One way scrolling game == shame?
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Who ever talked about 9-bit ?
I've always sad 8-bit was not enough for a screen, and that 16-bits were necessarly anyways to handle overflow and fine scrolling correctly.
As you said yourself if you use more than 8 you have to use 16 if you want to avoid extremely complicated operations, now it's up to anyone to use them as they want. I like have the middle 8-bits the pixels, so that the top 8-bits represent metatiles (up to 15 screens) and the low 4-bits the sub-pixel precision. If you use only 2 screens then it won't matter, any object outside $0000-$1FFF will be considered out of range.
I've always sad 8-bit was not enough for a screen, and that 16-bits were necessarly anyways to handle overflow and fine scrolling correctly.
As you said yourself if you use more than 8 you have to use 16 if you want to avoid extremely complicated operations, now it's up to anyone to use them as they want. I like have the middle 8-bits the pixels, so that the top 8-bits represent metatiles (up to 15 screens) and the low 4-bits the sub-pixel precision. If you use only 2 screens then it won't matter, any object outside $0000-$1FFF will be considered out of range.
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Celius
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It's funny you mention this, because I do exactly what you're saying with the 2 screens. I have 1 visible screen, and then the two invisible halves on opposite sides. So I guess it still is possible. But then again, in my situation I won't go back and change anything because my metatile system happens to work quite nicely (and without a lot of complexity).Bregalad wrote: So if you'd chose center as I, the "poping" problem would happen, but be half of what you mention and happen in both directions. Now if you handle say 2 screens at a time, with 1/2 invisible screens on the left and right and a completely visible screen, this problem will be completely solved.
EDIT: Yay, happy 2000th post party for me.