Even if you do have the off-screen space for updates in all directions (which you do because you're using 4 name tables), you still have to deal with the fact each name table is 30 tiles tall, and that number is not divisible by 4, so in every other vertical name table the attributes of your 4x4 metatiles will be misaligned with the attribute table, meaning you'll have to shift and mix attributes from different metatiles (or a buffer in RAM) to form the final attribute bytes.gauauu wrote:Well, I am using 4x4 metatiles. But doing free all-directional scrolling - it's not obvious to me why I need to read the attribute tables for that, am I missing something?
(I'm using 4 name tables, if that makes a difference)
That is, unless you take the easy way out, which's truncating the bottommost row of metatiles in every screen, using only the top half, so that attributes never misalign. That's as easy as 8-way scrolling gets, but I think it's weird to pretend that sections of your level maps don't exist.