There was a lot more flicker than in the Genesis port and I got hit by an enemy that I couldn't see because of the flicker. I was not too happy about that, but once I played into the game a little more I found a modified way of playing the game to compensate for that issue.
I already dropped him a message on there and he did not reply back, so f*ck him, and his cunt wife.
There was a lot more flicker than in the Genesis port and I got hit by an enemy that I couldn't see because of the flicker. I was not too happy about that
Quote from: Ayce on January 02, 2015, 12:17:29 PMThere was a lot more flicker than in the Genesis port and I got hit by an enemy that I couldn't see because of the flicker. I was not too happy about that Strider is seriously unoptimized when it comes to using sprites; it layers them like an arcade system (which home consoles don't have near the same amount of sprite bandwidth for doing that effectively).Have a look:http://pcedev.net/sprite_management/strider/enemy1_comparison.pnghttp://pcedev.net/sprite_management/strider/sword_swing_comparison.pnghttp://pcedev.net/sprite_management/strider/sword_swing_crouch_comparison.png The PCE can only show 256 pixels of sprite data on a scanline. In those pics, I show the original (how the home port handles it) and how it could have easily and quickly been fixed. The game uploads the character frames on the fly, so it's not even like they are all just sitting in vram (if you don't understand where I'm going with that point).
Meh Strider. That's one game that could have used the Supergrafx treatment.
The entire game smacks of an unfinished project. A little more polish could have gone a long way.