fazed through loops
phased
mikejmoffitt wrote:Back on topic, Doki Doki Yuuenchi's roller-coaster level might be described as marginally fast. I remember part of Akumajou Special: Boku Dracula-Kun having a pretty fast platform-on-rails bit as well.
Boku Dracula-Kun's rollercoaster certainly looks fast, and the music helps it look fast.
Zanac's Area 12 goes pretty fast... Of course, when comparable to tile size, scroll speed will generate an optical illusion.
361341*20 lines of vblank(NTSC) /3 dots per CPU cycle /6 CPU cycles per long-write (LDA #imm + STA $aaaa), min ~ 380 bytes...so, 2 bytes scroll, 2 bytes address, 128 bytes of 4 NT lines, 2 bytes address, 8 bytes of AT for the printed scroll lines...138 bytes, +2 to update scroll...if you force-blank the pre-render line, you can do that three times, so 12 lines(96px) scrolling vertically? Less, of course, if one writes OAM; still 8 lines (64px) without forceblank.
(Horizontal scrolling requires a lot more address writes, as the PPU doesn't have an 8-address-increment mode to go vertically through an AT.)
One doesn't need to write each individually, though, so some address writes can be dropped (though wrapping will mean a second is likely to be needed). Mapper-assistance can, well, just get you whole screens, so we're ignoring it for this exercise.
In any case, one can scroll faster on the NES than is likely to be necessary/useful to the viewer, with a bit of effort.
e: mixed up a number