Yer, with limited tiles its not soo bad. The current thing im working on uses a change check for updates but that's not for scrolling. Im just not sure any method would work for a mode 4 screen, its just too much data.
Adrian From: owner-sam-us...@nvg.ntnu.no [mailto:owner-sam-us...@nvg.ntnu.no] On Behalf Of Thomas Harte Sent: 21 April 2012 18:31 To: sam-users@nvg.ntnu.no Subject: Re: Musics The best idea I've come up with is to use a very limited number of tiles and scroll like one of those infinite ball demos. So, you have 8x8 tiles and 8 screen buffers. You scroll only either 1 or zero pixels at a time, only ever in one direction. Assuming it's a right to left scroll, for each movement you switch from one buffer to the next. Then run through each on-screen tile and paint only if that tile is not the same as the tile one position to its left. With a small number of possible tiles and a normal sort of platform game layout (ie, lots of horizontal platforms) you shouldn't have to draw all that much. Level two of Super Mario Brothers would probably be an ideal usage case. I guess that the next thing would be to store your tile map as the computed list of tile changes to draw per tile column, and to consider whether compiling your tiles so that you map from the combination of old tile and new to the code and draw only the changes gives a meaningful boost for the memory cost. I'm not sure whether anybody else has done this sort of thing, but I really mean to give it a go sometime soon. On Saturday, 21 April 2012, Adrian Brown wrote: That's top, im a child of the electronic sound - don't think my wife is too impressed with it blasting out of the office though ;) Im working on some other sam bits at the moment (when time allows) For programmery people, scrolling on sam is what let it down imho. Thinking of something like sanxion, who has some ideas on how to move that much data. Im guessing it would have to be mode 2 to really be able to get a decent speed scroller. Ive tried various things for a decent speed scroll mode 4, but it just doesn't seem possible if you want a lot of graphics on screen, even with compiled block data. Adrian From: owner-sam-us...@nvg.ntnu.no <javascript:_e(%7b%7d,%20'cvml',%20'owner-sam-us...@nvg.ntnu.no');> [mailto:owner-sam-us...@nvg.ntnu.no <javascript:_e(%7b%7d,%20'cvml',%20'owner-sam-us...@nvg.ntnu.no');> ] On Behalf Of David Sanders Sent: 20 April 2012 11:16 To: sam-users@nvg.ntnu.no <javascript:_e(%7b%7d,%20'cvml',%20'sam-users@nvg.ntnu.no');> Subject: Musics Hello List, If anyone fancies a listen to the most fiendishly complicated piece of Sam music I've written, here it is: http://dsanders.co.uk/sanxion.dsk It's kind of a conversion of Rub Hubbard's Sanxion loader, but done from memory so probably quite different. I believe the effect at around 2:00 has never been done before on the Coupé! A first time for everything even on the Sam eh? So, why did I spend my morning writing this? Your guess is as good as mine, but I reckon someone now ought to make the effort to convert the actual game. Ahem. Cheers David