I used the term generically, basically referring to sub-tile scrolling. The internal implementation of that in the NES or SNES is irrelevant here.koitsu wrote:And in the case of the SNES, there is no "fine scroll".
Discussion of hardware and software development for Super NES and Super Famicom.
- For making cartridges of your Super NES games, see Reproduction.
That actually fixed it, thank you! I was seriously looking into trying to settle for a 32x64 tilemap and sacrificing one of the two windows on clipping the 4 pixels on the left and right like KSS (not the 8 left most like I thought) but I don't have to now.psycopathicteen wrote:I think lowering the top loading seam would do the trick.
That explains why it only occurred when scrolling upwards, why my column/row preparing code looked perfectly fine, why the order of the row and column didn't seem to matter, etc.
This is a big relief and now I can move on with the rest of the game. :p