Sprite overflow games: Difference between revisions
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* ''Ninja Gaiden'': some cutscenes (more details needed). | * ''Ninja Gaiden'': some cutscenes (more details needed). | ||
* ''The Legend of Zelda'' (a.k.a. ''Zelda 1'', ''Zeruda no Densetsu''): when entering vertical (top-bottom-facing) doorways. | * ''The Legend of Zelda'' (a.k.a. ''Zelda 1'', ''Zeruda no Densetsu''): when entering vertical (top-bottom-facing) doorways. | ||
* ''Gremlins 2 - The New Batch'' uses multiple blank sprites to mask rows during cutscenes. | |||
* ''Solstice'': During the intro cutscene, it puts too many sprites on the screen, but the NES won't display the excess sprites. | |||
== Homebrew == | == Homebrew == |
Revision as of 17:27, 11 November 2014
The following is a list of games which make use of the the sprite overflow bug of OAM:
Commercial
- Bee 52: to get past a solid purple screen (more details needed).
- Castlevania II: Simon's Quest (a.k.a. Dracula 2): when Simon enters a swamp, the lower half of his body should be "hidden".
- Felix the Cat: when entering or exiting a bag.
- Gimmick!: when entering a level.
- Majou Densetsu II: Daimashikyou Galious: when entering a doorway, Popolon's body should gradually disappear (to imitate walking down stairs); Youtube video demonstrating the effect.
- Ninja Gaiden: some cutscenes (more details needed).
- The Legend of Zelda (a.k.a. Zelda 1, Zeruda no Densetsu): when entering vertical (top-bottom-facing) doorways.
- Gremlins 2 - The New Batch uses multiple blank sprites to mask rows during cutscenes.
- Solstice: During the intro cutscene, it puts too many sprites on the screen, but the NES won't display the excess sprites.
Homebrew
- blargg's sprite overflow test ROMs
References
- BBS topic (with screenshots of Castlevania II: Simon's Quest)