Why does Strider seem like it is going to fall apart at any moment? What is with all the sprite flickering and garbage graphics? Let's find out...
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Music by:
hariboosx
@wolfandraven
#NES #Programming #Strider
Why does Strider seem like it is going to fall apart at any moment? What is with all the sprite flickering and garbage graphics? Let's find out...
If you would like to support this channel, here is a link to the Displaced Gamers Patreon page - Patreon: displacedgamers
Twitter: Twitter: DisplacedGamers
Facebook: Facebook: DisplacedGamers
Instagram: Instagram: displacedgamers
Music by:
hariboosx
@wolfandraven
#NES #Programming #Strider
A few notes -
1: The Nightmare on 6502 Street is just a fun joke that I was feeling. What I have found in code isn't THAT bad ... I think... (We haven't talked about ooh... Micronics that much yet... have we?)
2: By the way - Strider does have an infinite loop after CPU next frame work is complete. The loop compares RAM locations $4B and $4C to each other and loops so long as they are equal. The NMI routine increments $4B. So when the game returns from NMI, $4B does not equal $4C. That drops it out of the loop. $4C is then saved after the exit condition is met.
3: The NMI handling example in this video was just one basic method. NES developers may end up commenting on their own approach to their games in the comments below.
Feel free to leave other specific requests for Strider since I am "in the code" now. That said - I already have a laundry list of stuff with lots of question marks and exclamation points on it.
Take care!