>>tha' a century ago! ;) ).. Well.. Does any1 know how >>to do tha' trick?? The trick has been explained by others, that's not my point... (Laurens Holst:) >I don't know why games like SD-Snatcher, Nemesis, Dragon Slayer, Akin, >etcetera scroll 'liquid'... (why, why???). It should be possible... Is it >that they (the developers) are not as smart as I am? I can hardly imagine... 1. SD-snatcher's scroll is actually coded badly. It uses a delay of some ints, no matter what happens, so if there is much onscreen the game is actually slower than necessary. 2. Dragon Slayer VI has a good engine: making a soft scroll would not have allowed (a) as many software sprites and (b) sprites moving behind objects - all that would take up more valuable VDP time, and there would be hardly any left. 3. Nemesis has always been MSX1 compatible, every version 4. Akin. :) If you construct an engine that has 3 layers, 100x100 sprites and still scrolls smoothly, I'll hire you. In general, you will need time for other things: a smooth scroll on an MSX 2 using screen 5 takes up a lot of resources (VRAM, CPU time, VDP time) and that's fine for a demo but not for a game. And then you still have to do sprites in either software or hardware. I would not recommend horizontal softscroll in a screen 5 msx2 game to anyone, even when they are very smart :) >Fortunately, Space Mambo scrolls 'liquid'... But that game is programmed in >screen 4 (which I can imagine if you need that much sprites and animation). And in level 4 (if I remember correctly) the scroll is actually very fast.., also screen 4 allows big monsters to be moved easily, albeit in steps of 8 pixels. Cas http://www.stack.nl/~cas/par/ **** MSX Mailinglist. To unsubscribe, send an email to [EMAIL PROTECTED] and put in the body (not subject) "unsubscribe msx [EMAIL PROTECTED]" (without the quotes :-) Problems? contact [EMAIL PROTECTED] (www.stack.nl/~wiebe/mailinglist/) ****