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Old 05 February 2024, 09:05   #1
kremiso
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Uridium2 NTSC fix request

wondering if its doable, cause this game imo needs 60Hz and larger screen

it does seems to work perfectly fine in NTSC, but when ingame, there are gfx flickering and some sprites do not appear at all (like the seeker enemy), but you can hear the sfx the same;
so they kills you in an invisible way



also in the battle after the Manta landing some sprites arent displayed

WinUAE tests, all versions affected

Last edited by kremiso; 05 February 2024 at 09:41.
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Old 05 February 2024, 09:51   #2
derSammler
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Quote:
Originally Posted by kremiso View Post
WinUAE tests, all versions affected
And on real hardware? I mean, who cares if that happens in WinUAE, which does not force you to run anything in NTSC..?
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Old 05 February 2024, 11:34   #3
kremiso
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it would be great also for emulator running imo
a faster control response is crucial with this game, and in NTSC is improved a lot with this one

even better than the Mayhem mode in first

yeah a test to confirm also on real hw would be great, but i remember was the same on a default A1200
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Old 05 February 2024, 11:59   #4
Aardvark
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Uridium II is already straining old man reflexes, it doesn't need to run 20% faster.
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Old 05 February 2024, 12:35   #5
kremiso
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ah ah
yes a faster manta, slow enemies mode
or a button to slowdown the action when you need to pass in some strict passage
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Old 05 February 2024, 12:48   #6
Snoopy1234
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ran on a pal a1200 in ntsc mode and sprites flicker but that could also be my gbs8200 which plays up a lot.
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Old 06 February 2024, 09:36   #7
kremiso
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ran on a pal a1200 in ntsc mode and sprites flicker but that could also be my gbs8200 which plays up a lot.
i dont think Graftgold ever released US versions for their games?

Rainbow Islands also had sprites flickering

Uridium2 prob the code is already streching too much the rope (i mean on OCS at least), btw wondering what is causing the 'ghosting' sprites effect

Last edited by kremiso; 06 February 2024 at 09:54.
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