LamerDeluxe
Member
You can do scrolling screens on the C64, IIRC there is a scroll setting with which you can shift the whole display pixel-precise. Then it is matter of hiding the edges of the displayed image behind the borders, shift your character (tile) positions every 8 pixels and add new tiles behind the border at the same time.
The character scrolling trick works by scrolling (actually rolling, with wraparound) a repeatable pattern within one character (or multiple) and then repeating those characters over a whole area. You can then even do parallax scrolling within that pattern, or do repeating patterns of multiple characters for more detail.
There are also tricks like pre-shifting images, just store the graphics of all shifted positions, so you don't have to calculate them in real-time. (memory use vs speed)
I also had a game on the VIC-20 that repeatedly scrolled (also with wraparound) a projectile vertically through a character sequence (like a,b,c,d,e), then when an enemy fired, it drew the projectile characters starting at the one the bullet currently was in. Pretty cool trick to speed things up.
The character scrolling trick works by scrolling (actually rolling, with wraparound) a repeatable pattern within one character (or multiple) and then repeating those characters over a whole area. You can then even do parallax scrolling within that pattern, or do repeating patterns of multiple characters for more detail.
There are also tricks like pre-shifting images, just store the graphics of all shifted positions, so you don't have to calculate them in real-time. (memory use vs speed)
I also had a game on the VIC-20 that repeatedly scrolled (also with wraparound) a projectile vertically through a character sequence (like a,b,c,d,e), then when an enemy fired, it drew the projectile characters starting at the one the bullet currently was in. Pretty cool trick to speed things up.