Diversion topic from off-topic in Lizard topic
Splitscreen Methods I'm aware of:
Splitscreen Methods I'm aware of:
- Rewriting Scroll at precise timing, by…
- Mapper-based scanline IRQs!
- Costs producer, customer money for mapper chip.
- …or cycle IRQs!
- Costs producer, customer money for mapper chip.
- DPCM IRQ as timer!
- Costs the DPCM channel.
- "A hassle"--Tokumaru, Rainwarrior
- Cycle-timing!
- Costs severe programmer time and code flexibility.
- Sprite 0 hit! (SMB1 for status bar)
- can only do one.
- requires wait-loop, costing significant CPU time, or issues as with cycle-timing
- Sprite overflow check!
- Buggy, has to be first
- Costs 9 sprites
- requires wait-loop, costing significant CPU time, or issues as with cycle-timing
- Mapper-based scanline IRQs!
- CHR banking! (I believe Sword Master and Return of the Joker do this, like Crisis Force)
- costs significant CHR space
- CHR-RAM rewriting! (Battletoads level 2: Wookiee Hole)
- costs precious VBlank cycles
- Vertical split by address rejiggering; must be tile-aligned (e.g. MMC5)
- MMC5 not monetarily feasible to use, hard to replicate
- Faking a band of parallax by sprites over an unmoved blankground
- (auxiliary) Faking layer overlap by sprites
- Mapper with an automatic (yet configurable) shifter for one or more ranges of CHR tiles. Easier if one only has a single tile being shift-rotated rather than wider repeat length.