AWJ wrote:
One weird limitation of the SNES offset-per-tile modes is the offsets never apply to the leftmost visible tile on the screen. "The leftmost visible tile" can mean a full tile or just a 1-pixel sliver, depending on the horizontal scroll, but there's always at least 1 visible pixel that gets generated without any offset. The upshot is that if you want to use offset-per-tile on a horizontally-scrolling screen to draw a waterfall or something, you have to use the clip window to mask off the leftmost 8 pixels of the screen or you'll see visible artifacts. This limitation is probably one reason offset-per-tile was mainly used in non-scrolling scenes such as title screens, boss fights, and block puzzle games.
The Mega Drive has a similar limitation in it's per-2-cell vertical scrolling mode. The problem is that it has enough entries for 20 columns (the width of the screen), but because of horizontal scrolling it ends up rendering
21 columns instead. The column at the leftmost is basically column -1, and because it doesn't have an entry in VSRAM it ends up reading the noise is on the bus instead. This is why games would hide the leftmost 16 pixels when using this mode.
At least when horizontal scrolling wasn't used (common in shmups) this issue wouldn't come up since column -1 was completely offscreen. I guess that was the original intention of the mode.
Espozo wrote:
But you can only vertically scroll every 16 pixels. Although it is still useful for making things like blocks move up and down, you really cannot fake rotation beyond a tilt. Basically, although the MD has a higher resolution, the SNES can vertically scroll about twice as much, which is actually pretty useful for fake rotation. See the background on Star Fox.
Honestly what the SNES has isn't that useful beyond tilts either, and yes I'd argue that what Star Fox has is just a tilt. If you want to fake rotation more feasibly you pretty much need pixel granurality (something which wasn't possible in either case due to VRAM bandwidth issues).