>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

But when using a MSX2 it uses the V9938.


>4. Akin. :) If you construct an engine that has 3 layers, 100x100 sprites
>and still scrolls smoothly, I'll hire you.

Hmmm... Yes... those sprites, eh?


>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
>:)

Resources: 2 screen 5 pages and about 3/4 of the time available for copying
(depending on if you are running on 50/60Hz)(. Way enough left for an RPG or
so.


>>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.

Yup.


>Cas

btw, what about Core Dump???


~Grauw



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