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A primer to scrolling

Scrolling is a big topic and it's something that evolved with the NES/Famicom hardware. These set of examples try to cover it as much as possible while being approachable. But before diving into some more realistic examples, let's first try to understand the concept of scrolling in NES/Famicom programming.

Scrolling at its most simple terms can be read at toggle.s, which gives you this as a result:

toggle.gif

That is, we only have filled the two nametables available in a vertical mirroring scenario, and we are modifying the PPU scroll register to move between one or the other. Another important note, easily missed when programming scrolling on the NES/Famicom for the first time, is that whenever the PPU scroll "wraps around" between two different nametables, you should also update the base nametable address from the PPU control register. That happens in two cases:

  1. If you are scrolling right and PPU scroll turns into $00, then it means that there's nothing else to show from the origin nametable, and that $00 on the scroll means it's $00 relative to a new nametable.
  2. If you are scrolling left and the PPU scroll turns into $FF (i.e. the first step when scrolling left), then the base nametable address has to be updated because it's $FF from the point of view of the nametable from the left.

It's easy to miss these points, but from a PPU perspective (and hence from the perspective of a programmer interfacing with the PPU), it really makes sense. All in all, the scroll register is relative to whatever base nametable is set on the control register. Note that games that scrolled diagonally like Super Mario Bros. 3 and Kirby's Adventure did not need to do this, since they were constantly wrapping on the same nametable. This is a more advanced topic, but it boils down to:

  1. Setup horizontal mirroring so we can scroll vertically (i.e. contrary to the rest of examples from here).
  2. Mask out the leftmost 8 pixels (see bit 2 in the PPU Mask register).
  3. The "next" column will be put on the first one, which is always hidden by step 2 and will only be visible when moving the PPU scroll register.

Coming back to this first example, though, the approach being used here looks rather simplistic. That being said, some games used this technique. For example, in Dropzone it was used to perform some effects on the title screen. Hence, performing a simple scroll between two nametables is not just for learning purposes, it was also used in real life games.

Scrolling multiple screens to the right

With the basics covered, now let's see how a game can scroll past two screens worth of data. This is delivered on the level.s example, and pressing "Select" allows you to toggle between different "levels". This gives you the following results:

level.gif

This is all accomplished by dropping the notion of tiles and speaking in "metatile" terms. That is, instead of dividing the screen in 8x8 pixels, we go up to 16x16 pixel blocks. These blocks are the ones being continuously loaded when the player moves, and they are the ones being considered for collision checks. This is all better explained and with all the gory details inside of the ./include directory, which is somewhat of a library/engine for the rest of the scrolling examples. The concepts at display here are more complex than they look, so take your time reading through the code on ./include.

Also note that different games had different ways on how to handle metatiles, so don't go out from these examples thinking "oh, so this is how all games mapped things on screen!". This is just one way to do so, every game came with its own engine and with its own quirks. Consider, for example, how Megaman games had "meta-metatiles" (a concept also used in modern games like Micro Mages).

Last but not least, bear in mind that this "engine" comes with some big limitations, like the inability to scroll to the left.

Detecting collision on sprite 0

Another limitation from the level.s example is that everything scrolls. This would be a bummer for most games from the era since they would've wanted to reserve some space on screen to show the HUD: a section at the top of the screen where the game shows how many lifes you have, score, etc.

In games like Super Marios Bros. or Punch-out, this was achieved thanks to the "sprite 0 hit" detection, which was a special feature from the PPU in which it would flip a bit on the PPU status register whenever a background element was found to collide with the first sprite in OAM. That being said, both the sprite and the background element need to be opaque (that is, not using the first color from the palette), and there shouldn't be in a special scenario like the PPU being disabled or the sprite being on a hidden margin.

Because all of this, both Super Mario Bros. and Punch-out (and many other games), place the first sprite inside of a background element being displayed from the HUD. This way, the sprite was not apparent to the player but the PPU would detect it anyways (and in Super Mario Bros., as a bonus, it would serve as subtle coin graphical effect). The same technique has been implemented in sprite0.s, which uses the same engine as level.s, but this time the code on nmi has been modified to watch out for sprite 0 collision. This gives us this result:

sprite0.gif

Bringing the status bar down below

That being said, the sprite 0 hit detection technique is quite hacky, but more than that it is a waste of CPU resources: the CPU is spending a lot of time just waiting for this hit to happen instead of preparing for the next frame. That is, the CPU is wasting a lot of time constantly polling for some scanline.

Fortunately, some later mapper chips (see examples on basics/ to understand what these are) like the MMC3 provided methods for setting up an IRQ for a needed scanline. That is, the CPU, instead of constantly polling to detect whenever a given scanline was hit, could just tell the PPU "hey, just tell me whenever you reach this given scanline"; and the PPU would send an IRQ on that condition. This way, the CPU could devote its resources to compute the next frame, and then, halfway computing the next frame, it would stop this task to fulfill an IRQ sent by the PPU, resuming shortly after. This is a much better usage of CPU time, and it could be done multiple times per frame. Thus, it is a technique that allowed for intricate effects, as it is shown by parallax effects in Ninja Gaiden II, or roulette-like minigames as in Super Mario Bros. 3.

In mmc3.s we go for the most basic usage of this technique: let the scroll go on as usual, and then on a given scanline we will reset the scroll back to 0. This will allow us to show a "status bar", which is basically the same "This is a message" thing from the sprite0.s example. This looks something like this:

mmc3.gif

Scrolling in different ways in the same frame

As explained above, chips like the MMC3 give programmers a lot of flexibility when it comes to mid-frame customization. That is, chips like the MMC3 give an interface in which programmers can ask the chip to submit an IRQ on a given exact scanline, multiple times per frame. The main usage for this technique is the one explored above in mmc3.s, but these chips allow for a lot of flexibility, so programmers can get playful with it. One simple example is the roulette mini-game from Super Mario Bros. 3. In here the game asks for two scanline IRQs and then the scroll direction is changed on each given IRQ. This way, the background is split in three sections that move in different directions/speed. Something similar (but more simple) has been reproduced in roulette.s, giving the following result:

roulette.gif