What setup fixes sprite flicker in the original Zelda on CRT?
#1
I’ve been trying to get the original Legend of Zelda for NES to run on my CRT without that annoying flicker when too many sprites are on screen, but I can’t seem to get the right combination of hardware. My friend says using a composite cable instead of RF helps with sprite flicker, but on my setup it still gets pretty bad in rooms like the Lost Woods.
Reply
#2
I tried that too. On my CRT the NES with a composite cable did shave a bit of the edge flicker when the screen got busy, but in Lost Woods rooms it still looked jaggy and you could see the sprite limits kicking in. It wasn't a miracle, just a faint improvement I could notice standing close.
Reply
#3
I keep thinking the bottleneck is the NES PPU and its 8 sprites per scanline rule more than anything you plug in. Even with a better cable you can't magic away all those render collisions in a dense room. Some days I swear it feels random which rooms behave.
Reply
#4
Do you know if your CRT's input stage is really giving you a clean signal, or could the monitor be masking the problem a bit? I once swapped a few cables and the picture looked different on a different set, and it made me doubt whether the issue was the NES or the screen.
Reply
#5
I remember one night I just shrugged and kept playing in brighter lighting, the flicker less noticeable, and it felt like a small win even if nothing changed on the hardware.
Reply


[-]
Quick Reply
Message
Type your reply to this message here.

Image Verification
Please enter the text contained within the image into the text box below it. This process is used to prevent automated spam bots.
Image Verification
(case insensitive)

Forum Jump: