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| NES Graphic Issues, Advice? |
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| palmer6strings:
So, I'm having a specific issue on my Nintendo. Hoping you all may have some good advice. I picked up Super Dodge Ball in really good shape, and of coarse, (like with all my games), I took it apart and cleaned them nasty pins. The game works great, starts up almost every time, but my problem is this: Once I start the game, everything looks great till I start playing. The background always looks good but the sprites and movable objects will flash and sometimes dissapear in certain spots. I thought to myself, "WTF is going on here?" I decided to do a few tests and noticed that it does this with some other games that are like it, (World Cup/Super Spike V'ball, Double Dragon(s), River City Ransom, and other action style beat'em ups. It's not as apparent with other types of games but also didn't have enough time to check a lot of games) Now to try to answer some questions before they are asked, here is some insight. •The Nintendo I use is slightly moded, (different color power LED, shaved inner pin (a type of region lockout device) to play a certain cart I have.) but it isn't anything that should cause this problem. •The Nintendo itself is extremely clean, and I try to keep it that way. I have recently had I torn apart and bent pins back up for a better connection, cleaned both sets of pins, (game contact pins and board contact pins) and I cleaned the pins on the board itself. •Games almost always power on with no flashing or problems. •(Edit) it's a toaster style NES. When I get home, I will use a can of air and blow it out and try to do another quick cleaning of the pins again and update this if I fixed it or not. If you need any more insight I will answer it to the best of my ability. Any help would be appreciated. |
| Superchop:
Could be the game itself, I remember it doing the same thing to me way back when. And I'll double check tonight but I believe the wii u vc version did the same. All it really is is the character sprites flickering on and off right? |
| quickfingers818:
I had a problem similar to yours way back when, and I ended having someone repair my console and they replaced all the capacitors along with the 72 pin connector and it fixed my issue. |
| palmer6strings:
Ya it's mainly the sprites, but as I was saying, it happens on other games too, just happens the worse on Pre-Atlus games. (Super Dodge Ball, World Cup/Super Spike V'ball, Double Dragon(s), River City Ransom.) I've got around 12 NES consoles so I may try them out to see if it does the same thing. EDIT: I guess I found an answer to my own problem. This is what I found. "Yes, they are coded into the game. The NES can only handle 8 sprites per line at a time. Each character sprite is made up of 4 - 2x2 squares. So, the NES can only display four characters at a time. When there is more, the game flickers the excess ones, so that only four are actually displayed at any given time, but since they're flickering so fast, we can still see them all. I suppose an emulator could fix that, but I like it for nostalgia sake. They even made a Legacy mode in Mega Man 9, just to intentionally make sprite flicker, for that purpose." This may possibly be the truth, not quite sure. But I honestly don't remember this happen ending when I was a kid. Anyone know a way around it besides the over lock method? |
| Jeff:
You said it yourself, they are coded into the game. Overclocking will only fix slowdown, not flickering. I found a forum thread on google that discusses this more. |
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