Parallax scrolling: Difference between revisions

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Oyd11 (talk | contribs)
m I donno about the NES, but the GB has Hblank intr, and thus does not req cycletiming. (that's the change)
AlexPlank (talk | contribs)
m "for for"
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=== The sprite way ===
If you have a lot of [[sprite]]s (individually controllable moving objects drawn by hardware on top of or behind the layers) available on your display system, you may want to make a pseudo-layer out of sprites.
[[Star Force]], an overhead-view vertically-scrolling shooter for for NES, used this for its starfield, and [[Final Fight]] for Super NES used this technique for the layer immediately in front of the main playfield.
But watch out for sprite flicker; you'll want to heed these tips for [http://everything2.com/index.pl?node=preventing%20sprite%20flicker%20on%20old%20consoles preventing sprite flicker on old consoles].