Hi guys, I'm working on Pacific 2, and one of the fundamental features I wish is a rich background with islands, beachs, rivers, mountains, etc with vertical scrolling, and the scroll must be fine, 1 pixel granularity.
My first take was: to have all the tiles needed pre loaded on patterns table, and search all names table incrementing each position, also doing tile scroll on all names table each 8 frames loading the next line on top screen and restarting the process. The cost of this approach is:
- 768 bytes read, at most 768 bytes write (each frame);
- plus 768 bytes write each 8 frames
BUT: after many days and everything working fine with very good speed (I will upload a video soon) I realized something that seems obvious now: there will be space for very few tiles this way, and so the background will be very poor.
Another approach then came to me: to have all the frames on ROM and copy them to patterns table, If I had, say, 64 different tiles, then will be 64 * 8 = 512 bytes each frame, plus the regular scroll on 768 bytes of names table each 8 frames.
It's bit frustrating send to trash a good part of the work done so far (I even done a set of utilities on C# to create the tiles), but it looks like I'm on a dead end and the first strategy has no future.
(I hope the explanation is clear enough to be understood)