>>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/



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