Zelda Screen Transitions Are Undefined Behaviour
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Zelda Screen Transitions Are Undefined Behaviour
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Re: Zelda Screen Transitions Are Undefined Behaviour
#2See http://bootgod.dyndns.org:7777/ for a database of the hardware inside each cartridge.
Re: Zelda Screen Transitions Are Undefined Behaviour
#3https://www.youtube.com/channel/UCwRqWnW5ZkVaP_lZF7caZ-g/vid...
Re: Zelda Screen Transitions Are Undefined Behaviour
#4Re: Zelda Screen Transitions Are Undefined Behaviour
#5There are a few games that do diagonal scrolling. In general it's very difficult to do well on the NES, and you will likely have to live with some amount of glitching--unless you have extra name table RAM on the cartridge, which is fairly rare. See http://bootgod.dyndns.org:7777/ for a database of the hardware inside each cartridge.
Paperboy comes to mind. It's smooth and looks good without any noticable glitching, and without using custom chips, too. Not sure how they did it.
Re: Zelda Screen Transitions Are Undefined Behaviour
#6This is a great description of a commonly-used technique for splitting the screen in NES games that scroll smoothly. It may or may not have been intended, but this is a common technique for games that have a "status bar". Super Mario Bros 3 is another obvious example, but even Super Mario Bros uses it long before then for its top status bar. I first read about it in the excellent "I Am Error" book by Nathan Altice, b…
SMB1 actually also does not use the sprite zero split technique because it never scrolls vertically. Its status bar is just a bunch of fixed background tiles.
Re: Zelda Screen Transitions Are Undefined Behaviour
#7Re: Zelda Screen Transitions Are Undefined Behaviour
#8There are a few games that do diagonal scrolling. In general it's very difficult to do well on the NES, and you will likely have to live with some amount of glitching--unless you have extra name table RAM on the cartridge, which is fairly rare. See http://bootgod.dyndns.org:7777/ for a database of the hardware inside each cartridge.
There are a few games that do diagonal scrolling. Paperboy comes to mind. It's smooth and looks good without any noticable glitching, and without using custom chips, too. Not sure how they did it.
Edit: as sibling comment noted, Paperboy does have custom logic on the cartridge, a 74HC161 4-bit counter. I think this is just used to switch between CHR banks.
Re: Zelda Screen Transitions Are Undefined Behaviour
#9This is a great description of a commonly-used technique for splitting the screen in NES games that scroll smoothly. It may or may not have been intended, but this is a common technique for games that have a "status bar". Super Mario Bros 3 is another obvious example, but even Super Mario Bros uses it long before then for its top status bar. I first read about it in the excellent "I Am Error" book by Nathan Altice, b…
Nitpicking, but SMB3 uses the MMC3 chip which "adds an IRQ timer to allow split screen scrolling without the sacrifice of sprite 0" (Wikipedia) so it does not use this technique. SMB1 actually also does not use the sprite zero split technique because it never scrolls vertically. Its status bar is just a bunch of fixed background tiles.
Regarding SMB1, I'm quite sure it uses the sprite 0 thing to keep the status bar stationary while the level scrolls smoothly beneath it by setting the scroll register only after when the status bar is done drawing. See more thorough description here: https://retrocomputing.stackexchange.com/questions/1898/how-...