sarnau wrote: Zamuel_a wrote:
Well it actually scroll in 128 pixel steps so maybe it can be called a scroller
I don't understand why it was done that way. Even a 16 pixel scroller would have been much better.
The answer is actually quite simple: time to market. As a developer you typically didn't have time to do everything you like to do. And because their sales time was typically counted in weeks, their were never updates. Looking back it is always easy to say: it could have done better.
Game updates were not common, of course. But development times were certainly much longer, sometimes couple years (as stays by Bug Bash, with nice SW hor. scroll) . Yes, it is easy to say: it could be done better, but unfortunately it is very true in case of many games. Sometimes just coders were not much experienced with CPU and HW, sometimes they did not care much about quality. Sometimes there was not time ...
Some examples: Black Tiger has 8 px step hor. scroll - on Amiga too
For me it is enough to not play game at all - too jerky. And framerate is low - they used bytewise, slow copy for 8px shift instead some more advanced code .
Hardest is to do fine and by need fast hor. scroll on ST. Then need special routines for all scrolling steps, preshifting (on fly) and some extra RAM too.
For platformers it is not acceptable to have 1 px scroll all time - that's too slow movement.
Considering Giana and why they not used 16 px "scroll" - I'm sure because it is just too bad and annoying. Only game where I saw it is Jinks - from same house. And they could do it, by changing only 4 bytes in code - I can give you exact locations and what to put there .
Hor. "scrolling" is done in very similar way in Jinks, Giana Sisters and Hard 'n' Heavy . There is visible how coders used better and more advanced code in later ones.
Currently I doing update of Hard 'n' Heavy for STs with 1MB, with CPU based fine scroll. Did already for 4 MB machines. In case of 1MB there are some compromises like 2px wise scroll - because no RAM for all preshifts with 1px scroll. I do preshifts on fly, but hardest part is need to add lot of new code, since there is many draw in level buffer instead screen buffer - removing stars, rotating boxes (that slows), dropping platforms ... and all that must be done shifted instead drawing at 16 or 8 px bounds. So, I think that yes, it could be done better, and that's almost always true - sometimes just a bit better, sometime pretty much better.
Famous Schrodinger's cat hypothetical experiment says that cat is dead or alive until we open box and see condition of poor animal, which deserved better logic. Cat is always in some certain state - regardless from is observer able or not to see what the state is.