Just made this small demo (video) that shows Axelay-like scrolling to prove the fact that SNES does not use Mode 7 to do this to some people who had doubts about my explaination how this actually works. No source code is provided because it is really crude (in C), made in no time just to get something working, and because I'm pretty sure everyone here know how to implement this anyway. Maybe the demo could be handy to someone in similar situation, or just as a confirmation that there is no problem to implement this on SMD.
Last edited by Shiru on Sat Feb 25, 2012 1:51 pm, edited 1 time in total.
Yes, technically it is very simple - vertical scroll position modified every scanline using hblank interrupt and a precalculate table of offsets to create 'perspective' (i.e. just scroll_y+table[scanline]).
Quite cool
One thing however, do you get any CPU time left during VACTIVE? That was always the issue I got with making rasters. And a shooter need a lot of collide computations, life is unfair!
I honestly don't know. I'm sure that there still could be enough time for game logic if it is all done properly, i.e. interrupt handler not in C etc. SNES is much slower, but manages to run the game well enough, I don't think SMD will be less capable in this case.