net/ Aseprite for pixel art and graphics export scripts: https://aseprite.com/ BGB for Super Game Boy debugging: https://bgb.bircd.org/ Everdrive flash cart for recording my own demo programs on real hardware: https://krikzz.com/ Custom Mark III Everdrive case design and tutorial: https://youtu.be/8bXNF_VdXwE?si=VhKt-NRyuTG7wxo8 #sega #programming #8bit #retrogaming #segagenesis #indiedev #msx

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