Atari_Force #1 Posted November 26, 2017 Hello, I love this game!I wonder, is there a NTSC version?Enemies move weird (sometimes): 2 Quote Share this post Link to post Share on other sites
Xuel #2 Posted November 27, 2017 (edited) Every other frame normally starts after the VBLANK at around scanline 285 on PAL or scanline 32 on NTSC. The late frame start on NTSC delays the animation updates so they occur after the beam has already passed. That causes glitches. I tried moving the frame start so that it occurs around scanline 147 by adding a DLI and moving the tick update from VBLANK to this new DLI. That seemed to fix the glitches. twilight-world-ntsc-fix.zip Edited November 27, 2017 by Xuel 6 Quote Share this post Link to post Share on other sites
Xuel #3 Posted November 27, 2017 Looks like with my fix, the wizards on level three still glitch and the dragon also doesn't draw in time. I'm afraid there just isn't enough off-screen compute time on NTSC to update the screen cleanly with the current rendering framework of the game. Possible solutions would be to double-buffer the screen or reorganize the code to put all of the screen updates together so they're not so spread out. 6 Quote Share this post Link to post Share on other sites
Atari_Force #4 Posted December 13, 2017 Xuel, It looks very difficult what you say.Do you think it can be fixed?. This game is very loved by many of us. Quote Share this post Link to post Share on other sites
_The Doctor__ #5 Posted December 13, 2017 Xuel, It looks very difficult what you say. Do you think it can be fixed?. This game is very loved by many of us. Very True 1 Quote Share this post Link to post Share on other sites
Wilheim #6 Posted December 14, 2017 (edited) As an small contribution, here's a version distributed in my country. It has some glitches, but it's playable. Cheers! Twilight World Chile.xex Edited December 14, 2017 by Wilheim Quote Share this post Link to post Share on other sites
ascrnet #7 Posted August 26, 2020 On 11/27/2017 at 3:26 AM, Xuel said: Looks like with my fix, the wizards on level three still glitch and the dragon also doesn't draw in time. I'm afraid there just isn't enough off-screen compute time on NTSC to update the screen cleanly with the current rendering framework of the game. Possible solutions would be to double-buffer the screen or reorganize the code to put all of the screen updates together so they're not so spread out. Indeed, the patched version on the third level looks like this. The original version in PAL 2 Quote Share this post Link to post Share on other sites