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 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).
This debate between @davidscottjaffe and @hard8_times has been on my brain since I listened to it and I wanted to capture some thoughts on Game Streaming and what I heard. 🧵
Disclaimer: I work on Gears at Microsoft, but I'm not involved w/Cloud Gaming or GamePass.
1. There is a huge difference between what *I/YOU* want, and what "most people" want. Compartmentalize your personal preferences and think about what the vast majority of people value.
I think the success of Mobile Gaming, <$400 TVs, and Netflix, proves that most people are ok with sub-par audio/visuals/input. Even if they would PREFER HD, when Streaming comes to a $25 HDMI stick, *most people* will take that over a $500 console.