At least, that's how they work in the Die Hard 2 and 3 segments. I don't think I've ever really played or watched emulated versions of Die Hard Trilogy on a clear display and video signal. Figures they did a pretty good job covering this up during fast paced action on a CRT with composite or whatever. Now I've caught a glimpse of what they really look like and it's just hilarious up close in motion. I guess this also explains how they could fit so many characters on the screen while still having good performance relatively good looking 3D environments for an early gen PS1 game.
The technology powering the game just seems kind of fascinating to me in general with the in retrospect more unorthodox methods they employed, especially the Die Hard 1 segment with how it handles rendering the environments in a very grid-like way.
The technology powering the game just seems kind of fascinating to me in general with the in retrospect more unorthodox methods they employed, especially the Die Hard 1 segment with how it handles rendering the environments in a very grid-like way.