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Programming methods used in games

2 bytes added, 17:56, 19 January 2013
/* Hardware Scrolling */
More recent games (e.g. Prehistorik 2, Super Cauldron) use the rupture technique when doing vertical scroll to ensure the display is a constant number of scan lines in height, and so the refresh rate is always the same.
Older games adjust R5 and don't use rupture (e.g. LED Storm, Legend of Kage), the time for a frame therefore varies by up to 7 extra scan-lines. This means the VSYNC to the monitor also varies in position by up to 7 extra scan-lines, and thestability the stability of the image is then dependent on how the monitor handles the VSYNC.
If the game uses a status panel, there are 2 ways to handle this.
| No
| No
| NoYes
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| [[Gothic]]
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