Implementing scrolling on the NES is difficult. Because of that, I've been thinking about what different platformer games have done, and which battles I want to fight with my #nesdev game.
I'll document all the different *types* of scrolling I can think of in this thread.
::Full 8-Way Scrolling (Blaster Master)::
Levels extend in all directions with a maze-like layout, not favoring any one direction in particular. Levels are much larger than can fit in nametable, and employ level streaming.
::Limited 8-Way Scrolling (Mario 3)::
SMB 3 has some levels with 8 way scrolling, but are still designed with a bias towards horizontal movement. Up/Down is reserved for "hidden objects" and "secrets".
Camera is designed to only scroll up if player is doing a highjump/flying.
::Isolated 2-Way Scrolling (Metroid)::
Metroid supports both vertical and horizontal scrolling, but never at the same time. A section is either moving up/down or left/right.
In this type, there is a series of horizontally scrolling rooms (sometimes 2-way & sometimes 1-way), with single screen *vertical* connections. This creates some sense of verticality without actual vertical scrolling.
::Stacked Horizontal Scrolling (Super Mario Bros)::
Simple horizontally scrolling maps are "stacked" on top over each other creating the sense of High, Mid, and Low areas, but without any actual vertical scrolling.
Lizard takes a novel approach and only scrolls within the available VRAM. This limits rooms to 512x240, but the dev does not need to implement logic for streaming in levels during gameplay.
Lode Runner (NES) also did this.
Brad covers Lizard's scrolling into more detail here:
Did I miss any? Let me know and I'll add them to the thread!
Of course, not until *after* writing all this, I realized @bbbradsmith has done it already, and in great detail! Check out this update from his Lizard kickstarter:
Here's how I do some really basic perf testing on my NES game, Super Sunny World 🌞
I can enable a "Frame Line" which draws a line of "white" at the end of the Game Loop. If that line goes past the bottom of the screen, that would result in a lag frame! #nesdev
This works because while FRAME 1 is drawing, line by line from the top of the screen downward, FRAME 2 is being calculated. So the longer FRAME 2 takes to update, the lower on screen the line will be.
But you may be wondering: I didn't think the NES could draw arbitrary lines like that! You're right. The "line" isn't actually a "line". Instead I change to color of the rendering (using something called an "emphasis bit") for a set time creating the illusion of the line.
Here's a fun problem to solve when making NES games, that you might not even realize is a problem! #nesdev
Sprites on the NES are actually drawn in "screen space" and wrap around at the edges. But obviously in many games, this makes no sense! Here's how to solve it 🧵
The sprites are drawn in a range of 0-255 on the x-axis (0-239 on the y-axis), and have no concept of a "camera", or the level. It is up to the dev to draw them in a location on screen that makes sense, relative to the game's camera.
It is also up to the dev to make sure that objects that are "off camera" do not get drawn.
But this can be tricky because "objects" are actually multiple 8x8 sprites drawn together to form a larger object.
Got the day off work, and kids are in school! Time to go ham on this project, and turn *this* (side scroller) into *this* (top down rpg-like world map). #nesdev
Bringin' in the lil' guy!
Believe it or not, this is actually *progress*! Graphics data for the top down character is being properly swapped in (replacing the side scroller graphics).