Must admit in the UK i knew more people at school with NES's than MS, in the 16-BIT age i remember it being an even split between the MD and SNES with maybe the MD just pipping it. But i was always a Nintendo boy
Will the NES Everdrive have an option to fix sprite flicker??, i know this it a hardware limitation but thought it still might be possible?
Well if its an option you wouldn't have to enable it. Just used to get sick of dying in Gunsmoke back in the day when you used to get to the later levels and there were soo many sprites on the screen that the incoming bullets used to flicker alot and kill you, as they were invisible for majority of there flight and could see them, lol
The sprite flicker is from how the NES hardware decodes the game. NES ED won't fix that since it will just be a ROM loader, sound chip,memory mapper, and what ever else was in NES carts. Can't make it do something the NES carts never did in the first place aside from simple things like the save states and screen shots. The problem is in the NES components. Hardware glitch.
This is impossible. The NES PPU by hardware design can only load 8 sprites per scanline. Anything after the 8th sprite is dropped. The game software shuffles sprites around typically causing them to flicker. If this were not done, you'd have sprites that just disappear. This cannot be fixed through a flash cart. You could only fix it via replacing the PPU inside the NES Console with one that has circuitry to allow for more than 8 sprites per line, which may be extremely complicated due to timing of the hardware. I doubt there is time free in the PPU operations to support loading anymore sprites. Through a complicated device that emulates the PPU you might get around it. It's all very insane to bother with given the minor benefit. If you really want less flicker, emulate the system. The sprite limit is NOT a hardware glitch. Sprite flicker is NOT a glitch.
Sorry for the claim then. My understanding of exactly HOW the hardware functions is rather limited. I just use my basic knowledge. Other than that small detail, what I've said last post above seems to be mostly correct then. Sorry if I no make sense. Kinda drunk ATM. Just trying to help...
There is already a machine that emulates without sprite flicker, Its called a PC:friendly_wink: I can build you a NES PC without flicker, and with any game you claim to own, for around $1000.:very_drunk:
But it's not the real deal. It's all about playing on classic hardware. Sure I have emulators that may emulate the systems cleaner than the classic hardware can but as I said already it's not the real deal.
Fair enough, lots of people prefer the real thing. Personally, I'm half and half on this one, I like the advantages of emulation, but I do agree that the real hardware has a feel you don't get with emulators. I suppose the 'real machines vs. emulator argument' is one that will always rage amongst gamers, retro gamers, like SNES vs. Megadrive, 2D Mario games vs. 3D Mario games, Ocarina of Time vs. A Link to the Past, Goldeneye vs. Perfect Dark, Quake III vs. Unreal Tournament, Sensible Soccer vs. Kick Off 2, Jetset Willy vs. Manic Miner, etc.
get rid of the sprite flickering with the power of modern pc (POWAAAAAA) in my eyes is cheating obv is not something really possibile on the real hardware and it's good thing imagine comparing a run with Recca with and without the sprite flickering obv there's the choice and you can use everything in your possession to enjoys games i personally don't disapprove using emulator and i agree with the benfits they have but if you're playing with the real hardware, every limitations they have is part of the charm of the thing can't get why someone would alterate that you can have it like that or not, there's no middle way or a tempered one
It's funny. Here, everyone (recently anyway) are pinching a fit about flicker. The ED forums, they're pinching a fit about SD card and the card slot location.
For sure! I repair nes's and restore them for a side job. I can tell you I have one(my own NES!) that still has the lockout chip enabled, so I have an excuse to blow/jiggle the cart. Something bout substandard hardware, that was ahead of its time . I don't give my customers the option of leaving the lockout chip unmodified. I really don't want them coming back to me months later complaining that they're NES's blink.
Your NES shouldn't blink if your carts and connector are clean. If you cut the lockout chip out of the picture you can still have crashes or graphics glitches because the other pins are dirty. It's rather pointless to cut the lockout chip unless you actually need to play carts that lack a Key Lockout chip such as unlicensed or homebrew creations or maybe PAL carts.
Maybe the new FPGA PPU being developed can help with this issue if the creator ever finishes it. The new PPU is said to allow RGB from the NES without the famous "maroon color glitch" some games have.
Aren't there issues with the pins in the NES cart slot getting bent so that they don't connect well, which also causes the blinking? I always kept my carts clean and eventually replaced the pins in my NES, and I would still get the blinking issues sometimes until I cut the lockout chip.