I worked on smooth scrolling today.
I keep finding work around this little glitch. It scrolls smoothly. With screen mode 2 without masking, the part of the tree start to lag back for one bit, then corrects itself in the next frame. With screen mode with masking, the top shows the same error. I am writing directly the tile directly to the pattern table every frame, I tried every other frame.
I used three 40 bytes to pull the original image from the pattern table. Then 32 bytes table copied from 40 byte table with one variable for off set, to my write tables. Then the write tables get written to the hot tiles to make an illusion that the tree is scrolling with put frame updating it position every 8 frames.
I probably did what nanochess might have done for his MSX version of Princess Quest. Take one tile, and make 8 copies of the trees in RAM. Then just write it to pattern table. Same result. I even ran out of RAM, but enough RAM for the tree tables. The screen was scrolling as intended. The Megaman sprites and some of it bubbles was laying on the screen. Pressing the fire1 button makes the program reboot. \^o^/
Only if I knew how much I am doing in one frame before vertical retrace occurs, I think I could nail the tree scrolling. I will eventually work on learning the assembly later. For now, I need to get my other few games worked on.


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